Sequence of Play
Six rounds; three phases per round; four turns per phase:
- 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.
- 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.
- Scoring: After Rounds 2, 4, and 6 only, score for zones controlled and for the Mighty Mech.
Movement
- A Program Card's arrow dictates the direction you must move.
- Robot Pilot will not enter a zone with another Robot Pilot.
- Moving into an enemy Pilot's zone starts Combat immediately; you do not perform the card's action.
- Moving into an enemy Mine or Turret's zone deals damage to you; if you aren't KO'd, destroy it, then perform the card's action.
- Moving off the arena (into a wall) leaves you in place, but you still perform the card's action.
- Double Jump: Move 2 zones in the card's direction, jumping over (and ignoring) whatever's in the first zone. If an enemy is in the landing zone, Combat begins and you deal a Power Attack as your first attack.
- Diagonal Jump: Move 1 zone diagonally. If an enemy is there, Combat begins and you deal a Power Attack as your first attack.
Actions
After moving, you may perform your card's action:
- Collect: Gain 1 of each resource shown for every zone you control, with your Pilot and/or your Mines/Turrets. A Base or the Mech Zone gives both 1 Energy and 1 Credit. Only once per zone per action, even if both your Pilot and a Mine/Turret occupy it.
- Purchase Weapon: Pay the listed cost to take one of the 4 face-up Advanced Weapons, or a Basic Weapon you don't already own. Only one purchase per action. Refill the Advanced row from the deck afterward.
- Power Up:
Heal -- pay Energy for +2 Health per Energy paid (Pilot and Power Armor only)
Upgrade -- pay 5 Credits to get Power Armor, fully heal, and re-equip your Weapons.
- Deploy Mine or Turret:
- Mine (pay Credits = zone value): placed secretly numbered 1-4; deals the zone's value plus its number when triggered. Scores the owner 1 VP only if it KO's the intruder. Always returns to supply after triggering.
- Turret (pay Energy = zone value): deals the zone's value when triggered. Stays deployed and scores 1 VP if it KO's the intruder; otherwise returns to supply.
- Only one Mine or Turret per zone.
- Mine resolves before Combat; Turret resolves after Combat.
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:
- Collect: move forward 1 zone.
- Deploy Turret / Deploy Mine: move to the highest-valued zone.
- Purchase / Power Up: move to the lowest-valued zone.
- Diagonal Jump: jump into a human's zone if it's in a diagonal zone, any distance; otherwise it doesn't move.
- Double Jump: jump into a human's zone if human is in its row or column, any distance; otherwise it doesn't move.
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):
- Deploy Mine/Turret: deploys if it can afford it, has an unplaced token, and no other Mine/Turret already occupies the zone.
- Purchase Weapon: buys the cheapest affordable Advanced Weapon, left to right, unless it already has 4.
- Power Up: heals to full, unless already at full health.
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
| Status | Capacity |
| Pilot | 2 Basic (hand slots) |
| Power Armor | 2 Basic (hand), 2 Advanced (shoulder) |
| Mighty Mech | 4 Advanced only |
Combat
- Moving into an enemy-occupied zone starts Combat; the mover scores 1 VP and attacks first.
- Attacking: Exhaust one equipped Weapon (rotate it 90°), deal its listed damage, and score 1 VP per point of damage dealt (capped at the target's remaining health).
- Power Attack: After being attacked, you may immediately counter with a weapon's stronger second line if its type beats the attacker's type:
Area beats Ranged
Ranged beats Melee
Melee beats Area
- Combat continues until one player retreats (no usable Weapons) or is KO'd. Robot Pilots never retreat -- reshuffle its weapon cards and keep drawing
Retreating & Getting KO'd
- Retreat: Forced when you can't attack. The enemy scores 1 VP; move to the closest non-hostile orthogonal zone, then enter Ad Hoc Mode.
- KO'd (0 Health): The player who KO'd you scores 1 VP. You enter Ad Hoc Mode, then:
- Human Pilot or Robot Power Armor: Full heal, move to your Base (or the nearest non-hostile zone if it's occupied).
- Human Power Armor: Strip to Pilot status, full heal, move to the nearest non-hostile zone.
- Mighty Mech: Surrender it to the player who KO'd you (they immediately score for entering it); you become a Human Pilot or Robot Power Armor and move to the nearest non-hostile zone.
- Weapons are never lost from Combat, even when KO'd — always keep at least 1 equipped.
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
- Advance the Round Token.
- Pass the Starting Token to the next clockwise player.
- Everyone picks up their cards and starts the next Program Phase. Ad Hoc Mode ends for anyone who was in it.
Scoring & Winning
- Rounds 2, 4, and 6: score the zone's value for each zone your Pilot controls, the zone's value for each Mine-controlled zone, double the zone's value for each Turret-controlled zone, and bonus VP if you control the Mighty Mech.
- Game end (after Round 6): add the VP printed on every Weapon Card you've purchased, whether equipped or in your stockpile.
- Highest total wins. Ties go to the Mighty Mech's controller; if no one controls it, the player with the most Weapons wins; if still tied, share the victory.