Tiny Epic Mechs

Player Aid

Sequence of Play

Six rounds; three phases per round; four turns per phase:

  1. Program: Secretly choose 4 of your 8 Program Cards and lay them face-up, left to right, in the order you'll execute them. Immediately cover each with an unused card to keep it hidden.
  2. Execution: Starting with the Starting Player, take turns revealing and resolving one Program Card at a time. Move first (per the card's arrow), then resolve its action, if any.
  3. Scoring: After Rounds 2, 4, and 6 only, score for zones controlled and for the Mighty Mech.

Movement

Actions

After moving, you may perform your card's action:

General Information

Robot Pilot Rules

Robot Pilots execute one Program Card each, in turn — 4 times per round, drawn randomly from their face-down stack.

Movement by card:

The Robot Pilot turns to face the direction it just moved (unless it jumped into your zone — then it faces toward your Base).

Executing actions (after movement, it Collects instead if the listed action isn't possible):

Combat: gather the Robot Pilot's equipped Weapons face-down and flip the top card to resolve each attack, always paying the maximum it can afford for damage-boosting effects. It reshuffles and reuses its Weapons instead of retreating, and never enters Ad Hoc Mode.

The Mighty Mech: a Robot Pilot entering its empty zone automatically takes control, regardless of health, and scores as normal. It can't Power Up while controlling it.

Getting KO'd: Robot Pilots respawn to their Base (or nearest non-hostile zone) at full health, in Power Armor. If a Robot Pilot KO's you while you control the Mighty Mech, it takes control instead.

Weapon Slots by Status

StatusCapacity
Pilot2 Basic (hand slots)
Power Armor2 Basic (hand), 2 Advanced (shoulder)
Mighty Mech4 Advanced only

Combat

Retreating & Getting KO'd

The Mighty Mech

If unoccupied, a human player in full-health Power Armor entering its zone may take control (scoring bonus VP) and equip up to 4 Advanced Weapons.

Robot Pilots can take control regardless of health.

Downsides: can't Power Up or heal, can't voluntarily leave, and your Pilot ability is replaced by the Mech's Rocket Charge or Force Field ability.

End of Round

  1. Advance the Round Token.
  2. Pass the Starting Token to the next clockwise player.
  3. Everyone picks up their cards and starts the next Program Phase. Ad Hoc Mode ends for anyone who was in it.

Scoring & Winning