Introducing Constructed Destruction

 


Prepare to engage in a strategic clash with Metal Melee, where Robots and Titans face off in a quest for supremacy. Construct your forces from a pool of 200 unique cards, each featuring handcrafted pixel art and distinct abilities. The draftable singleton format ensures every card stands on its own, offering deep replay value. Metal Melee is designed to appeal to both new players and seasoned competitors, with game modes like Drafting and the dynamic Overcharged mode, which introduces fresh mechanics into each match.

Adding to the experience, Metal Melee also includes a 50-card Kaiju-themed expansion. Harness the Power Shards from defeated Robots and Titans to summon colossal Kaiju to fight on your side, turning the tide of battle in spectacular ways. As we gear up for our Kickstarter launch this year, stay tuned on our campaign page!

What is Metal Melee?

THE FIRST TO COLLECT 12 POWER SHARDS FROM DESTROYED UNITS,

OR

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

DRAW TWO CARDS FROM YOUR DECK OR DRAW ONE CARD FROM YOUR DECK AND MINE AN ENERGY CRYSTAL FROM YOUR ENERGY MINE AND ATTACH IT TO A POWER PLANT YOU CONTROL

USE ENERGY CRYSTALS FROM YOUR ENERGY MINE TO INCREASE THE ENERGY PRODUCTION OF YOUR POWER PLANT.

USE ENERGY PRODUCED BY POWER PLANTS & MINED ENERGY CRYSTALS 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 ACTIVATABLE ABILITIES

COMBAT IS PERFORMED ONE CARD AT A TIME, CHOOSING TO EITHER PERFORM A BASIC ATTACK OR USE AN ACTIVATED ABILITY FOR EACH UNIT ON YOUR FIELD THAT’S IN THE CHARGED STATUS (TURNED VERTICALLY).

COMBAT EXAMPLE:

ARACHNIBOT WANTS TO ATTACK SHADOW SHOGUN.

(TURN IT SIDEWAYS TO INDICATE THAT IT HAS CHOSEN ITS ACTION AND IS RECHARGING 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 REDUCES AN OPPONENT’S BOT OR TITAN TO 0 HEALTH POINTS EARNS POWER SHARD TOKENS EQUAL TO THE POWER SHARD VALUE INDICATED ON THE DESTROYED CARD.

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

TURN START

RESOLVE ANY AUTOMATICALLY TRIGGERED EFFECTS AND STATUS CONDITIONS

SET all RECHARGING UNITS and power plants you control TO THE CHARGED STATUS (TURNED VERTICALLY).

RESET YOUR AVAILABLE ENERGY TO BE EQUAL TO THE ENERGY PRODUCTION VALUE OF YOUR POWER PLANT, ACCOUNTING FOR BONUS ENERGY PROVIDED BY ENERGY CRYSTALS.

dRAW A CARD FROM EITHER YOUR ENERGY MINE OR YOUR DECK.

ACTION PHASE

pLAY CARDS FROM YOUR HAND, PAYING THEIR ENERGY COSTS (DISPLAYED AT THE TOP-LEFT OF EACH CARD.) uNITS (BOTS & TITANS) ENTER THE FIELD IN THE RECHARGING STATUS (tURNED SIDEWAYS) UNLESS THE CARD SAYS THAT IT ENTERS CHARGED (tURNED VERTICALLY). UNITS IN THE RECHARGING STATUS ARE UNABLE TO PERFORM ACTIONS.

PERFORM up to one power plant action per power plant

EMP: EACH player begins the game with an EMP charge attached to their active power plant. As an action, you can consume the one-time-use charge TO STUN ALL UNITS and power plants BELONGING TO A single OPPONENT, then set your power plant to the recharging status until the beginning of your next turn.

Use a Plant Ability: Most Power Plants have a unique ability marked with red text. You can activate this Ability by setting it to the recharging status (turned sideways), and paying any relevant costs indicated on the card. Resolve the effects of the Power Plant ability written on the card.

Activate an Inactive Power Plant: Any inactive (face-down) Power Plant with 5 Energy Crystals attached to it can be activated by flipping it face-up and removing all Energy Crystals that were attached to it from the game. Active Power Plants produce 5 Energy at the beginning of your turn and grant access to the Plant effects and Abilities printed on the card.

pERFORM one ACTION PER CHARGED UNIT

BASIC ATTACK: SET THE ATTACKING UNIT TO THE RECHARGING STATUS (TURNED SIDEWAYS), AND TARGET AN UNOBSTRUCTED UNIT. (UNITS IN THE BACK ROW WITH A UNIT PLACED DIRECTLY IN FRONT OF IT ARE CONSIDERED OBSTRUCTED AND ARE INVALID TARGETS FOR FIELD UNITS.) CALCULATE COMBAT DAMAGE AS DESCRIBED ABOVE.

END PHASE

resolve all “end of turn” effects.

ASSESS IF A PLAYER HAS FILLED ALL 6 OF THEIR FIELD SPACES AND THEIR TITAN SPACE. IF EACH SPACE IS OCCUPIED BY A UNIT THEY CONTROL, OR IF THAT PLAYER HAS 12 OR MORE POWER SHARDS, THAT PLAYER IS THE WINNER.

(DISCOUNTED RATE ONLY AVAILABLE DURING THE KICKSTARTER CAMPAIGN PERIOD)

  • Summon powerful Titans and swing the tide of the battle of mechs
  • Supports two to four players
  • Draft straight from the box and strategically assemble your own decks in Grid Draft Mode
  • Support a game that grows with its community, with card expansions already in the works
  • Unleash double the power in Overcharged mode, where all players share the same card stack and draw two cards per turn, with an extra power plant for double the Energy Production
  • Suitable for casual and competitive players alike
  • All handmade pixel-art, commissioning artists directly
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