Summary
Welcome MechWarrior to the professional world of UrbanMech tag team ring fighting!! The following is a custom scenario for fun skirmish battles set in the Battletech Universe.

The way in which this scenario differs from classic battletech is through a defined ring area, an event card deck (called the “twist deck”), and a victory points rules table.
The “Twist” deck changes the board state through either changing terrain or the conditions of play. The deck of cards for the purposes of this demo is made of 10 cards (one per round). The scoring chart provides a themed scoring system for both players to define victory and sprinkle in that magic of theme. Bringing the two together in a defined battle arena within the map referred to as the Fistfight Floor.
Table Setup
The most important part of table setup is defining the fighting arena inside of the battle map. As pictured above the arena is defined using the Hextech Trinity Plaza, all Level 1 raised areas of that terrain piece are the arena. 3d printed terrain isn’t mandatory, any starter boxed battle map and some dice are all that’s needed.
The key elements of the table setup…
Battle Map: The entire map is a battle area separated into inside and outside of the arena.
Ring: Defined in my example using the Plaza base, as long as both players have a clear idea of what counts as arena and that it’s clearly marked with the overall battle map. This could be as simple as declaring a set of hills as the arena.
Ring Spawn: Only a single mech per team can start in the arena. Define before the game starts where mechs start in the arena. Starting positions using the Plaza are pictured below in Team Setup.
Team Entry: As per normal games, each team should have an edge to deploy non-arena mechs from.
Changing Terrain: Starting in position 1, see Arena Twist section below for full details. But have an idea of how or what changes in the arena.
Twist Deck: This scenario uses a twist deck which needs to be shuffled and placed where both players can easily read it.
Team Setup
Each team consists of two or more battle mechs. In the demo scenario we are using teams of two UM-R60 mechs.
Setup for the game follows the normal rules, alternating mech deployments with the exception that no more than a single mech per team can be placed in the arena and that mech counts as Throwing Down! (see Team Declaration below).
At the end of the first turn or later turns, it’s possible that a team might declare Tagged-In! In this scenario whichever mech is now the arena mech is placed in the nearest arena hex to it’s previous position. If the previous arena mech is still active, then it’s placed in the nearest hex outside of the arena. In both cases the mech’s new facing would reflect the path they took to get to the hex.
When setting up mechs in the arena, it’s suggested that the first player placing a mech in the arena does so in one of a few different fixed positions and then any other mechs are positioned equidistant from all other mechs in the arena based on the number of teams taking part. Below is an example for how the arena looks on the Plaza terrain.

White border hexes define the outer edge of the arena and are considered to be part of it.
Black border hexes define the possible spawn points for the first player. or all start positions if there are 3 teams playing.
Arena Twist
At the start of each turn after initiative has been decided, the team with initiative draws a card from the Arena Twist deck. That team then has decide to either keep the initiative (and give the twist choice to the opponent) or keep the twist choice for themselves (and give initiative to an opponent).
Each Twist card has two effects listed on them. The chosen team picks one of these two effects to apply to all players this turn. The effect is active until a new Twist card is drawn and it’s effect comes into play.
The twists are listed below:

Twist 1: Terrain! The terrain changes to Configuration 1. Example consists of three Level 1 columns and a single Level 2 column.

Twist 2: Lights Out! Night Fighting rules are in effect this turn.

Twist 3: Terrain! The terrain changes to Configuration 2. Example consists of six Level 1 columns and three Level 2 columns.

Twist 4: Guest Star! All destroyed mechs are returned to the battlefield for one turn but count as a guest star pilot and mech.

Twist 5: Terrain! The terrain changes to Configuration 3. Example consist of three Level 2 columns.

Twist 6: Ammo Drop! All mechs get a full ammo restock. Which is 10 ammo for the AC/10.

Twist 7:

Twist 8:

Twist 9:

Twist 10:
Team Declaration
At the end of each turn every team declares one of the following:
Throwing Down!: The mech currently designated as the arena fighter is staying so.
Tagged-In!: The mech designated as the arena fighter is swapped to the teams mech not currently designated as the arena fighter.
Tapped Out!: the team withdraws from the battle. A team reduced to 0 mechs automatically has this declaration.
Win Condition
After all declarations have been made if all teams but 1 have Tapped Out! Calculate each teams victory points (VP), the winner is the team with the most VP.








