Neuroshima Hex!
Overview
Neuroshima Hex! is a tactical board game set in a post-apocalyptic world. Players command armies of 35 tiles, placing units on a hexagonal board to attack the enemy HQ. Each HQ starts with 20 hit points. The game combines tile placement with tactical combat resolved in initiative-order battles. The player whose HQ has the most remaining hit points at game end wins.
Components
- 1 Hexagonal game board (19 hexes)
- 35 Army tiles per faction (4 factions: Moloch, Outpost, Borgo, Hegemony)
- 4 Reference charts
- 4 HQ Damage counters
- 24 Wound tokens, 8 Net tokens, 8 HQ tokens
Setup
- Place the board in the center of the table.
- Each player takes one army’s 35 tiles. Separate the HQ tile (different back) and shuffle the rest face down into a pile.
- Set each HQ damage counter to 20.
- Starting player places their HQ on any hex, then opponent places theirs.
Turn Structure
Starting the Game
- Player 1 draws 1 tile, uses/saves/discards it.
- Player 2 draws 2 tiles, uses/saves/discards them.
- From then on, each player draws up to 3 tiles (never having more than 3 at once).
Regular Turn
- Draw tiles up to 3 total in front of you (face up).
- Mandatory discard: If you have 3 tiles, you must discard 1 (usually the least useful).
- Use remaining tiles: place on the board, play instant actions, save for later, or discard.
Actions
Unit Tiles
Place on any unoccupied hex. Once placed, tiles cannot be moved or rotated (with rare exceptions). Types:
- HQ: Your base. If destroyed, you lose.
- Warriors: Combat units with attack directions, initiative values, and sometimes special abilities.
- Modules: Boost adjacent friendly units (add abilities, increase toughness, etc.).
Instant Action Tiles
- Battle tile: Triggers a battle (most important instant action).
- Move tile: Move one of your units to an adjacent empty hex.
- Push Back tile: Push an enemy unit in a direction.
- Sniper tile: Destroy one enemy unit (with restrictions per army).
Battles
Battles occur when: a Battle tile is played, OR the board is completely full.
Battle Resolution by Initiative:
- Resolve all tiles with Initiative 3 first.
- Then Initiative 2, then 1, then 0.
- Within the same initiative, both players’ units act simultaneously.
Each unit attacks in its marked directions. Attacks hit the first unit in each direction. One hit kills most units unless they have extra toughness. Destroyed tiles are removed immediately.
HQ Damage: When an HQ is hit, reduce its hit points on the damage counter. An HQ at 0 is destroyed.
Scoring / Victory Conditions
The game ends when:
- Both players run out of tiles, OR
- An HQ is destroyed (that player loses immediately).
If no HQ is destroyed, the player whose HQ has more remaining hit points wins. Ties are possible.
Special Rules & Edge Cases
- Unlucky Draw: If all your drawn tiles are Instant Action tiles, you may discard them all and draw new ones.
- Tile abilities: Armor (survives first hit), Mobility (can move after placement), Toughness (requires multiple hits), Net (immobilizes adjacent enemies).
- Multiplayer (3-4 players): Each player commands one army. Free-for-all; the last HQ standing or the one with most HP wins.
- Direction of attacks: Printed arrows on tiles show attack directions. Orientation at placement is permanent.
- Modules affect adjacent friendly units only and can stack effects.
Player Reference
| Initiative |
Resolution Order |
| 3 |
First |
| 2 |
Second |
| 1 |
Third |
| 0 |
Last |
| Tile Type |
Placement |
| Unit (Warrior/Module) |
Board hex |
| Instant Action |
Resolved immediately, then discarded |
| Battle |
Triggers full battle resolution |