Gamehelplesderniersdroides
Game Presentation
You are Ecomechanics: ‘New World’ artisans whose aim is to reduce the extraction of raw materials from our planet. Your art consists of constructing, repairing, or recycling pieces of robots that were the backbone of the labour force in the ‘old world’ of mass production, in order to transition from an extraction-based way of life to one that is more in tune with the physical limits of the planet. Your dream: To be honoured with the Ecomechanics’ most prestigious award: the Medal of the Order of the Leaf.
Players are competing to get the most Recycling Points (RP). The one with the highest value at the end of the game wins.With 4 players, the game is played in teams, 2 vs. 2; teammates are sitting next to each other. Each player will score points individually, but the team's score is the lowest value of the two teammates.
How the game is played
Game setup
Give one Shed to each Ecomechanic and place the following Parts inside them: 1 Nut, 1 Oil Drop, 1 Circuit Board, 2 Energy
Place the correct number of randomly-drawn House Droid cards on the table.
Create the deck(s) of droid cards according to the number of players. The cards are sorted by season and separated by an Interseason card
Place the card distributor between the Ecomechanics
Gameplay
The game takes place over 3 rounds called Seasons, made up of a number of Turns.
Turns
A Turn is broken down into 3 phases, separated by optional phases:
1. Choose a Droid
The Priority Ecomechanic draws one droid card per player from the deck, keeps one for themself and gives one to each other player
4 players: There is a Priority and a Secondary Echomecanic. They both draw 2 cards, keep one for themselves and give the other one to either their direct opponent or their teammate, depending on the turn.
Optional: Swap Parts
You have three ways to swap parts at the beginning of the game:
- Swap an Energy for a Base part (Nut, Oil drop or Circuit board)
- Swap 2 identical Base parts for any other Base part
- Swap 3 identical Base parts for an Energy
2. Action (1 of these 3):
- Repair: Discard the parts required on the bottom-left of the card to add the droid to your collection.
- Dismantle: Put the droid in the discard to gain the parts indicated on the upper-left of the card to add the droid to your collection. You are limited to 3 of each part (until you add Shed extensions), any excess part will be discarded.
- Construct: Put the droid in the discard and pay the parts required on bottom-left of a house card to add the house to your collection. You only have access to the house droids near you.
3. End of Turn
If there are no more cards in the deck or an Ecomechanic does not have an available house droid, go to Game End
If there is an Interseason card on the top of the deck:
- each player gains a Shed Extension, that allows to store one extra component of a given type in your Shed
- if a player has more leaves than their direct opponent(s), they gain a battery
- then discard the Interseason card
If the game did not end, the next player becomes the Priority Mechanic, and you start a new turn.
End game
Each player have an optional last Samp phase, then proceed to the final scoring:
- each repaired droid scores the indicated in the lower-right bottom of the card
- each repaired Communication droid scores one additional RP for each Communication droid in your discard
- each constructed house droid scores points as indicated on the card
- if a player has more parts than their direct opponent(s), you gain a bonus of 2 RP
- if a player has more leaves than their direct opponent(s), you gain a bonus of 3 RP
The Ecomechanic who scores the most RP receives the Medal of the Order of the Leaf.
In the case of a draw, the Ecomechanic who has the most Parts in their Shed receives the Medal of the Order of the Leaf. If there is still a draw, each Ecomechanic gets the Medal of the Order of the Leaf.
With four players, ithe RP of the other Ecomechanic on both teams are added to their team’s score. If there is still a draw, each Ecomechanic gets the Medal of the Order of the Leaf.
Solo mode
You are playing against an Automa. Your goal is to score more RP than the Automa.
Card choice:
The Automa chooses the card with the highest interest value (indicated below the droid type in the upper-right corner of the droid). Note than houses droid adds their value to the interest value of the droid, and that may modify Automa's choice. in case of a tie, you choose the card for the Automa.
Action:
The Automa always repairs the card given to them, unless it is a communciation card. They repairs communication cards only if they have fewer communication cards than you or fewer than the number of discarded communication droids.
End game
No one is awarded the 2 RP for the Ecomechanic who has the most Parts in their Shed.
The Auto-Ecomechanic scores its RP as normal, except for RP generated by Water Management Droid cards. For these, add up the number of RP they would normally get from the RP at the bottom right of their card; they only score half of this amount, rounded down
Card glossary
Water Management droids
Water Management Droids have no special effect. They score more RP than the others, however.
Harvest droids
Harvest Droid cards have no special effect. They score Leaves and RP.
Communication Droid
Repaired Communication Droid cards grant the Ecomechanic, in addition to the RP on the card, 1 RP per discarded Communication Droid, that is, the number of Communication Droid cards that were placed
face up between:
- you and your opponent with 2 Ecomechanics,
- you and your opponents with 3 Ecomechanics,
- the opponent opposite you with 4 Ecomechanics.
Shed Droid
Shed droids usually gives you Shed extension and sometimes parts, taken when a player repairs the droid.
31: Place 3 ‘Additional Cost’ tokens on the Home Droid card of your choice from among those available to you. The Repair cost of this Home Droid is increased by 3 Basic Parts for your opponent.
36: At the end of the game, in addition to being a Shed Droid, this card is also the type of your choice (for scoring of houses 49, 50, 52 and 55)
Collection Droid
Collection droids usually gives you ways to get parts.
7, 11, 12, 96: Each time the Dismantle Action allows you to take the indicated part, take 1 more from the General Supply and place it in your Shed.
25, 26, 27, 38, 82, 86, 87 95: Take the indicated Basic Parts from the General Supply and place them in your Shed.
65, 71: Take the indicated Basic Parts and place them on this card. You can spend these Parts at any time as if they were in your Shed. They do not take up space in your Shed.
Market Droid
Market droids gives you new ways to swap parts during Swap phases.
42 : This Droid card has an effect that triggers only during a Repair or Construct action. Each time you perform the action, you spend 1 less Energy than necessary
House Droids
An House droid always score at least 4 RP. Thay all have different effects:
45: Gain 1 RP per Part in your Shed
46: Take 1 Nut, 1 Oil Drop, 1 Circuit Board, and 1 Energy from the General Supply and place them in your Shed.
47: Grants 6, 10, or 15 RP if you have repaired 3, 4, or 5 Collection Droids, respectively.
48: Grants 4 RP per Market Droid that you have repaired.
49: Grants 1 RP per icon in the cost of all Water Management Droids you have repaired.
50: Grants 6, 12, 18, or 24 RP if you have repaired 5, 4, 3, or 2 different types of Droid, respectively.
51: Grants 4 RP per Energy in your Shed.
52: Grants 12 RP if you have repaired at least one Droid of each type.
53: Grants 2 RP per Shed Extension you have.
54: Grants 12 RP if you have more Leaves on your Harvest Droids than the opposing Ecomechanic.
55: Grants 3 RP per Communication Droid you have repaired.
56: Grants 15 RP if you have constructed at least 3 House Droids (including this one).
57: Grants 7 RP for each set of 4 different Parts (Nut, Oil Drop, Circuit Board, and Energy).
58: Grants 12 RP
