Game Summary

EG Robotics Cards is a game of robotic combat with upgradeable robots and component cards featuring real electronic components!

Game goal

You acquire power to charge weapons to eliminate your opponent’s defense and reduce your opponent’s  robot’s health to zero. All the while, you maintain your own defense to protect the health of your bot.

Terms

  1. Arena:The tabletop or playing surface is where the competition takes place.
  2. Kit: The cards in a player’s hand. (Not the cards on the playing surface.)
  3. Build: The components in use by your robot in the arena (The build also includes defensive cards when it is not your turn, and offensive cards during your turn.)

Card types

There are 6 types of cards, these are:

  1. Person cards
    Each player chooses one person card which represents their character in the game. Each character has his/her own strengths. Person cards are placed in the arena. They are not moved during the game. They are not playable cards. Person cards are not part of your build. They only serve to remind you and your opponent of the additional points/abilities you have while playing as that character.

  1. Robot cards

Like person cards, robot cards are not playable. Each player chooses a robot based on its particular strengths and weaknesses. The robot remains in the arena for the duration of the game. The robot card is the most important card of the game. When a robot card’s health points reach zero, its owner has lost the game.

  1. Power cards
    Your robot requires electric charge to function. Power cards represent power sources for your robot. These cards are important because you must have enough energy to add components to your build. They are the basic resource card of the game. Without enough power, you can not play component cards, and you may not be able to attack.

  1. Attack cards
    Attack cards are electronic components used as weapons. Your robot, once powered by power cards, has the ability to attack. Attack cards greatly increase the robot’s power. Your robot’s attack power is the total amount of attack points on the powered attack cards in your build.

  1. Defense cards
    These cards are components that can be used to protect your robot or weaken your opponent’s attacks. Defense cards require power to be effective. Your robot’s defense is the total amount of defense points on the powered defense cards in your build.

  1. Action cards
    Action cards permit you to do things not usually allowed by the rules. When used at crucial points, action cards turn the tide of battle. Expect the unexpected!

Card Attributes

Cards have point values in any combination of 4 possible categories.

  1. Health points
    Robot cards have health points. These are your most precious resource. When you run out of health points, you lose the game. Health points are shown next to a red cross-shaped icon.

  1. Power points
    Many cards have a number In the top right corner. This is a value representing the power required (
    red) or the power it supplies (green), measured in amps (A). In your build, the sum of the green values must be equal to or greater than the sum of the active (offensive or defensive) red values.

  1. Attack points
    Robots and attack cards show attack values signified next to an orange saw-blade icon. A card’s attack points are in play when the card is in your build and the card is powered. The total amount of attack power your robot wields is the total amount of the attack point values of all the powered cards in your build.

  1. Defense points
    Symbolized by a blue, spherical force-field icon, defense points serve as a buffer for your opponent’s attacks. When attacking, your opponent must first decrease your defense points to zero before decreasing your robot’s health points.

Classic war: one-on-one

Game Setup

Deck Building

Building a deck is an important and strategic part of the game. A deck contains 15 cards in addition to your chosen robot and person cards for a total of 17. The starter pack comes with 20 cards, so even a complete beginner has 3 important choices to make. When building a deck, be sure to include enough power cards. The rest is up to you! Choose wisely. When the deck has been built, remove your person and robot cards, then shuffle well. Place the deck face-down in the arena, then place the robot and person cards face-up.

Point Keeping

Keeping score is important in order to keep the game fair, and-- more importantly-- to know when the game has been won. The crucial points to keep track of are health and defense points. You may keep track of these any way you (choose)see fit. Use tally marks on paper, or type a note on your phone. It’s up to you. Stay honest and accurate so willing opponents will be easy to find.

The Build

At the start of the game, your build contains only your robot card. As the game progresses, you will add components to your build by drawing them from your deck. When cards are added to the build, they increase your robots ability to attack or defend. Cards may not be moved from the build into your kit. If you wish to remove a card from your build for any reason, you must discard it.

The Kit

When the game begins, draw two cards from the top of your deck. These become your kit (the cards in your hand). Your kit may be any size depending on whether you are able to and choose to add cards to your build. Each turn you may play as many cards from your kit as you are able. Or as few as you wish.

Who goes first?

The player whose turn comes first may have a slight advantage, especially if their kit contains cards they can play from the start. You may use chance to decide, such as tossing a coin or playing rock-paper-scissors. If you play an opponent often, you may wish to alternate who goes first from game to game.

Anatomy of a Turn

Attacker

  1. Draw
    When your turn begins, you are the attacker. Draw one card from the top of your deck to add to your kit.

  1. Modify Build
    If you have power cards in your kit you may add them to your build at any time, but you may wish to wait until you have enough to power your robot. An unpowered robot will have no attack power. If you have a component to add to your build, you must first have enough power for your current build and for the component in question. You may choose to discard a component in your build to free some power. You may add power cards and components to your build simultaneously. You need only have enough power for all of the attack cards in your build during your turn, and all the defense cards to be powered during your opponent’s turn.

  1. Point Keeping
    If you have added defense cards to your build, update your point-keeping system to reflect the changes.

  1. Assess Attack Power
    When you have modified your build, you may calculate the sum of the attack points in your build.

  1. Attack
    Direct your attack at your opponent to deplete his/her defenses and health points.

Defender

  1. Assess Defense
    If your opponent has played any action cards that affect your ability to defend, or to power defense components, adjust your point-keeping system before calculating damage from your opponent’s attack.

  1. Calculate Damage
    After you have been attacked, subtract first from your defense points until they reach zero. Then subtract any remainder from your robot’s health points. You may find it less confusing to discard defense cards from your build to represent the damage you took to your defenses. This will free the power they required for use with any defense cards you may have in your kit on your turn.

  1. Game Over
    When you have calculated your health points and discovered they have reached zero, concede defeat and congratulate your opponent. Whether you win or lose, have fun!