Since Neuroshima Hex is a relatively sedate and easy going game, why don’t we double the excitement with the “Neuroshima Hex Doubling Cube”. Add a timer like the type used in speed chess and we have a real heart pounding challenge. Warning, the following content may cause heart palpitations or induce an anxiety attack. Small children and old farts should not proceed any further. (Myself excluded, I happen to be both.)
As any serious Backgammon player knows, the doubling cube makes the game fast paced and more intense, with push your luck elements. Getting inside the opponent’s head can only be done with this tiny cube. Many Backgammon players wouldn’t even consider playing the game without it.
I was thinking of adding a special doubling cube to Neuroshima Hex. It would provide the following advantages:
- You don’t have to finish a game if it’s clear your opponent is wiping the floor with you. You simply concede and start a new game.
- You can push your luck by doubling the odds if you think you’re ahead, which can be quite interesting if the advantage is shifting back and forth between players.
- There is a certain Meta aspect to using this die as well as a good portion of ‘Yomi’ as you try to get into the opponent’s head.
The players would have to play a number of games, keeping track of how many points they win each game. This would require some type of timer like a standard chess timer set to 15 seconds or so, in order to keep things moving. (No AP allowed). A standard victory where one player has less damage than the opponent will count as one point. If a player captures the enemy base by exceeding the required damage, they win two points. These points, of course, are multiplied by the doubling cube if it is in play. It is actually possible to win by 32 points in a single game.
How it Works
Each game will start with the doubling cube off to the side. At any time, either player can take the cube and present it to the opponent starting at the 2x side. The opponent receiving the cube can either concede the game at the current odds or accept the cube and continue for double the odds. They now have possession of the cube and can offer it to the opponent immediately, or at a later time to double the odds again. (There are also two special options on this cube which will be discussed later.) This can happen up to 4 times, increasing the odds to 16x in a single game.Play continues until there is a victor or a player concedes the current game.
Instead of a standard doubling cube used in Backgammon, four of the sides will have the numbers 2, 4, 8 and 16. One side will have ‘Surrender’ and the last side will have ‘Seige’. It will be used the same way as a typical doubling cube in Backgammon with the following exceptions:
- When a player is in control of the cube (or before any player takes possession) they can flip it over to the ‘Surrender’ side and immediately concede the game.
- After the cube is introduced, the player in possession of it is the only one who can offer double it again.
- Before anyone has doubled, a player can flip the cube over to the ‘Seige’ side. In this case, they must capture the enemy’s base for a five point win. If they fail to do so (even if they manage a standard win) they lose three points.
This new cube, along with an old chess timer will add some spice to those boring old Neuroshima Hex games.
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