Neuroshima Hex: Partisans
Neuroshima Hex: Partisans Rulebook
Table of Contents
Table of Contents
- Army Description (Opis armii)
- Tactical Advice (Rada taktyczna)
- Tactical Advice for the Opponent (Rada taktyczna dla przeciwnika)
- New Rules (Nowe reguły)
- Partisan Tokens (Żetony Partyzantów)
- Trap Effects (Efekty pułapek)
- Implants (Wszczepy)
- Special Situations (Sytuacje szczególne)
- Components (Zawartość pudełka)
Army Description (Opis armii)
The army's main strength is a high level of board control, achieved by arming Trap markers on unoccupied fields of the board. Traps are armed in several independent ways. The placement of specific trap types on the board is not known to the opponent until they are activated. In addition, the army is characterised by high Endurance and attack strength of its units, and by the double-option TACTICS token, which gives a choice of how to adapt your actions to the current situation on the board.
Tactical Advice (Rada taktyczna)
Partisans should make use of the rotation options of the Headquarters (Sztab), so that it can make optimal use of its ability to arm traps. Partisans should arm as many traps as possible in the early phases of the game, thereby taking control of as large a number of fields as possible. In the later phases, arming traps becomes harder. The success of this army depends on the correct placement of traps and on making optimal use of their effects.
Tactical Advice for the Opponent (Rada taktyczna dla przeciwnika)
The board will fill up with traps quickly. It is often worth risking a weaker token and placing it on a trap field in order to take a key field. Note that most Traps have no effect on Terrain (Podłoże) tokens. If you occupy the empty fields on the Trap Launcher line (Linia Wyrzutni Pułapek), the opponent will not be able to arm traps.
New Rules (Nowe reguły)
Traps (Pułapki)
Trap markers may only be placed on an empty field of the board. Traps cannot be played onto Terrain tokens, or onto a field that already holds another Trap marker.
Any token, both your own and an enemy's, including Terrain tokens, may be placed on a Trap marker in the normal way (or moved onto it by Move, etc.). Depending on the type of token, this will either disarm or activate the trap. This is the only way to remove a Trap marker from the board.
Trap markers cannot be moved, pushed, netted, taken over, wounded, etc. Immediate tokens (Snajper / Sniper, Granat / Grenade, Bomba / Bomb, Mała bomba / Small bomb...) have no effect on them. Trap markers do not block lines of fire. They are not taken into account when checking whether the board is full for the purpose of a Battle triggered by filling the board.
The Partisan player may look at the Trap markers placed on the board at any point during their turn. However, under no circumstances may they swap them for other markers in the pool, or exchange them with other markers already on the board.
During their turn, a player may arm more than one trap, provided there are empty fields on the board and a token that allows this has been played.
Trap Tokens (Żetony Pułapek)
Arming (Uzbrojenie) means placing a face-down Trap marker on an empty field of the board.
Disarming (Rozbrojenie) occurs when any Partisan token is played onto, or moved onto, a field with a Trap marker. The marker is not revealed and returns to the pool of available traps. A disarmed trap may be played again under the standard rules.
Activation (Aktywacja) occurs when any enemy token (including the Headquarters, Sztab) ends up on a field with a Trap marker. The marker is revealed and the effect shown on it is resolved. Unless stated otherwise, once the effect has been resolved, the trap is discarded from the game.
Note: If the opponent plays a token onto a field with a Trap marker, they must determine the orientation of the played token before the marker is revealed. Abilities such as Reconnaissance (Rekonesans) or Boarding (Abordaż) are resolved only after the effect of that Trap has been resolved.
Partisan Tokens (Żetony Partyzantów)
The number after each token name is the number of copies in the army. The 35 tokens in the box are these copies in total (1 + 2 + 2 + 1 + 4 + 3 + 2 + 1 + 1 + 2 + 1 + 1 + 1 + 1 + 4 + 3 + 5 = 35). The hex icons on the token artwork carry printed stat values (initiative, strength, endurance) that are image-only in the source and are not reproduced here.
Headquarters (Sztab), 1
Melee attacks.
Special feature: Trap Launcher (Wyrzutnia pułapek). Once per turn, the player may place a face-down Trap marker on any empty field of the board that lies in a straight line from the Trap Launcher.
Sleeper Agent (Uśpiony Agent), 2
Melee attack.
Trap arming: When this token is played, the Partisan player may place a Trap marker on an adjacent empty field, in the direction indicated on this token.
Increases the attack strength of your connected units by 1.
Doctor's Assistant (Asystentka Doktora), 2
Rotation (Obrót).
Melee attacks.
Trap arming: When this token is played, the Partisan player may place a Trap marker on every adjacent empty field, in the directions indicated on this token.
Guard Drone (Dron Strażnik), 1
Trap arming: When this token is played, the Partisan player may place a Trap marker on every adjacent empty field, in the directions indicated on this token.
Explosive Charge (Ładunek Wybuchowy): At the very start of the Battle (before the initiative phases), the adjacent opponent's token indicated by the explosion icon is completely destroyed. At the same moment, the Guard Drone itself is also destroyed. The Explosive Charge does no damage to Headquarters (Sztab).
Cyborg Charlie, 4
Melee attacks.
Endurance (Wytrzymałość).
Provocateur (Prowokatorka), 3
Melee attacks.
Armour (Pancerz).
Gustav 2.0, 2
Armour (Pancerz).
Shooting attack that wounds all enemy units in its line of fire. Bonuses that increase the strength of an ordinary shot do not apply to this shooting attack. Armour reduces the strength of this shot by 1, as normal.
Crazy Sid (Szalony Sid), 1
Shooting attack.
Armour (Pancerz).
Veteran Scout (Zwiadowca Weteran), 1
Increases the initiative of your own connected unit by 2.
Scout (Zwiadowca), 2
Increases the initiative of your own connected units by 1.
Medic (Medyk), 1
If a connected unit of yours receives wounds from the attack of one enemy unit (or from an Immediate token), then the Medic dies and those wounds are ignored.
Chauffeur (Szofer), 1
Each connected unit of yours may perform one rotation (Obrót) per turn.
Endurance (Wytrzymałość).
Bunker Manager (Zarządca Bunkra), 1
Implant (Wszczep). When this implant is activated, the Headquarters (Sztab) may rotate freely.
Endurance (Wytrzymałość).
Retreat (Wycofanie), 1
When this token is played, the player controlling the Partisans retreats (moves it to the top of the draw pile of its original owner) any enemy unit, except the Headquarters (Sztab). When the opponent next draws new tokens on their turn, they draw this token first.
Tactics (Taktyka), 4
This token allows you to perform one of two actions:
- Push back an enemy unit (Odepchnięcie wrogiej jednostki).
- Place a Trap marker on any empty field of the board (Położenie znacznika Pułapki na dowolnym pustym polu planszy).
Move (Ruch), 3
Move any one of your own tokens by one field and/or rotate it freely. The token may only be moved to an empty field.
Battle (Bitwa), 5
The Battle begins. It cannot be played if any player has already drawn their last token. Calling a Battle ends the player's turn.
Trap Effects (Efekty pułapek)
The Trap markers in this army are the following. Each entry gives the number of copies of that marker (the x number) and its effect when activated.
- Mine x1 (Mina): At the moment of activation, the unit on this trap is automatically destroyed and removed from the board. A Medic may absorb the damage dealt by this trap in the normal way. Does not work on Headquarters (Sztab).
- Smoke Screen x1 (Zasłona dymna): The Partisan player may freely rotate the enemy unit that activated this trap.
- Drill x1 (Świder): The Partisan player may move the unit that activated this trap onto any other empty field of the board without rotating it. If there is no such field, this trap has no effect. The unit cannot be moved onto a field with a Terrain (Podłoże) token or with another trap. Does not work on Terrain tokens.
- Medpack x2 (Medpack): Has no effect on the enemy token that activated this trap. Instead, the Partisan player places this marker on a Partisan unit on an adjacent field, which gains an additional point of Endurance. The marker is removed when that unit receives its first wound. If there is no adjacent Partisan unit, nothing happens.
- Net x1 (Sieć): The unit that activated this trap remains netted until the end of the nearest Battle. Place this Trap marker on that unit. After the Battle, the marker is removed from the unit and from the game.
- Frenzy x1 (Wścieklizna): Attacks by the unit that activated this trap gain the Friendly Fire trait. Place this Trap marker on that unit. Until the end of the nearest Battle, the unit deals damage to both enemy and friendly units. If that unit has a Net, the Net is treated as a Spider Web (Pajęcza Sieć), i.e. it nets both enemy and own units. After the Battle, the marker is removed from the unit and from the game.
- Paralysis x1 (Paraliż): The unit that activated this trap is paralysed until the end of the nearest Battle. A paralysed unit may move and perform all actions except any kind of attack. Place this Trap marker on that unit. After the Battle, the marker is removed from the unit and from the game.
Implants (Wszczepy)
Implants (Wszczepy) are a new type of unit. They allow the player to perform the action shown on the Implant token during their turn. Once per turn, the player may activate one of the Implants lying on the board in their own army.
Special Situations (Sytuacje szczególne)
Traps: Special Cases (Pułapki)
A trap cannot be disarmed by an Immediate token.
Sandstorm (Burza Piaskowa) does not disarm Trap markers.
Quicksand (Ruchome piaski) may move onto a Trap marker and activate it.
Trap markers cannot be played onto water fields.
Retreat: Special Cases (Wycofanie)
In a game against Dancer, a Retreat played on an Object deals it 1 damage, but does not return that Object.
When a token is returned from the board by a Retreat token, all markers on that token are removed. These include wounds, nets, paralysis, poison (jad), the satiety of Troglodytes (sytość Troglodytów), Mephisto Incubator markers, Death Breath zombie markers, and so on.
If a Retreat is played after the opponent's last turn, the opponent does not gain an extra turn. The retreated token is placed normally on top of the draw pile.
Explosive Charge (Ładunek Wybuchowy)
A Medic may absorb the damage of the Explosive Charge's victim in the normal way.
If the Explosive Charge does not explode at the very start of the Battle (for example, because it was netted), it cannot explode later during the Battle (for example, after being released from a net).
If the Explosive Charge is not connected to any victim, it does not explode at all. If it is connected to an enemy Headquarters (Sztab), it explodes but does no damage to that Headquarters.
In a game against Dancer, the Explosive Charge deals 1 wound to Objects.
The Explosive Charge may be netted, taken over, pushed and so on in the normal way.
Components (Zawartość pudełka)
Box contents: 35 Partisan tokens, 2 Partisan markers, 8 Trap markers, 8 wound markers, 1 spare token, rulebook (instrukcja).