The Summoner - a Single-Unit Army for Neuroshima Hex

Version: 2025-11-09.11:38 (original markdown-format copy)

The Summoner is an extra-planar being worthy of their name. They summon Warriors from other factions to fight for them, but can keep them only temporarily.

Summary: The Summoner (hereafter TS) is a fan-made army for Neuroshima Hex which can be easily assembled using only materials from any edition of the base game. It does not require any printing, cutting, or assembly.

Status: this army has been well-play-tested. It is a tad bit overpowerful. We're looking for ways to make it slightly less so without breaking it.

Setup

At the start of the game, compose TS's deck:

Set the HQs aside and shuffle the rest together. TS draws from a bowl or bag, rather than a stack, because of the mixed tile designs. Some of TS's features require the deck to be reshuffled. If some unforeseen game effect has forced the deck to have specific tiles at the top, place those tiles back on top of the deck after shuffling.

The mystic laws which enable TS to summon Warriors are not capable of forcing those Warriors to fight their comrades. Ergo, TS is strictly prohibited from fighting any army whose HQ, Warrior, or Module are in TS's deck (Instant Actions are unaffected). Don't even try it. It won't work. The Warriors and Modules would turn on TS when played, reverting to their original team as soon as they enter play. TS will not enter such a fight.

TS has more tiles than the standard 35. The game ends when TS's opponent runs out of tiles, at which point the TS does not get to draw again before the Final Battle. (If, via application of optional rules, TS is able to empty their deck first, their opponent does get a final draw in the normal manner.)

Rules Changes

TS is represented by their chosen HQs, only one of which is active at a time. The special effect of the active HQ applies normally.

The following rules changes apply to TS:

New rules are explained in the following sections.

Summoning

TS gained their moniker through their ability to rapidly summon hordes from other factions and bind them to do TS's bidding. All of TS's non-Instant Action tiles are called "Summons". Summons are played normally, but keeping them around requires expending power which TS may not wish to expend.

At the end of each battle, all of TS's Summons are discarded. TS may pay one life point per Summon they would like to instead retain.

Abilities

TS has the following custom actions:

Tactical Suggestions

When playing TA...

???

When playing against TA:

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Options: Changing How it Plays

An assortment of options to tweak play or to apply to other single-unit armies:

My Precious: when TS's Summons disappear at the end of battle, allow TS to optionally select one to keep in play for free (no life point cost).

Call in the Hordes: when TS's Summons are removed from the board, mix them back into the deck bag instead of discarding them. This will make Delay the Inevitable essentially useless.

Design Notes

Initiative: TS has a +1 initiative primarily so that they can benefit, however briefly, from modules which provide extra attacks, e.g. Moloch's Mother. When playing with an option for two HQs in play at once, it would also allow TS's non-Outpost HQ to benefit from their Outpost HQ.

HQs: there are several ways to do this. e.g. place both HQs and give them 10 HP each. Any HP costs can be played from either one. Once per turn TS may transpose them - swap their positions on the board. This would need to have some effect on the hand size and netting. e.g. there would need to be some penalty when only one HQ is netted, but not as high as when both are. Alternately, place them both at once in a single stack, applying both of their effects all of the time but otherwise treating them as a single HQ.

Authors: Cornella and Stephan Beal https://wanderinghorse.net/gaming/neuroshimahex