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Neuroshima Hex 3.0 Merchants Guild Expansion

Neuroshima Hex 3.0 Merchants Guild Expansion

Neuroshima Hex 3.0 Merchants Guild Expansion

$16.00

$16.00

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EXPANSION FOR: NEUROSHIMA HEX! 3.0

1-4 Players  |  30 Mins  |  Ages 13+

Features: Hand Management Hexagon Grid Player Elimination Tile Placement Variable Player Powers

Theme: Expansion for Base-game Fighting Science Fiction

Description:
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.

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