How to play Tiny Epic Mechs Official Rules

By: Dennis B. B. Taylor

Tiny Epic Mechs Game Rules

Hey there! I want to talk to you about the game rules for Tiny Epic Mechs. This is a really exciting game that I think you’re going to love. Are you ready? Let’s dive in!

Now, the first thing you need to know is that Tiny Epic Mechs is all about battles and strategy. As you play, you’ll take on the role of a pilot controlling a Mech, which is a really cool robot. Your goal is to defeat your opponents and be the last Mech standing.

To start off, we need to set up the game board. The game board is made up of different areas called Zones. Each Zone has special abilities and purposes. You have to strategize and plan your moves carefully to use these Zones to your advantage.

Next, let’s talk about the Actions you can take during your turn. There are two main types of Actions: Program Actions and Combat Actions. Program Actions are like planning your next moves, while Combat Actions are all about attacking your opponents.

During your turn, you’ll have a hand of programming cards. These cards represent the moves your Mech will take. You’ll choose five cards and place them face down in your program slots. These cards will determine your Actions for that turn, so choose wisely!

Once you’ve programmed your Actions, it’s time to execute them. You’ll reveal the top card of your program slots and take the corresponding Action. The order in which the Actions are executed is important, as it can affect the outcome of battles and other interactions.

Speaking of battles, let’s talk about combat. When you encounter an opponent, a battle will occur. Battles are resolved using a combination of dice rolls and special abilities. Your goal is to deal damage to your opponent while avoiding getting damaged yourself.

As you play the game, you can also earn Victory Points. Victory Points are earned by fulfilling certain objectives and accomplishing specific goals. These points are important because they determine the winner of the game. The player with the most Victory Points at the end is declared the champion!

And that’s the basic overview of the game rules for Tiny Epic Mechs. It’s a game that combines strategy, battles, and a bit of luck. The key to victory is smart planning, quick thinking, and a bit of cunning.

So, are you ready to pilot your own Mech and conquer the game board? I know you can do it! Get ready for an epic battle!

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Hey there! Welcome to the future, the year 3030. Can you believe how much technology has advanced? It’s mind-blowing! Nowadays, we have access to incredible entertainment that was once only possible in virtual worlds. But guess what? Now it’s real!

And let me tell you, the world of sports has completely transformed. The games you used to watch on your flat-screen television have taken over the global stage. It’s like a whole new level of excitement!

But the grandest of them all is a sport that combines athleticism with cutting-edge machinery. Imagine this: millions of people plug into the neural net feed and watch in awe as the Battle Arena comes to life on the rooftop of AughTech Headquarters. It’s the home of M.E.C.H.s: Mechanized Entertainment Combat Heroes.

The Awesome Parts

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  • 8 Pilot Cards
  • 1 Score Card
  • 1 Round Card
  • 1 Mighty Mech Card
  • 4 Player Cards
  • 21 Zone Cards
  • 32 Weapon Cards
  • 4 Ad Hoc Mode Cards
  • 4 ITEMeeples
  • 4 Power Armors
  • Mighty Mech
  • 32 Weapon Items
  • 46 Wooden Tokens
  • Rulebook

Overview

In Tiny Epic Mechs, I will become a skilled and athletic Mech pilot. I will be part of a battle royale with other pilots, and we have six rounds to prove our prowess. Each round, I will plan my actions and then carry them out.

So, here’s the deal: I’ve got some moves that will keep you on your toes in the arena. We’re talking defensive turrets, explosive mines, resource gathering, weapon shopping, power armor upgrades, and even the chance to control a mighty mech!

Now, picture this: you step into a zone where another player is waiting for a showdown. It’s time to bring the heat! Both of you are armed with weapons, but here’s the catch – you can only use one weapon at a time. You keep shooting at each other until someone runs out of weapons or gets defeated and has to start over at their base.

But wait, there’s more! If you time your weapon attacks just right, you can counter your opponent and unleash a devastating attack that’ll give you a major advantage. Talk about turning the tables!

When I engage in battle with my opponents, it’s crucial that I inflict powerful attacks. The audience will be amazed by the damage I cause, and I’ll earn valuable points that will bring me closer to victory. But that’s not all – I can also earn victory points every two rounds by controlling certain areas and the Mighty Mech. If I can accumulate the most victory points by the end of the game, I will emerge as the ultimate champion!

Preparing for the Battle

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Hey there! Let’s get started on setting up the game. First, I’ll give you a Player Card and an ITEMeeple in your chosen color. Next, we’ll set up your area by following these steps:

A. You’ll get two Pilot Cards, which I’ll shuffle and deal randomly from underneath the table. Choose one of the Pilot Cards and place it Pilot-side up below your Player Card.

B. You’ll need a Health Token in your color. Place it on the highest space of your Pilot Card’s Health Track.

C. You’ll also get both an Energy Token and a Credits Token in your color. Place them on the “3” space of your Player Card’s Resource Track.

D. Don’t forget your Score Token in your color.

E. Finally, grab a Power Armor Item in your color.

F. You’ll need 3 Turret Tokens and 4 Mine Tokens in your color as well.

G. Last but not least, gather 8 Program Cards and 1 Ad Hoc Mode Card in your color.

Now that your setup is complete, let’s move on to the next step!

When it comes to preparing to play Tiny Epic Mechs, there are a few important steps to follow. Let me walk you through them!

First, we need to organize the Zone Cards. There are 21 cards in total, and we’ll divide them into three different types. We have 1 Mech Card How to play Tiny Epic Mechs Official Rules UltraFoodMess, 4 Base Cards How to play Tiny Epic Mechs Official Rules UltraFoodMess, and 16 Resource Cards How to play Tiny Epic Mechs Official Rules UltraFoodMess.

Next, each player will receive a Base Card that matches their player color. Keep this card aside for now, as we will place it later.

Now, let’s set up the Arena. The layout will differ depending on the number of players. Look at the diagrams below, and arrange the Arena accordingly. Make sure to randomly shuffle the Resource Cards How to play Tiny Epic Mechs Official Rules UltraFoodMess and place them in their designated spaces. Leave some spaces open for the Base Cards How to play Tiny Epic Mechs Official Rules UltraFoodMess.

With these simple steps, we’re ready to start playing Tiny Epic Mechs!

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First, let’s figure out who will go first. We can use any method to determine the Starting Player, and give them the Starting Token. After that, it’s time for each player to choose an empty space (b) to place their Base Zone Card and ITEMeeple. We start with the player to the right of the Starting Player, and go in a counter-clockwise order. The Starting Player gets to choose their spot last.

Once everyone has chosen their base, it’s time to pick a Mine. Each player secretly selects one of their Mines, numbered from 1 to 4, and places it face-down on their Base Card. Keep the unused Mine Tokens with the number side face-down.

Now, let’s set up the Round Card and the Score Card. Make sure they’re easily accessible to all players.

Place the Round Token on the “1” space of the Round Card.

Each player’s Score Token should be placed next to (but not on) the “1” space on the Score Card. Make sure the blank side is facing up, not the “+40” side.

Alright, here’s what you gotta do:

  1. Put the Mighty Mech on the Mech Zone Card in the middle of the Arena. Make sure the two-sided Mighty Mech Card is easily accessible to everyone. When you hop into the Mighty Mech, you get to choose which side to use – Troy 3000 or Sparta 3000. Once you pick one, you stick with it until you leave the Mighty Mech.
  2. Take all 32 Weapon Items and put them in a pile where everyone can reach them.
  3. Grab the Weapon Cards and split them up based on their card backs. You’ll have 16 Basic Cards and 16 Advanced Cards. Now, focus on the Basic Cards:
  4. Give each player 4 Basic Weapon Cards. They should get 1 Energy Sword, 1 Pulse Pistol, 1 Grenade Launcher, and 1 Riot Shield. Any leftover Basic Cards should be put away in the game box and taken out of the game.

In this game, we all pick a basic weapon card secretly. Once we’ve all chosen, we reveal our selections and equip the corresponding weapon item. The chosen card goes into one of the basic weapon slots on our pilot cards.

Then, we gather the remaining basic weapon cards and create piles of matching weapons that everyone can reach.

Next, we shuffle the advanced weapon cards and create a deck. We place the deck face-down and reveal the top 4 cards in a row.

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Let’s Play the Game

Ready to dive into the exciting world of this game? Then get ready to embark on a thrilling adventure in just 6 rounds. In each round, you and your fellow players will have the chance to strategically program your Pilots using special Program Cards. Once you’ve plotted your course, it’s time to put your plan into action and watch your Pilots navigate the arena, performing incredible actions along the way.

But be careful! Danger lurks around every corner. If you find yourself face-to-face with an enemy Pilot in a Zone, get ready for an intense Combat. This game is all about strategy, tactics, and quick thinking.

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Hey there! I’m here to explain how the game works. Easy peasy, lemon squeezy! ��

So, during the 2nd, 4th, and 6th rounds, you’ll get victory points () for being in control of Zones with your Pilots, Turrets, and Mines, as well as for taking charge of the Mighty Mech. And guess what? In the 6th and final round, you’ll also score points for each Weapon you buy. Sweet deal, right? ��

Now, let me break it down for you. Each round has three phases, and they go like this:

  1. Phase 1: Program
  2. Phase 2: Execution
  3. Phase 3: Scoring

Let’s dive into Phase 1: Program. Here’s what happens here:

When we play this game, we all start by choosing 4 Program Cards from our hand. These cards will tell us what moves and actions we can make during the round.

Once we’ve picked our cards, we lay them out in the Program Area above our Player Card. We do this from left to right, so we can keep track of the order. But here’s the twist – we have to cover each card with a face-down unused card. This way, no one else can see what moves we’re planning.

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So, here’s the thing, it’s really important to make sure that the row of Program Cards in the Arena is lined up perfectly parallel to the Zone Cards.

Why is this so crucial? Well, let me break it down for you. You see, when the Program Cards are aligned just right, it allows for smooth gameplay and prevents any confusion or misunderstandings.

Imagine this, if the Program Cards were all scattered and misaligned, it would be like trying to drive a car with the wheels pointing in different directions. Chaos would ensue, my friend!

But fear not, there’s a simple solution. All you have to do is ensure that the row of Program Cards lines up perfectly with the Zone Cards. That way, you’ll be able to execute your strategies flawlessly and enjoy the game to its fullest.

So, next time you’re in the Arena, take a moment to double-check the alignment of your cards. It may seem like a small detail, but trust me, it makes a world of difference. Happy gaming!

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Phase 2: Getting it Done

When it comes to actually doing the work, it can be a bit overwhelming. I mean, there’s so much to consider and take into account. But don’t worry, I’m here to guide you through it.

First things first, let’s talk about the importance of execution. You see, having a great plan is all well and good, but if you don’t actually execute it, then it’s all for nothing. That’s why execution is so crucial.

But how do you go about executing your plan? Well, there are a few key things you need to keep in mind. For starters, it’s important to break down your plan into smaller, more manageable tasks. This way, you won’t feel overwhelmed and you can tackle each task one at a time.

Next, you need to prioritize your tasks. Figure out what needs to be done first and focus on that. This will help you stay organized and ensure that you’re making progress.

Another thing to keep in mind is the importance of staying focused. It’s easy to get distracted or sidetracked, but if you want to get things done, you need to stay on track. Avoid multitasking and give each task your full attention.

And finally, don’t be afraid to ask for help if you need it. Sometimes, a task can be too big to handle on your own, and that’s okay. Reach out to others who can lend a hand and work together to get the job done.

So, remember, when it comes to executing your plan, break it down, prioritize, stay focused, and don’t be afraid to ask for help. With these tips in mind, you’ll be well on your way to getting things done.

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When we’ve all picked our 4 Program Cards, it’s time to put them into action.

It starts with the first player, and then we take turns going clockwise. Each player reveals their Program Cards one by one and resolves them.

Now, remember, each card has an arrow indicating the direction you need to move in. But that’s not all! Some cards also have special Actions that you can take.

Once you’ve finished resolving your card, it’s the next player’s turn. This sequence continues until every player has executed all 4 of their Program Cards.

Movement

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During the Program Phase, when I place my cards, I need to pay attention to the orientation of the arrow. This arrow tells me which way my Pilot MUST move.

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  • If you come across an enemy Pilot, you enter Combat right away and skip your card’s action.
  • If you encounter an enemy Mine or Turret, you take damage and destroy the Mine/Turret if you’re still standing. Return it to the owner’s stash. You can then perform your card’s action.
  • If you try to move “out” of the Arena (near the edge), you can’t go any further because there’s a “wall” blocking your way. But you can still perform the action on your card.

Double Jump: Instead of moving one Zone, you get to move two Zones in the direction your Program Card is pointing. You jump right over the first Zone, ignoring any enemies or Mines/Turrets there, and land in the next Zone.

If there’s an enemy waiting in the next Zone, you start Combat and get to unleash a powerful attack right away.

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Jumping Diagonally: When I use the Jumping Diagonal move, I can move to a Zone that is diagonal to my current position based on the direction of the Program Card. If there happens to be an enemy in that Zone, then the Combat begins immediately. During this Combat, I can launch a powerful attack as my first move.

Actions

Once I finish moving, I have the option to perform the action mentioned on my card. However, if I move into a Zone occupied by an enemy, I must engage in Combat and cannot perform the action stated on my card during that turn.

How to play Tiny Epic Mechs Official Rules UltraFoodMessGathering Resources:

How to play Tiny Epic Mechs Official Rules UltraFoodMess

In this game, you can get resources from different Zones that you control. Zones are places where your Pilot, Mines, and Turrets are located.

When you control a Zone, you can gain 1 resource from it. The resources are Energy (How to play Tiny Epic Mechs Official Rules UltraFoodMess) and Credits (How to play Tiny Epic Mechs Official Rules UltraFoodMess). The icons on the Zones determine which resource you can get.

To keep track of your resources, use the Energy or Credits Tokens on your Player Card. Move the corresponding Token up on the track to show that you have gained that resource.

If you control a Base or the Mech Zone, you can collect both 1 Energy (How to play Tiny Epic Mechs Official Rules UltraFoodMess) and 1 Credit (How to play Tiny Epic Mechs Official Rules UltraFoodMess).

Remember, you can only collect resources once from each Zone per Collection action, even if both your Pilot and a Mine/Turret are there.

How to play Tiny Epic Mechs Official Rules UltraFoodMessGet a Weapon:

To get a weapon, you need to pay the amount of resources shown on the Weapon Card. You can choose from the 4 Advanced Weapon Cards in the row or any of the 4 Basic Weapons that you don’t already have.

You can only get one Weapon with each action. Once you choose a Weapon, add its corresponding Weapon Item to your stockpile. You can have as many Weapon Cards as you want in your stockpile, but only one of each type of Basic Weapon.

When you buy an Advanced Weapon Card from the row, immediately draw a new card from the deck to replace it. If there are no more cards to draw, you can continue playing without drawing new cards. You can buy Weapons even if you can’t use them right away (see below for more info).

Equipping Basic and Advanced Weapons:

Hey there! Let me show you how to equip your weapons like a pro. All you have to do is place the cards face-up in the slots that are clearly labeled on your Pilot or Mighty Mech Card. And don’t forget to grab the corresponding Weapon Items and put them in the slots on the ITEMeeple, Power Armor, or Mech that you control.

Now, here’s the exciting part. You can equip or exchange your weapons from your stockpile anytime you change your Pilot’s status, buy a new weapon, or at the start or end of your turn. Just keep in mind that once you’re in combat, you can’t switch the weapons you already have equipped. So choose wisely!

Let’s talk about your Pilot’s status for a moment:

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Pilot – I can grip and wield up to two Basic Weapons using my hand slots only.

How to play Tiny Epic Mechs Official Rules UltraFoodMess

Alrighty, folks, let’s dive into the world of Power Armor! This bad boy is the real deal when it comes to protecting yourself and looking super cool while doing it. Trust me, if you’re looking for some serious firepower and defense, you’re gonna want to get yourself acquainted with this game-changer.

So, what exactly is Power Armor? Well, it’s basically a super suit that can make you a force to be reckoned with. It’s designed to give you that extra edge in combat, with the ability to hold up to two Basic Weapons in its hand slots and up to two Advanced Weapons in its shoulder slots. Pretty neat, huh? But here’s the catch – you can’t mix and match weapons. So, you can either go all out with Advanced Weapons or stick with Basic Weapons. Your call!

Now, I know what you’re thinking – “How do I get my hands on one of these bad boys?” Well, my friend, it’s not that easy. Power Armor is a rare find, and you’ll have to search high and low to snag yourself one. But let me tell you, it’s totally worth it. Once you strap yourself into that armor, you’ll feel invincible, like nothing can touch you. Plus, you’ll look like a total boss. Talk about a win-win!

But before you start hunting for Power Armor, there are a few things you need to keep in mind. First off, make sure you choose the right weapons for your play style. Are you more of a close combat enthusiast or do you prefer picking off enemies from a distance? Knowing what kind of fighter you are will help you make the best weapon choices for your armor.

Secondly, remember that Power Armor is a double-edged sword. Yeah, it may give you crazy protection and firepower, but it also comes with a price. Power Armor is heavy, and it’ll slow you down. So, be prepared to sacrifice a little bit of agility for all that power. Trust me, it’s a trade-off you won’t regret.

Now, here’s the deal – once you get your hands on that Power Armor, you’ll unleash a whole new level of badassery. Enemies will cower in fear as you dominate the battlefield. It’s like having your own personal army, with you as the unstoppable leader. So, buckle up, my friends, and get ready to harness the true power of Power Armor. Once you experience it, you’ll wonder how you ever played without it.

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Introducing Mighty Mech – The ultimate war machine capable of equipping up to 4 advanced weapons simultaneously.

Prepare for battle with mines and turrets:

As a pilot, you have the power to strategically place mine or turret tokens in your zone after moving. To do this, you need to spend resources, based on the program card you have:

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How to play Tiny Epic Mechs Official Rules UltraFoodMess

Mine: I pick a Mine from my supply and put it face-down in my Pilot’s Zone. I pay the same amount of money as the Zone’s value.

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If you don’t have at least the same value as the Zone, you can’t do this. You can move any of your Mines (checking their numbers if necessary) into your Zone and still pay the cost, even if all your Mines have already been placed.

How to play Tiny Epic Mechs Official Rules UltraFoodMess

How to play Tiny Epic Mechs Official Rules UltraFoodMess

If an enemy walks into a Zone with my Mine: First, the enemy will find out the number on the Mine. Then, the Mine will attack the enemy, causing damage equal to the total value of the Zone plus the number on the Mine. If the enemy is knocked out, I get 1 point. Whether the enemy is knocked out or not, I will take back the Mine and put it back in my supply.

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Deploying Turrets: To deploy a Turret, you need to have enough credits. The number of credits you need is exactly the same as the value listed for the Zone where you want to deploy the Turret. If you don’t have enough credits to meet the Zone’s value, you won’t be able to place a Turret. However, if you already have all your Turrets deployed, you can still move one of them to your chosen Zone by paying the deployment cost.

How to play Tiny Epic Mechs Official Rules UltraFoodMess

How to play Tiny Epic Mechs Official Rules UltraFoodMess

If an enemy enters a zone with my turret, they will take damage equal to the value of the zone. If this defeats the enemy, my turret will stay in the zone and I will score 1 point. If the enemy survives, my turret will return to my supply.

  • There can only be 1 mine or 1 turret in any zone at a time.
  • I can enter zones with my own mine or turret without any effect.
  • If I enter a zone with an enemy pilot and an enemy mine, the mine will be resolved first before combat.
  • If I enter a zone with an enemy pilot and an enemy turret, combat will be resolved first before the turret.
  • I can deploy a mine or turret in any unoccupied zone, even in enemy base zones and the Mech Zone. However, if my pilot is in the same zone as the Mighty Mech but not controlling it, I cannot deploy a mine or turret there.

Power Up:

When you use this action, you have two options: Heal or Upgrade.

If you choose to Heal, you can restore health to one of your Mechs. This is especially beneficial if your Mech is damaged and needs some patching up.

On the other hand, if you decide to Upgrade, you have the opportunity to enhance the abilities of your Mech. This can be a game-changer by giving you an edge over your opponents.

Both choices have their advantages and it’s up to you to figure out which one will benefit you the most in the current game situation.

Why is Power Up important?

Power Up is a crucial action in the game because it allows you to modify your Mechs and adapt to the ever-changing battlefield. It gives you the chance to strategize and make tactical decisions that can turn the tide of the game in your favor.

By choosing the right action – whether it’s healing your damaged Mech or upgrading its capabilities – you can significantly improve your chances of victory. It’s all about being flexible and making the most out of the opportunities that come your way.

Remember, the journey to victory is not always smooth sailing. There will be challenges and obstacles along the way. But with the Power Up action at your disposal, you have the means to overcome these hurdles and achieve greatness.

So, when it’s your turn to Power Up, think carefully and consider your options. Will you Heal and restore your Mechs to full strength? Or will you Upgrade and give your Mechs the advantage they need to dominate the battlefield? The choice is yours.

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Heal: If you want to increase your health, you can pay attention to this important move. Pay attention to the How to play Tiny Epic Mechs Official Rules UltraFoodMess symbol. For every 1 How to play Tiny Epic Mechs Official Rules UltraFoodMess you pay, you get to increase your health by 2 How to play Tiny Epic Mechs Official Rules UltraFoodMess. You can do this by moving the Health Token up on the Pilot Card’s Health Track.

When you’re healing, remember that the Health Token cannot go beyond the highest space. This means that you can heal as the Pilot and the Power Armor, but not as the Mighty Mech.

How to play Tiny Epic Mechs Official Rules UltraFoodMess How to play Tiny Epic Mechs Official Rules UltraFoodMess

How to play Tiny Epic Mechs Official Rules UltraFoodMess

Upgrade: If you’re a Pilot, you can pay 5 to level up to the powerful Power Armor.

Once you do that, you put your ITEMeeple into your Power Armor, flip your Pilot Card over to the Power Armor side, and place your Health Token on the “9” space to indicate that you’re at full health.

When you level up, it doesn’t matter how much health you had as a Pilot. You can also switch out the Weapons you’re using.

The Mighty Mech

Right in the middle of the arena is the Mighty Mech. If nobody is using it, a player in Power Armor with full health can take control of it instantly, regardless of where the Mighty Mech is in the Zone:

Instant Points

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Ready to unleash the power of the Mighty Mech? Here’s how you can get started:

  • Grab the powerful Mighty Mech Card and choose which of its Mech Powers to use. Now, carefully place it on top of your Pilot Card, covering it entirely. Don’t forget to put your Health Token at full health by placing it on the “11” space.
  • Remove your trusty ITEMeeple from the protective Power Armor and place it inside the Mighty Mech. Take the Power Armor and put it back in your stockpile for safekeeping.
  • To make your Mighty Mech even more formidable, equip it with up to 4 Advanced Weapons from your stockpile. Remember, Basic Weapons won’t cut it for the Mighty Mech.

Controlling the Mighty Mech:

Although the Mighty Mech boasts incredible firepower, there are a couple of trade-offs. First, you won’t be able to Power Up while inside the Mighty Mech – using a Power Up action won’t have any effect. Second, there is no way to heal yourself while piloting this mighty machine. So, make every move count!

When you take control of the Mighty Mech, you gain new abilities that replace the ones listed on your Pilot card. You can’t choose to leave the Mighty Mech on your own.

Battling

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When I move into the same Zone as another player, something exciting happens – we start fighting! As soon as I enter the Zone, I gain a point, and I get to make the first attack.

The fight goes back and forth, with both players taking turns attacking. We can only use one equipped Weapon at a time. The battle continues until one of us runs out of weapons or gets knocked out by losing all our health. And I can’t just run away, that’s not allowed.

How to play Tiny Epic Mechs Official Rules UltraFoodMessUsing a Weapon to Attack

When it’s my turn to attack, I pick one of the Weapon Cards I have equipped (not the ones in the stockpile) and turn it 90 degrees in its slot. This shows that I’ve used the weapon and it’s now “exhausted” for this fight. Here’s what I do next:

    When I attack in the game, here is what happens:

    – I deal the damage shown on the card’s first line to the enemy. This makes their Health Token move down on their health track.

    – Every time I deal 1 damage, I immediately earn Qp. But if I deal more damage than the enemy’s health, I don’t get any victory points.

    – I also need to pay attention to the ability listed on the attack card. I have to resolve any effects that come with it.

    Now, let’s talk about power attacking. It’s a special kind of attack that works a little differently.

    How to play Tiny Epic Mechs Official Rules UltraFoodMess

    When someone attacks me in the game, I have an opportunity to hit back even harder right away. Instead of a regular attack, I can unleash a powerful attack if I have the right type of weapon.

    If I have the correct weapon, I can use a Power Attack on my turn. This is triggered when I have a weapon that counters the type of weapon the enemy just used. There are three types of weapons: Area, Ranged, and Melee.

    Here’s how the weapon types counter each other:

    Area counters Ranged. Ranged counters Melee. Melee counters Area.

    Retreating From Combat

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    When I have the chance to attack, if I have used up all my weapons and I can’t attack anymore, I have to back down. The battle ends right away when I retreat, and the enemy gets points right away. I go to the nearest place next to me where there are no bad guys (if there’s more than one, I get to pick). Then I switch to Ad Hoc Mode.

    Getting Knocked Out

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    When you reach 0 How to play Tiny Epic Mechs Official Rules UltraFoodMess in the game, you are knocked out or KO’d. The player who knocked you out earns How to play Tiny Epic Mechs Official Rules UltraFoodMess points immediately. After being KO’d, you enter Ad Hoc Mode (refer to page 15). What happens next depends on your status at the time of being knocked out:

    How to play Tiny Epic Mechs Official Rules UltraFoodMess

    Pilot: I need to get back to full health. Then, if I have less than 2 How to play Tiny Epic Mechs Official Rules UltraFoodMessor 2 How to play Tiny Epic Mechs Official Rules UltraFoodMesson my resource track, I place the Resource Token(s) on the “2” space. After that, I put myself onto my Base Zone. However, if there is an enemy or an enemy Mine/Turret in my Base, I will place myself in the nearest Zone that isn’t controlled by the enemy. I won’t be able to stay in my Base in that case.

    How to play Tiny Epic Mechs Official Rules UltraFoodMess

    Power Armor: When I remove my ITEMeeple from its Power Armor, I flip my Pilot Card over to the “Pilot” side and restore it to full health. Then, I move my Pilot to the nearest Zone that is not hostile. I can also choose to change my equipped Weapons during this time.

    How to play Tiny Epic Mechs Official Rules UltraFoodMess

    How to play Tiny Epic Mechs Official Rules UltraFoodMess

    Hey there, it’s me, Mighty Mech: Let’s talk about what happens when you get knocked out during the game. If you get knocked out, remove your ITEMeeple from me and give me to the player who KO’d you. They can now take control of me, even if they’re just a Pilot. I’ll be at full health when they take over, and they’ll score points for getting inside me.

    Once you’re in Pilot Status, it’s time to move your Pilot to the nearest safe Zone. You can’t go to a hostile Zone, of course. Oh, and don’t forget to change your Weapons if you want.

    If I get knocked out by a Mine or Turret instead of during combat, I’ll stay where I am in that Zone. You, as the KO’d player, will become a Pilot and move your Pilot to the closest safe Zone.

    Here’s something important to remember: you never lose your Weapons from combat, even if you get knocked out. They’ll stay with you, or you can put them back in your stockpile if you prefer. Just make sure you always have at least one Weapon equipped – that’s a must!

    Dealing with Mines and Turrets in Combat

    When you’re in a combat zone and there’s an enemy Mine or Turret present, there are some important things to keep in mind:

    • The Mine should be taken care of before the combat even begins. It will explode first, but don’t worry, it will only damage the person who initiated the attack.
    • The Turret, on the other hand, comes into play after the combat is finished. If the owner of the Turret retreats or is knocked out, the Turret will then cause damage to the person who attacked.

    Ad Hoc Mode

    How to play Tiny Epic Mechs Official Rules UltraFoodMess

    If I retreat or get knocked out in Combat, something interesting happens. It’s called Ad Hoc Mode, and here’s how it works:

    1. I collect all the Program Cards I played, whether they’re face-up or face-down, and put them back into my stockpile.

    2. I put the Ad Hoc Mode Card in my Program Area.

    While I’m in Ad Hoc Mode, things change. I can choose any Program Card and use its movement and action for my turn. I can even reuse a Program Card I already used earlier in the Round.

    But there’s a catch. On my first turn in Ad Hoc Mode, I can’t start a fight by attacking another player. However, other players can still start Combat with me.

    And that’s how Ad Hoc Mode works. It adds a new twist to the game and gives me some flexibility during the Round.

    Now, let’s talk about what happens at the end of the Round.

    When we reach the end of all four turns, the Round comes to a close. If it happens to be the end of Round 2, 4, or 6, then it’s time to tally up the scores. We’ll be scoring points for the Zones we control and for the Mighty Mech (which I’ll explain in a bit). However, if we’re not at the end of the final Round, there are a few steps we need to take to prepare for the next Round:

    1. We’ll move the Round Token to the next space on the Round track.
    2. The Starting Token gets passed to the next player in a clockwise direction. This player becomes the new Starting Player.
    3. All of us will collect our Program Cards or Ad Hoc Mode Cards, and we’ll get ready for the Program Phase of the next Round. If any of us were in Ad Hoc Mode during the previous Round, we’ll no longer be in that mode.

    Scoring Points

    During the scoring rounds, we’ll earn victory points for the Zones we control and for having control of the Mighty Mech:

      Mech Scoring and End Game

      Let me explain how scoring works in Tiny Epic Mechs. It’s not too complicated, but it’s important to understand if you want to win the game!

      First, let’s talk about the different elements that contribute to your score:

      • Mines: Each one of these is worth the same amount as the value of the Zone it’s in.
      • Turrets: These are a bit more valuable. They score double the value of the Zone they’re located in.
      • Pilot: The pilot scores the same as the value of their Zone, even if there’s already a Mine or Turret present.
      • If you’re lucky enough to control the Mighty Mech, you’ll score extra points. You get How to play Tiny Epic Mechs Official Rules UltraFoodMessjust for that!

      Now that you understand how scoring works, let’s discuss when the game ends:

      The game ends after the 6th round, and during the final scoring, you also get to add up the total victory points from all the Weapon Cards you’ve purchased. It doesn’t matter if they’re equipped or in your stockpile – all that matters is the points listed on the cards.

      So, at the end of it all, the player with the highest score is the winner! Good luck!

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