Spell Name Range Effect
Disintegration 4A Force = 5 attack
Lightning Bolt 6A Force = 4 attack
Fireball 3A Force = 3 attack; All adj figs to target get Force = 1 attacks.
Magic Missiles 2A Three Force = 2 attacks; Same or different targets.
Charm 2M Take control of target fig this turn.
Petrify 3A Target fig cannot move & cannot attack or be attckd for 1D6 turns.
Polymorph 2A Replace target fig with a frog or any fig killed this game.
Dimmension Door 2M Move target fig to any square on the board.
Dispell 2* Negates effects of all spells on target. Curses & Petrification
Haste 2M Target gets Move +2 and one extra attack per turn for 2 turns.
Flying 2M Target gets Move +3 and Flying ability for 3 turns.
Bless 1M Targets get Move +1 and Force +1 for 3 turns
Paralyze 3M Target cannot move or attack for 2 turns and gets Force -3.
Illusion 3M Enemy figs adjacent to target square cannot attack this turn.
Invisibility 2M Target gets force +2 and cannot be attacked.
Feeble Mind 3A Target spellcaster cannot cast spells for 1D6 turns.
Ice Wind 3A Two adj Targets: Force = 1 attack & may not move for 2 turns.
Wall of Fire 3M Mark 4 empty adj squares. These may not be entered for 4 turns.
Cure Wounds 1A Regenerate target end of attk phase. Cures Paralyzation & Disease.
Shield 1M Target & adj units immune to spells + ranged attacks for 3 turns.
Time Control XA Opponent must skip his next turn. Play at end of your turn.
Shape Earth 3M Change the terrain of 3 adj empty squares in range permanently.
A = Attack Phase
M = Move Phase
* = Either Phase: When appropriate
OPTIONAL RULE: CHITS
You may want to do the spells as chits instead of cards.
Chits can be stacked in the square next to the minion.
You may also want to use chits to keep tract of spell effects.
Chits can also substitute for miniatures if you're short.
OPTIONAL RULE: TERRAIN
Rough squares cause ground units to immediately stop when they enter.
Impassable squares cannot be entered but may be flown over.
High Ground & Fortifications gives units +1 Force vs units not on high ground.
OPTIONAL RULE: RECOIL
When defeated in combat roll 1D6:
1-3: Unit Killed
4-6: Unit Recoils
A unit that recoils must move 1 space directly away from opponent.
If the space is blocked the fig is destroyed.
An attacker may move into the adjacent space of a defender just killed or
recoiled in Hand to Hand combat.
OPTIONAL RULE: LARGER BOARD
8 x 8 might not be enough for you, try 10 x 10 or larger.
On a regular board the armies don't have to maneuver into position, the
fighting starts immediately.
OPTIONAL RULE: LIMIT FIRST BLOOD
The first "Move roll" of the game may not be greater than 3.
OPTIONAL RULE: OVERWHELM
A unit gets +1 force if attacking a unit that has already been attacked
this turn.
SAMPLE ARMIES KOBOLD ARMY
2 Ambushers
2 Rat Swarms
2 Skirmishers
2 Netters
2 Archers
1 Hellhound
1 Troll
1 Ogre
1 Assassin
1 Shaman
1 Chieftan
ARMY OF THE ARTIFICER
4 (Tin Soldier) Guards
1 Juggernaught
4 Warriors
4 Spearmen
2 Cavalry
1 Paladin
1 Ranger
1 Wizard
1 Catapult
1 Deva
LINKS
Hordes of the Things
MEK LEADER INTRODUCTION
Solo or Multiplayer card game.
Each player is a mercenary commander leading a Squad of Meks.
Meks = Giant robotic war machines with a human pilot.
Some crossover with the Mekatac game.
DECKS
There are 4 separate common decks (each with its own discard):
Mission Deck
Foe Deck
Event Deck
Build Deck
Players keep a Hand of Event cards.
VICTORY
Be the first player to accumulate 500 Megacredits (MC).
SQUAD COMPOSITION
At any given time, you may have up to 4 Meks, and 4 pilots in your squad max.
You may not have more attachments than your meks can carry.
THE BUILD DECK
The Build deck has 4 card types:
Pilots
Meks
Weapons
Equipment
Weapons and Equipment are referred to as Attachments.
Weapons may be further classified as:
Energy, Ballistic, Hand-to-Hand, or Missile.
DICE
Six and 10 sided dice are needed (D6/D10).
SETUP
Each player starts with 100 MC and a hand of 4 Event cards.
Players roll high on 1D10 to see who goes first.
TURN SEQUENCE
Players take turns.
Each turn has 8 phases:
Event Phase
Subsidy Phase
Build Phase
Mission Phase
Foe Phase
Engagement Phase
Debriefing Phase
Repair Phase
EVENT PHASE
Draw 1 Event card.
If a deck runs out, shuffle the discard & draw from it.
SUBSIDY PHASE
Gain 10 MC.
Use coins to represent Megacredits (MC).
BUILD PHASE
Flip face up the top 8 cards of the Build deck.
You may purchase some, all, or none of these with your MC.
You may also at this time sell Build cards from your Squad.
You get full price when selling to the discard.
At the end of build phase discard all cards you did not purchase.
Small Meks cost 10 MC
Medium Meks cost 20 MC
Large Meks cost 30 MC
Small Attachments cost 5 MC
Medium Attachments cost 10 MC
Large Attachments cost 15 MC
Pilots cost 5 MC plus 5 MC per skill they have.
Pilot skills are determined randomly and must be recorded.
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