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Based on the tactical operations manual and cards, here is a gameplay example of METAL FLICK:

The Setup

  • Player Tank: You assemble your tank using the Light Tread Chassis (giving you 3 AP per turn) and the Sniper Barrel Turret.
  • The Core Die: You place your D6 on the turret set to 6, representing your Structure Points.
  • The Enemy: A single Charger (4 HP) is placed at the opposite end of the table.
  • Hazard: A Fuel Barrel card is placed in the center of the battlefield.

Turn 1: Player Phase (3 Action Points)

  1. Action 1 - Maneuver (1 AP): You slide your tank cards one card-length toward the right to get a better angle.
  2. Action 2 - Engage (1 AP): You flick your Core Die from your turret toward the Charger.
    • The Result: Your die hits the Charger card! Because the distance was greater than 3 card-lengths, your Sniper Barrel deals 2 damage instead of 1. The Charger is reduced to 2 HP.
    • Reset: You immediately place the die back on your turret.
  3. Action 3 - Maneuver (1 AP): You slide your tank back one card-length to keep your distance.

Turn 1: Enemy Phase

  1. Line of Sight & Range: The Charger has a clear view of you. However, you are 4 card-lengths away. Since the standard enemy range is only 2 card-lengths, the Charger's shot misses automatically.
  2. Behavior: According to its profile, the Charger is "Aggressive" and slides 1 card-length toward you after firing.

Turn 2: Player Phase (3 Action Points)

  1. Action 1 - Engage (1 AP): You flick the die again. This time, the die misses the Charger but hits the Fuel Barrel hazard.
    • The Result: The barrels explode! This deals 1 damage to all adjacent units. Since the Charger moved near the barrels last turn, it takes 1 damage. It now has 1 HP left.
  2. Action 2 - Engage (1 AP): You flick once more. The die touches the Charger card and lands with the 6 facing up.
    • The Result: A Critical Hit! This deals the base 1 damage plus 1 bonus damage (Total 2).
  3. Mission Status: The Charger's HP is reduced to 0. Victory!