by Morten Brøsted
Mech-builders meet up in a post-apocalyptic junkyard to build the best warmech, and do battle. Build your mech from scrap, and vie to be the one to strut your stuff at the top of the hill after 10 rounds of fighting and maneuvering, by simple programming. Plan as many moves as you like, but be careful! First maneuver is safe, but the more you plan, the greater the risk! Not to mention the opponents’ shootin’, hittin’ and schemin’.
Presentation
- Time: 90 min
- Players: 2 – 6
- Language: Danish/English
Junk Mech Battle is about being the last one left on top of the hill when the game ends after ten turns.
First build your robot. When there are nine gizmos on the robot, the battle phase starts which is the main part of the game.
The gizmos either help the robot's ability to do things, give it weapons, or give it special modules that can do weird things. There are all sorts of gizmos. Some examples:
“Tracks” will be able to move an extra square.
“Combatalyzer” rolls an extra die and gets a lower target number when attacking.
“Plasma Gun” is a firearm that can shoot 6 squares.
In the Battle Phase, the robots take actions to be the only robot left at the end of ten turns. In each turn, players secretly plan which actions they will attempt during a turn out of the following:
Punch, Shoot, Move, Turn, Rise, Special, Collect, and Wait.
Everyone executes the first action simultaneously, then the next action, and so on until all actions are completed. To determine whether actions succeed, dice are rolled that must be above a target number to be a success. The target number for a basic robot is 5 or more, while rolling 2 dice for attack, 3 for movement, and 1 for special actions. First action requires one success, next action two, etc. When you make it, the action is performed. If the required number of successes is not met, the action is not performed, or fails, resulting in dire consequences such as to fall, or injure oneself.
In certain cases, when it is important to know who moves first, this is decided by a simple initiative system.
When you take damage, you lose gizmos built on the robot. The gizmo with the lowest damage number is lost first, and so on. But fear not! There are of course Power-ups and scrap heaps on the course, so you can build even more, or replace lost gizmos.
What is cool
- Fast, intense battles
- Building combos or themes into your robot
- Funny mistakes when you overestimate your dice rolling skills
- Spoiling opponents' plans with cunning moves
About the designers
Morten is a veteran of Fastaval's board game competition. He makes uncompromising games with lots of interaction between players. Morten works at Østerskov Efterskole where he makes ( also mathematical) learning games, and teaches.
Kasper has played board games for more than 40 years. As a science librarian he loves to deconstruct games and scrutinize what makes a game bigger than the sum of its parts. He favors strategy games with historical settings. Kasper first Fastaval board game design “Witch Hunt” won an Otto for best board game and was published as “Pagan: Fate of Roanoke” in 2021.