Steampunk Battle Bots
Each player takes turns selecting one of their own units to move up to 2 hexes in any direction or combination of directions. If the unit lands on a hex occupied by another unit then the loosing unit is taken off for the board. The winner between the two units is determined by using the rock, paper, scissor methodology. (Android beats Dogdroid, Dogdroid beats SectoDriod, Sectodroid beats Android).
Each time the player moves a unit, the player will take away the amount of power that the player attempted to move. If a unit is taken off of the board during a players turn, then that player will roll a d20 and a d6 dice to determine what and where the loot will be placed on the board. Any unit can pickup and use the loot if moved to that hex. If a player has no more power and cannot move a unit, their turn is skipped. The game is over when only one player has any units left on the board or all players are at 0 power. If only one player has units on the board that player wins. If multiple players have units on the board then the player with the most units on the board wins.
- Select a single hex board piece. For each player.
- Place the first board piece down. For each board piece add the next board piece to one of the sides of the first board piece starting with the top right and going around clockwise.
- Each player chooses a color.
- From that color the player then chooses 3 units from the 2 Androids, 2 Dogdroids, and 2 sectodroids.
- The player keeps their choice hidden in front of them and keep the remainder units where the other players do not know what units the other players have chosen. Once all players have chosen their starting units, they can reveal them.
- The players will roll a dice to determine who gets to place their starting piece first. The players will go around COUNTER-clockwise until each player has placed their starting location.
- The starting location must be connect all sides to a side of a hex that is not touching a side that another player has placed their piece.
- The players will now get place their units on the starting area of their own color. No more than one starting area can be on any module and the starting areas must not touch 2 modules.
- Each players sets their starting power to 19.
- Each module gets one loot item on a module at the start of thegame. Each player rolls the d20 and the d6 dice to set a loot item and location on the module that the player is starting on. (refer to loot chart) If a 20 is rolled roll the d20 dice until any other number is rolled.
- The player who placed their starting tile last goes first.
1 - 1 power - player gains 1 power (no more than 20)
2 - 2 power - player gains 2 power (no more than 20)
3 - 3 power - player gains 3 power (n more than 20)
4 - Armor - Unit cannot be killed or moved (1 use then removed)
5 - Spiked Armor - Unit will win any battle (1 use then removed)
6 - Extra Unit - Player chooses any unit remaining from their units that have not been placed on the board yet. If the player has no remaining units nothing happens, but loot is still removed.
Each turn has 3 phases; Moving, Attacking, Loot.
- Each turn the player must move 1 of their units if it is possible to move. The player chooses which unit to move. Even if the moves available results in the death of their unit they must still move.
- If the player has 0 power, they cannot move a unit and their turn is over.
- A unit can move 1 or 2 spaces in any direction or combination of directions as long as the path is not blocked.
- Moving out of the starting area does not consume any power
- A unit cannot move over or through any other unit or loot item, but a unit can land on any other unit. That is an attack on that players unit.
- A unit cannot move inside their starting area IE they must make their first move out and onto the board, and cannot voluntarily move back into the starting area.
- If the unit lands on a reward the units player gets that reward and if it is spiked armor or armor that unit must be the one to wear that armor.
- If the unit already has armor or spiked armor, the player can choose which one to place on the unit, and remove the other reward from the board.
- The player then lowers their power by 1 or 2 (even if the attempt resulted in them remaining on the same hex) depending on how many hexes the player attempted to move.
- Any time a unit lands on a hex of any opponents unit, an attack begins.
- Android beats Dogdroid, Dogdroid beats Sectodroid, and Sectodroid beats Android.
- A unit with armor will not be killed or moved, but instead the armor will be take off.
- A unit with spiked armor will kill any unit, and the spiked armor will be taken off.
- The loosing unit is taken off of the board.
- If there is a tie (Android vs Android) and neither unit has armor or spikes, the unit initiating the attack pushed the unit being attacked 1 hex the opposite direction from the attack.
- The units tie, but the defending unit has armor then no movement happens.
- If the attacking unit has armor they will lose the armor as well.
- If the unit is pushed and there are no hexes for it to go, it is pushed off the edge and taken off of the board.
- If a unit is pushed into another players starting area, that counts as being pushed off the edge. A unit can be pushed into their own starting area.
- If the unit being pushed is push into the hex of any unit (even one of their own units) an attack is initiated.
- If any unit was taken off the board during the players turn the player will roll for loot.
- The player will roll a d20 and a d6 dice to determine the loot and loot location.
- The d6 dice determines the reward based on the loot chart.
- The d20 determines which hex the reward is placed on. The reward will be placed on the coinciding number on the hex. The board piece that the moving unit ended on will be the board piece that the number is selected for even if the actual attack that resulted in a unit being removed from the board happened on a different board piece.
- If a 20 is rolled the rolling player gets the reward and must use it immediately. If the reward is armor or spiked armor you must put it on a chosen unit right then.
- If there is already a reward on that hex, the old reward is taken off of the board and the new one replaces it.
- If there is a unit already on the hex, the unit’s commander gets the reward. If it is spiked armor or armor it goes on that unit.
- If there are already 4 of that reward on the board, then nothing happens.
If a player loses all of their units on the board, they are out of the the game.
Elimination - Only one player has any units left on the board. That player wins.
Out of Energy - No players can move any longer because every player is at 0 energy.
- Units in the player’s starting area are not considered on the board or in play so they are removed.
- The player with the most units (no matter the type) on the board wins.
- If one player has less but 2 or more have the same amount the ones with the least are out.
- If players have the same number then the remaining units will be picked up and the players will choose one face down hidden. When all players have chosen one then they are revealed and rock paper scissor is played among all of them. The loser is eliminated. If everybody beats everybody or it is an all around tie then go onto the next unit.
- If at the end of these units there is not a winner the game is a draw and you just have to play again to determine a winner.