NEUROSHIMA HEX BOOTCAMP
Alright! So you want to learn how to hex? OK! It will seem easy once we wrap that noggin around the basic game concepts that make NH so great :D
GOAL OF THE GAME
The goal is easy! You want your HQ to take less damage than the HQ’s of your opponent! The game lasts for as long as everyone’s tiles last. As soon as someone plays their last tile, the last round begins. The other players get one last turn to play, and then a final battle starts!
HOW DO YOU DEAL DAMAGE??
Each army is unique and may have something that doesn’t necessarily fit this mold but in general, there are 3 types of tiles in a “deck”
[B]- Units
UNITS are what you will use to smash your opponents teeth in. They all have 2 important features.
- Initiative # (this is how fast they attack. Higher is better)
- Attack symbols (short or long triangles that show the side they attack, and how many damage they will deal)
Initiative matters when a battle begins. During the battle, the highest initiatives (normally 3) attack first, and all at the same time. After anything fatally damaged is removed (normally, one hit is fatal), the next highest Initiative attacks.
This continues until the HQ’s attack on initiative 0.
Attack Symbols show what direction each tile attacks in, how far they can hit, and how many hits they will deal. There are 2 lengths of triangles to show attack. The short ones are melee and the long ones are ranged. I’m sure you can figure that a melee attack only hits the space directly in front of the triangle, while ranged will shoot along the “lane” until it hits an enemy unit or HQ. The number of triangles is what tells you the amount of damage. 3 triangles all tucked along one face means that unit hits three times in that direction during his initiative.
ACTIONS
Where units would be placed on the board and attack later, Actions are instant. If you use a move tile, you immediately get to move and/or rotate one of your tiles. If you use a Battle tile, the battle starts immediatly.
MODULES
these guys don’t activate during any specific initiative; They are always on. If your module points at a friendly unit, that unit gets the bonus from the module. Bonuses can be
+1 to melee damage
+1 to ranged damage
+1 to inititive
+medic
There are more beyond these, but these are the ones you will see most often. They all do exactly what the module symbols show except for the medic modules. If a unit has a medic attached to him and takes damage, the medic takes the damage instead. It’s a good way to make a slower unit survive a faster unit’s attack.
BUT WAIT!
One last important detail is that each HQ normally gives a bonus to any friendly units adjacent to it! For example, the Borgo HQ (the blue army) gives +1 initiative to any friendly units touching the base. This makes these guys fast, and let’s them hit before the opponents units get a chance to!