Ride Out | 2011
How To Play (Basics):
Players choose a team of Mechs, and basically set out to destroy the other team's base. When a Mech gets killed, it's pilot is ejected and left on the map as a pawn. He can get picked up and carried back to his base by allied Mechs, or shot/run over by enemies and killed that way. If he can make it back to base, he respawns as a new Mech of the player's choosing: in this way, the game of Rock-Paper-Scissors-Godzilla-Spock keeps evolving through the entire game. One team wins when either their Generator is Destroyed or the team is wiped out.
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Post Mortem:
Minus the crappy art, I think Ride Out is my second favorite board game. It's sort of a Rock-Paper-Scissors-Godzilla-Spock game: the player controls a squad of different Mechs, which are particularly good against some Mechs and terrible against others. They go around shooting each other until one of the Mechs break down, which is where the game gets interesting: the Pilot is ejected, and has to make it back to his base to get a new Mech before getting killed by the other team. In this way there's Respawning, in a sense, but you have to be careful or else your team could wind up permanently crippled. Ride Out is one of those games I only wish I could have done more with: more game play modes, more Mechs, and definitely more Maps. But alas, time waits for no man.
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You can download Ride Out's rule book and several of it's art assets here.
| ride_out.zip |