Neuroshima Hex! 3.0: Merchants Guild

This is a Expansion for:
Neuroshima HEX! 3.0
Neuroshima HEX! 3.0
Price
€8,99
Tax included. Shipping calculated at checkout.
In stock and ready for shipping

Everything about Neuroshima Hex! 3.0: Merchants Guild

Play Time Play Time
30′
Min. Age Min. Age
13+
Num. of Players Num. of Players
1 - 4
Complexity Complexity
Medium
Publisher Portal Games
Complexity Medium
Language(s) English
Designer(s) Joanna Kijanka
Artist(s) Hanna Kuik
Language Dependency None
Minimum Age 13
Play Time 30 mins
Number of Players 1 - 4 (Best at 2)

The main mechanic of this new army is managing gambles.

Discarding tokens earns gambles, which can later be spent on activating the traits of the units on the board, as their abilities are not free. The Headhunter, for example, has a regular ranged attack, but only spending a gamble will trigger the ability to use a sniper shot. If the trait is not paid, it simply will not be active.

Merchant Guild soldiers usually have low initiative - this is important because the cost of activating a given perk is equal to the initiative of this unit. Activating the Headhunter Sniper will cost one gamble, but another soldier with initiative 2 will cost two gambles. The maximum number of gambles that can be managed at a time is 7, so we should have quite a lot of room for maneuver.