MECHA1945_V042 _ English Rules v1-2

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    MECHA 1945

     

    Contents:

    1- Introduction

    2- Simple rules

    3- Advanced rules

    4- la!in" modes

    5- Mec#a desi"nin"

    $- %i"ures and 3& printin"

    '- Components

      Appendix: Cards list 

     Effects list 

     

    1- Introduction:

     

    Mecha 1945 is a strategical game of Mechas fights in which the players have to plan their 

    actions and then simultaneously resolve them.

    The Mechas are sorted by frames depicting their solidity and their manoeuvrability. The

    Mecha's solidity depends on the number of cards forming its actions panel. The less cards it has,

    the less solid is the mecha.

    The players have the possibility to create their own mechas.

    Universe :

    ! statement is catatastrophic" unprecedented material destructions, tens of millions

    deads and in#ured. $evertheless, european nations don 't learn from their mista%es and actively get

    themselves ready for the ne&t war, totalitarian governments spread during the (s.

    )hange will come from the *eague of $ations where an obscure scientific committee lead

     by a german+spea%ing elgian, -octor ddlove, ma%e his wor%s on huge+dimensions machines

    available to all countries. These machines, the Mecha's ancestors are designed to improve productivity for industrial and agricultural wor%s. These archaic robots powered by steam engines

    are real fuel+gu//ler and of e&treme slowness.

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    hat the -octor doesn't reveal is that he disseminates these new technology well+aware of their 

    adaptation by ma#or countries to military purposes, which is immediatly done in the greater secret.

    1900, itler sei/es control as istory teaches us.

    The first war robots are tested by the 2merican, 3ussian and aponese armies, the sovietic model

    alone with its diesel motorisation is satisfactory even if its e&treme slowness 4 %m6h for the modelon caterpillar trac%s, the model on 7 legs 8 being too slow to lin% steps leading the russian general

    staff to ta%e it away from an immediate use on battlefield.

    1905, discovery of nuclear energy

    !t is not as promising as e&pected, to the great displeasure of the military it doesn't enable the

    fabrication of weapons of mass destruction. $evertheless with few years of research it would enable

    a more convincing way to animate the first Mechas.

     

    190:, tension grows worldwide, beginning of the ;ino+apanese war, nervousness of itler in

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    2- Simples rules:

    !n order to better catch the rules we suggest you to play your first game with the most accessible

     play mode" the @ing of the town centre.

    Objective :

    The winner is the first player to get 5 points, every player for him6herself.

      + !f a Mecha ends up in the town centre area the area surrounded by the border it earns a

     point at the end of the turn.

      + Aor each destroyed Mecha, the attac%er earns points.

      + 3obots withdrawals don't give points.

     

    Classical set-up:The board is in form of a large he&agon cf. scheme. The elements embodying the buildings

    have to be placed by pairs, one above the other, as indicated, all around the central area.

    The board of Mecha 1945 in standard placement.

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    #et up for $ plaers % plaers

    4 plaers 5 plaers

      & plaers

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     'e places his cockpit in front of him if the cockpits ha"e been unlocked during the # 

    campaign.

    First player : 

    2 first player is designated at the beginning of the game and is given the corresponding to%en.

    y default the youngest player is chosen. erman Mecha heavy frame, 15 base cards C 5 upgrades.

    )hinese Mecha medium frame, 15 base cards C upgrades.

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    Arench Mecha light frame, 10 base cards C 1 upgrade.

    2merican Mecha heavy frame, 15 base cards C 5 upgrades.

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    apanese Mecha light frame, 10 base cards C 1 upgrade.

    !talien Mecha medium frame, 15 base cards C upgrades.

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    *#e 3+ up"rades cards (rom t#e starter pac,:

    The starter pac% is a sample of the upgrades cards, it allows you not to get lost under too much a

    Duantity of cards during your first games.

    #tarter pack icon, on left upside corner of the cards

     

    ame turn.

    2 turn is composed of 4 phases"

      1+ rders choice.

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      + ;imultaneous resolution of the movements orders.

    0+ 3otation in turn order.

      4+ 3esolution of the Technical and )ombats orders in turn order.

     

    1- Orders coice! 

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    eakness icon

      ;hots are stopped by the first obstacle encountered" building, carcass or Mecha.

      2 shooting card can inflict damages to several opponents if the shots follow several

    directions, each direction allowing to hit a different target.!f several Mechas are located on a hit he&agon, they are all hit by the shooting and suffer the

    whole damages, whatever weapon it is.

    !f the effect of a card ma%es a Mecha to move bac%wards in a building, it suffers additional

    damages.

      uilding can be destroyed by special cards.

     -uilding destruction icon

    + 2 1+case building is destroy and removed from the board whenever it is hit by this

    %ind of weapon.

    + 2 +case building loses its upper part which collapses on the he&agon in the

    opposite direction to the one of the shooting if the shooting hits a corner of the he&agon the

    attac%er chooses the place of the collapse. The lower part stays in place, a +level building

    fills he&agons on the groud after a shooting.

      2 Mecha hit by the collapse of the building suffer 5 damages. The building falling on

    the Mecha is destroyed. The Mecha doesn't move because of the collision.

    2 Mecha positionned on a building when this latter is destroyed suffers 5 damages

    and stays on the same he&agon.

    &estruction o( a Mec#a and reappearance:

    )arning: the actions are considered as simultaneous. 2 Mecha destroyed by a shooting still has

    the time to play its cards.

    Mechas destruction occurs in two cases"

      + The player doesn't have a card in his hand anymore the played cards don't matter.

      + The player #udges his Mecha can't help him to carry on, he then chooses to leave his robot.

    The player whose Mecha has been destroyed removes it from the board and puts a carcass bloc% 

    instead.

    e then ta%es bac% in his hand all the cards composing his robots e&cept once  cards see

    appendi& " cards list.

    e waits a whole turn before being allowed to play again. e then replaces his Mecha in his

     begging /one and can resume the game.

     End of te turn:

    The first player to%en moves cloc%wise and a new turn begins.

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    3- Advanced rules:

    %rame speci(ics:2ccording to the frame of your robot, you are given numerous specific ways to program your robot"

    - ligt fra$e:

    Gou can play two movements. owever your second movement must necessarily be part of the

    -iesel category (short mo"ements see material categories). This second movement is played in

    Technical order.

    Gou can rotate from ( to 0 faces complete about+turn.

    Gou can access to level1 roofs without restriction.*ight robots are made of 14 cards.

    - $ediu$ fra$e:

    !n Technical order you can program a movement diesel or a )ombat order but in overheating,

    meaning the programmed card is discarded after use.

    Gou can rotate from ( to faces.

    Medium robots are made of 1: cards.

    - eavy fra$e:

    !n Technical order you can play a second )ombat order but in overheating, meaning the

     programmed card is discarded after use.

    Gou can rotate from ( to 1 face.

    eavy robots are made of ( cards.

    !f you use a card once in overheat you lose an additionnal card of your choice.

    Speci(ic actions:

     &epairs: 

    3epairs %its can be played as technical order and allow to recover 4 cards amongst the lost ones,

     provided you stay stationary. Gou chose these cards.

    2 robot that hasn't suffered damages can't be repair itself.

     #ine :

    2 mine e&plodes when ones wal% on it, a mine damages all the robots which are on the he&agon.

    Mines can't be destroyed by a shot. !f a building fall on the mine, it e&plodes, the building isn't

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    alterated.

    2 robot setting the foot on a mine suffers 5 damages.

    Fire fro$ above :

    2rtillery shootings are not considered as coming from above but are resolved as usual ta%ing inconsideration the direction they are coming from. The armour platings are thus efficiant against

    these artillery shootings.

     *recise sooting:

    hen you shoot with a precise weapon you pierce the armour+platings they are inefficient against

    your precise shooting and you choose in which category you inflict damages to your opponent who

    has to show you (ace up the cards of the targeted category ;teel, -iesel, $uclear, )rew.

    Gou can as% how many cards of each category there are in the hand of the victim you target thusyou don't shoot in an empty category.

    %urt#er rules:

     +uilding:

    aving access to the roof of a building

    + 1+level building" light ones can climb on the top of these buildings as a standard movement. ;ome

    cards also allow to climb on the building.

    + +level building" light ones can climb on these buildings only if they are on the roof of a level+1 building on an ad#acent he&agon as a stair. ;ome cards also allow to climb on the +level buildings

    grappling hoo%s, #etpac%, ....

    ;hooting from the top of a building

    !t gives neither damages bonus nor range improvement. ;hots never go beyond a building e&cept if 

    you shoot from a +level building over a 1+level building in an ad#acent he&agon.

    ;hooting on a Mecha sitting on a building

    hen a shooting targets a he&agon containing one or several Mechas on a building, you announce

    which target suffers the damages "

    + !f it's a Mecha, the building is not hit.

    + !f it's the building, it loses a floor and the Mechas on top of it 2** suffer 5 -.

    >oing down of a building

    2 normal movement is enough to go down of a 1+level or +level building. There are neither 

    restrictions nor specific damages.

    Aall of a building on an other building

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    !f a +level building falls on a 1+level building, the latter is destroyed. The potential Mecha sitting

    on this building suffer 5 -.

    )ea,ness:

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     tandard rule regarding te positionning of te buildings:

    (e buildings can be placed classically in central and sy$$etric 2ay!

    (e set-up can also be asy$$etric 0 eac player putting at is turn a cube 2ere e 2ants 2it

    te follo2ing rules:

    34 .o %-level building!

    34 .o building on te beginning exagons!

    34 .o building on te % exagons adjacent to te beginning exagons!

    The pla modes featuring the word / "ariant 0 use all the rules of the standard pla mode.

    Co$$on rules for te ga$e in tea$ 5' or 6 players7 :

    !n a 4+player game, you have teams of robots.

    !n a B+player game, you have teams of 0 robots or 0 teams of robots.

    The Mechas of a team start on beginning spots on the same edge, the associated players sit side by

    side.

    Gou can show the orders you program to the other players of your team to coordinate.

     riendl fire2 be carefull you can hit your teammates, agree with each other H

    !f you play with an odd number of players but you want play in teams, you can add a dummy robot,

    meaning a robot controled by one or several players of a team.!n each he&agon of the board is written a number to help action planning inside mechas teams.

     8ing of te to2n centre in tea$ 5variant7:

    The points earned are shared between the members of the team.

    nly one robot of the team is reDuired to earn points in the central area.

    ;everal Mechas of the same team sitting in the victory area don't earn several points but only 1.

     9estruction:

    ;tandard or modular board according to the players' choice.

    2ll the robots fight each other, there is no ob#ective but the destruction of as many opponents as

     possible.

    The one player destroying 0 opponents wins the round.

     9estruction in tea$ 5variant7:

    The participants choose the number of Mechas to destroy in order to win 0 or 5.

    The first team reaching this number wins the round.

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    Capture te flag 5C(F7 2it $ore tan " players:

    ;tandard or modular board according to the players' choice.

    0 flags are placed on the board, you win by returning of them to the beginning he&agons.

     lags2The flags are represented by victory point to%ens.

    The flags are eDuidistant to the beginning he&agons not to give an advantage to anyone. They can

     be placed on building roofs.

    2 flag is considered as ta%en by a Mecha at the end of the turn, the player can then put it in front of 

    him.

    hen several Mechas claim for the same flag during a turn, the following rules are used to

    determine between them "

    16 The Mecha having moved of the least number of he&agons to reach the flag ta%es it first.

    6 !n case of egal number of he&agons, the turn order determine between the Mechas.

    2 destroyed Mecha release the flag on the he&agon where it has been destroyed. -estroying the flag

    carrier is the only way to ta%e the flag from an opponent.

    Alags can be covered by a mine.

     3assing b 2

    The ta%ing of a flag , as the e&it by the beginning he&agons can be made 7 passing by 8 meaning

    you don't have to end your movement on the he&agon where the flag stands or on the e&it he&agonto validate the ta%ing of the flag or the e&it of the board. Gour movement only needs to pass by

    these he&agons.

     -eginninge+it he+agons2

    The beginning6e&it he&agons are asylums, you can't shoot at a Mecha sitting on one of theses

    he&agons.

    2 Mecha which has reached these he&agons passing by and has leaved the board is placed bac% on

    this he&agon the following turn, facing the game.

    !f you stay a whole turn without playing on one of these he&agons your robot is fully repaired, with

    the e&ception of the cards already used.

    Capture te flag 5C(F7 2it " players 5variant7:

    Ta%ing robots with the same frame, or better the same robots, is recomanded.

    "-player co$petitive $ode:

    Aor 1 vs. 1 fight between robots with identical capacity" build robots with the same frame usingidentical cards.

     +ample 6

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    !;!*! escort 5% or < players7:

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    40 7ou c#oose t#e remainin" cards.

    Gou choose the cards componing your robot regarding the categories confines lin%ed to the frame.

     .ational cards:

     or each nationalit the are 8 e+clusi"e cards. The are linked to the nation specialities (seeabo"e). 

    Gou can ta%e as many cards of your nationality as you want but you can't ta%e cards from other 

    nationalities.

    $- %i"ures and 3& printin":

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     End of rules!