Neuroshima Hex Rules
Neuroshima Hex Rules
INTRODUCTION
Neuroshima HEX is a game of tactics, where armies wage continuous
battles against each other. It is based on a roleplaying game called Neuroshima
RPG published by Portal in 2001. While being familiar with the RPG is not
necessary, the players will find it easier to identify with their armies if they
have read or played the game.
The world of Neuroshima RPG is that of a post-apocalypse world torn apart
35 OUTPOST army tiles
by a war between humans and machines. The remains of humanity took shel-
ter in the ruins of cities and organized in small communities, gangs and armies.
Conflicts between such groups are not uncommon and the reasons of such are
numerous: territory, food or equipment. What is more, the ruined cities are
constantly patrolled by machines sent from the north, where a vast cybernetic
entity, called MOLOCH, appeared. Great wastelands that surround what was
left of the greatest cities are home to another enemy - BORGO - a charismatic
leader who controls an army of gruesome mutants. One of the last hopes of
humanity is the OUTPOST, a perfectly organized army which wages a guerilla
war against MOLOCH. Nevertheless, most human settlements, including the
HEGEMONY, are not concerned with war until it comes banging at their door.
Such is the world of Neuroshima.
2
CONTENTS OF THE BOX
35 HEGEMONY army tiles 4 replacement tiles (1 for each army)
this rulebook
BONUS CONTENT:
55 Hex Puzzles (more information on page XX)
4 Reference charts
2 HQ token
Note: It’s a strange army with special rules. It’s not recommended for
beginners (more information on page XX).
3
GAME RULES
If you are already familiar with Neuroshima Hex rules and just want to check The starting player places his HQ tile anywhere on the board. The opposing player
the changes and clarifications in this new edition, it is enough for you to read subsequently does the same. The HQ tiles may even be placed adjacent to each other.
the sections marked with this symbol .
Next, the starting player (Player One) draws one tile from his pile and puts it in
The following rules refer to a two-player game. All adjustments necessary for front of him face up (not on the board yet!). Tiles are always drawn from off the
a 3- or 4-player game are presented on page XX. top of the pile (which means the uppermost tile is always the one to be drawn
first). The player may now use the tile (see USING TILES section on page XX),
save it for later or simply discard it.
GOAL OF THE GAME
The other player (Player Two) then draws two tiles from his pile and puts them
The goal of each player is to attack the enemy’s Headquarters (HQ). At the in front of him face up. Like with player one, each of the tiles can be used, saved
beginning of the game each HQ has 20 ”hit points”. If, during the game, an HQ for later or discarded.
loses its last, twentieth hit point it is destroyed and the player does not take
part in the game any more. Next, Player One draws up to three tiles, which means that if last turn he saved a
tile for later he now draws only TWO tiles. If, however, he used up or discarded
If, at the end of the game, (see ENDING THE GAME section at page XX) none his one tile, he now draws three tiles. Now that he has all three tiles in front of
of the HQ’s have been destroyed the players compare current hit point levels himself, he must choose one tile, which seems least useful, and discards it, before
for each one. The player whose HQ is in the best condition (received least da- he attempts any further actions. Each of the remaining two tiles can then be used,
mage) is the winner. saved for the next turn or discarded.
Player Two follows the same procedure and the rest of the game continues as
SETTING UP described in GAME SEQUENCE section below.
Put the board in the middle of the table. Distribute appropriate army tiles among
the players. Each player commands a single army represented by 35 tiles. Next, GAME SEQUENCE
each player separates their HQ tile from the remaining ones (you can distinguish
them by a different back) and shuffles the tiles thoroughly.
In his turn a player draws UP TO three tiles (i.e. under no condition can he have
more than three tiles in front of himself), and puts them face up in front him.
Then, after the tiles have been drawn, the player must discard one of the three ti-
les (usually the least useful one) aside into the discard pile. Then he decides what
to do with the remaining two tiles - he can use them, keep them for the following
turns, or discard them.
Borgo Hegemony Moloch The Outpost
A player may discard any number of tiles he drew. The drawn tiles should be
When the tiles have been shuffled they should be placed in a pile face down in front
visible to both players, that is why they are always placed face up in front of the
of each player. Each player should also get one HQ damage counter to keep track
player who draws them.
of received damage. Before the game starts the counter should be set to 20 (in a
2-player game, changes in the MULTIPLAYER GAME are described on page XX).
If towards the end of the game any of the players draws his last tile, but still has
fewer tiles in front of him than three, he does not have to discard any.
HQ tokens & the Damage track
When a player completes his turn (draws, uses, or discards tiles, and completes
If the players don’t want to use the counters (or there are more than 4 players),
all actions desired) he informs the other player.
they can agree to use the Damage track on the game board instead – in that case
each player should put one of his HQ tokens on the 20 on the Damage track.
Unlucky Draw
If ALL 3 tiles that the player draws occur to be Instant Tiles, he may discard them
STARTING THE GAME and draw 3 new tiles.* The player can use this rule multiple times during the
game, even during one turn.
The owner of the game starts a game session (becomes Player One). He may also * This rule does not apply to the The Dancer army.
choose a starting player or the starting player may be chosen randomly.
It is absolutely essential to shuffle the tiles before each game session. During the game, tiles are discarded to a discard pile in groups (e.g. several Unit Tiles or
several Instant Action Tiles in a row). If the tiles are not shuffled, it can lead to a series of similar tiles being drawn each turn, and thus making it difficult to
perform a reasonable action on the board.
4
GAME RULES
USING TILES BATTLES
After drawing the tiles, placing them face up and discarding the third, least In their decks of tiles (among the 35 tiles that make up play-
useful one, the remaining two can be put into play. ers’ armies) players have several Battle tiles, which are a spe-
cial kind of Instant Action Tiles. As soon as a Battle tile is
There are two kinds of tiles in the game: Instant Action Tiles (see more on played (used), a battle starts on the board.
page XX) and Unit Tiles (more on page XX). Each tile is clearly marked so it’s
easy to identify its function. Instant Action Tiles have only a big dark icon During a battle the players must check the effects of each tile on the board.
depicted, while Unit Tiles contain more information. Battles are divided into «phases» according to Initiative values presented on
tiles. If the number printed on the tile is 3 - this tile is the first to act, then it is
Here are some examples of the two tile types: followed by those with Initiatives of 2, 1 and finally 0.
In each phase of the Battle, players’ units of the same Initiative act simultane-
ously. E.g. if two units with Initiative values of 3 shoot at each other, they both
get hit and die. If two units shoot at the same target in one phase, they hit the
target simultaneously (both attacks strike home and none of the projectiles
passes through).
Example of Instant Action Tiles
Dead/destroyed units remain on the board until the end of the phase they were
killed/destroyed (you can turn them face down). After all actions in the phase
have been carried out, dead units are removed and put on the discard pile.
When a unit is wounded but not destroyed (because it has more Toughness -
or Wound - points available) put a wound marker on it to indicate that it has
been hit (except for the HQ, it’s damage is marked on the counter).
HQ Warrior Module
Example of Unit Tiles Modules and Net Fighters stop affecting other units the moment when they
are removed from the board at the end of the phase, not when hit.
Both types of tiles can only be used in the players’ own turns. Under no cir-
cumstances can tiles be played during any other player’s turn.
- Wound markers should be put on damaged (wounded) units
The Instant Action Tiles represent specific actions. They are not placed on the
game board to take effect, but only shown to the opponent and their effects
are introduced into the game (See TILE DESCRIPTIONS section on page XX for After a phase is finished, another phase follows, counting Initiative downwards.
details concerning their use). Then, the tiles are discarded.
HQ’s wounds are calculated at the end of a phase.
Unit Tiles represent your army’s units. Each army consists of 3 types of units:
an HQ, Warriors and Modules. In order to use them, players place them on a The Battle tile cannot be used if any of the players has drawn his last tile from
chosen, unoccupied hexagonal space on the board. the deck.
Unit Tiles cannot be placed on other tiles on the board. The player who starts a Battle finishes his turn, regardless of the number of
tiles he has left. As soon as the Battle commences, no other tiles can be used
After a tile has been placed, it may not be moved or turned in any way. Once or even discarded.
placed, a tile remains in its position until the end of the game or until it is killed
and removed from the board. The only exceptions from this rule are special An example Battle can be found at the end of this game manual on page XX.
actions which allow some tiles to be moved around the board. Their use is expla-
ined in the TILE DESCRIPTIONS section on page XX.
If at any time during the game the board is filled up and no single space is left
to place a tile on, a Battle commences (see BATTLES section below).
5
GAME RULES
ENDING THE GAME BOARD DESCRIPTION
If any of the players draws his last tile from the deck, he can finish his turn. The main battlefield consists of 19 hexes set in the middle of the board. It is
Then the opposing player finishes his and the Final Battle begins. exactly as in the previous edition. Around it you can find a circle of eighteen
additional hexes which we suggest to be used when there are more than 4
When any of the players has drawn his last tile, Battle tiles cannot be used. players. It gives a bit of air on the battlefield.
If a player has used his last tile and filled in the last unoccupied hex on the Finally, there is also a Damage track on the board. It can be used instead of the
board a Battle starts. Then, after the Battle the opposing player can use his Damage counters or when there are more than 4 players. In such case players
remaining tiles and the Final Battle begins. will also use the HQ tokens - each player places his HQ token on space 20 on
the board and moves the token every time their HQ gets hit.
additional 18 hexes used
in a 5- or 6-players game main board
VICTORY
The game ends after the Final Battle or when the Toughness points of an HQ
are reduced to zero.
If one of the HQs is destroyed, the game ends and the player whose HQ su-
rvived wins.
If any of the HQs is destroyed during a Battle, the Battle goes on as usual. If the
other HQ is destroyed as well, the game finishes with a draw.
If none of the HQs is destroyed and the Final Battle has been fought, the
player whose HQ has more Toughness points left is the winner.
If both HQs have the same number of points remaining, each player takes one
more turn as if the game continued in the normal way (if a player has no more
tiles left to draw, he can only use abilities of the tiles on the board, e. g. unit’s
Mobility). Then an additional Battle begins. If both HQs still have the same
number of points remaining after this additional Battle, the game actually ends
with a draw.
Damage track
Reinforcement rule. If you think there is too much randomness in the game and you want to reduce it, you can play with the following rule: In your turn, instead of 3,
draw up to 6 tiles, discard one and play a maximum of two tiles, any other you can save for later or discard.
6
TILE DESCRIPTIONS
There are four army decks in the game. Each deck consists of 35 tiles which are UNIT TILES
marked appropriately on their rear sides to indicate which army they belong to.
Unit tiles, as opposed to Instant Action tiles, are ones that can be placed on
the game board. There are 3 types of Unit Tiles: Headquarters, Warriors and
Modules.
THE HQ
Hegemony Borgo Moloch The Outpost
When used, tiles affect all types of Unit tiles (unless specified otherwise in a
given tile description).
A unit with A unit with A unit with Melee attack Ranged attack Armor Net
initiative 1 initiative 1 & 2 no initiative indicated
The symbols can be found printed against one, or more, edges of a tile and
they represent the directions of given actions. Actions cannot be declared, and
do not work in any other directions than the ones indicated by the symbols.
A couple of examples:
The symbol on the tile indicates the direction of the attack (in straight line
from the tile edge). If a warrior has two symbols of Ranged Attack or more, he
Mobility Toughness
shoots in all directions at once during the battle.
Examples of special ability icons printed on tiles: The symbol also shows how powerful the attack is (it indicates its Strength
ranging from 1 to 3).
Attacks are automatic and the players may not decide not to attack.
Warriors shoot over their friendly units, so no friendly fire is taken into ac-
count (it reflects their coordination during a firefight). Friendly units do not
obscure line of sight towards enemy units in the same line (Shots go past or
A mobile unit A unit with two Toughness points
over them!).
DETAILED DESCRIPTIONS
Melee Attack
A Strength 2 Shooting in Shooting in
This symbol represents a melee attack performed on an enemy unit. The at- Ranged Attack 2 directions 3 directions
tack only hits enemies adjacent to the edge with the symbol. (Strength 1 each) (Strength 1 each)
If a tile has more than one attack symbol, all attacks are performed simultane-
ously during the Battle. An example of Ranged Attack
One of the Outpost Warriors fires his weapon at Moloch’s units (tiles outli-
The symbol also shows how powerful the attack is (it indicates its Strength ned black). The bullet does no harm to the friendly unit in the line of sight (an
ranging from 1 to 3). Outpost Runner), but goes straight through and hits the nearest Moloch unit.
The bullet does not reach the Moloch HQ which is further away.
Attacks are automatic and the players may not decide not to attack.
8
TILE DESCRIPTIONS
ARMOR TOUGHNESS
If a Unit Tile (except for the HQs) does not have a Toughness
Armor decreases the Strength of all kinds of enemy Ranged
icon (symbol), it is removed after receiving a single wound.
Attacks by 1 (and protects from all Strength 1 Ranged At-
tacks). It does not, however, protect from Melee Attacks.
Each Toughness symbol represents an additional wound a
Note that a Ranged Attack from an adjacent hex is still a
unit can sustain before being destroyed. Thus, a unit with
Ranged Attack and not the Melee Attack.
two Toughness symbols must receive 3 wounds before it is
removed from the board.
The Armor symbol on the tile indicates which side is protec-
ted. If an armored unit is attacked from a different direction
Each wound inflicted on a unit is marked by a wound marker
than the protected side indicates, the armor has no effect,
placed on its tile.
and the attack is a hit.
Nets are in effect all the time and players may not choose
not to use them while on the board.
9
TILE DESCRIPTIONS
MODULES
SCOUT
Module tiles are placed on the board like other units. They remain on the bo-
Scouts increase Initiative values of the units they are con-
ard until they are destroyed. They cannot move or be turned, unless a Move,
nected to.
Push Back or any other ‘external’ action tile is used.
They start affecting units as soon as they are connected to them (not only
during Battles). Modules cannot be ‘turned off ’, or stop working if a player
wishes so. MEDIC
If a unit with the Medic Module connected suffers one or
Module symbols printed along the edges show the direction they can be con- more wounds (from an attack of 1 enemy unit, Sniper, Air
nected to another unit. If a Module has several such symbols, it works in all Strike or Grenade) the wounds are ignored and the Medic
given directions at all times. tile is discarded. See also Medics in the Common Problems
section on page XX.
Modules can be destroyed like any other units, and some of them also have
additional Toughness points.
About modules
If several Modules are connected to one unit, their effects are cumulative.
Any Module must be directly connected to a unit in order to affect it. Modules
Modules also affect HQs. cannot affect units through other units or modules.
If a Warrior unit is connected to a Module which enhances his initiative and
Since Modules work all the time, they do not have respective actions, so spen- another initiative-increasing Module is connected to that Module, only the
ding an additional action (some units have such abilities) does not augment bonus from the first Module takes effect. In order for the second Module to
a Module in any way. Modules do not affect enemy units (unless specified take effect it should be connected directly to the Warrior.
otherwise in their descriptions).
OFFICER
Officer Modules increase the strength of friendly units’ attacks
(melee or ranged).
10
TILE DESCRIPTIONS
INSTANT ACTION TILES MOVE
This tile allows its user to move one of his units to an adja-
Apart from tiles representing fighting units, each player has a number of spe- cent, unoccupied hex and/or turn it in any direction desired.
cial Instant Action Tiles described below.
These tiles cannot be used when a Battle starts, but only in phases where play-
ers place their units on the board. Instant Action Tiles are not placed on the GRENADE
board, but are discarded after use.
This tile destroys one chosen enemy unit completely.
A Grenade can only be thrown onto a hex adjacent to your
BATTLE (the user’s) HQ.
If a player uses this tile (shows it to other players - Instant It does not affect enemy HQs.
Action tiles are not placed on the board) a Battle begins.
Grenade cannot be thrown from a netted HQ.
This tile may not be used if any of the players has drawn his
last tile from the deck. After the Battle Tile is used, the play-
er’s turn ends and he may not perform any more actions. SNIPER
The Sniper inflicts one wound on a single chosen enemy unit
on the board. The Sniper may not hit enemy HQs.
PUSH BACK
This tile allows one of the friendly units to push away an adja-
cent enemy unit, creating a distance of one hex between them.
The enemy unit can only be pushed away onto an unoccupied AIR STRIKE
hex and only a single space away (not two or three). If there
The Air Strike inflicts a wound on a target hex and all spa-
is more than one unoccupied hex available, the player con-
ces adjacent to it. All Warriors and Modules within the area
trolling the enemy unit decides which one to place his tile on.
are hit (including friendly ones). 7 hex spaces are covered
The pushed back unit may not be turned during the move. with the strike altogether, and the Air Strike must be called
so that the blast range does not exceed board boundaries.
If it is not possible to create a 1 hex space between the units,
(All 7 hexes on the board must be hit with the Strike) - see
the Push Back tile cannot be used.
picture.
The Air Strike does not affect HQs.
An example of pushing back
The Air Strike may be called in onto an empty hex space.
One of Moloch’s units (tile
with the black outline) is sur-
An example of air strike
rounded by two Outpost War-
riors: a Runner (on the upper
hex) and a Brawler (on the ri-
ght-hand hex). The commander
of Moloch’s forces decides to
use his Push Back tile. It is im-
possible to push the Runner
away, because both hexes be-
hind him are occupied and the
only free hex is adjacent to the
unit, which performs the push.
It is, however, possible to push
the Brawler away. Additionally,
the player who commands the
Outpost forces may choose
which hex to move his unit to.
11
COMMON PROBLEMS
USING NETS MORE ON INITIATIVE
If a Net Fighter dies, his net affects other units until the end of the phase, up No unit can have its initiative reduced below a value of 0. If any unit’s action
until the tile is removed from the board. In the phase the Net Fighter dies the is slowed down to below that level (below 0), it is still treated as having the
affected tile(s) cannot perform their actions yet. It will be able to do so in the Initiative value of 0.
following phase (if applicable).
There is no upper limit to increasing Initiative.
A disabled unit cannot move, thus it cannot be pushed away.
If a unit can perform more than one attack, and has a module which increases
A Net Fighter can be pushed away but by a third party (not by the unit that is its Initiative, the bonus affects all its attacks.
being disabled by him).
If a unit attacks in more than one direction (no matter if the attacks are of the
A Net Fighter can disable another Net Fighter, and then, the latter is rendered same or of a different type) and it can perform its attacks in more than one
unable to affect any units. Initiative phase (i.e. Outpost’s Mobile Armor), it performs all its attacks in
each Initiative.
If two opposing Net Fighters throw nets in each other’s direction, they do not
disable each other. In other words, two nets aimed at each other nullify each A unit can perform an attack (Melee, Ranged) in the phase corresponding to
other’s function, while both Net fighters are treated as non-netted (e.g. they its current Initiative. For instance, a Warrior with Initiative value of 3 is disa-
can be normally moved with a Move tile). bled by a net in battle phase 3; in the same phase the net is destroyed and in
phase 2 the unit is free to act, it still loses the action, because it could only
In case when three Net fighters net each other (the first the second, the second
perform it in phase 3, not phase 2.
the third and the third the first) the Net fighters are treated as non-netted as
well – their nets in other directions work normally, they can be moved, pu-
shed, etc.
Situation 1.
A unit with the Initiative of 2 gets a bonus of +1 from an adjacent Module (and
USING MEDICS its Initiative value is raised to 3) and can perform an attack in phase 3. If at the
same phase the Module is destroyed and Initiative drops to 2 again, the unit
cannot perform another attack in phase 2.
Medic Modules (or Medics) cannot be ‘turned off’ if they are connected to a
unit. Their effects are in play all the time.
The Medic absorbs all wounds inflicted by an attack of one enemy unit only Situation 2
(an attack from one edge in one Initiative phase); if several opponents wound A unit with the Initiative of 3 is affected by a Saboteur (a special Outpost
the target with the Medic Module, its commander decides which attack is ab- Module) and its Initiative is reduced by 1 (it now has the Initiative of 2). It
sorbed. cannot carry out any actions in phase 3. During the same phase (phase 3) the
If the Medic is connected to more than one unit, and all the units are damaged, Saboteur is destroyed, and the unit’s original Initiative is restored, but phase
the player chooses one of them to be ‘healed’ by the Module. 3 is now over and phase 2 begins, so the unit may not carry out any actions it
this phase. Bad luck!
If a single unit is connected to two Medic Modules, the controlling player
chooses which Medic absorbs the damage when hit.
If both a Medic and the connected unit are hit simultaneously, the Medic is Situation 3
destroyed first and cannot heal the unit. A unit with its original Initiative of 2 is enhanced by a Module and gains +1
If a unit is connected to a Medic Module (1), which has another Medic (2) con- Initiative. Unfortunately, the Module gets temporarily disabled by a Net, and
nected (but the modules are not interconnected), the damage, when the unit is does not provide the bonus. Phase 3 ends, but the Net is destroyed, so the
hit, is absorbed by the latter (Medic 2). unit’s Initiative jumps up to 3 again. However phase 3 is over now, and the
next one begins - can the unit act in phase 2? No, it can’t. Sorry.
If two Medics are interconnected (each has the connection icon turned in the
other’s direction) the controlling player decides which of them absorbs wo-
unds.
12
THE MULTIPLAYER MODE
This section presents adjustments necessary to play with 3 or 4 player. 3. 1 player vs a team
The changes are as follows:
3 PLAYERS MODES: • Player 1 (called “lonely”) plays on his own, while Players 2 & 3 create a
team. Lonely player sets his HQ damage counter on 20 and each team
player on 13 before the game starts.
1. Deathmatch
• Team players’ units are called friendly – the rules for friendly units are
The changes are as follows: described below in the 4 players team match variant.
• Starting the game: Player 1 draws one tile, Player 2 draws two tiles, Player • Playing order: Players in the team do not take consecutive turns, they
3 draws three tiles and then each player draws tiles in the standard way play alternately with the lonely player. The turn sequence should be:
(up to three). Player 1, Player 2, Player 1, Player 3.
• The Final Battle: If any of the players draws his last tile from the pile, the • Starting the game: Player 1 draws one tile, Player 2 draws two tiles, Player
others complete their own turns as usual, and only then does the Final 1 draws three tiles and then each player draws tiles in the standard way
Battle start. (up to three).
• HQ destroyed: If any player loses his HQ, its tile is removed from the • The first of the opposing sides (lonely player or the team) to destroy the
board together with all its unit tiles. The player is out and the game is enemy HQ wins the game. If none of the HQs is completely destroyed,
continued. the side with a higher total of remaining Toughness points (the side who-
Note that this variant makes the game more negotiating than tactical. We en- se HQs sustained less damage) wins.
courage to try the second or third described. • If two opposing HQs are destroyed in one battle, the team wins.
13
THE MULTIPLAYER MODE
For better understanding, in the following section teammate’s units are called
friendly units.
• Module and HQ bonuses also affect friendly units.
• Move and Push Back actions cannot be used on friendly units.
• Friendly units cannot be hit with teammate’s ranged or melee attacks.
Shots go through them.
• Net Fighters do not disable friendly units.
• The first team to destroy any enemy HQ wins the game. If none of the
HQs is completely destroyed, the team with a higher total of remaining
Toughness points (the team whose HQs sustained less damage) wins.
• If two opposing HQs are destroyed in one battle, the remaining two
HQs are taken into consideration and the one with more Toughness
points remaining wins.
• The Final Battle: If any of the players draws his last tile from the pile, the
others complete their own turns as usual, and only then does the Final
Battle start.
2. Deathmatch
The rules are the same as in the 3-player Deathmatch mode.
Expanded Battlefield
The main game board consists of 19 hexes set in the middle of the board.
Around it you can find a single circle of additional eighteen hexes (see Board
description on page XX). We suggest to use it during the game of five or even
six players. In a 4-player game, however, players can also agree to use the
expanded battlefield.
When playing on the expanded board, the Battle still commences as soon as
the main board is filled up.
14
ARMY DESCRIPTION
BACKGROUD HQ 1 MOBILE ARMOR 1 SCOPER 1
Adjacent units can perform an Attacks on Initiative As long as the Scoper is
The last regular standing army of humankind, the additional attack in the Initiative connected to an enemy
phase 2 & 3. Ranged
Outpost wages war against Moloch at its very bor- phase that follows their last attack, Melee attack & module, that module
ders. After several years of guerilla warfare humans Initiative phase. Mobility. gives bonuses to the
If a unit performs attacks Outpost’s units instead of
invented numerous effective ways of fighting the dre- in two Initiative phases, the the enemy’s.
adful machines. The hit-and-run tactics is crucial whi- additional, third, attack is
le standing against a stronger opponent. The Outpost performed in the phase that
follows the other two.
BRAWLER 1 SCOUT 2
is never in one place, always on the move slipping If all attacks are taken in Melee attack. Connected units
Initiative phase 0, the additional +1 Initiative
away from ambushes and traps as one mobile city. action is lost and cannot be
Thanks to many victories against Moloch’s forces, performed.
the Outpost has taken over some modern technology
and uses it against the machines themselves.
RUNNER 2 SABOTEUR 1 BATTLE 6
Melee attack & Mobility. Saboteur affects all A Battle begins. After
connected enemy units Battle, player’s turn ends.
THE DECK and decreases their Not useable if any player
Initiative by 1. drew their last tile.
Mobility is the main advantage of the Outpost deck. It
also includes a considerable number of Battle tiles, so
the controlling player may easily use any opportunity MOVE 7
HMG 1 RECON CENTER 1
for a quick attack. Moreover, a diversity of modules Move a unit to an
Attacks on Initiative As long as the Recon
(including ones that affect the enemy) can change the phase 1 & 2. Center remains on the
adjacent, unoccupied
hex and/or turn it in any
course of the battle within seconds. Ranged attack. board, all friendly units
direction desired.
using Move actions can
move 2 spaces instead of 1.
The main disadvantage is a small number of fighting
units and their low toughness.
COMMANDO 5 MEDIC 2 SNIPER 1
A connected unit must Inflicts 1 wound on a
Ranged attack.
ignore all wounds from single chosen enemy unit.
TACTICAL ADVICE 1 attack & Medic is May not hit enemy HQ’s.
discarded.
The best starting place for the HQ is the center of the
board. It enables the Outpost to move its HQ around
using Move tiles to avoid enemy attacks. Only when ANNIHILATOR 2 OFFICER 1
the board is almost full, should the HQ back out and Ranged attack. Connected units
place friendly units around for protection. +1 Strength
in Ranged combat.
15
ARMY DESCRIPTION
BACKGROUND
HQ 1 ARMORED HUNTER 2 MEDIC 2
Moloch is a half-mechanical, half-electronic entity which
All friendly adjacent units Armor & Melee attack. A connected unit must
spreads across an area as large as several states. It was +1 Strength in Ranged ignore all wounds from
Moloch that brought about the fall of humankind in combat. 1 attack & Medic is
discarded.
2020. Now, after thirty years have passed, it’s even
bigger and more powerful. Hordes of machines search
through the barren lands in pursuit of what’s left of hu- ARMORED GUARD 1 THE BRAIN 1
BLOCKER 2
mans to destroy them. All orders are transmitted from Armor & Ranged attack. Connected units
May not attack other units.
within Moloch’s ‘body’ of several interconnected artifi- Armor & Toughness. +1 Strength in Melee &
cial brains that scheme on the latest plans of the ultimate Ranged combat.
On the other hand, Moloch’s army is not as mobile as JUGGERNAUT 1 HORNET 1 AIR STRIKE 1
the other ones and the deck has only a few Battle ti- Armor, Ranged attack, Melee attack. Inflicts 1 wound on a
les, which does not give the controlling player an upper Melee attack & Toughness. target hex and all spaces
adjacent to it. Can’t attack
hand in deciding about the moment a battle should start. edge hex. Does not affect
HQs.
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ARMY DESCRIPTION
BACKGROUND HQ 1 BRAWLER 2 BATTLE 6
Since the beginning of the war Moloch has created All friendly adjacent units Melee attack. A Battle begins. After
+1 Initiative. Battle, player’s turn ends.
numerous generations of mutants, more or less ef- Not useable if any player
fective on the battlefield. Enhanced growth rate, drew their last tile.
genetic engineering and high combat skills are the
essence of mutant’s abilities. Their various bre-
eds roam the barren lands and fight for every inch MUTANT 6 ASSASSIN 2 MOVE 4
of the land, quite often against one another. The Melee attack. Ranged attack & Mobility. Move a unit to an
adjacent, unoccupied
scattered groups have finally become united by hex and/or turn it in any
the charismatic cyber-mutant Borgo, who leads its direction desired.
horde against humanity under his defiling banner of
Biohazard.
CLAWS 4 MEDIC 1 GRENADE 1
Melee attack. A connected unit must Destroys 1 chosen enemy
THE DECK ignore all wounds from unit adjacent to your HQ.
1 attack & Medic is May not hit enemy HQs.
Quickness is the main advantage for the Borgo army, discarded. Not useable if Borgo’s HQ
is disabled by Net.
thanks to high initiative levels and numerous Scouts.
Additionally the army has a lot of fighting units and
good enhancments in the form of Modules. SUPER MUTANT 1 OFFICER 2
Armor, Melee attack & Connected units
The main drawback is the lack of shooting units, Toughness. +1 Strength in Melee
which makes necessary for all Borgo forces to engage combat.
in Melee combat.
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ARMY DESCRIPTION
BACKGROUND HQ 1 GUARD 1 QUARTERMASTER 1
The Hegemony is a land ruled by gangs waging con- All friendly adjacent units Melee attack Connected unit can convert
+1 Strength in Melee & Toughness. 1 Melee attack to Ranged
stant war for domination. The gangs set off to loot combat. attack or vice versa. If
and kill spreading terror far beyond the borders of connected unit can attack
the Hegemony. Strength and physical prowess are in more than 1 Initiative
phase and/or direction,
highly valued among the gangers, their favourite player must choose only
pastime being violent gladiatorial games. RUNNER 3 UNIVERSAL SOLDIER 3 1 to receive Quartermaster
Melee attack and Mobility. Unit performs its Ranged bonus. Bonus is optional.
and Melee attacks If connected unit is also
simultaneously (so that connected to other modu-
THE DECK it can inflict 2 wounds on les, their bonuses apply.
an adjacent enemy unit).
The main advantage of the deck is a fair number of Net
Fighters, who can be used to di-
srupt enemy’s most daring actions.
THUG 1 THE BOSS 1 BATTLE 5
Melee attack. Connected units
Additionally the deck includes a balanced number of A Battle begins. After
+1 Strength in Melee Battle, player’s turn ends.
Battle, Move and Push Back tiles which makes it quite combat & +1 Initiative. Not useable if any player
mobile. drew their last tile.
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EXAMPLE OF PLAY
HEGEMONY VS THE OUTPOST
Turn 4 (The Outpost)
The player draws Move, Brawler and An-
nihilator.
Turn 1 (Placing HQs)
One of the tiles must be discarded and the
The Outpost player starts, deciding to
player decides to discard Move.
place his HQ at the very center of the bo-
ard for better mobility thanks to numero- The Brawler is placed in the space next to
us Move tiles in his deck. its own HQ and will be able to attack the
enemy HQ during Battles using its own
The Hegemony controlling player places
HQ bonus to attack twice.
his HQ in one of the corners of the board
for better defense. The Annihilator is placed adjacent to the
enemy HQ. A risky tactic, but prevents
the Hegemony from moving its HQ now.
Turn 3 (Hegemony)
The player draws Move and Officer tiles
(at the beginning of the game the second
player draws two tiles and does not have
to discard any). Turn 6 (The Outpost)
The player uses Move action to change his Tiles drawn: Move, Battle, HMG
HQ’s position and get a better attack op-
portunity. Apart from that he places Offi- One tile must be discarded and the play-
cer next to the HQ thus creating a perfect er decides to discard Battle (too early for
place for another Warrior which could get one).
bonuses from both - Officer and HQ, and Move tile is used to change the position
attack the enemy HQ. At the same time of the HQ and move away from possible
Officer provides good defense for the threat. The HMG is placed to attack the
HQ. Hegemony HQ from a distance.
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EXAMPLE OF PLAY
Turn 7 (Hegemony) Turn 10 (The Outpost)
Tiles drawn: Universal Soldier, Ganger, Tiles drawn: Sniper, Move and Battle
Net Fighter The player decides to discard the Move
One tile must be discarded; the player tile.
chooses to discard Ganger. The Sniper eliminates the Net Fighter who
The Universal Soldier is positioned to at- was disabling the HQ. If the player used a
tack the Annihilator. Thanks to a high in- Move tile now, he could move the HQ out
itiative level the Universal Soldier will be of the Runner’s range, but it seems more
able to eliminate the Annihilator before he sensible to secure the line of fire for the
attacks the HQ. Commando. Additionally the HQ provi-
des a bonus for the Brawler who is at a
The Net Fighter is placed to disable the good position to attack the enemy HQ.
enemy HQ and prevent it from moving,
at the same time protecting the other Net The last drawn tile is the Battle Tile and
Fighter. the moment seems right to use it, before
Hegemony draws and uses another Net Fi-
Finally, the Runner using his Mobility skill, ghter or Sniper tiles. The player decides to
moves adjacent to Outpost’s HQ. use the Battle Tile and the battle begins.
Initiative phase 3
All units with the Initiative of 3 act si-
Turn 9 (Hegemony) multaneously. The Runner (Hegemony),
Tiles drawn: Ganger, The Boss, Runner enhanced by The Boss Module attacks the
Outpost HQ for 2 points of damage. The
One tile must be discarded; the player
HQ’s Toughness drops down to 18. The
chooses to discard Runner.
Brawler (Outpost) hits the Hegemony HQ
The Ganger is placed to backstab the HMG for 2 points of damage and its Toughness
and provide some protection for the Uni- drops to 18 as well.
versal Soldier unit.
Next, the Ganger (Hegemony) attacks the
The Boss is placed to enhance Runner’s HMG, but instead of destroying it, the
Initiative value and attack strength. Medic Module is destroyed (see Medic
rules). The Universal Soldier attacks the
Annihilator and kills him instantly.
The Medic and Annihilator tiles are remo-
ved from the board.
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EXAMPLE OF PLAY
THE AFTERMATH
Initiative phase 2 The Battle is over and the game goes back
All units with the Initiative of 2 act si- to the tactical mode, where more tiles are
multaneously. The Brawler, thanks to his drawn and placed on the board. Turn 11 be-
HQ’s special ability can perform another gins. It’s Hegemony’s go.
attack, so he inflicts another 2 points of
damage upon the enemy HQ whose To-
ughness now drops to 16.
The HMG fires at the Hegemony HQ in-
flicting 1 wound. The HQ’s Toughness
drops to 15.
Initiative phase 1
Only the HMG unit has the Initiative of 1,
so it’s the only one to act. The HMG fires
at the enemy HQ and inflicts another po-
int of damage. The Toughness is now 14.
Initiative phase 0
Only the HQs have the Initiative level of 0.
The Hegemony HQ attacks the Brawler
and kills him.
The Outpost HQ attacks and kills the
Runner.
The Runner and Brawler tiles are removed
from the board
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BONUS CONTENT
DOOMSDAY MACHINE
An extra army for the game. The Doomsday Machine is a very static army, it cannot move at all but it can rotate one of its units for free each turn.
THE DECK
The army advantages are: long- GAUSS CANNON 2 FIREBLAST 2 BATTLE 4
-distance Modules, large number Can hit multiple enemies Any friendly Ranged unit A Battle begins. After
simultaneously. All enemy firing at this unit’s entries Battle, player’s turn ends.
of Medics, also a Trap and a Mini units in a line of fire get will change direction of Not useable if any player
bomb, which can clear some spa- 1 wound. No bonuses attack to exit. Toughness drew their last tile.
increasing firepower take & Armor.
ce on the board in case enemy effect. Toughness.
dominance. However, the biggest Legend:
strength of this army are its spe- GAMMA SHOOTER 1 MEDIC 5
Long Distance Module - Friendly units 1 & 2 hexes from Module connection re-
cial units, which are able to redi- Attacks on Initiative A connected unit must ceive Module bonus. In case of units 2 hexes away Long Distance Modules work
phase 1 & 2. ignore all wounds from
rect and duplicate Ranged attacks Ranged attack. Armor & 1 attack & Medic is
even over enemy units or empty spaces.
(Doom Net Fighter, Fireblast and Toughness. discarded. In case of Medic Module, if it is connected to two units, and both units are de-
Tripler). stroyed, the player chooses one of them to be affedted by Medic.
- exit
The army disadvantages are: small DELTA SHOOTER 1 OFFICER 2
number of fighting units, low in- Ranged attack & Connected units - entry
itiative, fewer chances to start a Toughness. +1 Strength in Ranged
combat.
Battle and almost complete lack of
Mobility.
Example how Long Distance Module works.
TACTICAL ADVICE TRIPLER 2 TRAP 1 It does not, however, affect Alpha Shooter, because it is
Any friendly Ranged unit Any enemy attack in the mar- placed 3 hexes away which is too far from the Module.
It is a good idea to place a unit re- firing at this unit’s entries ked side causes Trap to im-
directing attacks next to the enemy will change direction of mediately explode, inflicting 1
attack to all 3 exits, wound to each adjacent unit
HQ as soon as possible, so even a (no bonuses take effect), both
simultaneously attacking
small gap in the enemy’s defense units in all 3 directions. friendly and enemy (including
will allow you to redirect attacks HQs). After exploding Trap is
discarded. Cannot be repaired
into its HQ. Doomsday Machine in any way.
can prevail over the enemies by
creating a well-organized chain of
special units redirecting and dupli-
cating attacks, especially if at least
one shooter with high Initiative will
be a part of such chain. Always re-
member about the long distance of Infinity Combo
your modules (including Medics!) Playing Doomsday Machine you can encounter a strange
that can work even over the enemy situation of the most powerful attack combination you can ima-
units. Don’t forget about the possi- gine. Know that it is not an error, it’s just a Doomsday feature.
bility to rotate one unit each turn.
23