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Neuroshima Hex! 3.0: Mercenaries from Alabama
Neuroshima Hex! 3.0: Mercenaries from Alabama
by Z-Man Games, Portal Games (2007)
Player Count
2 to 4

Player Ages
10+

Playing Time
40 minutes
Categories
  • Science Fiction
  • Expansion for Base-game
  • Fighting
  • Designers
  • Micha? Oracz
  • Stephen Pole
  • Mechanisms
  • Tile Placement
  • Variable Player Powers
  • Partnerships
  • Hex-and-Counter
  • Hand Management
  • Player Elimination
  • Artists
  • Micha? Oracz
  • Family
  • Neuroshima
  • From RPG books to board games
  • Rating: 6.67/10 from 114 users

    Description

    Rare expansion, can be found in some of the original Neuro Hex boxes. Gives you 4 chips (one for army) and an small information in instruction manual. You can choose which is going to which army, but i realized it by simply looking at them. Rules? Yes, please:

    Get the chip somewhere you can see it for time of play. When you want, you can switch another chip and replace it with mercenary.

    A set of 4 tokens
    Alabama Mercenaries are soldiers of fortune who can reinforce any other army.
    In a 2-player game, players decide whether to add 1 or 2 Mercenaries to their armies.
    In a 3- or 4-player game, each player places 1 chosen Mercenary tile face down next to his regular army.
    When drawing tokens, a player can always draw his Mercenary instead of his own army unit.
    For ALL game purposes, the chosen Mercenary tile is treated as a regular unit owned by whoever played that tile.
    As a visual reminder, players can mark their Mercenaries with HQ tokens.

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