La mecánica que añaden de cadenas es muy interesante. Por lo demás es un ejercito "promedio", si te acomodas con él podrás ser difícil de vencer pero si no te van a vapulear.
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2-4
30'
10
No necessary in-game text
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Neuroshima Hex: Iron Gang
Order by 15:00 Italian time for same-day dispatch, Monday to Friday.
Delivery in Italy normally takes 1 business day, 2 for the islands.
Neuroshima Hex: Iron Gang is a strategic board game for 2-4 players, lasting about 30 minutes, recommended for ages 10+. Features a new army pack with the "chain" ability.
The game game is in consignmentStock but only few copies are available
Sale Price
| Mechanics: | Hand Management Hex-and-Counter Tile Placement Variable Player Powers |
| Categories: | Expansion for base-game Fighting Science Fiction |
| Alternative names: | Neuroshima Hex! 3.0: Die Iron-Gang Neuroshima Hex! 3.0: Iron Gang Neuroshima Hex! Die Iron-Gang |
| BARCODE: | 5902560381153 |
| The item is in 7 carts In 2 wishlists This was seen 5699 times | |
| Mechanics: | Hand Management Hex-and-Counter Tile Placement Variable Player Powers |
| Categories: | Expansion for base-game Fighting Science Fiction |
| Alternative names: | Neuroshima Hex! 3.0: Die Iron-Gang Neuroshima Hex! 3.0: Iron Gang Neuroshima Hex! Die Iron-Gang |
| BARCODE: | 5902560381153 |
| The item is in 7 carts In 2 wishlists This was seen 5699 times | |
What players say
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A selection of reviews rated 8 or higher. BoardGameGeek. BGG ratings are not included in the uplay average.
Solid army. Strong, but balanced. High number of 2-way (battle/command) tokens allows for activations of powerful, so called concealed abilities (like explosion, chain atack, net throw).
After some fairly off the wall expansions Neuroshima Hex returns to a more understandable theme with the Iron Gang. A group of bikers ripped straight from ‘Sons of Anarchy’ might not seem like a natural fit but they actually blend in very nicely and are a lot of fun to play.
A fairly normal nice straightforward expansion army. The main new thing is that Iron Gang adds special abilities to various units like throwing a net onto any enemy a line from a unit with the net ability, or damaging any enemy on the line between 2 units with a chain ability -- these are triggered by your battle actions, which now have this as a possible second function. (A bit like the separate actions in Dancer which let you trigger one Dancer object, but with Iron Gang the action trigger and the battle trigger are combined into a single type of action tile.)
Haven't played with this enough, but am improving at it. So far I'm of two minds: the chain and hidden-command mechanics feel overly heady for the theme of bikers tearing through the wastes, but the army as a whole has the welcome feel of a classic Oracz faction whose balance and interoperability with the others seems alchemical.
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