Table of Contents

Programing Mecha Bots

Getting Bots to do stuff

Alternative Rules Bots don't just move about randomly, they require programs to get them moving unless they are equipped with a remote control - or if the Mad Scientist is seated on the Bot, or in the same hex as the Bot. Each bot requires three programming cards. One for when it senses another Bot (Active Cards), or Mad Scientist if under Killer programming. The second card is for when it doesn't sense something to possibly shoot at (Passive Cards) and the third for how it attacks enemy targets (Attack Cards). The priority of the cards is Attack, Active, Passive. Attack cards override Active, which in turn override Passive cards.

Programming

If at any time during the Mad Scientist's move, it enters the same hex as their bot, or moves within range of the remote control for a bot, the player may choose to either-

  1. directly control the Bot, or
  2. reprogram the Bot - by playing three cards for the Bot.

Attack Cards

Active Cards

Passive Cards

Interpretation

Interpreting how programming cards affect a Bot is up to the players involved - but you should always err on the side of intelligence. If Bots have a choice of movement between ways that may injure them, or destroy property the player doesn't want to destroy - the Bot can choose to go another way.

Cards

300DPI 2.5×3.5“ (Magic card size)