Rules V 1.01
- Established basic rules
- Players control mechs and try to accomplish the game objective.
- Game objective depends on the directive card.
- Decide on the battleground. Each battleground is its own playmat.
- Shuffle the supply deck and place it facedown on the battleground.
- Shuffle the directive deck and place one directive card* face up.
*If there are special conditions in the directive card, set it up. These include marker tokens, territory borders, or objective points.
Quick start (for 2-4 players game)
- Each player is dealt 3 mech cards face down.
- Players choose one of the mechs dealt to them and return the rest to the box.
- Each mech face card determines:
- Starting hand size
- Maximum hand size
- Initiative (speed)
- Max ammo
- Basic armor
- Special abilities
- Players flip up their cards to reveal their mechs to each other.
- Based on their mechs’ initiative score in descending order (highest to lowest), players now choose 1 class deck each.
- Place player mech tokens on randomized battleground locations in descending order (highest to lowest).
- Shuffle chosen class decks and draw up to mech’s starting hand size.
- Begin play. The highest initiative starts first.
- Draw Phase: Player draws one deck card and one supply card.
- Equip phase: Player equips weapons, armors, and action cards.
- Action Phase: Players plays an action or chooses to attack.
- Regroup phase*: Player stores ammo, plays area cards and sets reaction cards.
* This is so that no players will be able to attack during the first turn.
- This denotes the start of a player’s turn.
- All recurring card effects will resolve here.
- Players may draw above their maximum hand size.
- Players can equip as many cards as they are able to.
- Players can only equip one set of weapons*. Possible load outs include:
- Two 1h weapons.
- One 2h weapon.
- Two 1h weapons with one attachment.
- One 2h weapon with two attachments.
- If a player exceeds a loadout, he discards weapon cards until the rule is met. Examples below.
A player may choose to EITHER:
- Play an action card from their hand, OR
- If the ammo requirement is met for the currently equipped weapon, the player may choose to attack another mech.
- Players may send cards from their hands to their ammo pile as ammo for attacks.
- When exceeding max ammo capacity, the player instead discards the card.
- Some action cards can be readied to play on opponents’ turns as reactions. These can be set now.
- A battleground contains a number of locations that the mechs can travel around.
- Each location within the battleground grants a different effect/bonus/penalty.
- The distance between mechs determines their range from one another.
- Supply drops may spawn at locations every turn. (TBC)
Attacking an opponent
- Look at the playmat to determine the location of both mechs. This will determine the range.
- Range determines weapon damage denoted on the weapon card.
- Roll appropriate die to deal damage.
- Opponent rolls defense die if applicable.
- Include all mech and attachment bonuses before applying damage.
- Damage is dealt by discarding the top card of the mech deck. (NOT the supply deck.)
- Mech: A robot controlled by a player.
- Directive: An objective players need to complete to win the game.
- Class deck: A specialized deck that is unique for a mech.
- Supply Deck: A deck of cards where all players will draw from. This contains ammo, movement, and basic skills.
- Directive Deck: A deck of cards that hold different objectives. This could be anything from defending an area to deathmatch.
- Battleground: An arena where the mechs will move around in.
- Battleground location: Single areas within the battleground that have different effects.
- Mech Facecard: The card that determines all the stats of the Mech.
- Action Card: A card that affects the field of play.
- Reaction Card: A card that can be set for future use.
- Weapon Card: A card to equip onto a mech with attack capabilities.
- Attachment Card: A card that changes/adds properties to a weapon card.
- System Card: A card that changes/adds properties to a mech.
- Loadout: Set of weapons a mech can equip on itself.
- Drawing a Card: Taking a card from the top of the deck.
- Playing a Card: Taking a card from hand and placing it in play.
- Setting a Card: Placing a card face down.
- Discarding a Card: Placing a card into the discard pile or out of play.