Post by tjpandv on Dec 7, 2006 8:47:54 GMT -5
Played my first Mechwarrior "Tile Game" last night - what a hoot!
16 sqaures (numbered 1-16) are arranged 4 x 4. These are arranged 1-4, 5-8, 9-12 and 13-16. Each square has a number of entrances or walls and corridors on. Each square also has a couple of small hooks screwed in (1 on each side).
Once the tiles are laid out, you will get a labrynth effect - with some open spaces and plenty of walls and corridors. Some corridors will be blocked by walls from adjacent tiles, others will continue on for several squares.
Each player brings 4 mechs totalling 900 points. Player 1 places his first mech, followed by Player 2 etc. When every player has placed their first mech, they then place a second (which can not be in the same square as your first one). Entry points on the table are the corridors that are at the edge.
Caverns is in effect so no JJs and no Indirect Fire. First turn immunity is also in effect.
The game begins and Player 1 gives an order to 1 of his mechs. Once he has done this, he rolls a D20 and a D6. On a roll of 1-16, that tile is turned a 1/4 turn clockwise the number of times shown on the D6 (halved, so 1-2 is a quarter turn, 3-4 is a half turn and a 5-6 is a 3/4 turn). The tile affected may well have opened up a new corridor or sealed one off as its walls and openings move. Any mech on the tile will also be rotated as the tile is turned. The small hooks are used as handles to lift the tile from the board and turn it.
On a roll of 17-19, no tile is moved and a 20 means you get to choose the tile.
The player then moves his second mech and play passes to Player 2.
Once your first mech is destroyed, you can bring on one of your 2 spares. The entry point is on a D20 roll and you need to roll a number that equates to one of the outer tiles (that's 1-4, 5, 8, 9, 12, and 13-16. Keep rolliing until your mech comes on.
The effect of the spinning tiles and the arrival of reinforcements makes for a great game. We had 5 palyers last night and 2 hours flew by.
I'll try to get some photos put up to try and do the layout justice.
16 sqaures (numbered 1-16) are arranged 4 x 4. These are arranged 1-4, 5-8, 9-12 and 13-16. Each square has a number of entrances or walls and corridors on. Each square also has a couple of small hooks screwed in (1 on each side).
Once the tiles are laid out, you will get a labrynth effect - with some open spaces and plenty of walls and corridors. Some corridors will be blocked by walls from adjacent tiles, others will continue on for several squares.
Each player brings 4 mechs totalling 900 points. Player 1 places his first mech, followed by Player 2 etc. When every player has placed their first mech, they then place a second (which can not be in the same square as your first one). Entry points on the table are the corridors that are at the edge.
Caverns is in effect so no JJs and no Indirect Fire. First turn immunity is also in effect.
The game begins and Player 1 gives an order to 1 of his mechs. Once he has done this, he rolls a D20 and a D6. On a roll of 1-16, that tile is turned a 1/4 turn clockwise the number of times shown on the D6 (halved, so 1-2 is a quarter turn, 3-4 is a half turn and a 5-6 is a 3/4 turn). The tile affected may well have opened up a new corridor or sealed one off as its walls and openings move. Any mech on the tile will also be rotated as the tile is turned. The small hooks are used as handles to lift the tile from the board and turn it.
On a roll of 17-19, no tile is moved and a 20 means you get to choose the tile.
The player then moves his second mech and play passes to Player 2.
Once your first mech is destroyed, you can bring on one of your 2 spares. The entry point is on a D20 roll and you need to roll a number that equates to one of the outer tiles (that's 1-4, 5, 8, 9, 12, and 13-16. Keep rolliing until your mech comes on.
The effect of the spinning tiles and the arrival of reinforcements makes for a great game. We had 5 palyers last night and 2 hours flew by.
I'll try to get some photos put up to try and do the layout justice.