M.E.C.H Wars Rules

M.E.C.H Wars: Guide to Greatness

Welcome to M.E.C.H Wars! – The game where you conquer opponents and victorious!

In this desolate futuristic arena, you and an opponent may brawl to the death with epic weapons and M.E.C.Hs (well, your mechs do most of the fighting, but you get to control them!) The goal of the game is to take down your opponents mech through combat and strategy on a game board, using cards, dice, coin flips, and more. Want to know how to play? Read on!

Basic Gameplay:

The game starts with you and your opponent placing their mechs on designated squares on a 7×7 board, facing each other. A coin flip is then done to determine who goes first. Each turn, a player draws a card and may decide wether to use it or save it in their deck. If they use it that card during that turn, that is the only card they can use that turn. If they decide to save it, they may use another card they have saved. You may also move your mech one square in any direction p on every turn if you want to, but you do not have to.

Each mech has 200 health, and you win once all of your opponent’s mech is depleted. Your mech is shown in two ways: one is a piece on a board which is used to move, and another is a picture in which you place cards on. In order to count how much damage your mech receives, you put damage counters on the picture of it every time it is damaged. To attach cards to your mech, you may put them on one of the four attachment slots on your mech picture, and take them off when they are used up, destroyed, or you want to change them.

 

Types of Cards

Attachment Cards:

These kind of cards are symbolized by a blue sword at the top of them. They are typically weapons or shields, and are the main cards in the game. When you draw one, you can decide to either attach it to one of your mech’s slots that turn, or save it for later in your deck. You may have 7 cards in your deck at a time and must discard some if you want to have more. You can’t use an attachment card to attack on the same turn it is drawn though. Every attachment card has a number of uses, and every time it is used you must put a use counter on it, and once it has been used to it’s full extent it must be shuffled back into the deck and taken off your mech. You may only have 4 attachment cards on your mech at one time. Here are the attachment cards and what they do:

Saw blade: The basic weapon for any decent mech wielding war lord. Does 25 damage to the three squares in front of wherever it is placed
Missile: Beep beep beep Kaboom! Does 25 damage to whatever is directly in front of you at any distance
Firebow: Turn up the heat! Does 50 damage to anyone right in front of you, and then 50 – 10 per every square away you are.
D.O.O.M.R: A literal doomsday weapon that is so OP it shoots mini nukes as it explodes. Does 5 damage to the power of how many heads are flipped on three coin flips.
Weapon of Math Destruction: Distracts and attacks your enemies with the power of MATH! (It actually shoots operation symbols as bullets). Does 2 to an operation which is decided by how much health you have left
C.A.T Gun: Something this adorable makes fighting quite hard. Does 25 damage and divides your opponent’s next attack by two, and then what ever the answer to that is is how much damage their next turn does
Z Rockets: What could go wrong with rockets with no steering system? Does 50 damage to your enemy if you flip heads but 25 damage to you along side of that if you flips tails
Star Strike: Ninja stars are the weapons of the future! Does 10 damage in each shot and has infinite range in its respected area
Long Range Rocket: Perfect for getting rid of those pesky snipers. Does 25 damage to anyone 5 squares away from you
Turret: Master of rapid fire (and flying bullet shells). Does 20 damage times the number of heads in three coin flips
Plasma Gun: Given to earthlings by the space people of Jupiter. Does 100 damage divided by the amount of heads flipped on 3 coin flips (round decimals).
Stealth Turret: Top notch security system is sure to keep away crooks. Does 25 damage time the numerator of the fraction of your opponent’s weapon space that is used up.
Charge bomb: A perfect way to battle and keep your weapons in wasting charged (or your phone). Does 25 damage and gives one use back to a weapon that has more than one use to begin with.
Shield: It’s a shield, does it’s job well, what more could you ask for? Blocks 50 damage on one side of your mech

Instant Use Cards:

These cards are symbolized by the red lighting symbol on top of them. They are usually things to improve your mech or weapons, or do some quick damage to your opponent. Unlike attachment cards, they can be used on the turn when they are pulled. Here are the instant use cards:

EXP Mine: A nice present to leave on somebodies doorstep. Does 25 damage to your opponent if they go over one. Can be placed one space around you any directions that doesn’t already have something on it. Your mines do not harm you, but you cannot go over a square that has one on it
Boost Pack: A Jetpack on a robot, this will only go well. Can move your mech two spaces in one turn
Health Pack: Heals 25 health
Damage AMP: Deals 25 extra damage on your next attack
EMP: Gets rid of one use of one of your opponent’s weapons. Does not work on the D.O.O.M.R.
Harpoon: Pulls your opponent one square in any direction

 

 

 

 

 

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