Neuroshima Hex! is a strategy game set in the post-apocalyptic world of Neuroshima, a Polish role-playing game. Each player leads one of four armies: Borgo, Hegemonia (Hegemony), Moloch, and Posterunek (Outpost). Each army deck consists of 34 tiles: soldiers, support tiles, and special actions. You win when all enemy headquarters are destroyed or when your headquarters is the least damaged at the end of the game.
In 2007 and 2013, the game had graphical facelifts, somewhat modifying the iconography. Note: each army (whether base game or expansion) is compatible with every version (1.0, 2.x, 3.0). Only the art styles and icon graphics differ mildly.
The game had different editions with different components/bonuses alongside the 4 base armies (big board, bonus army, puzzles, etc.). See different editions for details.
Tile width and thickness strongly varied depending on edition, and even on a same editor slightly varied over the years. This does not affect play, but may affect some storage solutions.
Due to multiple versions and expansions, see the Neuroshima Hex! english FAQ
The game is also expanded by Unofficial Neuroshima Hex! expansions, available here on BGG.
Note: There is no solitaire bot/AI/system to compete against. The only options for "solo" play are soloing multiple factions yourself, or solving puzzles (like Chess checkmate problems) available in some editions and expansions.
- Rich tactical depth and strong thematic integration
- Battle Atlas adds standalone scenarios with narrative hooks
- Refined production and streamlined core box
- High-quality, visually appealing components
- Box labeling can mislead about two-player suitability; most scenarios are two-player
- Some finishes differ from recent expansions, creating minor production mismatches
- Some Battle Atlas scenarios don't translate cleanly with all factions
- Tactical hex-based warfare with shifting objectives and factional conflict
- Post-apocalyptic world of Neuroshima with faction-based warfare
- episodic battles guided by the Battle Atlas scenarios
- Neuroshima Hex (base game)
- Battle Atlas scenarios
Mechanics (from transcript analysis)
- Combat: Damage Based — Combat resolves in initiative order by speed values, with higher speeds acting first and determining hits.
- end game bonuses — HQs grant faction bonuses and trigger end conditions when sufficiently damaged, influencing strategy.
- HQs and endgame conditions — HQs grant faction bonuses and trigger end conditions when sufficiently damaged, influencing strategy.
- Initiative-based combat — Combat resolves in initiative order by speed values, with higher speeds acting first and determining hits.
- melee vs ranged decisions — Attacks are categorized as melee or ranged, with resolution governed by initiative and tile effects.
- Shields and damage mitigation — Some units have shields that absorb extra hits, reducing casualties taken.
- tile exhaustion endgame — The game ends when the pool of tiles is depleted and the remaining health/damage balance determines the winner.
- tile-draft and discard — On a turn, players draw three tiles, discard one, and use the remaining two tiles to perform actions.
Video topics + discussion points
Quotes (from this video)
- Neihima Hex is a fantastic game.
- It's been renowned for a long time. It's been in my personal favorite games for a long time.
- Neiroshima Hex is a tremendous jumping on point.
- Nine out of 10 seal of excellence from me here at the Dice Tower.
- This is wonderful. This is going to get a 9 out of 10 from me.
References (from this video)
- rich thematic depth
- scenarios and battle atlas add variety and replayability
- refined core box with strong production value
- the combination of thematic specificity and tactical depth feels polished
- Warfare and factional struggle set against a richly imagined historical backdrop
- Alternate-history Japan during a post-atomic era / late 20th-century conflict
- scenery-driven with scenario-based progression (atlas and books) to guide thematic storytelling
Mechanics (from transcript analysis)
- asymmetric factions — factions have unique abilities or special rules creating strategic variety
- combat resolution — combat rewards careful positioning and planning within a tactical framework
- hex-based area control — players maneuver units on a hex grid to control zones and achieve objectives
- Scenario / Mission / Campaign Game — pre-defined scenarios and a battle atlas drive different setups and victory conditions
- scenario-based play — pre-defined scenarios and a battle atlas drive different setups and victory conditions
Video topics + discussion points
Quotes (from this video)
- This is a refined core box and they've got this down now to just it just sings
- It's so rich. It's so well done.
- There's so much interest and history here.
- The book of scenarios, this battle atlas, it is a win.
- it's a thematic and a tactical slam dunk.
- fantastic.
References (from this video)
- Deep strategic depth and strong thematic integration
- Two-player experience shines with tight balance and punishing counterplay
- Compact and intense tactical decisions that reward planning
- Box labeling can mislead about player count (2-4 players shown but game is best at 2)
- Steep learning curve for new players due to asymmetric mechanics
- High cognitive load for maintaining long-term strategic plans
- Asymmetric faction warfare with tile-based battles on a hex grid; strategic conquest under time pressure.
- In the Neuroshima universe, a post-apocalyptic Earth ravaged by machines, factions vie for control in a ruined world.
- Competitive, adversarial, focused on tactical forethought and counterplay.
Mechanics (from transcript analysis)
- Area Control — Players seek dominant positions on key hexes, forming lines of power to press their advantage.
- Area control and line formation — Players seek dominant positions on key hexes, forming lines of power to press their advantage.
- asymmetric factions — Different factions have unique tiles and abilities, creating divergent strategic paths.
- Combat: Deterministic — Combat outcomes are driven by unit stats and placement rather than randomness.
- Deterministic combat — Combat outcomes are driven by unit stats and placement rather than randomness.
- Hex-grid tactical combat — Units are tiles placed on a hex grid; battles occur where armies contact, resolving through tile stats and positioning.
- hexagon grid — Units are tiles placed on a hex grid; battles occur where armies contact, resolving through tile stats and positioning.
- Tempo/phase management — Strategic timing of tile deployment and ability usage shapes the flow of the game.
Video topics + discussion points
Quotes (from this video)
- Neuroshima Hex is a fantastic game.
- It's been renowned for a long time.
- They'd have to mess this up pretty badly for me to give this a low score.
- That doesn't mean it's perfect, though.
- I still think it's a little silly that by now they're still not acknowledging on the box that this is really a two-player game.
- Like 90% of the time, this is clearly meant to be a two-player game.
- It shines and thrives at two.
- And yet from glancing at the outside of the box, the uninitiated would think 2 to four.
References (from this video)
- deep tactical depth and strong combative options
- compact playtime with quick rounds
- abstract theme may not appeal to everyone
- two-player focus can limit group play
- tactical, combative, with asymmetrical factions
- post-apocalyptic world depicted in hex-grid warfare
- abstract to thematic warfare rather than storytelling
Mechanics (from transcript analysis)
- Hex-grid tile combat — players place combat tiles on a hex grid to engage in combat
- hexagon grid — players place combat tiles on a hex grid to engage in combat
- hidden roles — factions have hidden or limited information and special abilities
- Rotating/hidden information — factions have hidden or limited information and special abilities
- Two-player direct confrontations — games typically between two players with quick rounds
Video topics + discussion points
Quotes (from this video)
- five games randomly ranked
- brother Smurf