Mecha Bots
Summary
The concept behind this game is the construction of warrior robots that fight each other. But the mechanics of the construction are different. Hexmap based.
Inspired by
Number of Players: 2+
Type of Game: Abstract Tactical (Steampunk?)
Pieces
Object of the Game
Destroying all other Mad Scientists in order to dominate the city, or their creations.
Rules
Setup
A Bot consists a chassis card on which components are placed.
Starting a game
For each player
Mechabot—2 Boiler, 1 Weapon:Damage, 3 Sensors:Accuracy or Range, 1 Armour:Protection or Resistance, 3 Mobility:Speed and 1 Accessory:Seat.
Mad Scientist–Enough hit points of each type to build their Mad Scientist and $20
For the board
Bank—$6
Shop—1 Boiler, 1 Weapon:Damage, 1 Weapon:Range, 1 Sensor:Accuracy, 1 Sensor:Range, 1 Armour:Protection, 1 Armour:Resistance, 1 Mobility:Speed, 1 Mobility:Type
Maps
Turns
Shops restock phase
Players
Mad Scientist phase
Spend the phase Controlling the Bot (ie do nothing) or Program Bot if in the same hex as their Bot
Move
Buy or sell at a shop
Add or remove a component from their Bot if in the same hex.
Drop or pickup a component that has been left in the street. Components may not be dropped anywhere else (but may be sold at Shops).
Bots move phase
Bots move according to the Player if controlled, or according to their Program if programmed. The lightest Bot acts first (the one with the least components).
Bots react to sensor scans. The lightest Bot acts first (the one with the least components).
Bot combat. The lightest Bot acts first (the one with the least components).
Movement
Combat
Repair
Winning the Game
If your Mad Scientist dies, you lose.
If your Bot dies (the central hex in destroyed), you lose.
If you have the sole surviving Mad Scientist and Bot, you win.
Expanded Rules
Files
Credits
Mad scientist original counter design by William Scarvie