Neuroshima Hex! Doomsday Machine 1.0

Neuroshima Hex! Doomsday Machine 1.0 2006

Expansion of Neuroshima Hex

7.2 /10
BGG rating
2.6
Weight
2–4
Players
2
Best at
30
Minutes
12
Age

Location

Sign in to see where your copy sits: the shelf, drawn, and how the box sits on it.

My Copy & Notes

Sign in to see your copy here: the edition, when you added it, and what you paid.

My Notes

Notes are private to their writer. Sign in to keep yours here.

My Prints for Neuroshima Hex! Doomsday Machine 1.0

All 0 on LayerUp

Sign in to see the prints you marked Printed for this game, the insert in the box first.

Expansions & Promos

No expansions or promos on record for this game.

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

Filed Under

Categories
Mechanics
BGG ratings
127 · geek rating 5.58