I'LL FORM THE HEAD

Loading Digital Alpha Test v2.2.0 — optimized for a computer monitor (1280px+ recommended). Not designed for mobile or tablet screens.
Setting up the build station, shuffling decks, and briefing your cohort…
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I'LL FORM THE HEAD Digital Alpha Test · Build v2.2.0 · implements Rulebook Alpha 2.2

Digital Alpha Test

SOLO PLAYTEST · YOU + 2–4 COMPUTER COHORT MEMBERS

You'll take the role of one Mech Lab Partner. The rest of your cohort is played by simple rule-following AI so you can playtest the full loop — Assembly, the Kaiju countdown, and Battle — solo. Every turn, trait flip, and battle round is written to a running log so you can see exactly how the rules played out and note anything that feels off.

Controls & how this works
  • Click a card in your hand to select it, then click an empty (or filled) mech slot of the matching type to play it. Filled slots get overbuilt — the old card is buried in place.
  • Click a face-up Arms market card, then click an Arm slot on the mech to place or replace it (max one Arm action per turn).
  • "Swap Hand" discards your whole hand for a fresh one, instead of playing body cards this turn.
  • End your turn when ready — your cohort's turns resolve automatically and get logged just like yours.
  • In Battle, step through rounds one at a time so you can read what happened, or fast-forward to the result.
  • Emergency Replacement (Rulebook §7): once the fight is underway, the group may overbuild ONE existing Arm mid-battle — taken from the face-up market (a known upgrade) or the top of the Arms pool (a face-down gamble). It costs the mech its ENTIRE offensive turn: the round it's used, the mech does not fire. It can never fill a gap — only upgrade an Arm that's already there — and the replaced Arm is buried in place.
Alpha 2.2 battle model — what this build implements
  • Torso Armor: while the Torso is intact it soaks 2 damage off every incoming attack, mech-wide (fully). No Torso → no Armor and all incoming damage is doubled. Trait T-05 ("ignore 1 point of Torso Armor") is now live.
  • Priority-list attacks: a kaiju's attack lands on the first intact part down its priority list (no more whiffing on a destroyed slot). Two-attack kaiju hit the two most-intact parts. No kaiju leads with the Arms except Thornmaw, the disarmer.
  • Per-hit crit: each Arm that deals damage rolls a d20 and crits (doubles that Arm's damage) if the roll ≤ the Head's Accuracy — base 1 (5%), +1 Clockwork Head, +1 lesson-matched Head (up to 15%). No Head or a crit-immune kaiju → no crit. A Head gap also applies -1 damage per Arm.
  • Emergency rebuild (any part): costs the whole turn (mech doesn't fire). Body parts flip from the draw pile to the topmost card of the needed type (others discarded); Arms come from the market or pool. Arms can only be rebuilt while the Torso and Head are both intact; a destroyed Torso/Head can be rebuilt to re-open arm rebuilding. Decks are finite — when a deck is out, it's out.
  • Wimpy punch (armless): with both Arms gone the mech throws a wimpy punch — 1 flat damage, colorless/formless (no multipliers, combo, crit, or per-Arm bonuses), and it misses 1-in-3 with no Head. So the mech always has some offense while any part stands.
  • Defeat: the mech loses only when it is destroyed — all five slots gaps/destroyed. While any part stands it fights on (Arms or the punch); victory (kaiju at 0) is checked first, so a same-round mutual KO is a win. No round cap. Grade and Independent Studies read the final "Ship of Theseus" mech — a destroyed part still counts as its card, not a gap.
  • Emergency Rebuild is a group decision in the rulebook. In this solo tool the AI cohort defers to you, so it stays fully exercisable for testing.