ARTICLE: Rules Spotlight – Convoy 2.0 and Destroyed Cities

Reports were coming in every few hours. The Moloch was on the move, hitting every major settlement on their way. Every stop in their path lay in ruins. The surviving humans would have many years of rebuilding ahead of them. It was only a matter of time before the machines made it here. We were ready. New York would not fall.

 

Moloch is a Jerk

convoy-destroyed-exampleIn Neuroshima: Convoy, the battle constantly advances. The machines don’t stop for the meager resistance of a few feeble humans. At the end of each round, at least one District lays in ruins. If the Moloch player wins, they get to destroy 2 Districts. When all districts are destroyed in a city, it is left behind as the Convoy rolls on to the next target.

There is one thing you must remember:

Any cards located in a destroyed city are not able to
have their skills activated.

Granted, this rule is early in the rulebook, but it’s an important one. Take our friend the Hornet over there. He’s been left behind in Ziggy One as the convoy marched forward. Normally, Hornet likes to be right in the thick of battle. He can jump around each turn between locations… BUT… he is in a Destroyed city which means he can’t use his ability!

This is an important rule that gets asked frequently. Units in a Destroyed city are simply “offline.” They can still be moved out by an Action card or the ability of another Unit in an Active or Future city, but they cannot take actions of their own.

 

As they approached the outer walls of the city, the reports from our runners were baffling. The Moloch simply just kept coming. They didn’t stop to collect their fallen comrades or even those that were still engaged in battle. They moved on and left everyone behind. Their goal was singular: destroy New York at all costs.

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