Neuroshima Hex! Doomsday Machine 1.0
BGG rating
7.2

Expansion for Neuroshima Hex

Neuroshima Hex! Doomsday Machine 1.0

2006

Rules assistance for Neuroshima Hex! Doomsday Machine 1.0

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

  • 2–4 players
  • 30 min
  • 12+
  • Complexity 2.6/5

Rules assistant for Neuroshima Hex! Doomsday Machine 1.0

What would you like to know?

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

Neuroshima Hex! Doomsday Machine 1.0 is an expansion for Neuroshima Hex released in 2006 for 2–4 players, 30 minutes per game, and ages 12 and up. It was designed by Michał Oracz and its main mechanics are Variable Player Powers, Hand Management, and Player Elimination.

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About the game

Extra army for the game Neuroshima Hex given away as a freebie at Spiel 2007. The Doomsday Machine is a very static army in that it cannot move at all (except for the Repositioning) but it can rotate one of its units for free each turn. This faction introduces some new rules like: 'Long Distance Modules' (allows modules to influence units two spaces away in addition to adjacent units) 'Turn Over' (marked units can rotate) 'Grabbing' (allows a unit pull an enemy that is 2 spaces away into an adjacent space) 'Repositioning' (action to make 2 friendly units exchange places) 'Change Trajectory' (certain units can receive friendly fire from certain hexsides and redirect it out other hexsides) Expands: Neuroshima Hex

Questions and answers

Neuroshima Hex! Doomsday Machine 1.0 supports 2–4 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.