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Introduction

RULES FOR PREMIERE EDITION

By Kevin Folks

Foreward

Battletech isn't just a game; it's a vast universe of infinite complexity,

populated by intriguing charechters and their monsterous machines of

war.The Battletech board game gives you a look at this universe

from the point of view of the individual Mechwarrior,battling the enimies

of your house or clan at the controls of a massive Battlemech. Each player controls a small unit of 'mech clashing in a deadly dance

of alternating fire and maneuvering across various battlefields.

In htis trading card game,you see the universe from a different view:

that of a high ranking general or House leader.You engage your

opponent in a fast-paced battleof nerves,using Battlemechs,subterfuge

and sheer luck to win the campaign.This difference of scale,

difference of scale along with the very unique nature of trading card games,calls for

certain kinds of game mechanics,many of which are completely different

frm the hex based board game of Battletech.

Throughout the design and development of this game,everyone at

FASA worked hard to ensure that the overall flavor of combat in the

Battletech universe,as well as the specific Battlemechs,weapons

and famous charechters,survived from board game to card game.

Hopefully,yuor favorite 'Mech made it through okay.

Enjoy!

Bryan Nystul

Battletech Line Developer

FASA Corporation


Introduction

In the 31st century,vast empires battle for control of humankind.

You command Battlemechs,the most powerful machines on the battlefied,

fighting to take a planet-or lose an empire.

For almost a thousand years,human journeyed into the far reaches

of space,colonizing thousands of worlds and formng star spanning

alliances.From these grew the five vast star empires that make up

the Inner Sphere.

But the Inner Shpere was divided. its ruling dynasties warred constantly

over colony worlds with valuble resources.These titanic struggles

led to the development of Battlemechs:gigantic,humanoid battle

machines bristling with letal weapons.From the 25ht century

onward,these walkingtanks ruled the battlefields. Battlemechs and

thier skilled pilots changed combat forever.

As the price of conflict grew, the Inner Sphere tired of war.In 2571,

the five ruling Houses joined together in the Star League,a federation

led by a First Lord and served by its own army. For nearly two

hundered years, the Star League brought the Inner Sphere peace

and prosperity.

In 2751, the sudden death of the First Lord left the Star League in

hte hands of a child and a council of regents. Young Richard

Cameron ruled in name, but the real power with the five council Lords.

Ambitious and distrustful, they plotted against each other, while

an evil genius named Stefan Amaris wormed way into Richard's

trusting heart. In 2766, Amaris assassinated Richard and took control

of the Star League in a bloody coup d'etat.

The Star League Defense Forces, commanded by the brilliant General

Alexsandr Kerensky, refused to accept Aramis's rule. For thirteen years

they fought him in a bitter civil war. Kerensky's won but at a terrible price.

The Council Lords, each determined to rule the Star League, launched

a devastating war that ripped the Leage asunder. With the army disbanded

by the Lords' orders, former Star League troops sold their services as

mecenaries to different houses.

Unable to halt the conflict, Kerensky appealed to his soldiers to join him

in leaving the Inner Sphere. Nearly 80 percent of the Star League army

heeded Kerensky's call to build a new Star League, somewhere far beyond

the explored universe. In 2784, Kerensky and his followers abandoned their

homes and headed into uncharted space, presumably never to return.

War followed war in the wake of Kerensky's dramatic departure. For

almost three the Houses of the Inner Sphere fought in vain for the

right to rule the universe. These Succession Wars brought new alliances

and cost the Inner Sphere precious, irreplacable technology. Constantly

manuvering for position, the House Lords assumed that the greatest enemy

they would ever face was each other.

They were wrong.

While the Inner Sphere sank into barbarism, Kerensky's followers

built a new society in the harsh environs beyond known space. They

developed a rigid caste system, desiged to produce the ultimate warriors.

For nearly three hundered years, the seperate castes of Kerensky's Clans

were unified by one burning ideal: that when the time was right, they

would return home and conquer the Inner Sphere. They would become

the "saviors" of humanity, rebuilding the Star League in their own image.

In 3048, the warlords of the Clans decided the time had come to launch their

invasion. With their powerful 'Mechs and Mechwarriors, they drove

straight toward Terra, the birth world of humanity.

Faced with a common enemy, the states of the Inner Sphere have united

against the treat. But their trust is fragile, their fledging alliances fraught

with risk. The Clans also vie with each other for the honor of first reaching

Terra. But these internal calshes are nothing compared to the all-out

war that rages between the Clans and the Houses.

House against House, Clan against Clan, or House against Clan, war is

everywhere. As commander of a Battlemech force, you deploy your

soldiers, gaurd your resources while attacking your opponent's, and

fight to conquer your enemy. Your 'Mechs are ready to take the

field-are you ready to lead them?

Object of the Game

The object of Battletech is to run your opponent completely

out of cards. You do this by outmanuvering and outlasting your opponent

by making him or her use up supplies, and by destroying your

opponent's war equipment before the same thing happens to you.

There are a number of ways to do this, but the most basic is to

use your 'Mechs to attack your opponents draw pile

or Stockpile. You win the game when your opponent is required to draw a card

from his or her Stockpile and has no cards left in his or her Stockpile

to draw, or or when you damage your opponents Stockpile and your

opponent cannot scrap enough cards to equal the damage from your

attack.


BattleTech® BattleTech, Mechwarrior, and Mech are trademarks of FASACorporation. The BattleTech universe is owned by FASA Corporation and used by Wizards of the Coast, Inc. under license. All copyrights in the BattleTech trading card game are owned by Wizards of the Coast, Inc. Deckmaster, the Tap symbol, and the resource symbol are trademarks of Wizards of the Coast, Inc.

Email: luk_skywalker@mailcity.com