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WARNING:
CHOKING HAZARD -- Small parts. Not for children under 3 yrs. |
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WARNING:
CHOKING HAZARD -- Small parts. Not for children under 3 yrs. |
Product Features
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Product Details
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Most Helpful Customer Reviews
5 of 5 people found the following review helpful:
4.0 out of 5 stars
Euro-style light wargame with science fiction theme,
By
= Durability:4.0 out of 5 stars = Fun:4.0 out of 5 stars = Educational:1.0 out of 5 stars
Neuroshima Hex, a low complexity board wargame using Euro-game style high-quality components and a science-fictional theme, is derived from a Polish RPG called Neuroshima, but is completely independent and stands on its own. It can be played with 2-4 players (there are expansions that add more scenarios, armies and variety). It is fast-paced, kill-heavy and bloody-minded gamers will love it after being oversaturated with Settlers of Cataan, Carcassone, and other "non-confrontational" strategy games.The game is a tile placement game (a la Carcassone) but has other elements that more resemble Magic: the Gathering. Each player represents an army in a future universe dominated by a machine takeover. There is a machine army, a mutant human army, and two different human factions. Each player's army is different, with its own order of battle and strengths and weaknesses. Your army consists of a number of hex-shaped tiles that are used as a "deck" from which you draw and place on the mapboard. Tiles are either army units, "modules" (which enhance army units), or action tiles (which are not placed on the map but may be used to move units or start a battle, etc.). There is a lot of variety and the game is very very replayable, so you get a lot for your money. Very fun with four players (I haven't played with lesser amounts, but should also be fun). This can appeal to both Eurogamers and wargamers. One previous review called this a complex game, but it is not. By wargame standards, it is ridiculously easy. By Euro standards, it is average. The rulebook is better than most Euro rulebooks in terms of explanation and consistency. Easy to pick up and play. The one thing that will take a bit of time is getting used to the counters. Because they were designed to be used in different countries, they have no text, just a lot of symbols, and until they become familiar to you, you may find yourself consulting the reference cards quite a bit. I recommend it.
3 of 3 people found the following review helpful:
5.0 out of 5 stars
Very fun, but complicated strategy game,
By M (CA, USA) - See all my reviews
= Durability:3.0 out of 5 stars = Fun:5.0 out of 5 stars = Educational:3.0 out of 5 stars
Amazon Verified Purchase(What's this?)
neuroshima hex is one of those games with a pretty long rulebook, explaining things that become second nature after a few plays. There's a ton of different symbols on each soldier/base hex, that take some time to read through. But all the variations of powers add up to a really fun strategy for just 2 players, but even more fun with 4 (and a lot tougher).Here's the basics of the game. You start by placing your home base which buffs up pieces adjacent to it with a special power. The special powers depend on what faction you choose. The first player draws 2 tiles and place or play 1. After that, the second and successive player(s) draws 3 and places/plays up to 2. When all tiles are placed or a battle tile is played, you check for soldier tiles for initiative 1 to fire/attack, then 2, and then 3. And play continues if neither player has won, and there are still tiles to draw. I own this game now, a friend of mine introduced me to it, and it's a lot of fun. Definitely worth the $50 or so.
1 of 1 people found the following review helpful:
5.0 out of 5 stars
Easy to Learn, Difficult to Refuse a Rematch.,
By
= Durability:5.0 out of 5 stars = Fun:5.0 out of 5 stars = Educational:2.0 out of 5 stars
This review is from: Neuroshima Hex (Toy)
For more information about this game, along with many reviews, see: (...)This is a game that I play almost every Friday night with a Bible study group I host at my house. They are a group of guys aged 13-17, with an occasional appearance by my dad or a cousin-in-law. All the guys love it. We have tried several games, including Halo Risk, Carcassonne, and Power Grid, and this is their favorite yet. I enjoy it quite a bit, as well. It is easy to teach. I tried to teach them Axis & Allies once and that was a nightmare. This, on the other hand, has simple mechanics and plays quickly enough that only one kid consistently drops out (he almost always drops out no matter what game we play). This is the game in a nutshell: - Begin by placing HQs. These begin with 20 HP and the game ends when either one player runs out of tiles or the HQs of all but one player are eliminated. If a player runs out of tiles, the player whose HQ has the most hit-points is the winner. - On a player's turn he draws three tiles. He MUST discard one, then decide what to do with the other two. Tiles include units that act in various ways (ranged, melee, net (disables other units), guass cannon, self-destruct, mobile, armored, etc.), modules that modify allied or enemy units, and instant-action tiles (such as move, push-back, sniper, air-strike, etc.) - Tiles accumulate on the board until one of two things happen: A) the board fills up completely (it is small so this happens quite often), or B) a player draws, and chooses to play, a battle tile. At this point a battle begins, and all the actions on the board are resolved starting with the fastest units. Example: a unit with an initiative of 3 has been staring down a unit with an initiative of 2. A battle finally occurs. The initiative 3 unit strikes first, which would normally mean he eliminated the other unit and will remain alive, BUT the initiative 2 unit has a medic module attached to it. This results in the medic being removed instead of the unit. Then on phase 2, the initiative 2 unit strikes and eliminates the faster unit. Varied armies, available official expansions, fan-made printable armies, and a sense of freedom to play how you want make this a game with lots of life in it that I think I will be enjoying for a long time to come. Note: we recently played an epic 6-player game with the 4 original armies and 2 fan-made ones, utilizing the entire board instead of the normal playing field. It was indeed epic, but it of course lasted much longer due to so many players and the extra options. This is really the sort of game where winning once doesn't make you king, but winning, say, 3 out of 5 does. So far I think like 2- or 3-player games played on the original-sized board (the green spaces) best, but it might just be the crowd I play with. Your mileage may vary.
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