MAD SCIENTISTS
INTRODUCTION
Board game for 2+ players.
Science Fiction theme.
Players are Rival Mad Scientists bent on World Domination.
VICTORY
Destroy all Enemy Bases.
THE MAP
Use an 8x8 chessboard.
UNITS
Use chits (Counters) to represent units.
Chits are mixed together in a common pool used by all players.
There are 4 basic types of chits:
Bases(B), Units(U), Modifiers(M), and Specials(S).
UNIT & BASE ATTRIBUTES
Each unit or base has 3 Attributes or Traits:
*Move: the number of spaces the unit can move per turn.
*Range: the maximum number of spaces distant the unit can apply damage.
*Defense: the amount of damage the unit can take at one time before having to retreat.
Some units have additional special abilities.
SPECIAL CHITS
Players hold onto Special Chits until they want to use them.
Special Chits are discarded to produce an effect.
UNIT SPECIAL ABILITIES
SETUP
Each player places one Base on one square of his back row.
Determine who goes first in a non-random manner.
TURN SEQUENCE
Players take turns.
Each turn has 4 phases:
Invention Phase
Deploy Phase
Move Phase
Attack Phase
INVENTION PHASE
Each player draws 2 random chits from the common pile.
DEPLOY PHASE
Play a unit chit onto the board into an empty space on your back row or
Adjacent to any of your bases.
You may play a Base adjacent to a friendly unit but not adjacent to
Another of your bases or an enemy unit.
Modification Chits are attached (placed under) units and bases.
Modification Chits alter the Traits of the attached unit or base.
MOVE PHASE
You can move some, none, or all of your units in move phase.
Units can move orthogonally or diagonally.
Units can move up to a number of spaces equal to their Move Trait.
Units cannot stack.
Units cannot move through other units or bases.
FIRE PHASE
Each of your units can attack one target enemy unit in Fire Phase.
Different units may attack different targets.
Each unit has a Range Trait (number of spaces out it can attack into)
A unit can only attack a target that is within its range.
Units with ranges 2+ can attack over other units.
An attack does 1 point of damage unless otherwise stated.
As soon as a unit takes damage in a single turn equal to its
Defense Trait, it must retreat.
A retreating unit must move laterally or back towards its side of the board 1 space.
A retreating unit unable to move is destroyed and is removed from the board.
Units that retreat off the board are destroyed.
A unit cannot move laterally if it will come in contact with an enemy unit.
Bases cannot move, so they are destroyed if they must retreat.
DOUBLE WHAMMY RULE
If you can force a unit to retreat a second time in the same phase, it is
automatically destroyed.
CHIT LIST NOTATION
Immobilization: Target Unit cannot Move or Attack for 3 turns.
Interrupt: Target Opponent skips his next Invention Phase.
Stealth: Unit can Move through other units.
Think: Base Modifier only. For every 2 Think cards draw an extra Chit in Event Phase.
A Base may have a maximum of 1 Think card attached.
Note: Units can be either Troops or Guns.
CHIT MASTER LIST
Unit Name: Type Move Range Defense Notes
Home Base B 0 1 8 Starting Base
Super Agents U 3 1 3 Stealth Troops
Bionic Men U 3 1 3 Troops
Mutants U 2 1 3 Troops
Cyborgs U 2 1 3 Troops
Temporal Stasis Field S - - - Immobilization
Time Machine S - - - Take another Turn
Flux Capacitor M - +1 -
Robots U 2 1 4
Clones U 2 1 2 Troops
Androids U 2 1 3 Troops
Death Ray U 1 3 2 Gun
Force Field M - - +1
Teleportation Pods S - - - Move Unit Anywhere
Nuclear Bombs S - - - Destroy Unit
Neutron Bombs S - - - Destroy Unit
Anti-Matter Bombs S - - - Destroy Unit
Gamma Ray Laser U 1 3 2 Gun
Power Armor M - - +1 Troops only
Antigravity Pods M +2 - -
Force Beams U 1 2 2 Gun
Inertia Field M - - +1
Damper Field M - - +1
Dinosaurs U 3 1 3
Giant Monster U 3 1 4 Damage +1
Zombies U 1 1 3 Troops
Mind Control Device S - - - Take control of Unit
Plasma Cannon U 1 2 2 Gun Damage +1
Alien Technology M +3 - -
Atlantean Technology M +1 +1 +1
Thinking Machine M - - - Think
Shrink Ray U 1 2 2 Immobilization
Super Computer M - - - Think
Super Fortress B 0 - 10
Virtual Reality S - - - Immobilization
Giant Drill U 4 1 3 Stealth
Intelligent Dolphins U 2 1 3 Troops
Smart Bombs S - - - Destroy Unit
Guided Bullets M - - - Troops only Damage +1
Eureka! S - - - Draw 2 Chits
Psi Beam U 1 5 2 Gun
TGC U 1 4 2 Gun(Theoretical Gravity Catapult)
Childs Play S - - - Draw 2 Chits
OOT M +2 - - (Oscillation Overthruster)
Repulsor Field M - - +1
Hallucinogenic Gas S - - - Immobilization
Sleep Gas S - - - Immobilization
Hypno Ray S - - - Take control of Unit
Space Station B 1 - 6
Lab Accident S - - - Interrupt
Computer Virus S - - - Interrupt
Super Soldiers U 2 1 4 Troops
Code Breaker S - - - Negate Special Card
Enigma Machine S - - - Negate Special Card
Planned Obsolescence S - - - Destroy Modifier
Power Failure S - - - Immobilization
Disembodied Brains M - - - Think
Replicator Machine M - - - Think
Perpetl Motn Machine M - - - Gun only Damage +1
Impossible Machine M - - - Think
Better Mousetrap S - - - Destroy Unit
Nanobots U 1 1 4 Stealth & Damage +1
Mechas U 3 2 4 Damage +1
Tissue Regenerator M - - +1
Temporal Anomaly S - - - Take another Turn
Nova Cannon U 1 4 2 Gun Damage +1
Kung Fu Disciples U 2 1 3 Troops
Underground Base B 0 - 7
Underwater Base B 0 - 7
Steal Technology S - - - Take control of Unit
Time Bomb S - - - Destroy Unit
Super Collider M - +1 - Gun only
Fusion Reactor M - - - Gun only Damage +1
Exoskeletons M +1 - +1 Troops only
Corrosion Gas S - - - Destroy Unit