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This means that everything currently on the board is going to fight. When played, this doesn’t go on the board but instead instigates a battle. There is one last tile I haven’t mentioned, the battle tile. These are often situational but they can really shift the flow of a battle. These might move a unit, unleash a bombardment or shove someone else’s unit elsewhere. And finally, there are special tiles that let you do a one-off power. Players can also place power-up tiles that give bonuses such as extra damage, more health and other buffs to units they are linked with. When placing a unit, they will attack in a direction depending on the arrows on the tile, with little arrows being melee attacks and long ones ranged.
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On a players turn, they are going to pick up three of their hex tiles, discard one and play up two of the ones remaining. And the same is true for each of the expansion factions, too. The base game of Neurshima Hex comes with four distinct factions, each with their own units, special powers and play style. Neuroshima Hex sees players facing off in a hex-based grid where they can deploy units, use tactical manoeuvres and buff their allies, all in the effort to destroy their enemies.
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And I enjoyed it so much, that since then I’ve bought the physical version, several expansions and it remains one of my all-time favourite board games. Instead, it was while travelling by train from Chester to Bangor on my phone. It wasn’t sitting on a beach, in a pub, on my dining room table or anywhere you might normally find a board game. The first time I played Neuroshima Hex, it wasn’t at the tabletop.
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