Neuroshima HEX 3.0: Merchants Guild PL/ENG
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Merchants Guild is a faction expansion to Neuroshima Hex 3.0. Where did they come from? No one took the Merchants Guild seriously because what is an army without territory, without flags, without a horde of roaming gangers on tweaked cars. And yet — when another wandering merchant is lost without a trace—it turns out that their lost Gamble, the currency of the land, also belonged to their colleagues. They use their Gambles for revenge, to organize an army that—under their flag—enters territory with a mission. You won’t believe how quickly people catch on to the science of power. The power of Gambles and those who trade in it. |
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The seventeenth faction expansionThe Merchants Guild is an army that focuses on the power of money ... even if it's Gambles - some shady currency of the post-apocalyptic world. Your big decision is - do you use fast units in battle, or discard them to gain Gambles and spend them on boosting the rest of your army? |
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What's new?The Merchants Guild introduces a new way of managing the tiles you draw—instead of discarding the least useful tile, you must decide which tiles utilize your Gambles best. |
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The GamblesMost tiles depict additional costs. Once you pay the cost, you may use the special abilities on the tile. Sometimes it’s useful to discard 2 tiles, to gain Gambles to pay for the special abilities of the third tile. This Army has low Initiatives, so you must use your Initiative-boosting or Toughness to take control of the board. |
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