Neuroshima Hex! 3.0: Merchants Guild
BGG rating
7.8

Expansion for Neuroshima Hex

Neuroshima Hex! 3.0: Merchants Guild

2023

Rules assistance for Neuroshima Hex! 3.0: Merchants Guild

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 1–4 players
  • 30 min
  • 13+
  • Complexity 3.0/5

Rules assistant for Neuroshima Hex! 3.0: Merchants Guild

What would you like to know?

Answers come from the official rulebook, with the page to check.

Neuroshima Hex! 3.0: Merchants Guild is an expansion for Neuroshima Hex released in 2023 for 1–4 players, 30 minutes per game, and ages 13 and up. It was designed by Joanna Kijanka and its main mechanics are Variable Player Powers, Hand Management, and Player Elimination.

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About the game

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.

Questions and answers

Neuroshima Hex! 3.0: Merchants Guild supports 1–4 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.