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Board Game: Neuroshima Hex! » Forums » Rules

1 , 2 , 3  Next »  

Subject Replies Last Post
0 What happens if you end up filling up all 19 hexes before playing a battle action tile?
by brooklynknight Today 5:14 am
4
0 HQ and Medic,
by ceenan Wed May 30, 2012 9:35 am
5
5 Can I move unit with mobility in the same turn I placed it on the board?
by theflint Thu May 17, 2012 6:58 pm
2
0 Hegemony Transport Q
by Revelade Mon Apr 16, 2012 3:57 am
1
5 Gauss Cannon and Armor
by Capoeirista Thu Aug 14, 2008 7:48 pm
18
0 Extra hexes?
by bboyafu Mon Mar 26, 2012 1:29 pm
1
0 2v2 Question
by Revelade Tue Mar 20, 2012 9:27 pm
5
2 Smart: Transporter
by nyys Thu Mar 15, 2012 1:35 pm
2
0 Discard 1 Tile Rule - Kind of Pointless?
by TheGremlyn Tue Feb 14, 2012 7:09 pm
10
0 Initiative question
by endou_kenji Sun Feb 26, 2012 3:16 am
2
1 Scoper/Mother Module/HQ
by tarheel Thu Jun 17, 2010 6:22 pm
10
0 Mobility.
by noom777 Tue Feb 21, 2012 4:04 pm
6
0 Question about Push back tile.
by noom777 Mon Feb 20, 2012 9:34 pm
3
0 Questions about module attack bonuses.
by noom777 Mon Feb 20, 2012 8:46 pm
1
1 Neo Jungle
by nyys Wed Feb 15, 2012 1:38 pm
10
0 Mines
by nyys Mon Feb 13, 2012 7:10 pm
2
3 Nets: Modules/Shields/HQs
by nyys Mon Aug 22, 2011 9:50 pm
11
0 Phase -1
by airunalmarem Sun Jan 22, 2012 1:46 pm
1
0 who wrote these rules? - a few questions about unclear rules
by Nate Finch Mon Jan 2, 2012 3:42 am
6
0 HQ’s wounds are calculated at the end of a phase
by pilotbob Mon Jan 2, 2012 5:08 am
6
1 Tiles always face up?
by PanzerKraken Sun Nov 27, 2011 3:51 pm
4
0 Hitting medics and connected units at the same time
by fluffdasheep Fri Nov 4, 2011 7:18 pm
2
1 definition of a unit
by Pearsecj Wed Oct 12, 2011 6:54 pm
5
0 rules that are not in rulebook.
by sneezypanda Wed Sep 28, 2011 1:55 am
4
1 I am unsure about what can affect modules vs. units
by tatoolo Fri Jan 21, 2011 6:55 pm
10
17 Quick and simple Neuroshima Hex rules to get you started
by bugeeker Tue May 24, 2011 5:24 pm
7
0 Moloch in Team Play damages friendly "units" - just soldiers or modules as well?
by sir_tonyx Sun Dec 12, 2010 9:03 am
9
0 Campaign Scenario 2: Taking extra turns at start of game.
by Tekar Mon Mar 14, 2011 12:14 pm
1
2 Starting the game - rules are confusing/clumsy on this point. :(
by wytefang Sun Mar 6, 2011 4:52 pm
5
0 Simultaneous timing query
by R M Chair General Sat Feb 26, 2011 6:09 am
6
0 Final Battle
by scottandkimr Tue Oct 26, 2010 4:21 pm
10
0 Translation errors, ok, but where did they get this from? (Dutch rules)
by purplewurple Thu Jan 6, 2011 12:25 pm
3
0 unit tiles abilities
by air show Fri Jan 7, 2011 5:12 pm
2
0 mercenaries?
by scottandkimr Mon Jan 3, 2011 4:59 pm
2
0 multiple initiative attacks?
by scottandkimr Mon Jan 3, 2011 4:56 pm
2
1 Hegemony Quartermaster attached to Headquarters interaction
by John Greenwood Tue Dec 21, 2010 6:33 pm
5
0 Initiative and modules
by Gallardus Thu Dec 9, 2010 8:27 am
2
0 victory?
by scottandkimr Sat Dec 4, 2010 11:36 pm
2
1 Up Close and Personal: HQ versus HQ
by Midaga Thu Dec 2, 2010 9:01 pm
10
0 Damage track tokens
by mavo Sun Nov 28, 2010 7:06 pm
3
0 more scoper and agitator questions
by NDjunkie Sat Sep 18, 2010 6:34 pm
7
0 When do you use mobility? Who wins a three player game when nobody dies?
by scottandkimr Sun Nov 7, 2010 10:54 pm
2
0 Ending the Game question
by Biff68 Sun Oct 24, 2010 1:02 pm
2
0 Could use some clarification here...
by Rylore Wed Oct 13, 2010 3:49 am
2
0 'Net interaction with The Outpost HQ' Query
by fentum Sun Oct 10, 2010 11:23 pm
2
1 Ranged attack at same target and Outpost unit questions
by mavo Wed Sep 29, 2010 8:17 pm
4
0 Melee and Range Bonuses
by freechinanow Mon Sep 27, 2010 5:25 am
3
0 newb question
by garvoid Wed Sep 22, 2010 6:28 pm
3
0 Do nets prevent HQs and Modules from giving modifiers to units?
by AstroLad Mon Sep 20, 2010 2:39 am
0
0 Modules & Opponents.
by AstroLad Wed Sep 15, 2010 12:12 am
3

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