The main mechanic of this new army is managing gambles.
Discarding tokens earns gambles, which can later be spent on activating the traits of the units on the board, as... (continuer à lire)
Neuroshima Hex! 3.0: Merchants Guild Expansion n'est pas actuellement disponible chez nos partenaires. Ajoutez le à votre wishlist pour être le premier informé.
Divulgation: Ce site contient des liens d'affiliation. PaytheOne peux percevoir une commission pour les achats effectués via ces liens, sans frais supplémentaires pour vous. Votre soutien est apprécié.
The main mechanic of this new army is managing gambles.
Discarding tokens earns gambles, which can later be spent on activating the traits of the units on the board, as their abilities are not free. The Headhunter, for example, has a regular ranged attack, but only spending a gamble will trigger the ability to use a sniper shot. If the trait is not paid, it simply will not be active.
Merchant Guild soldiers usually have low initiative - this is important because the cost of activating a given perk is equal to the initiative of this unit. Activating the Headhunter Sniper will cost one gamble, but another soldier with initiative 2 will cost two gambles. The maximum number of gambles that can be managed at a time is 7, so we should have quite a lot of room for maneuvering.