Tea for Two – A Neuroshima Hex: Battle Review

In another life, I was infatuated with Neuroshima Hex. Almost exactly 10 years ago, I wrote this soliloquy at Fortress Ameritrash extolling the virtues of Michal Oracz’s design. The game was already nearly a decade old at that time. This thing is grizzled as hell.

The truth is I no longer play Neuroshima Hex. While I was drawn to its asymmetric factions and high tension, I eventually accepted that its abstract fundament wasn’t my jam. I had to admit that it simply didn’t deliver the type of experience I was – and still am – chasing. Additionally, since I found it primarily compelling as a two-player contest, it was in competition with some of my favorite titles such as Earth Reborn, Claustrophobia, and Android: Netrunner. This conundrum parallels the conclusion in my recent review of Tag Team, and it’s an unfortunate reality that is even stronger here.

Sharp cut to a knock at my front door and the unexpected arrival of Neuroshima Hex: Battle. Needle drop Whiplash by Metallica.

Adrenaline starts to flow
You’re thrashing all around
Acting like a maniac
Whiplash

This is a fine little product. It’s a two-player only small box edition of the core Neuroshima Hex system, festooned with a couple of very distinct and evocative factions that play quite differently. Each of these armies has been treated with fresh artwork and looks killer. The components are all around fantastic, with the neoprene mat being the standout piece.

The idea seems to be that this box is intended as a new on-ramp to the game. When evaluating its price point in relation to its offering, they have managed to position it well. My main curiosity is whether it will actually deliver any measurable success. This is a game that doesn’t have mass market appeal. It’s an abstract design with some wild powers and dramatic resolution. It can be a very cerebral affair.

From my experience, many hobbyists don’t typically do small or introductory sets. This is especially true when the full base game of Neuroshima Hex is only a little more expensive. Right now, you can still find the 3.0 edition of the game for an incredibly cheap price. Of course I will Super-Size my value meal for 30 cents. Who would turn down two more complete armies and support up to four-players? That will right-size with time as the newest edition of the base game becomes the defacto set, but that may take awhile.

There is utility here if you didn’t already own the included Steel Police or Beasts factions as they are not included in the core game. This does as well mean there is some value in acquiring the Battle set, giving the system a try, and then going whole hog on the base game and perhaps additional armies. I’m sure some cultists will also grab this for the new artwork and the mat, even if they already have the factions. Every game has its sickos.

I do wonder if this will be the standard approach to faction expansions going forward. There are both good and bad qualities to this method. It’s not a poor concept if the Neuroshima Hex market is tapped out and they’re looking to lure new players into the world. It also feels squarely aimed at someone like me who once held a fondness for the game but has since moved on. With how many competing titles are released every year, sometimes it helps to give the market a shake and release new product to garner attention. I wouldn’t be writing about the game without this release, you know.

That’s kind of a shame. With the ridiculous volume of new stuff dropping each year, there is a whole swathe of sharp and vibrant titles that fade from memory. Neuroshima Hex was something special when it hit the market. Highly asymmetric games with a wealth of factions were rarer at the time and integrating this type of content into what’s principally a positional abstract was unheard of. It’s easy to take this all for granted with the industry’s current state, but we basically had Summoner Wars and Neuroshima Hex in that pre-Root era of design. Now everything is asymmetric. Tic-Tac-Toe with unique powers is even a thing. Many Eurogames have also fell in line and adopted this approach. Everyone wants to be special.

Neuroshima Hex is still fantastic. The randomized tile draw limits your options and works in tandem with the unique units to create a sharp tactical puzzle. The tension ratchets up slowly, everything about to burst. Then someone plays a battle tile and the whole payload goes off like a cataclysmic fireworks show. It’s surprisingly dramatic for an abstract game.

There is also an impressive integration of both setting and theatrics into the abstract base. The conflict is deterministic, and the tactical oomph is cold and calculated, but there is a realized world with a detailed population. There are moments where it does feel as though your Pacifier is pummeling an alien Arachnid in a brutal show of force. The way battle unfolds in a chaotic fit evokes a sense of carnage evident in warfare. It feels precise and cerebral up until the moment it’s not, then it’s chaotic and feral. This duality is alluring and a key element of the game’s motif.

Neuroshima Hex: Battle is a serviceable introduction to this now classic system. It’s a well put together set and presents the game on a strong footing. Those unfamiliar with the design may be shocked to discover how gripping it can be, and I have no doubt that a certain number of fans will be indoctrinated thanks to this compressed offering.

 

A copy of the game was provided by the publisher for review.

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  6 comments for “Tea for Two – A Neuroshima Hex: Battle Review

  1. andreystoliarov's avatar
    andreystoliarov
    October 22, 2025 at 9:14 am

    I was a huge fan of Neuroshima Hex 15 years ago or so, I’ve played hundreds of online matches, and got everything in cardboard as soon as I had a chance. I, too, have moved on long ago.

    It occurred to me at some point that the satisfaction I get from planning the shots, chaining the effects and blocking the lines doesn’t feel like skirmish wargame at all, it’s much closer to match3 games, or competitive puzzlers such as Puyo Puyo and Bust A Move. There’s joy in snappy abstract-ness of it all, but modern designs lean much heavier in power progression, escalation, customization etc. There are so many more explosive ways to feel good nowadays that old restrained ingenious-likes just can’t keep up. If Neuroshima came out today, it would probably be a campaign-based coop roguelike autobattler.

    Liked by 1 person

    • Charlie Theel's avatar
      October 22, 2025 at 10:10 am

      You are absolutely right. That last line stings a little bit is accurate.

      Like

  2. mat's avatar
    mat
    October 22, 2025 at 10:29 am

    Great article, and I very much feel similarly. I only played the iPad version when it released, and was enamored with the concept. But I couldn’t imagine finding the right partner IRL to sit with a copy and figure out this puzzle. And the idea of doing all the cascading triggers manually even put me off. I hope this injects some new players for them, though!

    i also appreciate the reflection on how great titles get lost simply due to sheer volume of new quality pouring in. (Definitely feeling that in television lately..) On that note; Did you ever play Dungeon Twister? That was the first one that came to mind. I adored that game as a brisk, surprising, accessible skirmish, and collected most of the expansions. But then I presume some big titles hit circa 2010/2011 and, abruptly, it felt like nobody had ever even heard of that game anymore. Shrug, at least it lets me introduce people to a hidden gem.

    oh also Knizia’s Confrontation, a top 10 all-time game for me, felt like it was forgotten for years, until it’s recent Kickstarter.

    Liked by 1 person

    • Charlie Theel's avatar
      October 22, 2025 at 10:39 am

      Confrontation is excellent, I really enjoy that game.

      I have never played Dungeon Twister, despite being a fan of the designer, Christophe Boelinger. Could never tell from a distance whether I would enjoy it.

      Like

  3. Marc Reichardt's avatar
    October 25, 2025 at 1:38 pm

    Well, allow me to be the iconoclast, as this is one of the rare instances where you and I differ. I’m still enamored with NH, as it’s one of the my all-time favorite 2-players and I still think it has merit, not just for the basic system, but also for the enormous variety now presented by the 20 factions that are available. I recognize its limitations, for sure, but still think the pros outweight the cons, not least for those moments in the later game when it becomes intensely cerebral by way of the decisions/predictions that can/need to be made.

    My one complaint about the pairing offered in NH: Battle is that they included one of the most varied armies in Steel Police, which has all kinds of exotic units and attack methods, and combined them with Beasts, which is easily the most gimped of the current armies and which violates one of the central principles of the game for every other army in existence which is that you can’t hurt your own guys except by very special, wide-area attacks (i.e. “friendly fire” is only “friendly” for this one army.) That leads me to think that the vast majority of new players will regularly win handily with only the SP and not feel like it’s as much of a competition as it normally would be. Just one more weird choice from a company mildly notorious for them.

    Liked by 1 person

    • Charlie Theel's avatar
      October 26, 2025 at 12:21 pm

      Great thoughts Marc.

      I totally understand regarding NH and tastes.

      The second point, that’s something my lack of keeping up with the system harms, as I’m unable to recognize those details regarding Beasts. I appreciate how different each faction plays. I didn’t notice any win disparity, although I would need longer term data with two new players to really know that.

      Like

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