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Gamelyn Games

Tiny Epic Mechs

Out of stock
Regular price $34.00
Sale price $34.00 Regular price RRP $47.00

Tiny Epic Mechs is an arena-style player-versus-player action-programming game for 1–4 players, playable in around 30–60 minutes. A medium-complexity battle royale recommended for ages 14+, it combines programmed movement, area control and countering weapon types as mech pilots fight for points and the lone Mech Suit.

Players
1–4 players
Play time
1h
Age
Teens
Complexity
Medium
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About the Game

In the year 3030, the world's biggest sport is M.E.C.H.s: Mechanized Entertainment Combat Heroes, and you are a star pilot in the arena. Over six fast rounds you secretly program four actions — moving, laying hidden mines, deploying turrets, buying weapons — then watch the chaos unfold as pilots cross paths and trade fire. Each weapon fires once per fight, and the three weapon types counter one another, so timing your counters can turn a duel. Points flow from flashy combat, area control and holding the one coveted Mech Suit.

Tiny Epic Mechs plays with 1–4 players in roughly 30–60 minutes. It is a medium-complexity game recommended for ages 14+, built on programmed movement, grid movement, area control and rock-paper-scissors-style combat.

Designed by Scott Almes and published by Gamelyn Games in 2019, it is a standalone title in the Tiny Epic small-box series, featuring ITEMeeples that climb inside moulded power armour and the Mech Suit itself.

History

Tiny Epic Mechs was designed by Scott Almes and published by Gamelyn Games in 2019. It is a standalone entry in the publisher's Tiny Epic line of small-box games, not an expansion or revised edition.

Its signature components are the ITEMeeples, which physically fit inside moulded plastic Power Armor and a single Mech Suit miniature reserved for the king of the hill.

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Watch: How to play

Rules of Tiny Epic Mechs

  • Setup: Lay out the arena board, give each player a pilot (ITEMeeple), their action cards and starting gear, place the Mech Suit in the arena, and set out the weapons available to buy.
  • Each of the six rounds, every player secretly programs four action cards face down, planning moves, attacks and purchases in advance.
  • Actions include moving around the grid, laying hidden mines, deploying turrets, and buying weapons.
  • Players then reveal and resolve their programmed actions in order — expect plans to collide as pilots cross paths.
  • When pilots meet, a fight breaks out: each weapon can fire only once per fight, and the three weapon types counter one another in rock-paper-scissors fashion.
  • Earn points through winning fights, controlling arena zones, and holding the Mech Suit, which boosts your pilot but makes you a target.
  • After the sixth round, tally points — the pilot with the highest total wins the championship.

Strategy

  • Diversify your weapons: since the three types counter one another, carrying a mix stops opponents shutting you down with a single counter.
  • Timing matters: weapons fire only once per fight, so think about which weapon to lead with and which to hold back.
  • Read the table: everyone's moves are programmed in advance, so watch where rivals are heading and plan your route to intercept — or avoid — them.
  • Grab the Mech Suit when it's safe: it's a strong source of points, but holding it paints a target on you, so pick your moment.
  • Use mines and turrets for area control: they help lock down zones and score points even when you're not fighting directly.
  • Don't chase every fight: a skirmish that costs you position or weapons can be worth less than quietly holding territory.
  • Stay flexible: plans will be disrupted, so favour actions that keep useful options open rather than all-or-nothing gambles.