Print on card stock, cut along the borders. Each card's angled top-right corner marks the "up" orientation. Combat types are shown via card Color; forms carry their skill. This is the reduced alpha deck — the full game ships every combination.
Pure buff: None — the clean teaching fight.
Attack: Targets Torso for 2 each round.
Pure buff: Furnace-breath: first attack each battle is doubled.
Attack: Targets Head for 2 each round.
Pure buff: Regeneration: heals 2 HP at end of each round.
Attack: Targets Legs for 1 and Torso for 1 each round.
Pure buff: Toxic spores: if the mech has 3+ parts of one Color, +1 to every attack.
Attack: Targets Arms for 2 each round.
Pure buff: Three heads: attacks twice each round.
Attack: 1st attack Head for 2, 2nd Torso for 2.
You personally place the card that fills the mech's FINAL empty slot.
The mech's two Arms share the same Power tier.
The mech's Head and Torso are the same Color.
The mech includes at least one Power-2-or-higher Arm.
The mech ends battle with at least one part NOT destroyed.
The mech has 3+ parts of a single Form.
The mech shows 4+ different Colors across its 5 parts.
The finishing blow is dealt by an Arm matching the kaiju's Type weakness.
The killing blow deals MORE than the kaiju's remaining HP.
The mech wins with ZERO gaps (every slot filled).
ASSEMBLY
Peek at the next face-down Trait card.
BATTLE (GLASS CANNON)
Redirect all this round's kaiju damage onto one chosen part — that part takes it amplified.
ASSEMBLY
Immediately place/replace one Arm from the market for free (still ends your turn).
BATTLE (GLASS CANNON)
All weapons fire at MAX power this round — mech defense drops to 0 against the next attack.
ASSEMBLY
Draw 2 extra body cards; keep any, discard the rest.
BATTLE (GLASS CANNON)
Guarantee a crit / bypass the kaiju's resistances this round — accuracy halved next round.
ASSEMBLY
Move one placed card to a different empty slot of the same Part-Type.
BATTLE (GLASS CANNON)
Instantly restore one destroyed part — a different healthy part is destroyed in exchange.
ASSEMBLY
Force one player to reveal their hand to the table.
BATTLE (GLASS CANNON)
Completely null the kaiju's next attack — the kaiju gains a permanent buff afterward.
On your turn, any/all of:
▸ Play body cards (fill or overbuild slots)
▸ Place/replace ONE Arm from the market
▸ Swap your whole hand (instead of playing)
▸ Pass
Refill to 5 at the start of your next turn — only if you played a body card.
End of round: flip a Trait card, refill the Arms market to 3.
In battle: higher Speed acts first (mech Speed from Legs: 2, +1 Beast, +1 lesson; mech wins ties). Group may spend a full offensive turn for an emergency replacement — upgrade one existing Arm from market or pool (can't fill gaps).