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Rubbish Mechs

A Roll n W i e fo 3-6 players, designed by Ceri Nicholls

In this game, you and your friends will design and then fight with your very own
Rubbish Mechs.

Start by drawing your mech, including two fists, some homing missiles, a sword, a
really big flippin g n, a targeting system, an engine reserve, and a self-destruct
system. I d e n ma e ha he l k like, he e he a e.

Then, y ll all roll and draft dice to power the different modules of your mech before
turning their firepower on each other. But choose your targets wisely! These are some
rubbish mechs, and he m d le nl ha e limi ed e bef e he b eak and can be
used again.

What Y ll Need
• Two D6 dice per player (preferably of two different designs or colours)
• One pen or pencil per player
• One copy of the Mech Design Document (MDD) per player

Set Up
• Each player draws their mech and gives it a name.
• Each player takes a die to use as a heat tracker, sets it to 1, and
places it on the designated space on the MDD.

Key Concepts
La Mech S a di
I a igh -royal-robo-rumble and the game lasts until only one mech is left
standing. Mech a e KO d hen hei la Heal h Box is crossed off.

Nothing Lasts Forever


Once a module has been fully used (all spaces are crossed off), it cannot be
used again. These are, after all, rubbish mechs!

The Heat Is On
• When an offensive module is used (Fists, Mecha-Blade, Homing Missiles, or
R.B.F.G.), you must raise your heat by the amount indicated in the
mod le in c ion .
• You can only fire an offensive module with an associated die number equal
to or greater than that of your current heat value (Note: Mecha-blade and
Static Discharge can only be used at a heat of 1).
• At 6 heat, you take one damage per turn.
• To vent heat, draft a die and reduce heat by that amount. You cannot
activate a module on the same turn that you vent.

Down but not (completely) out


If your mech is destroyed, you can still affect the course of the game acting
as a metallic thorn in your friends robotic sides from beyond the grave!

The Spinel – 2019


Order of Play
• All (non-KO d) la e oll hei dice.
o The total number of dice rolled should equal the number of non-KO d
players.
• Draft dice.
o Non-KO d la e chan Rub-Bish-Mechs! On Mech ! , each player
points at the die they want to draft.
In cases where two or more players want the same die, they must
la a o nd of Bol , Pince , Flange ( he obo-equivalent of
Rock, Paper, Scissors) to determine who gets it.
Decide the hand signs amongst yourselves!
Bolt beats Pincer
Pincer beats Flange
Flange beats Bolt
If after a round of play nobody is eliminated or there
is no outright winner, play again.
Once a winner has been decided, and has claimed their
die, he emaining la e ha e ano he o nd of Rub-
Bish-Mechs! o choo e hich of he emaining,
undrafted die they take.
• Add the drafted die to a module OR vent heat.
o To add the die, circle the number space of a module matching the
value of your drafted die. (If you are using a die to power Static
Discharge, fill in one of the corresponding circles)
Once the prerequisite spaces on a module have been circled, it
is considered fully primed, and can then be fired or used.
Modules do not need to be used on the same round they are
primed.
o To vent heat, reduce your heat die by the value of your drafted
die.
• Attack opponents OR use support modules (optional).
o You can only use one module per turn.
o Players take turns activating in order of lowest to highest heat.
If heat values are equal, the player who drafted the lower
numbered die goes first. If it is still a tie the player with
the most damaged mech goes first.
o If attacking, choose an opponent (or opponents) and cross off any
one primed module.
The target applies the amount of damage indicated in the
mod le in c ion b c o ing off Health Boxes on their
MDD.
The a acke inc ea e hei mech hea die acco ding o he
mod le in c ion .
o If using a support module, cross off its primed boxes and follow
the instructions on the MDD.

The Spinel – 2019


• All KO d players roll dice and resolve the result.
o 1 or 2 - raise or lower the heat of one non-KO d la e .
o 3 or 4 - roll again, and then add or remove a success of the same
value from any module of one non-KO d la e .
o 5 or 6 assign 2 damage to a random, non-KO d la e .
• Apply any damage from heat.
o Any player with a heat value of 6 takes one damage.

The Spinel – 2019


Health boxes
Mech Name: Each Mech starts with 20 health (the solid line) with the
possibility of upgrading this by 12 (the dotted line)

Self-Destruct System
REQUIRES Seven 1s
Destroys your mech, deals 10 damage to all other mechs
Leaves you with 1 health and no weapon.
Heat Targeting System Engine
Tracker Reserve
Fists
6 6 6 6 3 3
REQUIRES Two 2s
Deals 4 damage
Each fist can be used twice
Draw Mech Here Each use raises heat by 2
3 3 Engine Reserve
6 Heat =
1 Damage Per Turn Fist R* Space for four 3s
Each drafted 3 die lets you upgrade your health by
Fist L*
2 2 completing three additional health boxes
Homing Missiles
2 2 2 2 Space for four 4s
Deals 2 damage – can be fired individually or in a

2 2 +2 Heat
per blow
volley of 2, 3 or 4.
Each missile fired raises heat by 2
+2 Heat R.B.F.G
per blow Homing
Missiles* REQUIRES Four 5s
Deals 10 damage
R.B.F.G*
4 4 Once fired roll one die and take the result as damage
5 5 Raises heat by 5

5 5 4 4 Targeting System
REQUIRES Four 6s
+2 Heat Adds 3 to the damage dealt by any other module (other
+5 Heat per
than self-destruct) for the rest of the game
Missile
Mecha-Blade
REQUIRES 1 & 2 & 3 & 4 & 5 & 6
Mecha-Blade* Self-Destruct Can hit up to three mechs simultaneously
System*
1 2 3 4 5 6 1 1 1 1
Deals up to 6 damage to each mech hit.
RAISES HEAT BY 5
+5 Heat Static Discharge
Static* 1 1 1 Any die can be used add power to Static Discharge.
When activated, deals 1 damage per power.
Discharge* Not all stored power needs to be used in a single attack.
DOES NOT GENERATE HEAT.

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