Urban War: The Neo-Iskandrians
BGG rating
10.0

Expansion for Urban War

Urban War: The Neo-Iskandrians

2013

Rules assistance for Urban War: The Neo-Iskandrians

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

  • 2 players
  • 45–180 min

Rules assistant for Urban War: The Neo-Iskandrians

What would you like to know?

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

Urban War: The Neo-Iskandrians is an expansion for Urban War released in 2013 45–180 minutes per game. It was designed by John Grant (I) and its main mechanics are Dice Rolling and Action Queue.

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About the game

Across the thirty-three worlds of Iskander’s old empire, the resurgent legions of the Neo-Iskandrians sally forth, seeking to topple the power of the Tripartite Confederacy, and bring about the future of the ‘New Man’. The Great Tyrant has nothing but contempt for the empires of mankind, seeing only the bickering and squabbling of children, children whose small-mindedness would hold back the glories of his Cyclops Dream. Neo-Iskandrian Forces Though numerically few, the Neo-Iskandrians are well equipped, highly motivated, and fanatical believers in Iskander’s vision. The predictive qualities of the Helion system allow them to strike with speed and decisiveness, seizing opportunities which others might miss, and, the deadly powers of their entropic weaponry ensures that they can punish their enemies for every mistake.

Publishers

  • Urban Mammoth

Questions and answers

The listed playing time for Urban War: The Neo-Iskandrians is 45–180 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.