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(Created page with "*'''Designer:''' François Berdeaux *'''Illustrator:''' Apolline Étienne *'''Graphic design:''' Alexis Vanmeerbeeck *'''Proofreading:''' Marie Nicot *'''BGA adaptation:''' Florent Le Maire ==Introduction== You are a robotic animal taking part in a legendary race. Dropped on an unknown land, you must reach the last Beacon. To get there, you must thwart your opponents' attacks, take advantage of the terrains you explore and make the most of your equipment. ==Goal of t...") |
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==Introduction== | ==Introduction== | ||
You are a robotic animal taking part in a legendary race. Dropped on an unknown land, you must reach the last Beacon. To get there, you must thwart your opponents' attacks, take advantage of the terrains you explore and make the most of your equipment. | You are a robotic animal taking part in a legendary race. Dropped on an unknown land, you must reach the last Beacon. To get there, you must thwart your opponents' attacks, take advantage of the terrains you explore and make the most of your equipment. | ||
==Goal of the game== | == Goal of the game== | ||
Cross every Beacon tile in order and be the first to reach the last Beacon tile. | Cross every Beacon tile in order and be the first to reach the last Beacon tile. | ||
==Overview== | == Overview== | ||
Your Mechanimal can: | Your Mechanimal can: | ||
*explore, | *explore, | ||
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*50 Energy tokens | *50 Energy tokens | ||
*4 Beacon tiles | *4 Beacon tiles*15 Beacon tokens | ||
*15 Beacon tokens | |||
*24 Equipment cards | *24 Equipment cards | ||
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*1 rulebook | *1 rulebook | ||
==Key concepts== | ==Key concepts== | ||
===Energy tokens=== | === Energy tokens === | ||
*'''Red''' Energy tokens are placed on your '''Mechanimal board'''. | *'''Red''' Energy tokens are placed on your '''Mechanimal board'''.*'''Green''' Energy tokens are placed on your '''Equipment cards'''. | ||
*'''Green''' Energy tokens are placed on your '''Equipment cards'''. | |||
===Mechanimal board=== | ===Mechanimal board=== | ||
Each Mechanimal board has two sides: | Each Mechanimal board has two sides: | ||
*'''Discovery''' (front): for your first games. | *'''Discovery''' (front): for your first games.*'''Expert''' (back): for the advanced mode (see the Expert variant). | ||
*'''Expert''' (back): for the advanced mode (see the Expert variant). | |||
The board shows: | The board shows: | ||
*slots for red Energy tokens, | *slots for red Energy tokens,*an '''overheating area''', | ||
*an '''overheating area''', | |||
*slots for Equipment cards, each tied to a category. | *slots for Equipment cards, each tied to a category. | ||
===Equipment cards=== | ===Equipment cards=== | ||
Each card has three areas: | Each card has three areas:*'''Identity''': name, illustration and category. | ||
*'''Identity''': name, illustration and category. | |||
*'''Cost''': the slot(s) for green Energy tokens. | * '''Cost''': the slot(s) for green Energy tokens. | ||
*'''Effect''': what happens when the card is activated. | *'''Effect''': what happens when the card is activated. | ||
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|'''Weapons'''||Hinder opponents within range. Usable at most once per turn. | |'''Weapons'''||Hinder opponents within range. Usable at most once per turn. | ||
|} | |} | ||
==Setup== | ==Setup for your first game == | ||
This setup uses the '''Discovery''' rules and only '''2 Beacons''': it is the recommended way to learn the game. Once you know the rules, see the Expert variant and the ''Number of Beacons'' section for longer games. | |||
On BGA, create the table with these options: '''Game mode: Discovery''', '''Number of Beacons: 2''' and '''Beacon distance: Close'''. | |||
Choose the first player at random. | Choose the first player at random. | ||
===Terrain tiles=== | ===Terrain tiles=== | ||
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Each player takes a Mechanimal board and places it in front of them, '''Discovery side''' up. | Each player takes a Mechanimal board and places it in front of them, '''Discovery side''' up. | ||
===Mechanimal standees=== | ===Mechanimal standees=== | ||
*Each player takes the standee matching their board. | * Each player takes the standee matching their board.*The '''last player''' places their standee on one of the starting line tiles, followed '''counter-clockwise''' by the other players. | ||
*The '''last player''' places their standee on one of the starting line tiles, followed '''counter-clockwise''' by the other players. | |||
===Energy tokens and Beacon tokens=== | ===Energy tokens and Beacon tokens=== | ||
Put the Energy tokens and the Beacon tokens in a '''shared supply''' within everyone's reach. | Put the Energy tokens and the Beacon tokens in a '''shared supply''' within everyone's reach. | ||
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*Put Beacons 3 and 4 back in the box. | *Put Beacons 3 and 4 back in the box. | ||
===Equipment cards=== | ===Equipment cards === | ||
*Put the Expert Equipment cards back in the box. | *Put the Expert Equipment cards back in the box. | ||
*Shuffle the remaining Equipment cards. | *Shuffle the remaining Equipment cards. | ||
*Each player draws '''3 cards''' face down matching the colour of the equipment icons on their Mechanimal board, then places them face up on the dedicated slots. | *Each player draws '''3 cards''' face down matching the colour of the equipment icons on their Mechanimal board, then places them face up on the dedicated slots.*Put the remaining Equipment cards back in the box. | ||
*Put the remaining Equipment cards back in the box. | |||
==Turn sequence== | ==Turn sequence== | ||
In clockwise order, each player carries out these '''two phases''': | In clockwise order, each player carries out these '''two phases''': | ||
===Phase 1: Cooling=== | === Phase 1: Cooling=== | ||
Remove '''3 Energy tokens''' (green and/or red) from your Mechanimal board and/or your Equipment cards. | Remove '''3 Energy tokens''' (green and/or red) from your Mechanimal board and/or your Equipment cards. | ||
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===Phase 2: Actions=== | ===Phase 2: Actions=== | ||
You may take '''as many actions as you like''', in any order, as long as you can place Energy tokens (taken from the supply) on free slots. You must fully complete an action before starting another one. | You may take '''as many actions as you like''', in any order, as long as you can place Energy tokens (taken from the supply) on free slots. You must fully complete an action before starting another one. | ||
====A. Activate an Equipment card==== | ==== A. Activate an Equipment card==== | ||
'''1. Pay the cost:''' fill the whole cost area with the number of green tokens shown, plus any additional cost. | '''1. Pay the cost:''' fill the whole cost area with the number of green tokens shown, plus any additional cost. | ||
Possible costs: | Possible costs: | ||
*free permanent effect; | * free permanent effect;*2 green tokens; | ||
*2 green tokens | |||
*1 green token + 1 red token placed on your Mechanimal board. | * 1 green token + discard an Equipment card;*1 green token + 1 red token placed on your Mechanimal board. | ||
Note: to activate the card again, its cost area must first be completely emptied. | Note: to activate the card again, its cost area must first be completely emptied. | ||
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'''Action phase:''' | '''Action phase:''' | ||
#Explores a Magma (1 red on the board). | #Explores a Magma (1 red on the board).#Explores a Desert (1 red on the board). | ||
#Explores a Desert (1 red on the board). | |||
#Moves onto the Magma (2 red on the board: 1 for the move + 1 for the terrain penalty). | #Moves onto the Magma (2 red on the board: 1 for the move + 1 for the terrain penalty). | ||
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Note: the starting line terrains give neither bonus nor penalty when you place your standee at the start of the game. | Note: the starting line terrains give neither bonus nor penalty when you place your standee at the start of the game. | ||
{| class="wikitable" | {| class="wikitable" | ||
!Terrain!!Effect | !Terrain !!Effect | ||
|- | |- | ||
|'''Forest'''||No effect. | |'''Forest'''||No effect. | ||
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|'''Ruins'''||No effect. | |'''Ruins'''||No effect. | ||
|- | |- | ||
|'''Desert'''||No effect. | |'''Desert'''|| No effect. | ||
|- | |- | ||
|'''Repair Bubble'''||'''Bonus:''' remove 1 green Energy token from one of your cards. | |'''Repair Bubble'''||'''Bonus:''' remove 1 green Energy token from one of your cards. In Expert mode, you may instead take a card from the river (see the Expert variant). | ||
|- | |- | ||
|'''Magma'''||'''Penalty:''' place 1 red Energy token on your Mechanimal board. | | '''Magma'''|| '''Penalty:''' place 1 red Energy token on your Mechanimal board. | ||
|- | |- | ||
|'''Mountain'''||'''Penalty:''' place 2 red Energy tokens on your Mechanimal board. | | '''Mountain''' ||'''Penalty:''' place 2 red Energy tokens on your Mechanimal board. | ||
|} | |} | ||
==Range and attacks== | ==Range and attacks== | ||
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*Whenever there is a choice to make, the attacker decides. | *Whenever there is a choice to make, the attacker decides. | ||
*A red Energy token cannot be placed in the overheating area while other slots are free. | * A red Energy token cannot be placed in the overheating area while other slots are free. | ||
*A Mechanimal moved by a Weapon takes neither the bonus nor the penalty of the terrain it lands on. | * A Mechanimal moved by a Weapon takes neither the bonus nor the penalty of the terrain it lands on. | ||
*Your Weapons cannot target your own Mechanimal or the terrain it stands on. | *Your Weapons cannot target your own Mechanimal or the terrain it stands on. | ||
*Mechanimals that have not started the race yet are protected from every kind of interaction. | * Mechanimals that have not started the race yet are protected from every kind of interaction. | ||
==Beacon tiles== | ==Beacon tiles== | ||
===Exploring a Beacon=== | ===Exploring a Beacon===*To connect a Beacon tile, place a terrain so that it touches the Beacon.*Then reposition the Beacon so that it is adjacent to and in line with the newly explored terrain. | ||
*To connect a Beacon tile, place a terrain so that it touches the Beacon. | |||
*Then reposition the Beacon so that it is adjacent to and in line with the newly explored terrain. | |||
===Moving onto a Beacon=== | ===Moving onto a Beacon=== | ||
*No Mechanimal may stop on a Beacon. | * No Mechanimal may stop on a Beacon.*If you end a move on a Beacon, you gain a '''mandatory bonus move'''. | ||
*If you end a move on a Beacon, you gain a '''mandatory bonus move'''. | |||
*After crossing a Beacon tile, place a '''Beacon token''' on the dedicated slot of your board. | *After crossing a Beacon tile, place a '''Beacon token''' on the dedicated slot of your board. | ||
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The first Mechanimal to reach the last Beacon after crossing every Beacon in order wins the game. | The first Mechanimal to reach the last Beacon after crossing every Beacon in order wins the game. | ||
==Expert variant== | ==Expert variant== | ||
===Setup=== | === Setup=== | ||
*Choose a Mechanimal board and place it in front of you, '''Expert side''' up. | *Choose a Mechanimal board and place it in front of you, '''Expert side''' up. | ||
*Once the three starting cards have been dealt, shuffle the rest of the base deck into the Expert deck and lay out a '''river of three face-up cards''' next to the draw pile. | *Once the three starting cards have been dealt, shuffle the rest of the base deck into the Expert deck and lay out a '''river of three face-up cards''' next to the draw pile. | ||
===Principle=== | === Principle === | ||
*'''Card management:''' each Mechanimal starts with three cards but can equip up to six. | * '''Card management:''' each Mechanimal starts with three cards but can equip up to six. | ||
*You cannot keep cards in hand. | *You cannot keep cards in hand.*If you replace an Equipment card that holds Energy tokens, those tokens are discarded along with the card. | ||
*If you replace an Equipment card that holds Energy tokens, those tokens are discarded along with the card. | |||
*'''Power:''' each Mechanimal has a power it can activate once per turn for free. | *'''Power:''' each Mechanimal has a power it can activate once per turn for free. | ||
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*remove one green Energy token from one of your cards, '''or''' | *remove one green Energy token from one of your cards, '''or''' | ||
*choose two cards from the river: one for your Mechanimal and one for the discard pile, then refill the river from the draw pile. You may also draw the top card of the draw pile if no card in the river suits you. | * choose two cards from the river: one for your Mechanimal and one for the discard pile, then refill the river from the draw pile. You may also draw the top card of the draw pile if no card in the river suits you. | ||
==Team variant== | ==Team variant== | ||
===Setup=== | ===Setup === | ||
Place 4 Beacons as you see fit. The farther they are, the longer the game. | Place 4 Beacons as you see fit. The farther they are, the longer the game. | ||
===Principle=== | ===Principle=== | ||
*Form teams of 2 Mechanimals (2 teams with 4 players, 3 teams with 6). | * Form teams of 2 Mechanimals (2 teams with 4 players, 3 teams with 6). | ||
*Both Mechanimals of a team play their turn at the same time and may consult each other. | *Both Mechanimals of a team play their turn at the same time and may consult each other. | ||
*Beacons may be reached in '''any order'''. | *Beacons may be reached in '''any order'''. | ||
===Goal=== | ===Goal === | ||
Be the first team to collect '''4 different Beacons''', in any order. | Be the first team to collect '''4 different Beacons''', in any order. | ||
==5 or 6 player variant== | ==5 or 6 player variant== | ||
===Setup=== | ===Setup=== | ||
Spread 4 Beacons roughly three terrains away from the starting line. | Spread 4 Beacons roughly three terrains away from the starting line. | ||
===Principle=== | ===Principle === | ||
Beacons may be reached in '''any order'''. | Beacons may be reached in '''any order'''. | ||
===Goal=== | ===Goal=== | ||
Be the first to collect '''3 different Beacons''', in any order. | Be the first to collect '''3 different Beacons''', in any order. | ||
==Effect icons== | ==Effect icons == | ||
===Energy=== | ===Energy=== | ||
*Remove 1 red Energy token from your Mechanimal board. | *Remove 1 red Energy token from your Mechanimal board. | ||
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*Place 1 green Energy token on one of your Equipment cards. | *Place 1 green Energy token on one of your Equipment cards. | ||
*Place either 1 red Energy token on your Mechanimal board or 1 green Energy token on one of your Equipment cards. | * Place either 1 red Energy token on your Mechanimal board or 1 green Energy token on one of your Equipment cards. | ||
===Movement=== | ===Movement===*Take as many Move actions as the number of arrows shown. | ||
*Take as many Move actions as the number of arrows shown. | ===Skills===*Explore 1 terrain. | ||
===Skills=== | |||
*Explore 1 terrain. | |||
*Gain a move if your Mechanimal stands on a terrain adjacent to another terrain of the same type. | * Gain a move if your Mechanimal stands on a terrain adjacent to another terrain of the same type. | ||
*You may flip the drawn Terrain tile and choose either side. | *You may flip the drawn Terrain tile and choose either side.*Place 1 red Energy token on a free terrain. The next player who passes through it must place it on their board. | ||
* Draw two cards from the river: one for your Mechanimal and one for the discard pile. | |||
*Draw two cards from the river: one for your Mechanimal and one for the discard pile. | |||
===Affinities=== | ===Affinities=== | ||
*If your Mechanimal stands on Magma, remove 2 red Energy tokens and 1 green one. | * If your Mechanimal stands on Magma, remove 2 red Energy tokens and 1 green one. | ||
*If your Mechanimal stands on Magma or a Mountain, gain a move and remove 1 red Energy token from your board. | *If your Mechanimal stands on Magma or a Mountain, gain a move and remove 1 red Energy token from your board. | ||
*If your Mechanimal stands on a Desert, gain 2 moves. | *If your Mechanimal stands on a Desert, gain 2 moves. | ||
===Weapons=== | === Weapons === | ||
*Apply the effect to an opponent within range. | *Apply the effect to an opponent within range. | ||
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*Remove a Terrain tile from the game. If a Mechanimal stands on that terrain, you must move it to a free adjacent terrain of your choice, without applying any terrain bonus or penalty; otherwise you cannot remove the terrain. Isolated groups of terrains may be created. | *Remove a Terrain tile from the game. If a Mechanimal stands on that terrain, you must move it to a free adjacent terrain of your choice, without applying any terrain bonus or penalty; otherwise you cannot remove the terrain. Isolated groups of terrains may be created. | ||
===Armour=== | ===Armour===*You are protected from the effect targeting you. | ||
*You are protected from the effect targeting you. | |||
*If you stand on a Ruins tile, your Mechanimal and the terrain are protected from every effect. | *If you stand on a Ruins tile, your Mechanimal and the terrain are protected from every effect. | ||
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===Reminder=== | ===Reminder=== | ||
You cannot pass through an occupied terrain. | You cannot pass through an occupied terrain. | ||
==Notes on the BGA adaptation== | ==Detailed card descriptions== | ||
A detailed description of every Equipment card, with its illustration and effect, is available on the designer's website: [https://www.crapaudceleste.com/mechanimal.html#iconographie Mechanimals - card descriptions]. | |||
== Notes on the BGA adaptation== | |||
The online version follows the rules above, with these practical differences: | The online version follows the rules above, with these practical differences: | ||
*'''Map''': the terrains are placed on a fixed hexagonal grid. The starting line is a vertical column of tiles, one per player, and the Beacons are placed automatically at setup. The "Beacon distance" table option sets how far they are (short, medium or long game). | *'''Map''': the terrains are placed on a fixed hexagonal grid. The starting line is a vertical column of tiles, one per player, and the Beacons are placed automatically at setup. The "Beacon distance" table option sets how far they are (short, medium or long game). | ||
*'''Beacons''': every Beacon can be crossed, but only the next one in order counts. You cannot end your turn on a Beacon: the bonus move is mandatory. Reaching the last Beacon ends the game immediately. | * '''Beacons''': every Beacon can be crossed, but only the next one in order counts. You cannot end your turn on a Beacon: the bonus move is mandatory. Reaching the last Beacon ends the game immediately. | ||
*'''Discovery mode''': each player starts with '''1 Equipment card''' drawn from the base deck among the categories of their Mechanimal board. The base deck has 19 cards: 3 Weapons (Terraforming, Pyroblaster, Magnetic Ray), 2 Engines (Impulse Engine, Nano Particles), 3 Stealth Armours (free, protect you on their terrain), 3 Skills (Geological Affinity, Prescience, Exploration), 4 Biotic Links and 4 Legs (All-terrain Grapples, Sand, Jungle and Ruins Legs). | *'''Discovery mode''': each player starts with '''1 Equipment card''' drawn from the base deck among the categories of their Mechanimal board. The base deck has 19 cards: 3 Weapons (Terraforming, Pyroblaster, Magnetic Ray), 2 Engines (Impulse Engine, Nano Particles), 3 Stealth Armours (free, protect you on their terrain), 3 Skills (Geological Affinity, Prescience, Exploration), 4 Biotic Links and 4 Legs (All-terrain Grapples, Sand, Jungle and Ruins Legs). | ||
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*'''5-6 players''': 4 Beacons are placed and the first player to collect 3 different Beacons, in any order, wins. | *'''5-6 players''': 4 Beacons are placed and the first player to collect 3 different Beacons, in any order, wins. | ||
* | |||
Latest revision as of 10:08, 16 September 2026
- Designer: François Berdeaux
- Illustrator: Apolline Étienne
- Graphic design: Alexis Vanmeerbeeck
- Proofreading: Marie Nicot
- BGA adaptation: Florent Le Maire
Introduction
You are a robotic animal taking part in a legendary race. Dropped on an unknown land, you must reach the last Beacon. To get there, you must thwart your opponents' attacks, take advantage of the terrains you explore and make the most of your equipment.
Goal of the game
Cross every Beacon tile in order and be the first to reach the last Beacon tile.
Overview
Your Mechanimal can:
- explore,
- move,
- use its equipment.
Each of these actions requires an Energy token. At the start of each turn, you can only discard two or three of them.
Manage your temperature carefully to avoid overheating!
Components
- 70 double-sided Terrain tiles: Ruins (24), Desert (22), Forest (24), Magma (24), Mountain (22), Repair Bubble (24)
- 6 Mechanimal boards (Discovery side / Expert side)
- 6 Mechanimal standees with bases
- 50 Energy tokens
- 4 Beacon tiles*15 Beacon tokens
- 24 Equipment cards
- 27 Expert Equipment cards
- 3 player aids
- 1 rulebook
Key concepts
Energy tokens
- Red Energy tokens are placed on your Mechanimal board.*Green Energy tokens are placed on your Equipment cards.
Mechanimal board
Each Mechanimal board has two sides:
- Discovery (front): for your first games.*Expert (back): for the advanced mode (see the Expert variant).
The board shows:
- slots for red Energy tokens,*an overheating area,
- slots for Equipment cards, each tied to a category.
Equipment cards
Each card has three areas:*Identity: name, illustration and category.
- Cost: the slot(s) for green Energy tokens.
- Effect: what happens when the card is activated.
Notes:
- Some effects require your Mechanimal to stand on a specific terrain.
- A card (except a Weapon) can be activated several times in the same turn as long as its cost area is completely empty.
- Only one card may be placed on each slot.
Card categories
| Category | Effect |
|---|---|
| Skills | Represent your knowledge of the terrains. |
| Engines | Grant moves. |
| Armour | Provides protection. |
| Affinities | Remove Energy tokens thanks to certain terrains. |
| Legs | Grant moves depending on the terrain. |
| Weapons | Hinder opponents within range. Usable at most once per turn. |
Setup for your first game
This setup uses the Discovery rules and only 2 Beacons: it is the recommended way to learn the game. Once you know the rules, see the Expert variant and the Number of Beacons section for longer games.
On BGA, create the table with these options: Game mode: Discovery, Number of Beacons: 2 and Beacon distance: Close.
Choose the first player at random.
Terrain tiles
- Shuffle the Terrain tiles and form two draw piles within everyone's reach.
- Place as many Terrain tiles as there are players in the middle of the table to form the starting line.
Mechanimal boards
Each player takes a Mechanimal board and places it in front of them, Discovery side up.
Mechanimal standees
- Each player takes the standee matching their board.*The last player places their standee on one of the starting line tiles, followed counter-clockwise by the other players.
Energy tokens and Beacon tokens
Put the Energy tokens and the Beacon tokens in a shared supply within everyone's reach.
Beacon tiles
- Place Beacons 1 and 2 on either side of the starting line, roughly 4 tiles away.
- Put Beacons 3 and 4 back in the box.
Equipment cards
- Put the Expert Equipment cards back in the box.
- Shuffle the remaining Equipment cards.
- Each player draws 3 cards face down matching the colour of the equipment icons on their Mechanimal board, then places them face up on the dedicated slots.*Put the remaining Equipment cards back in the box.
Turn sequence
In clockwise order, each player carries out these two phases:
Phase 1: Cooling
Remove 3 Energy tokens (green and/or red) from your Mechanimal board and/or your Equipment cards.
Overheating: if a token sits in your overheating area, remove only 2 Energy tokens (green and/or red).
Phase 2: Actions
You may take as many actions as you like, in any order, as long as you can place Energy tokens (taken from the supply) on free slots. You must fully complete an action before starting another one.
A. Activate an Equipment card
1. Pay the cost: fill the whole cost area with the number of green tokens shown, plus any additional cost.
Possible costs:
- free permanent effect;*2 green tokens;
- 1 green token + discard an Equipment card;*1 green token + 1 red token placed on your Mechanimal board.
Note: to activate the card again, its cost area must first be completely emptied.
2. Apply the effect: effects are described in the Icons section. A card cannot apply its effect to itself.
B. Explore
1. Pay the cost: place 1 red Energy token on your Mechanimal board.
2. Explore: take the top tile of either draw pile and place it touching your current terrain or touching a terrain adjacent to yours.
You may flip the drawn tile, but you must then place it on the revealed side.
C. Move
1. Pay the cost: place 1 red Energy token on your Mechanimal board.
2. Move: move your Mechanimal to a free adjacent terrain, then apply the terrain effect, if any.
Note: you can neither stop on nor pass through a tile occupied by another Mechanimal.
Example turn
The Lion Mechanimal, on its turn:
Cooling phase: removes 3 Energy tokens since it is not overheating (2 red tokens from its board and 1 green token from one of its cards).
Action phase:
- Explores a Magma (1 red on the board).#Explores a Desert (1 red on the board).
- Moves onto the Magma (2 red on the board: 1 for the move + 1 for the terrain penalty).
- Uses its All-terrain Grapples (1 green on the card) to gain a move and remove a red token from its board.
Terrain tiles
A Terrain tile's effect is resolved as soon as a Mechanimal arrives on it or passes through it.
Note: the starting line terrains give neither bonus nor penalty when you place your standee at the start of the game.
| Terrain | Effect |
|---|---|
| Forest | No effect. |
| Ruins | No effect. |
| Desert | No effect. |
| Repair Bubble | Bonus: remove 1 green Energy token from one of your cards. In Expert mode, you may instead take a card from the river (see the Expert variant). |
| Magma | Penalty: place 1 red Energy token on your Mechanimal board. |
| Mountain | Penalty: place 2 red Energy tokens on your Mechanimal board. |
Range and attacks
Range
Range is always counted over terrains that have already been explored and placed. Range is a maximum distance: every shorter distance is valid.
Attack
Once per turn, you may target a Mechanimal within range and apply your Weapon's effect.
Attack rules:
- Whenever there is a choice to make, the attacker decides.
- A red Energy token cannot be placed in the overheating area while other slots are free.
- A Mechanimal moved by a Weapon takes neither the bonus nor the penalty of the terrain it lands on.
- Your Weapons cannot target your own Mechanimal or the terrain it stands on.
- Mechanimals that have not started the race yet are protected from every kind of interaction.
Beacon tiles
===Exploring a Beacon===*To connect a Beacon tile, place a terrain so that it touches the Beacon.*Then reposition the Beacon so that it is adjacent to and in line with the newly explored terrain.
Moving onto a Beacon
- No Mechanimal may stop on a Beacon.*If you end a move on a Beacon, you gain a mandatory bonus move.
- After crossing a Beacon tile, place a Beacon token on the dedicated slot of your board.
Number of Beacons
Once you are familiar with the rules, add more Beacons. Depending on the game length you want, place 2, 3 or 4 Beacons on the table. The farther they are from the starting line, the longer the game.
End of the game
The first Mechanimal to reach the last Beacon after crossing every Beacon in order wins the game.
Expert variant
Setup
- Choose a Mechanimal board and place it in front of you, Expert side up.
- Once the three starting cards have been dealt, shuffle the rest of the base deck into the Expert deck and lay out a river of three face-up cards next to the draw pile.
Principle
- Card management: each Mechanimal starts with three cards but can equip up to six.
- You cannot keep cards in hand.*If you replace an Equipment card that holds Energy tokens, those tokens are discarded along with the card.
- Power: each Mechanimal has a power it can activate once per turn for free.
Repair Bubble (Expert mode)
The Repair Bubble gains a new function. You may choose either:
- remove one green Energy token from one of your cards, or
- choose two cards from the river: one for your Mechanimal and one for the discard pile, then refill the river from the draw pile. You may also draw the top card of the draw pile if no card in the river suits you.
Team variant
Setup
Place 4 Beacons as you see fit. The farther they are, the longer the game.
Principle
- Form teams of 2 Mechanimals (2 teams with 4 players, 3 teams with 6).
- Both Mechanimals of a team play their turn at the same time and may consult each other.
- Beacons may be reached in any order.
Goal
Be the first team to collect 4 different Beacons, in any order.
5 or 6 player variant
Setup
Spread 4 Beacons roughly three terrains away from the starting line.
Principle
Beacons may be reached in any order.
Goal
Be the first to collect 3 different Beacons, in any order.
Effect icons
Energy
- Remove 1 red Energy token from your Mechanimal board.
- Remove 1 green Energy token from one of your Equipment cards.
- Place 1 red Energy token on your Mechanimal board.
- Place 1 green Energy token on one of your Equipment cards.
- Place either 1 red Energy token on your Mechanimal board or 1 green Energy token on one of your Equipment cards.
===Movement===*Take as many Move actions as the number of arrows shown. ===Skills===*Explore 1 terrain.
- Gain a move if your Mechanimal stands on a terrain adjacent to another terrain of the same type.
- You may flip the drawn Terrain tile and choose either side.*Place 1 red Energy token on a free terrain. The next player who passes through it must place it on their board.
- Draw two cards from the river: one for your Mechanimal and one for the discard pile.
Affinities
- If your Mechanimal stands on Magma, remove 2 red Energy tokens and 1 green one.
- If your Mechanimal stands on Magma or a Mountain, gain a move and remove 1 red Energy token from your board.
- If your Mechanimal stands on a Desert, gain 2 moves.
Weapons
- Apply the effect to an opponent within range.
- Discard 1 Equipment card.
- Remove a Terrain tile from the game. If a Mechanimal stands on that terrain, you must move it to a free adjacent terrain of your choice, without applying any terrain bonus or penalty; otherwise you cannot remove the terrain. Isolated groups of terrains may be created.
===Armour===*You are protected from the effect targeting you.
- If you stand on a Ruins tile, your Mechanimal and the terrain are protected from every effect.
- You may end your move (after paying its cost) on the same terrain as another Mechanimal. That Mechanimal is then placed on the terrain you just left. You cannot move a protected opponent.
Reminder
You cannot pass through an occupied terrain.
Detailed card descriptions
A detailed description of every Equipment card, with its illustration and effect, is available on the designer's website: Mechanimals - card descriptions.
Notes on the BGA adaptation
The online version follows the rules above, with these practical differences:
- Map: the terrains are placed on a fixed hexagonal grid. The starting line is a vertical column of tiles, one per player, and the Beacons are placed automatically at setup. The "Beacon distance" table option sets how far they are (short, medium or long game).
- Beacons: every Beacon can be crossed, but only the next one in order counts. You cannot end your turn on a Beacon: the bonus move is mandatory. Reaching the last Beacon ends the game immediately.
- Discovery mode: each player starts with 1 Equipment card drawn from the base deck among the categories of their Mechanimal board. The base deck has 19 cards: 3 Weapons (Terraforming, Pyroblaster, Magnetic Ray), 2 Engines (Impulse Engine, Nano Particles), 3 Stealth Armours (free, protect you on their terrain), 3 Skills (Geological Affinity, Prescience, Exploration), 4 Biotic Links and 4 Legs (All-terrain Grapples, Sand, Jungle and Ruins Legs).
- Expert mode: each player starts with 3 cards (one per category of their board) and can equip up to 6. The river shows 3 face-up cards; the draw pile is face down. Each Mechanimal has a power usable once per turn for free.
- Overheating: a move is forbidden if its total cost (move + terrain penalty) exceeds the free slots on your board.
- Cooling: at the start of your turn, click the tokens you want to remove (3, or 2 if a token sits in the overheating area).
- Team variant (4 or 6 players): teams are paired alternately in table order (1+3 and 2+4; 1+4, 2+5 and 3+6), so teammates never play back to back. The team wins as soon as it has collected the 4 Beacons in any order.
- 5-6 players: 4 Beacons are placed and the first player to collect 3 different Beacons, in any order, wins.