Review: Medabots Robattle

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You may recall from my original posts about Medabots way back in May that I said I’d do a write up about the rules and what not. Well, here we are.

This isn’t going to be a review in the traditional sense, rather, I’m just going to lay out the rules to the game and maybe blab about it all for a bit. Nothing formal. Don’t feel like you have to be wearing pants for this or anything.

There are two sets of rules: the Basic Rules and the Advanced Rules. Both are short and simple. In fact, their almost too simple, but I suspect that this is because the goal of the Medabot figures in question was to move and sell plastic and not to have an airtight, quality rule set for “Robattling”. Either way, we’re talking about both sets of rules right now, so buckle up.

The Basic Rules

  • Both players select a Medabot to use.
  • Both players then roll their hex-die simultaneously. A red colored number counts as a win, while a blue colored number counts as a loss.
    • If both players roll a red number or a blue number, this counts as a loss for both sides.
    • Additionally, a hex-die that lands vertically (standing on end) is considered an automatic win.
  • Winning a round of play allows the victor to take a part from the opposing Medabot.
  • Play proceeds in this manner until one player has lost all the parts on their Medabot.

The Advanced Rules

  • Both players select a Medabot to use.
  • Both players roll their hex-die to see who will go first. The higher number wins.
  • On a player’s turn, they roll their hex-die twice. The first roll determines which body part is being attacked on the opponent’s Medabot and the second roll determines the power of the attack. If the power of the attack is greater than the power level printed on the back of the body part, the attack is successful and the Medabot loses the designated body part.
    • A vertical landing hex-die still counts as an automatic win, but only on the second roll of an attack.
  • Play proceeds this way until one player’s Medabot has lost both of its arms and its head.

And that’s all there was to the game. There was room here for mixing and matching parts and trying to make some unstoppable, juggernaut Medabot, but there was zero skill when it came to winning a game. It’s literally all up to chance. It’s not the most compelling set of rules out there and I think we can all agree on that.

I’m sure there are some homebrew rules out there for this if you looked hard enough, but, in my opinion, I think Medabots are now firmly a collector item and not a viable game. There are hundreds of better options out there for a game of this nature. You could call it a skirmish-level wargame I guess, but that’s just because I can’t think of a better label for it.

Verdict: If you got ’em, keep ’em.

If your Medabots are still in package they may be worth some money. If not, maybe you’ll enjoy playing with them or you could hand them off to your kids. Small parts though, so watch out for all those choking hazards.

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