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Portal Games  |  SKU: PG1239 PLGPG1237
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Neuroshima Hex! 3.0: Merchants' Guild

$10.95 CAD
Shipping calculated at checkout.

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Game details

  • Joanna Kijanka Designer
  • 1–4 PlayersBest: 2Solo OK
  • 30 min Play time
  • 13 and up Age
  • ★ 7.8/ 10 BGG rating
Complexity Heavier · 3.0 / 5
Game data from BoardGameGeek (opens in a new tab)


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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