Overview
The BattleTech Trading Card Game (also known as BattleTech CCG) is a collectible card game developed by Wizards of the Coast for FASA, designed by Richard Garfield (creator of Magic: The Gathering). Production ran from 1996 through 2001 across multiple expansions. Two players each build a deck representing a military force in the BattleTech universe, deploying ‘Mechs, vehicles, infantry, and support units to defeat their opponent. The game uses a resource system based on stockpiles and assembly to build and field units.
Components
- Customizable card decks (minimum 60 cards per player)
- No more than four copies of any single card per deck
- Card types: ‘Mechs, Vehicles, Infantry, Command cards, Resource cards, Mission cards
- Counters or tokens for tracking damage, resources, and game state
Setup
Each player shuffles their 60+ card deck. Both players draw an opening hand of cards (typically 7). Players begin with a set amount of starting resources. Determine who goes first by mutual agreement or random method.
Turn Structure
Each turn follows these phases:
- Draw Phase: Draw a card from your deck.
- Resource Phase: Play resource cards and collect stockpile points.
- Deploy Phase: Pay costs to deploy ‘Mechs, vehicles, infantry, and other units from hand to the battlefield.
- Attack Phase: Declare attacks with your deployed units against the opponent.
- Defense Phase: The defending player assigns blockers and resolves combat.
- End Phase: Discard down to hand limit if necessary, resolve end-of-turn effects.
Actions
- Deploy Units: Pay the assembly cost (in resources) to bring ‘Mechs, vehicles, or infantry into play from your hand.
- Attack: Tap deployed units to declare attacks. Attacking units deal damage based on their attack values.
- Block/Defend: The defending player may assign untapped units to block incoming attacks. Blocking units absorb damage.
- Command Cards: Play command cards for special effects such as enhanced attacks, defensive maneuvers, repairs, or tactical advantages.
- Resource Management: Build stockpiles to fund deployment of expensive units. Resource cards generate recurring income.
- Mission Cards: Complete missions for victory points or special rewards.
Scoring / Victory Conditions
A player loses when their influence is reduced to zero. A player wins when they achieve 20 influence or all opponents have lost. Influence is reduced by successful enemy attacks that penetrate defenses. Some cards and missions provide ways to gain influence.
Special Rules & Edge Cases
- Faction Alignment: Decks may be aligned with specific BattleTech factions (Inner Sphere houses or Clans), providing access to faction-specific cards and bonuses.
- ‘Mech Damage Tracking: Large ‘Mech units may have multiple damage thresholds, losing capabilities as they take damage.
- Initiative: Some cards modify initiative, determining attack order in complex multi-unit engagements.
- Unique Characters: Named characters (MechWarriors, commanders) may have special abilities but are limited to one copy per deck.
- Terrain Cards: Modify the battlefield, providing cover or movement advantages to specific unit types.
- Salvage: Some cards allow players to salvage destroyed enemy units, converting them to their own use.
Player Reference
| Card Type |
Role |
| ‘Mech |
Primary combat unit, high power |
| Vehicle |
Support combat unit |
| Infantry |
Low-cost unit |
| Command |
Tactical effects |
| Resource |
Generate income |
| Mission |
Alternate victory path |
| Win Condition |
Requirement |
| Achieve 20 Influence |
Accumulate through missions/cards |
| Reduce opponent to 0 Influence |
Deal enough unblocked damage |