Neuroshima Hex! 3.0: Merchants Guild
Neuroshima Hex! 3.0: Merchants Guild Rulebook
Table of Contents
Table of Contents
Components
35 Merchants Guild tiles, 2 Merchants Guild markers, 7 Gamble markers, 8 Deactivation markers, 1 Net marker, 1 replacement tile, rulebook.
Deck Description
The Merchants Guild introduces a new way of managing the tiles you draw: instead of discarding the least useful tile, you must decide which tiles utilize your Gambles best. Most tiles depict additional costs. Once you pay the cost, you may use the special abilities on the tile. Sometimes it's useful to discard 2 tiles, to gain Gambles to pay for the special abilities of the third tile. This Army has low Initiatives, so you must use your Initiative-boosting or Toughness to take control of the board.
Tactical Advice
Use Move tiles to relocate your HQ. It is a great way to prevent being overwhelmed by opponents and to gain Gambles. Spend Gambles cautiously. You can always save them for future rounds. Also, using Reconnaissance lets you control the number of Battle tiles in the deck.
New Rules
Gambles
Gambles are represented by markers. During set-up, after placing your HQ, gain 2 Gambles. You also gain them during the game when you discard a Module, an Implant, or a Warrior from your available tiles. You gain a number of Gambles equal to the Initiative of the Warrior or the Initiative increase provided by the Module. When you discard an Implant, you gain a number of Gambles equal to the cost of its activation. Discarding Instant Action tiles, or Modules that do not increase Initiative, do not provide Gambles.
Example: When you discard the Boss, you gain 1 Gamble, because it increases Initiative by 1.
When you place a Warrior tile, you must spend a number of Gambles equal to its Initiative (or sum of its Initiative) to activate its special ability (except for the mandatory ability, described below). If you decide not to pay, cover the special ability icon with a Deactivation marker.
Example: To activate the Sharpshooter special ability of this Warrior, you must spend 1 Gamble (because its Initiative is 1) when you play the tile.
Deactivation Markers
Deactivation markers are used to cover the special ability icons of Warrior tiles. Special abilities that are covered are disabled. You don't need to cover the special abilities that are activated when you place a tile (Reconnaissance, Sabotage, Boarding), because once they are resolved, they have no remaining effect on the game.
Contract - Mandatory Ability
For the Contract special ability, you do not spend Gambles when placing the tile. You must spend Gambles equal to the Initiative of a Warrior before its Initiative phase during battle. You may decide not to pay for this ability, but unpaid Warriors are immediately discarded. Nets of a Warrior are not influenced by Contract.
Implant
An Implant is a new type of unit, depicting additional actions a player may perform during their turn. Once per turn, a player may activate one Implant on the board belonging to their Army. To activate Merchants' Guild Implant you have to spend [not legible in source] Gambles.
Gamble Limit and Turn Order
You may have up to 7 Gamble markers. If you already have 7 markers, ignore any effects that would gain you more.
Order of resolving available effects during your turn:
- You may play Black Market.
- You may activate an Implant.
- You must discard a tile.
- You may play/discard/keep remaining drawn tiles for the future rounds.
Special Rules
Terror
When you discard a tile when Terror is active, you receive Gambles as usual.
Paid Sniper
Connected Medic is discarded instead of the targeted unit, regardless of how many Wounds the Paid Sniper deals. In games against the Dancer, the Paid Sniper may only deal 1 Wound to an Object.
Contract
Contract is inactive when the Warrior with a Contract mandatory ability is netted. Revival is not activated when a Warrior is removed from the board because its owner does not pay for its contract.
Reconnaissance and Sabotage - Full Board
You cannot use their special abilities if placing them on the board fills the last hex and causes a Battle.
Control Takeover
If Vegas takes Control over an Implant or Warriors with a Contract ability, they are always considered paid.
Paid Explosives
If Paid Explosives do not explode at the beginning of the Battle (i.e. because they are Netted), they cannot explode later (i.e. because they are no longer Netted) not attack [sic: "not attack" as printed; probably "nor attack"]. If Paid Explosives is not connected to any enemy unit, it does not explode at all. If it is connected to an enemy HQ, it explodes, but does not deal any Wounds to the enemy HQ. In games against the Dancer, Paid Explosives deal 1 Wound to a connected Object. Warriors with the Paid Explosives ability may be Netted, Taken Controlled of [sic: "Taken Controlled of" as printed], Pushed Back, etc. as usual. Reflection reflects Paid Explosives.
Unit Table
The source prints the legend "X - number of tiles" above the table. The numerals below are as printed; the source does not confirm whether each is a tile count or an Initiative value. Names, numerals and ability text were extracted in an interleaved order, so rows marked "pairing uncertain" may have text belonging to an adjacent tile.
| Tile (as printed) | Numeral | Ability text (verbatim) | Notes |
|---|---|---|---|
| HQ | 1 | Melee attacks. Special feature: Capital: if the HQ destroys at least 1 enemy unit during Battle, gain 1 Gamble. | Note: During setup your HQ provides you with 2 Gambles. |
| [name not legible in source] | 1 | Ranged attack. Paid Sharpshooter - A Sharpshooter can choose which enemy unit in its line of fire to attack (it does not need to be the first enemy unit in the line.) The Armor of the unit being shot acts as normal. | Name not printed; the ability is the Sharpshooter ability named in New Rules. |
| DEBT HUNTER | 1 | Connected friendly units gain +1 Initiative. | |
| SCOUT | 2 | Connected friendly units gain +1 Strength in Ranged Combat and +1 Toughness (except for the HQ). | |
| COMMANDER | 4 | Connected friendly units gain +1 Initiative and +1 Strength in Melee Combat. |