2006-06-21 : The Mechaton short game
For three players. Two, four or five might work too, but three's for sure.
Every army's made of two mechs, fully loaded.
Set up the world small and round, with cover mostly but not exclusively around the perimeter. Leave a clearing in the middle with only a little cover nearby.
In the clearing, put a downed satellite.
Put your mechs behind cover and near each other in your section of the perimeter.
Set the doomsday clock to 8.
At doomsday, whoever owns the satellite wins.
- - -
We played this last night, me Emily and Charles. It was good. Quick and not strategically complex, but fun.
Strategy-wise: Is the only way to win to be the second mech to touch the flag? Can you be the first to the flag and still hold it somehow? Can you hang back and still seize it at the end? I can see trying the fast grab and hold, but hanging back seems like doom to me.
Rules-wise: The new yellow dice rules rock. The new green dice rule rocks. Charles made a funny, inadventent, extremely good tactical move and knocked his dead mech down so that it fell in the one clear hex between my mech and the flag. A dead mech counts as cover, and I had no green dice, so I had to back up and go the long way around!
1. On 2006-06-22, Charles S said:
2. On 2006-06-23, Vincent said: