Metal: The Moving Fortress Rules v2.9 · Video version 8 Music: Tanka / Weight Without Hurry CLANK: This daisy is protected by five layers of politeness. PIP: My helmet would like five layers. CLICK: Politeness is not armor. Helmet defense: zero. EMBER: Memo. We stamped one fortress PARTIALLY BROWNED. That closed our kitchen for the turn. CLANK: I have met that Hono. It left a mark. The fortress was still standing. COACH: Sparks burn the Garden Wall. The Hono's attack three becomes four against Metal. COACH: The chart never changes defense. The Tanka's defense is five. CLICK: Four in. One lit. The fortress lived, so that Hono is done attacking. CLANK: Strong is useful. Invincible is a different word. COACH: If the Tanka survives and pays its bill, it heals at its own turn start. CLANK: Job two. The fortress is standing on three crystals. Its Mining is five. COACH: Mining is the most a piece can collect at its turn end. CLICK: Mining four. Three crystals in the square. The turn is ending. CLANK: How many crystals does my fortress collect? COACH: Nothing here is timed. Count it, or watch the square with us. COACH: Three. The square ran out before the bucket did. PIP: Bucket or puddle. The puddle was three. COACH: Next payday here is an Empty Payday. Large pot. Empty square. CLICK: Tier three. That fortress owes two crystals when its turn starts. CLANK: Three in, two out next morning. CLANK: This is the Yan. Hits for one. Shield of three. Collects up to three crystals a turn. Cannot walk. That is the Yan. CLANK: This is the Mazask. Hits for one. Shield of four. Collects up to four crystals a turn. Walks one. That is the Mazask. CLANK: This is the Tanka. Hits for two. Shield of five. Collects up to five crystals a turn. Walks two. That is the Tanka. CLANK: I am excellent at standing somewhere with purpose. Without purpose, it is mostly loitering. CLICK: Distance to the trouble: four squares. Speed one. CLANK: I can reach the danger, or I can reach it in time. Today those are different squares. CLANK: The daisy would like to speak to the Toast Department. COACH: Now the bonk matrix for metal. We check all eighteen enemy unit types, including matching types. Both pieces start at full health and are already next to each other. One attack, not a whole turn. COACH: Tier one: the Yan. Attack one, defense three, speed zero, and Mining three. Look at the green side first. COACH: With one attack, the Yan can finish Sjor, Göl, Gölge and Karanlık. Every unlit card survives that single hit. COACH: Now the red side. A full health Yan is one shot by Hi, Hono, Kagari, Umeme, Kimubunga and Karanlık. Every unlit attacker needs help or earlier damage. COACH: That is the tier one card. Pause here to compare any names. The same enemy can appear on both sides: whoever attacks first may finish the other. COACH: Tier two: the Mazask. Attack one, defense four, speed one, and Mining four. Look at the green side first. COACH: With one attack, the Mazask can finish Sjor, Göl, Gölge and Karanlık. Every unlit card survives that single hit. COACH: Now the red side. A full health Mazask is one shot by Hono, Kagari and Kimubunga. Every unlit attacker needs help or earlier damage. COACH: That is the tier two card. Pause here to compare any names. The same enemy can appear on both sides: whoever attacks first may finish the other. COACH: Tier three: the Tanka. Attack two, defense five, speed two, and Mining five. Look at the green side first. COACH: With one attack, the Tanka can finish Hi, Hono, Radi, Umeme, Kimubunga, Sjor, Straumr, Göl, Gölge and Karanlık. Every unlit card survives that single hit. COACH: Now the red side. A full health Tanka is one shot by Kagari. Every unlit attacker needs help or earlier damage. COACH: That is the tier three card. Pause here to compare any names. The same enemy can appear on both sides: whoever attacks first may finish the other. CLANK: Strong is useful. Invincible is a different word. COACH: Today was plenty. You have met all six elements and learned the game rules. Try a practice game, and keep the bonk cards nearby.