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pdf https://cdn.1j1ju.com/medias/ef/55/27-nessos-rulebook.pdf
In Nessos, embody Greek heroes who emprison mythological creatures into sacred amphoras in order to offer them to the gods.
1.70 Mo - In English 1.68 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/7f/e0/c4-neta-tanka-rulebook.pdf
The Frostrivers tribe dwells along the Great Frozen River. Its members live in harmony with Nature. The tribe obeys the laws of the Four Elders, themselves guided by the most venerable of the Elders: the Neta-Tanka.
13.83 Mo - In English 13.88 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/60/2c/cc-neuroshima-convoy-rulebook.pdf
The Convoy is set in the world of Neuroshima where humanity has been attacked by rebellious artificial intelligence machines and where robot armies commanded by an electronic brain demolish cities and states one by one, turning America into a contaminated, deserted wasteland.
1.91 Mo - In English 1.40 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/4e/ec/59-neuroshima-hex-3-0-rulebook.pdf
Neuroshima HEX is a game of tactics, where armies wage continuous battles against each other. It is based on a roleplaying game called Neuroshima RPG published by Portal in 2001. While being familiar with the RPG is not necessary, the players will find it easier to identify with their armies if they have read or played the game. The world of Neuroshima RPG is that of a post-apocalypse world torn apart...
5.76 Mo - In English 3.75 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/4a/3b/52-neuroshima-hex-babel13-rulebook.pdf
Babel 13, an outpost of New York... day after day it loses contact with its command. Its defenders must face enemies that they haven’t met before: the power of mutated Nature - Neojungle. The new battle starts, in which the stakes are survival. A team of trained soldiers has been sent from New York to help the base’s garrison, but will they succeed in time?
1.07 Mo - In Englishpdf https://cdn.1j1ju.com/medias/7d/90/b8-neuroshima-hex-duel-rulebook.pdf
Neuroshima HEX is a game of tactics, where armies wage continuous battles against each other. It is based on a roleplaying game called Neuroshima RPG published by Portal in 2001. While being familiar with the RPG is not necessary, the players will find it easier to identify with their armies if they have read or played the game.
11.01 Mo - In Englishpdf https://cdn.1j1ju.com/medias/99/66/6e-neuroshima-hex-mephisto-rulebook.pdf
Anomalies originating from radioactive bomb craters gave birth to monstrosities of which even pre-war scientists hadn’t dreamed. Mephisto is a giant maggot, a unique synthesis of flesh and steel, which can even threaten well-armed expeditionary forces. Contaminated craters seem tempting as a shortcut or a reservoir of valuable resources.
458.03 Ko - In Englishpdf https://cdn.1j1ju.com/medias/6b/ee/ab-neuroshima-hex-mississippi-rulebook.pdf
In 2050 Mississippi is a gigantic toxic sewer draining directly from the interior of Moloch territory. The river and the lands in its vicinity are hidden in poisonous fumes and is known as the Belt of Death or seedbed of mutants. Only a few can survive here and for those rare individuals who live here, the deadly toxins in the air and water are every-day reality.
906.45 Ko - In Englishpdf https://cdn.1j1ju.com/medias/c8/71/b9-neuroshima-hex-neojungle-rulebook.pdf
A Module must be directly linked to some unit in the Motherland (not only to adjacent to a unit in the Motherland) to affect the Motherland. Enemy tiles affecting Modules of the Motherland (for example which cancel the effect of a Module) must directly affect the Module - not just any unit in the Motherland - in order to affect the target Module.
610.09 Ko - In Englishpdf https://cdn.1j1ju.com/medias/b6/9b/9c-neuroshima-hex-new-york-rulebook.pdf
New York didn’t collapse. Destroyed by atomic bombs, transformed into a fortress among the ruins, it still fights in the defense of the ideals of Free America. So far it has become a capital of the small state of the same name and has start a crusade to restore the human world. At the same time it has usurped the role of guiding the nation, and removed their opponents wherever they can.
753.96 Ko - In Englishpdf https://cdn.1j1ju.com/medias/0a/38/97-neuroshima-hex-sharrash-rulebook.pdf
The Sharrash are a mysterious and well-organized community of mutant rats endowed with inhuman intelligence. They inhabit the underground tunnels and canals of destroyed cities, along with their degenerate human and mutant slaves. Fiercely xenophobic, they will defend their nests from any strangers, and their fighters will not hesitate to sacrifice themselves for the pack.
1.29 Mo - In Englishpdf https://cdn.1j1ju.com/medias/8f/e7/ff-neuroshima-hex-smart-rulebook.pdf
Smart is a part of Moloch, which has reached the southern part of the continent, where following fights with humans it was cut off from its origin, and found sanctuary deep inside the Neojungle. It resembles Moloch less and less with every passing day. Smart has completely disregarded directives.
1.26 Mo - In English