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Neuroshima Hex! 3.0: Merchants Guild thumbnail

Neuroshima Hex! 3.0: Merchants Guild

Expansion for Neuroshima Hex

Neuroshima Hex! 3.0: Merchants Guild Rulebook

Table of Contents

Table of Contents

  • Components
  • Deck Description
  • Tactical Advice
  • New Rules
    • Gambles
    • Deactivation Markers
    • Contract - Mandatory Ability
    • Implant
    • Gamble Limit and Turn Order
  • Special Rules
    • Terror
    • Paid Sniper
    • Contract
    • Reconnaissance and Sabotage - Full Board
    • Control Takeover
    • Paid Explosives
  • Unit Table

Components

35 Merchants Guild tiles, 2 Merchants Guild markers, 7 Gamble markers, 8 Deactivation markers, 1 Net marker, 1 replacement tile, rulebook.

Deck Description

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. Most 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.

Tactical Advice

Use Move tiles to relocate your HQ. It is a great way to prevent being overwhelmed by opponents and to gain Gambles. Spend Gambles cautiously. You can always save them for future rounds. Also, using Reconnaissance lets you control the number of Battle tiles in the deck.

New Rules

Gambles

Gambles are represented by markers. During set-up, after placing your HQ, gain 2 Gambles. You also gain them during the game when you discard a Module, an Implant, or a Warrior from your available tiles. You gain a number of Gambles equal to the Initiative of the Warrior or the Initiative increase provided by the Module. When you discard an Implant, you gain a number of Gambles equal to the cost of its activation. Discarding Instant Action tiles, or Modules that do not increase Initiative, do not provide Gambles.

Example: When you discard the Boss, you gain 1 Gamble, because it increases Initiative by 1.

When you place a Warrior tile, you must spend a number of Gambles equal to its Initiative (or sum of its Initiative) to activate its special ability (except for the mandatory ability, described below). If you decide not to pay, cover the special ability icon with a Deactivation marker.

Example: To activate the Sharpshooter special ability of this Warrior, you must spend 1 Gamble (because its Initiative is 1) when you play the tile.

Deactivation Markers

Deactivation markers are used to cover the special ability icons of Warrior tiles. Special abilities that are covered are disabled. You don't need to cover the special abilities that are activated when you place a tile (Reconnaissance, Sabotage, Boarding), because once they are resolved, they have no remaining effect on the game.

Contract - Mandatory Ability

For the Contract special ability, you do not spend Gambles when placing the tile. You must spend Gambles equal to the Initiative of a Warrior before its Initiative phase during battle. You may decide not to pay for this ability, but unpaid Warriors are immediately discarded. Nets of a Warrior are not influenced by Contract.

Implant

An Implant is a new type of unit, depicting additional actions a player may perform during their turn. Once per turn, a player may activate one Implant on the board belonging to their Army. To activate Merchants' Guild Implant you have to spend [not legible in source] Gambles.

Gamble Limit and Turn Order

You may have up to 7 Gamble markers. If you already have 7 markers, ignore any effects that would gain you more.

Order of resolving available effects during your turn:

  1. You may play Black Market.
  2. You may activate an Implant.
  3. You must discard a tile.
  4. You may play/discard/keep remaining drawn tiles for the future rounds.

Special Rules

Terror

When you discard a tile when Terror is active, you receive Gambles as usual.

Paid Sniper

Connected Medic is discarded instead of the targeted unit, regardless of how many Wounds the Paid Sniper deals. In games against the Dancer, the Paid Sniper may only deal 1 Wound to an Object.

Contract

Contract is inactive when the Warrior with a Contract mandatory ability is netted. Revival is not activated when a Warrior is removed from the board because its owner does not pay for its contract.

Reconnaissance and Sabotage - Full Board

You cannot use their special abilities if placing them on the board fills the last hex and causes a Battle.

Control Takeover

If Vegas takes Control over an Implant or Warriors with a Contract ability, they are always considered paid.

Paid Explosives

If Paid Explosives do not explode at the beginning of the Battle (i.e. because they are Netted), they cannot explode later (i.e. because they are no longer Netted) not attack [sic: "not attack" as printed; probably "nor attack"]. If Paid Explosives is not connected to any enemy unit, it does not explode at all. If it is connected to an enemy HQ, it explodes, but does not deal any Wounds to the enemy HQ. In games against the Dancer, Paid Explosives deal 1 Wound to a connected Object. Warriors with the Paid Explosives ability may be Netted, Taken Controlled of [sic: "Taken Controlled of" as printed], Pushed Back, etc. as usual. Reflection reflects Paid Explosives.

Unit Table

The source prints the legend "X - number of tiles" above the table. The numerals below are as printed; the source does not confirm whether each is a tile count or an Initiative value. Names, numerals and ability text were extracted in an interleaved order, so rows marked "pairing uncertain" may have text belonging to an adjacent tile.

Tile (as printed)NumeralAbility text (verbatim)Notes
HQ1Melee attacks. Special feature: Capital: if the HQ destroys at least 1 enemy unit during Battle, gain 1 Gamble.Note: During setup your HQ provides you with 2 Gambles.
[name not legible in source]1Ranged attack. Paid Sharpshooter - A Sharpshooter can choose which enemy unit in its line of fire to attack (it does not need to be the first enemy unit in the line.) The Armor of the unit being shot acts as normal.Name not printed; the ability is the Sharpshooter ability named in New Rules.
DEBT HUNTER1Connected friendly units gain +1 Initiative.
SCOUT2Connected friendly units gain +1 Strength in Ranged Combat and +1 Toughness (except for the HQ).
COMMANDER4Connected friendly units gain +1 Initiative and +1 Strength in Melee Combat.
BOSS1Armor. Implant. Spend 2 to move a friendly unit to an adjacent, unoccupied hex and/or turn it in any direction desired.Note: Gain 2 Gambles for discarding the Implant.
STRATEGIST1Implant. Spend 2 to rotate an enemy unit in any direction.Note: Gain 2 Gambles for discarding the Implant.
BRIBER1Spend up to 3 Gambles. Inflict 1 Wound on a single chosen enemy unit for each spent. It does not cause damage to HQs.
PAID SNIPER1This tile may be played at the beginning of your turn before discarding a tile. Gain 1 Gamble. Then you may reveal the enemy tiles from the top of their deck that your opponent will draw on their next turn.Pairing uncertain: the text does not describe sniping.
BLACK MARKET5Move a friendly unit to an adjacent, unoccupied hex and/or turn it in any direction desired.Pairing uncertain.
MOVE2Start a Battle. After Battle, the player's turn ends. This tile cannot be used to start a Battle if any player drew their last tile.Pairing uncertain: the text describes starting a Battle.
BATTLE2Ranged attack. Armor. Paid Push Back - once during each turn (even the turn it is placed on the board), it can Push Back one adjacent enemy unit.Pairing uncertain: the text describes Push Back.
WELDER1Melee attack. Armor. Paid Sabotage - when you place this tile you may swap it with an adjacent enemy unit (may not rotate).Pairing uncertain.
BLACK BOX1Nets. Melee attacks. Mandatory ability: Contract.Pairing uncertain.
HACKER1Ranged attack. Melee attack. Paid Spy - A Spy can link itself to enemy Modules or Headquarters as if they were friendly Modules or Headquarters, automatically receiving their bonuses and benefits.Note: You gain 3 Gambles when you discard this tile and you must spend 3 Gambles to pay for its special ability.
TANK[numeral not legible in source]Ranged attack. Toughness (with no cost).
AUTOMATIC TURRET"1 3" as printed [not legible in source: meaning]Melee attack. Paid Explosives - instead of the Melee attack, it explodes. At the beginning of a Battle (before any Initiative phases) the adjacent enemy tiles, indicated by the Explosion icon, are destroyed along with Bomber Chris. It does not cause damage to HQs.
BOMBER CHRIS1Melee attacks. Mandatory ability: Contract.
DAREDEVIL2Ranged attack. Melee attack. Paid Reconnaissance - when you place this tile, take a chosen tile from your discard pile (except for the Scout Leader) and shuffle it into your deck. You may not use this ability if any of the players has already drawn their last tile.
SCOUT LEADER[numeral not legible in source][ability text not legible in source]
HIGHWAY CRUISER2Melee attack. Paid Boarding - When the Highway Cruiser is placed on the board, the active player may start a Battle. Paid Boarding cannot be used if any of the players have drawn their last tile. After the Battle, the player's turn ends.Text precedes its name in the extraction.