Neuroshima Hex! 3.0: Merchants Guild (2023)
Tempo di Gioco: 30
Età Min.: 13
Giocatori: 1 - 4
Editore: Portal Games
Designer: Joanna Kijanka
Artisti: Hanna Kuik
Meccaniche: Player Elimination, Tile Placement, Variable Player Powers, Hand Management, Hexagon Grid
Età Min.: 13
Giocatori: 1 - 4
Editore: Portal Games
Designer: Joanna Kijanka
Artisti: Hanna Kuik
Meccaniche: Player Elimination, Tile Placement, Variable Player Powers, Hand Management, Hexagon Grid
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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.
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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Neuroshima Hex! 3.0: Merchants Guild
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ag.gameitem.lastUpdated: 2025-04-23 08:24:34.391