Articles Reviews Guns, Swords, Bombs, and Tile Placement: Neuroshima Hex! review
 

Guns, Swords, Bombs, and Tile Placement: Neuroshima Hex! review Guns, Swords, Bombs, and Tile Placement:  Neuroshima Hex! review Hot

NeuroshimaHexI'm a bit late to the Neuroshima Hex! party. I passed this game up for other games probably more than any other game out there. It was on my radar since the 2nd edition of the game came out, but I always went for that shiny, new FFG game instead. A shame, since Neuroshima Hex is much better and probably more memorable than any game I passed it up for.

Neuroshima Hex! is based on a Polish RPG called Neuroshima, which I know nothing about, but the post-apocalyptic artwork is what initially attracted me to the game (think Fallout meets Warhammer 40k). The components are quite nice. It's all tiles and tokens, but Z-Man has matched FFG in quality. I should note that for all intents and purposes, this is a Euro, so it relies on iconography instead of text, but the icons and layout is very intuitive. The board, however, is a deceptive little beast. It's small. Stranger yet, the area you typically play with is significantly smaller. Upon first seeing it, you'll probably think, “No way is this going to work.” But this is one of those knife-fight-in-a-phone-booth games, and after playing it, you'll most likely appreciate the small play area. The extra spaces on the board are there for scenarios, of which the game comes with none, but I have yet to feel the need to even try one. The box is bigger than it needs to be. It's just five small bags of tiles and one little board, but it comes in a box the same size your average FFG box. There are expansions, but I don't have them, so I don't know if all that extra space is there so that they can fit.

I mentioned tiles. This is a battle game fueled by tile placement. Yeah, tile placement. Each player chooses one of the four factions, each one functioning differently than the others. Each faction has it's own deck of tiles, made up of units that will fight, modules that attach to units to grant boosts and special abilities, and tiles that trigger one-time actions, such a movement or battles. Players start the game with just an HQ tile with 20 hit points, then take turns drawing up to 3 tiles, discarding one, then choosing to either use, discard, or hold the other 2 tiles. Every so often a battle pops up, either from a tile or the board filling up. Stuff dies. HQs get hit. It's quite bloody. The game ends when either one player has the only surviving HQ on the board, or when one player runs out of tiles, causing a final battle, and the player with the most HP on their HQ wins.

The process from opening the game to playing it is full of little deceptions. There's the oversized box, the tiny board, the Ameritrash theme over the Euro mechanics... then there's playing it after reading the rules. After the rulebook explains that you draw up to three tiles, then discard one, it actually says, “Usually the least useful one.” I read that and thought the choice would be obvious. That there would always be a tile that would just pale in comparison to the others. Well, THAT NEVER HAPPENS. I can't tell you how many times I've drawn three tiles and found all of them to be incredibly useful to my current situation. Then there's the process of placing them. The tiles are, as the name of the game would suggest, hexes. Since most tiles don't attack from all six sides, facing is important. You'll constantly find yourself asking, “Should I have it face this way so it can attack the HQ even though it will die, or should I just keep it back to scare the opponent off from placing anything in front of it?” If you like games with plenty of opportunities to make decisions, you'll find that Neuroshima Hex! offers more than you may have expected. The other thing you don't really get from the rulebook is that there's a pretty tense build up through the game. Unless you are drawing terrible tiles (which can happen), the board will just fill up with guys pointing guns and fists (or claws, swords, etc.) at each other, like they're in a stand off. Just waiting. And like a pin drop, all hell breaks loose. Each unit has an initiative printed on it from one to three. Threes attack first, then twos, and so on. Between each round, casualties are removed, usually clearing the way for more gun fire to get to those units you had hiding in back. Modules and HQs mix things up by raising initiatives, adding attack strength, enabling attacks in other rounds, stealing powers, and other neat tricks. When you start a battle, you may think you had the outcome all figured out, but oftentimes there are details you missed, and by the time you realize it, it's too late.

There's a fair amount of diversity between the four factions. There's the Outpost, with lots of ranged attacks, and the Borgo, with lots of melee and who will usually fight first in a battle. The Hegemony has nets that disable other units, and the Moloch has lots of armored and tough to kill units. Learning how to effectively play each faction as well as how to play against the others gives the game a ton of replayability.

I didn't know what to expect from Neuroshima Hex!, but it delivered more than I could have hoped. I don't think I've owned a game that has made it to the table so many times within the first couple weeks of owning it. I've tried the game with two, three, and four players, including the four player team variant, and all of it has been good fun. With the regular three or four player rules, player elimination is a possibility, but that doesn't bother me, nor has it happened. The game has a reputation of being underrated, and I agree. There is way more fun in this game than one would expect, and I should have picked it up much sooner than I did. This is one Euro that can sit very comfortably with all those Ameritrash games on my shelf.


Josh is a member of Fortress: Ameritrash

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Comments (13)
  • avatarevilgit

    I'm enjoying this more and more. Sometimes I wonder if the factions are really balanced but I haven't played enough to know. But it is obvious that some factions are easier to play than others.

  • avatarJosh Look

    I've seen every faction win at least once.

    BTW, I wrote this article. Not sure why it doesn't say that.

  • avatarMattDP

    Really never got on with this game, to the point where I find it hard to understand why some people seem to like it so much. It's just absurdly deterministic, to the point where each turn the game encourages you to check out every detail of the game-state and then work out how each tile in your hand will affect it and then make an optimal move. I just find that process rather tedious, even when the end result is death and destruction.

  • avatarmetalface13

    Nice review. I've had my eye on Neuroshima Hex for a long time, but have never played it. Maybe I should finally try and acquire it. It also sounds like it would make a great iPhone/iPad app.

  • avatarGary Sax

    I really liked this game, the two times I played it. Makes me want to buy it... I played it at Trashfest South with billyz and had a good time. You gotta play like a real trasher though, I could see how brittle this game would be to fun murdering and AP.

  • avatarevilgit

    It is prone to AP but not at Tikal levels. You've only got three choices each turn, although they could be placed any number of ways. I don't mind the randomness at all, it doesn't seem so bad to me. And I enjoy the agonizing decisions. But there is one guy in our group that refused to play it anymore.

  • avatarscitadel

    I agree about the AP potential about this game. I certainly saw it happen in the games we've had as people checked and double-checked the cross-sections of attacks. It gets easier at the start and end of the board before a battle though - inability to place more or no one close to attack is good.

    If you want to keep it simple, you could do the Chess version of it - using Battle's every chance you get to clear the board. :)

  • avatarMichael Barnes

    I'm partial to NH...back when it first came out, there was a brief shining period where I was the only person in the US selling it. I blew through something like 35 copies of the first edition. I sold Aldie and Greg Schloesser their copies. And I autographed them.

    It's a good game, I like that it does something unique with tile laying mechanics (turns it into a bloodbath) and I like the way the different factions have slightly different approaches. But it is TOTALLY vulnerable to fun murder, that's for sure.

    An iPhone or iPad app? That would be _awesome_.

  • avatarHatchling

    I love this game. It's especially good with the Mad Bomber, who really cranks up the fun!

  • avatarSan Il Defanso

    The one time I played this, I thought it had that "Race For the Galaxy" language-independent problem. That kind of thing is always better with experience, but it was there for me.

    I love asymmetrical games though, and this one did look quite promising.

  • avatarevilgit

    How are the expansions? They seem a little pricey for 2 extra armies.
    From what I know of the basic game, I'd think they would either be to similar to the base game to not be worth it or add more complexity and fiddleyness that I don't need. But I'd be happy to be wrong.

  • avatarbill abner

    Huge fan of this one. I've played this more in the past 6 months than any game I own.

  • avatarHatchling

    The two armies in Babel 13 are awesome. They really add a lot to the game for me (neojungle is especially interesting).

    I haven't had a chance to explore the terrain and defense base much. In only a couple of games I've found they make things quite interesting. For instance, some terrain blocks ranged attacks, or blocks units with 'toughness' etc. and so it is restrictive for some units and not for others. The effect of this is that it adds more options for tactics and maneuvering, and it creates different zones on therefore new tactical puzzles. But like I said I haven't explored it much to say much more. I have been a bit distracted with other games, but this review reminds me that it's quite possible to squeeze NH into a game night.

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