Introducing Constructed Destruction

 


Metal Melee is a Living Card Game built around tactical choices, planning, and high replay value. The core set includes more than 200 unique cards with draftable singleton deck-building and quickplay modes for 2 to 4 players, all set in a world of towering mechanical Titans. Use your tech terminal to hack into invading forces and build an army strong enough to topple the presiding threats, or gather enough Circuit Cores to shut them all down.

Deploy units, utilities, and pilots powered by power plants under your control to unlock new abilities and shape the battlefield while unlocking powerful boons to strengthen your army. The Kickstarter Edition adds the Kaiju Rising expansion with 60 more cards and introduces a new Kaiju strategy that thrives on harvesting Circuit Cores from the units you destroy and using them to summon powerful counter-threats useful in turning the tides of control. Every choice matters, and only the most decisive players will emerge victorious. As we gear up for our Kickstarter launch, stay tuned on our campaign page!

THE FIRST TO COLLECT 12 CIRCUIT CORES FROM DESTROYED UNITS,

OR

THE FIRST TO CONTROL AN ARMY OF 6 BOTS AND A TITAN WINS.

IN THE RECRUIT PHASE, DRAW TWO CARDS FROM YOUR DECK, THEN YOU MAY STATION A POWER PLANT BEFORE IT PRODUCES ENERGY FOR THE TURN.

USE ENERGY PRODUCED BY POWER PLANTS  TO PLAY UNITS ONTO YOUR BATTLEFIELD.

Your field is made up of a front row that can hold 3 Melee Bots, a back row that can hold 3 Ranged Bots, with Support type Bots that can go in either row. A Titan can be placed adjacent to these rows in its own space. There is another space reserved for a special unit type available through optional game expansions.

PLAY UTILITY CARDS TO MAINTAIN AN EDGE OVER YOUR OPPONENTS.

ATTACH PILOT CARDS TO YOUR UNITS TO GRANT THEM NEW PASSIVE EFFECTS OR ACTIVE ABILITIES

COMBAT IS PERFORMED ONE CARD AT A TIME, CHOOSING TO EITHER PERFORM A BASIC ATTACK OR USE AN ACTIVATED ABILITY FOR EACH CHARGED UNIT ON YOUR FIELD.

COMBAT EXAMPLE:

ARACHNIBOT WANTS TO ATTACK SHADOW SHOGUN.

(TURN IT SIDEWAYS TO INDICATE THAT IT HAS CHOSEN ITS ACTION AND IS DEPLETED UNTIL YOUR NEXT TURN)

ARACHNIBOT HAS 2 ATTACK POWER, AND SHADOW SHOGUN HAS 5 HEALTH POINTS AND 1 SHIELD. THE SHIELD BLOCKS 1 DAMAGE FOR EVERY INSTANCE OF DAMAGE RECEIVED, WITH THE REMAINING 1 DAMAGE APPLIED AS A DAMAGE COUNTER, REDUCING ITS REMAINING HEALTH POINTS TO 4.

THE PLAYER WHO DESTROYS AN OPPONENT’S UNIT EARNS A NUMBER OF CIRCUIT CORES EQUAL TO THE VALUE INDICATED ON THE DESTROYED CARD.

IF A PLAYER HAS A WINNING NUMBER OF CIRCUIT CORES, (12 IN A TWO-PLAYER GAME OR 9 IN A 3+ PLAYER GAME) THE GAME ENDS AND THE PLAYER WITH THE MOST CIRCUIT CORES IS THE WINNER!

  1. BEGINNING PHASE:
    The active player removes an overclock counter from each applicable unit they control and resolves all triggered effects. Repeat for each player in clockwise order.
  2. CHARGE PHASE:
    Remove all stun counters from units and power plants you control but keep them in the depleted status and charge everything else you control (turn them vertically).
  3. RECRUIT PHASE:
    Draw 2 cards, then you may station up to one unit or pilot from your hand as a power
    plant operator. An inactive power plant may have up to 5 stationed operators.
  4. ENERGY PRODUCTION PHASE:
    Set your energy reserve value for the turn to equal your total power plant production. Each stationed plant operator adds +1 to your production value.
  5. ACTION PHASE:
    Spend energy from your energy reserve to play cards from your hand. You may attack with or use abilities of your charged units and power plants by depleting them.
  6. END PHASE:
    Discard down to the max hand size of 7. Check for victory conditions, for example by controlling 6 Bots and 1 Titan, or by caching enough circuit cores in your core cache.
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