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Reply: Neuroshima Hex!:: General:: Re: allstar64's Hex Ache Round-up

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by allstar64

Whoshim wrote:

[o]For the miniache, the final score would be Hegemony 8, Moloch 9, if Moloch chooses to use the Clown's explosion ability. This would mean that there would be two battles, and Moloch would do enough damage to win.[/o]


Correctamundo.

[o]
The Original concept as usual came from me playing around with my Android app. Now that everyone was so fixated on double battles I figured it would be a great opportunity to take advantage of that and toss a curve ball into the mix.

When I initially created V1 of the Hex ache I made 2 big screw ups though I only caught 1 initially. While doing last minute testing on my droid the flaw dawned on me when Moloch was offered the option to blow up the clown. Unfortunately this meant that not only was my answer no good but I would need to overhaul the entire Hex-ache so that the answer either involved netting the clown or removing the clown. Other than the Blockers I was out of +1 hit point Moloch units to use to replace it with so I decided to go with netting it.

After finishing V2 it struck me that by placing a single unit only 1 battle would occur (something I hadn't considered earlier and actually could be used to solve V1) so again I realized I would need to overhaul the entire Hex ache so that not only would you need to Net the clown but placing both your netters would prevent more damage than placing just the Net master.

So I got to work on the final version which even contained the trap that it appeared that (in addition to netting the HQ) netting either the clown of the cyborg would prevent the same amount of damage from occurring but allas only netting the clown actually works.
[/o]

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