
- BGG rank
- BGG #121
- BGG rating
- 7.7
Robinson Crusoe: Adventures on the Cursed Island
- 1–4 players
- 60–120 min
- Complexity 3.8/5
- 2012

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.

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.
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.
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.
The listed playing time for Neuroshima Hex! 3.0: Merchants Guild is 30 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Neuroshima Hex! 3.0: Merchants Guild for ages 13 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Neuroshima Hex! 3.0: Merchants Guild has a complexity rating of 3.0 out of 5 from BoardGameGeek players, which makes it a medium-weight game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Neuroshima Hex! 3.0: Merchants Guild belongs to these categories: Fighting, Science Fiction, and Expansion for Base-game. Its main mechanics are Variable Player Powers, Hand Management, and Player Elimination. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Neuroshima Hex! 3.0: Merchants Guild are: Joanna Kijanka. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Neuroshima Hex! 3.0: Merchants Guild as an expansion for Neuroshima Hex. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Neuroshima Hex to use it. Check that your edition of Neuroshima Hex is compatible, as some expansions were revised between editions.