Neuroshima Hex! Doomsday Machine 1.0
2006
Command an immobile army with free rotation, enemy-grabbing modules, repositioning, and trajectory-changing fire.
30
minutes
2 - 4
player(s)
12+
Medium
About this expansion
Neuroshima Hex! Doomsday Machine 1.0 is an extra army for Neuroshima Hex for 2–4 players, with games lasting about 30 minutes. Released in 2006, this faction was given away as a freebie at Spiel 2007.
The Doomsday Machine is an exceptionally static army: its units cannot move at all, except through the Repositioning action. In return, it can rotate one of its units for free each turn, creating a distinctive approach to positioning and control.
This army introduces several rules that shape how its units influence the battle. Long Distance Modules extend their influence beyond adjacent spaces, while Turn Over allows marked units to rotate.
- Long Distance Modules: Modules can influence units two spaces away as well as adjacent units.
- Turn Over: Marked units can rotate.
- Grabbing: A unit can pull an enemy two spaces away into an adjacent space.
- Repositioning: Two friendly units exchange places.
- Change Trajectory: Certain units can receive friendly fire from specific hexsides and redirect it out through other hexsides.
Rather than relying on movement, the Doomsday Machine uses rotation, forced positioning, and carefully directed effects. Its unusual rules make it a clearly differentiated addition to the Neuroshima Hex system.
Neuroshima Hex! Doomsday Machine 1.0 expands Neuroshima Hex with a specialized army and a set of mechanics focused on influence, displacement, and changing the direction of fire.
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