Table of contents

  1. Introduction
  2. Goal of the game
  3. Game sequence
  4. Using tiles
  5. Board Tiles
  6. Instant Actions Tiles
  7. Battles
  8. Babel 13 - New York and Neojungle
  9. Duel - Smart and Vegas
  10. Steel Police
  11. Dancer
  12. Sharrash
  13. Doomsday Machine
  14. Mississippi

Duel

Duel is the second expansion to Neuroshima HEX! It includes two new armies: Smart and Vegas - every with a unique set of special abilities. Smart is a part of the Moloch which mutinied and decided to fight against humans and against machines as well. These are an extremely deadly force - every friendly unit adjacent to Smart’s HQ has the ability to move, which makes this army the most flexible of all. Vegas, on the other hand, is an army whose best weapon is bribery. They can bribe any enemy unit that is adjacent to their HQ and make it attack Vegas' enemies. If your units attack Vegas HQ, you can not be sure when they will stop attacking Vegas and start to attack you!


Board Tiles

Transporter

On tiles deployment, player controlling Transporter may place their other unit onto the hex occupied by Transporter (Transporter is discarded). If Transporter is damaged damage is not transferred to new unit.


Transporter unit

Bio-Droid

Upon death Bio-Droid is not discarded discarded as normal, but it return to the top of Smart player's draw pile, so it's the first tile to draw next round.


Bio-Droid unit

Control Takeover

An enemy unit in direct contact with Vegas HQ (notice that Vegas HQ’s special Ability only works in one direction) or Agitator is automatically taken over and treated as friendly. Moreover, on takeover the Vegas player may turn that unit in any direction. The unit stays friendly for as long as it’s in direct contact with Vegas HQ or Agitator. An enemy HQ may not be taken over.


Units with control takeover ability

Instant Actions Tiles

Terror. After Terror was played, enemy players are not allowed to play board tiles on their next turn. Instant tiles and turn abilities can be used normally.

Castling. Two adjacent owned units (including HQs) can switch places, but they do not change their facing. Units caught in a net cannot castle.

Rotation. A unit may turn in any direction desired. Units caught in a net cannot rotate.

Foundation Tiles

A Foundation Tile can be placed only on an empty hex. Once it is placed, then any unit (friendly or enemy) can be placed or move onto (or be pushed onto, etc.) a foundation tile normally. Foundation Tiles are not considered units, and they cannot be moved, pushed, netted, taken over etc. They can be destroyed only by Grenade, Air Strike or Small Bomb instant action tiles - together with units placed on them. Foundation Tiles do not block lines of fire: it is possible to shoot over them. A hex with only a Foundation Tile is not considered occupied for purposes of a full board causing a battle.

Mine. If any unit (friendly or enemy) is placed or moved onto a Mine, both the unit and the Mine are automatically destroyed, and are removed from the board. If a Headquarters is placed or moved onto a mine, the Mine is destroyed, but the HQ remains unwounded.

Other rules

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