The main mechanic of this new army is betting management.
Discarded tokens earn bets, which can then be spent to activate the characteristics of units on the board, as their abilities are not free. The Headhunter, for example, has a normal ranged attack, but only spending a bet will trigger the ability to use sniper fire. If the trait isn't paid for, it simply won't be active.
Merchant Guild soldiers generally have low initiative, which is important because the activation cost of a given trait is equal to that unit's initiative. Activating the Headhunting Sniper will cost one bet, but another soldier with an initiative of 2 will cost two bets. The maximum number of bets that can be managed at any one time is 7, so we should have plenty of room to maneuver.
Neuroshima Hex 3.0: Merchants Guild requires the base game to be played.
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