Micro Bots: Duel
Micro Bots: Duel Rulebook
Table of Contents
Table of Contents
How to Play
The game is played over multiple rounds, each of which has two phases:
- Planning Phase
- Action Phase
Winning the Game
The game ends immediately when one Bot's Armour (Armour icon) is reduced to 0. The surviving Bot is the winner.
Components
- 4 Bot cards
- 16 Bot Action cards
- 6 Basic Action cards
- 12 Power Tokens
- 7 Cubes
- 7 Weapon Upgrades
- 7 Support Upgrades
- 2 Status Trackers
- Range Tracker
- Combat Tracker
Setup
Each player chooses a Bot, and takes the following:
- Bot card
- 3 Basic Action cards (Set 1 or 2)
- 4 Bot Action cards
- 6 Power Tokens (0, 1, 2, 3, 4, 5)
- Status Tracker
Layout the cards as shown in the Components section. Place the coloured cubes on the starting spaces (shaded in blue) of the Status trackers for each player and the Range tracker.
Create two decks of 7 Upgrade cards (Weapon and Support icons), shuffle them, and reveal 2 from each pile.
Card Reference
The Card Reference diagram labels the parts of each card: Set, Card Icon, Card Type, Initiative, Name, Actions, Bot Ability, Bot Name, and Effect when Boosted.
1. Planning Phase
i. Place cards face down. ii. Reveal cards. iii. Determine first player.
Each player chooses one card from their hand and places it face-down, then both cards are revealed simultaneously. The player whose card has the lower initiative number takes their Action Phase first.
2. Action Phase
i. Play card to the matching row. ii. Resolve card abilities. iii. Upgrade. iv. (Next player).
i. Move the played card to the Weapon (Weapon icon) or Support (Support icon) row.
ii. You may then perform any of the Instant Actions (Instant Action icon) listed on the card. They must be resolved one-by-one in order from top to bottom. All actions are optional.
When all actions on an Action Card have been used (or skipped), turn the card face down.
Upgrade
iii. At the end of your turn you may spend 1 Energy to gain one Upgrade card, either from the face-up cards or the top of either deck. Place it into your hand.
If you take a face-up card, replace it immediately.
Actions
- Instant Action: Takes effect on the turn the card was played.
- Held Action: Can be used later and at any time (unless specified), and remains face-up until used.
- Energy Cost: Pay the Energy shown to use this Action.
- Conditional Effect: Occurs if the condition preceding the arrow is met. For example:
- Hit: At least 1 damage is dealt.
- Miss: No damage is dealt.
- Range X: The Range marker is in the specified Range zone.
The following Actions are used on the Range tracker:
- Move X: Move the Range marker up to X spaces in either direction.
- Advance X: Move the Range marker up to X spaces towards Short (S) range.
- Retreat X: Move the Range marker up to X spaces towards Long (L) range.
- Attack X: Perform an Attack with X Damage (see the Combat section).
Note: For actions that reference either Weapon or Support as their value, count the number of cards in the Weapon or Support row.
Combat
i. Determine base Damage (Dmg) and Defence (Def). ii. Play Power Tokens face down, then reveal. iii. Activate Held Actions. iv. Resolve Attack.
i. Calculate the Defence (based on the Range) and Damage. You may use the Combat Tracker but note it is only an aid - there is no maximum Damage or Defence.
ii. Each player secretly plays one ready Power Token and then reveals them, adding the value to their Damage or Defence.
iii. During combat, first the Attacking player may use a Held Action or pass. Then the Defending player may do the same. This continues until both players have passed in a row.
iv. To resolve the Attack, calculate the difference between the Damage and Defence values. If the remaining Damage is greater than the Defence value, then the Defending player loses that much Armour (Armour icon) up to a maximum of 3. Finally resolve any other effects (such as Hit or Miss, or After Attack).
See the Example section for a Combat example.
Power Tokens
Power Tokens are used during attacks. An exhausted Power Token is one that has been used and remains face-up. A ready Power Token is in your supply and available to use.
- Power 1 (Boost Token): Place this token on your Bot card when played. Your Bot's 'Boosted' ability can now be used.
- Power 0: This token adds 0 Power, and is never exhausted.
Recharge
The Recharge card is the main way to ready Power Tokens, gain Energy, and retrieve played cards. It is important to note:
- Ready all Power Tokens.
- Cards left in play retain their facing (face-up or face-down).
- You may spend 1 Energy only to flip a card with a Held Action.
Example
(a) Turbo plays Assault with Damage 3 (Weapon +1). (b) Sparky has Defense 2 (from Range M). (c) Turbo plays the Power 3 Token and Sparky plays 2. Total 6-4. (d) Turbo uses the Advancing Shot Held Action to gain 1 Damage (7-4). (e) Sparky uses Energy Shield to gain 2 Support Defense (7-6). (f) Turbo uses Overdrive to move the range to S, reducing Defense by 1 (7-5). Both players pass. (g) Sparky suffers 2 Damage (and loses 2 Armour).
FAQ
Do face down cards count for Weapon or Support power? Yes, count all cards in the row, including face-down cards and the card just played (if appropriate).
Can I use a Held Action on a card on the turn I play it? Yes. If there are still Instant Actions to be resolved, flip the card face down at the end of the turn.
Do I have to ready my Boost Token when I Recharge? Yes, all Power Tokens must be readied.
Does my large Bot Card flip face down when I use the Held Action? No, Bot Card actions remain available throughout the game.
How much Damage can I do in one Attack? There is a maximum of 3 damage.
What if the Range changes during an Attack? Adjust the Defence Tracker up or down accordingly for the new Defence value.
Can I use Disruption Blast to exhaust my opponent's '0' token? No, the 0 token can never be exhausted.