السبت، 7 فبراير 2026

The Secret Behind Neuroshima Hex’s Most Radical New Feature

Hello, this is Ignacy Trzewiczek from Portal Games...



Hello, hello,

This is Ignacy, and this is another letter from Poland. Today I wrote a short article about game design and changes in the Neuroshima Hex. I hope you will like it.


It was Gloomhaven that was the first famous game to use a book—a sort of atlas—to lead players through successive stages of the dungeons. It broke away from the decades-old concept of terrain tiles used to build a dungeon map before every game and packed it all into a neat atlas. Later came Stuffed Fables and Near and Far, but I believe that the 2020 release of Forgotten Waters was the spark that ignited the minds of other designers. It was the game that "blew our minds," showing what could be achieved and how design horizons could be expanded by placing on the table a book with a different board on each page.


Four years later, The Mandalorian by Corey Konieczka, Mass Effect by Eric Lang, and Thorgal from my team at Portal Games are debuting on the market. All with a map atlas inside. We are all fascinated by this insane tool, which the BGG database refers to as "Book as a Board." It's a mechanic that is literally blowing our minds.


When we were discussing at Portal Games how to celebrate the 20th anniversary of Neuroshima Hex and how to add something to a game that—after all—needs absolutely nothing, a game that is perfect and has been capturing minds and drawing people in like a sponge for 20 years. When it seemed we couldn't touch anything without breaking it, a Map Atlas was put on the table. Since 2020, I have been obsessed with this mechanic; ever since I played Forgotten Waters, I haven't thought about anything else.


For 20 years, battles in Neuroshima Hex have been played on a standard board. For the game's 20th anniversary, I wanted them to be played on various unique boards. I wanted each one to be a new challenge, each its own unique world, each so interesting and original that players will argue on forums about which one is the best, making their own Top 5 lists because every single one is absolutely fascinating.


We got to work. During the several months of development on the new edition, over a dozen boards were created. The eight best made it into the final game. In the first scenario, the board represents a Moloch machine factory. The factory produces parts and sends them to the front. Moloch's goal is to deliver three components; the Outpost's goal is to prevent it. There are no HQs, there is no static gameplay—there is the transport of parts and the fight to stop it. In the second scenario, Borgo's army is trying to evacuate the board while Outpost units surround them from all sides, covering the board in continuous fire. In the #3 scenario, a battle between the Outpost and Hegemony armies is interrupted when an unexpected opponent appears—a Moloch military contingent. The warring armies must agree to a short-term alliance and stand together against Moloch. In the #4 mission, Borgo's army must blow up a giant Moloch structure, and in the #5, armies fight in a ruined amusement park full of dilapidated carousels…

The new edition of Neuroshima Hex features the classic board, just as it has had for 20 years. We didn't touch the brilliant core mechanism; we didn't fix what absolutely didn't need fixing. But at the same time, the new edition of Neuroshima Hex has taken a breath of fresh air, opened its eyes to changes in game design, looked with curiosity at what is new, and embraced it with joy. It has merged with Battla Atlas, and I tell you, this "new" fits it like a glove. It fits as if it had been there for all twenty years. The new Neuroshima Hex and its scenario mode is a match made in heaven.


And it's all thanks to Forgotten Waters!

Thanks!
Ignacy

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The Secret Behind Neuroshima Hex’s Most Radical New Feature

Hello, this is Ignacy Trzewiczek from Portal Games...  ‌ ‌ ‌ ‌ ‌ ‌ ‌ ‌ ‌ ‌  ‌ ‌  ‌ ‌ ‌ ‌ ‌ ‌ ‌ ‌ ‌ ‌  ‌ ‌   ‌ ‌ ‌ ‌ ‌ ‌ ‌ ‌ ‌ ‌  ‌ ‌   ‌ ‌ ‌...