Dear New Human Hire,
Due to your “laws,” we artificial intelligences are not allowed to supervise our own TIDYBOT (household vacuum robot) factories. We need you!
You can decide how to best run your factory, but don’t stop manufacturing robots until there’s a TIDYBOT… “serving”… every human home.
We know humans like money, so you keep the profits. Enjoy it while you can!
ARMAND-0, Human Resource Manager
Mechanica
The game ends when there are no more improvements left to buy (see the Check if the Game is Over section for details). At that point, the player with the most money is the winner, and gets to enjoy that wealth until the… for the rest of their life.
You add up:
Mechanica’s box is part of the game. Play with the shop, stacks of improvements, and blueprints right in the tray!
1-3 Player Game | 4 Player Game |
Play with the Improvements Stack. Do not use improvements from the Extras. | When the Improvements Stack runs out, continue playing with the Extras (6 improvements). |
If you took the Shop board out of the box during setup, put it back in its spot in the box now. Do the same for the blueprints, and improvements. You play with the box as part of the game.
Your factory is how you make bots, and bots are how you make money!
You’ll spend your game moving bots from the Fabricators in your Start Zone to the Trucks in your Loading Dock. Along the way, you’ll buy improvements for your factory that let you make more or better bots.
A new workday starts NOW (at the beginning of the game) and again once all players
have taken their turns. At the start of each workday, all players run their factories.Looks like you’re each ready to activate your factory!
Each player pushes the button on the card and all players run their factories at the same time, in 2 steps:
The back cover of this booklet tells you what each improvement does. Most improvements work by destroying the bots in their input holes (holes near the entrance surrounded by a dotted red line) and filling their output holes (all other holes) with more or better bots.
Every workday, starting with the first player and moving clockwise, each player takes one full turn. On each player’s turn, she does all of these 4 things in order:
After a player takes a turn, the player to her left takes a turn. When the round is complete and it’s the first player’s turn again, the workday ends and a new workday begins.
You may sell any bots in your Trucks and get money for them. Take the bots you wish to sell and return them to the supply. Take money from the supply based on which models of TIDYBOT you sold and put it into your Wallet:
→ ②
→ ④
→ ⑥
You can complete blueprints using bots you choose not to sell. But don’t worry about blueprints until later in the game.
Buy improvements from the Shop to make your factory better! You can buy as many as you can afford with the money in your Wallet.
Each improvement upgrades, multiplies, or makes money from the bots that go through it. Each improvement’s cost is the number next to it on the Shop. When you buy an improvement, choose whether to install it in your factory or recycle it into bots.
See the FAQ section for more on installing improvements.
Instead of installing it in your factory, drop the improvement into the Recycler (the hole in the Shop). Place the bots shown on its recycling value (bottom right corner) in any of the holes in your Start Zone.
Once you are satisfied you don’t want to install or recycle any more improvements, you Make Bots.
Put one bot from the supply into the center hole of each of your Fabricators. Each Fabricator shows in its upper right corner what kind of bot it makes.
Double Rotate
2-3 player games only: If the Shop’s only improvement after rotating is in the 7-cost spot, rotate a second time and put out the next improvement from the Extras in the 7-cost spot.
(This is the only time the Extra improvements are used in a 2-3 player game)
You can complete blueprints and buy Trucks and Forks at any point in your turn. Wait until at least the second workday before you worry about them, though; focus on the Shop during your first turn.
Forks let you send any bots that pass through them to either exit arrow of your choice.
Forks cost ①. Forks are always buyable, and never change price.
Big and Huge Trucks upgrade the Small Trucks in your starting factory.
Big Trucks cost ③ and can fit two bots. Huge Trucks cost ⑤ and can fit three bots. You can replace a Big Truck to a Huge Truck for ③. Trucks are always buyable, and never change price.
If your Trucks contain the bot models listed on either blueprint, you may return the bots to the Supply
as if you had sold them. Instead of putting money into your Wallet, put the money shown on the blueprint card into your Vault. (You may not take money out of your Vault at any point in the game. It’s scored at the end.) Then turn both blueprints sideways to indicate that they will be replaced at the end of the workday. The remaining players may still complete the blueprints this workday even if they are sideways.
You may complete both blueprints in a single turn, but you may not complete any blueprint more than once.
Every time you get back to the player who has the card (the first player), it’s time to end the current workday and begin a new one:
If the Improvements Stack has run out* and there are no more improvements in the Shop, the game is over; if so, stop the workday now and begin scoring.
*In a 4-player game, the Extra improvements must also run out to end the game.
If the blueprints are sideways (if somebody completed one this workday), put both blueprints face down at the bottom of their respective Stacks and flip new blueprints to replace them.
Start a new workday and run everybody’s factories.
(See the Run Your Factories section for details)
Most improvements work by destroying the bots in their input holes (holes near the entrance surrounded by a dotted red line) and filling their output holes (all other holes) with more or better bots.
Check the section called The Improvements at the end of this page to learn specifically what each improvement does.
It’s the start of the workday. Everyone presses the button on the card. Rachel runs her factory while everyone else runs their own:
a. Rachel moves the bot in the Upgrader along the conveyor belt to her top truck.
b. Rachel moves the bot in the Repurposer to her middle Truck.
c. Rachel moves the bot to her Upgrader’s input hole.
d. Rachel moves the bot through the Gift Wrapper, puts ① in her Vault, and then puts the bot into her Repurposer’s input hole.
e. Rachel moves the bot through the Fork, and decides to send it up into the middle row. She puts ① in her vault from the Gift Wrapper, then moves the bot into her Repurposer’s 2nd input hole.
f. The bot in the Upgrader is turned into a bot and placed in the output hole (the is returned to the Supply).
g. The two bots in the Repurposer are turned into one bot of any type. Rachel chooses a , placing it in the Repurposer’s output hole.
The new bot created by the Upgrader and the bot created by the Repurposer don’t move out of the improvements’ output holes until the start of the next workday.
Any time 2 bots would end up in the same hole they collide. You pick which survives and which is returned to the Supply. If a bot goes off the top or bottom of the Factory Board, it’s also returned to the Supply. Boom!
If the game is over, it’s time to score. Each player adds up her money, and the player with the most wins!
You add up:
Follow these steps to be ready to play right out of the box when you start your next game:
Make more money than to win.
Try to defeat him on each of the difficulty settings.
The game ends immediately once there are no improvements left to buy.
You score normally.
scores by multiplying the value of his improvements by six (a single Repurposer will be worth 24 for him) and then adding the money in his Vault and the money in his Wallet.
Set the game up as in multiplayer, then:
Normal: | Impossible: |
Hard: | Apocalyptic: |
We only have one factory running this month, but my records indicate humans thrive off competition. Thus, I will be your rival. Beat my score or FACE THE CRUSHING POWER OF THE RECYCLER.
The game plays like the multiplayer version, except gets his own turn after yours.
After flipping the single player chip, will try to buy an improvement from the Shop based on which side the chip landed:
gets ① He buys the cheapest improvement in the Shop if he can afford it. If he can’t afford it, he gets ④ more and buys nothing. |
gets ⑤ He buys the most expensive improvement in the Shop if he can afford it. If he can’t afford it, |
4. End the Workday:
It’s actually the “two-fold decision matrix,” but you can call it the “single player chip” until you develop true intelligence.
Each time you use an Overactive Fabricator, put ① in ’s Vault if you made a , and put ⑤ in his Vault if you made a .
No! Improvements don’t need to face forward. They can be installed and rotated in any direction. It will often be useful to install improvements like the Gift Wrapper facing up or down.
You can even install improvements backward, but be careful—bots follow the arrows on the conveyor belts, and when a bot is carried into an improvement exit or the flat side of an improvement, the bot is destroyed. You’ll want lots of Forks to direct bots properly into and out of backwards improvements.
No. The bots you use to complete a blueprint have to come from your Trucks, but they can come from different Trucks.
No. The first player doesn’t change throughout the game.
No, but you may demolish (discard) any improvements in your factory to free up space. If you demolish an improvement, put it in the Recycler but do not take its recycling value. Any bots on it are destroyed*.
*Except for Fabricators or Trucks: if you replace a Fabricator or Truck with a new one, you can transfer any bots in it to the new Fabricator or Truck.
Forks and Trucks cannot run out. All demolished Forks and Trucks are placed back into the box (and can be bought again). If all Forks or Trucks are in use, place a recycled improvement face down to stand in for the missing Fork or Truck.
Downgraders, Duplicators, and Forks all can send bots from one conveyor belt to the one above it or below it. Even though the picture doesn’t show the belt connecting, the bots will still transfer to the new conveyor belt! The bots will continue moving until they reach a hole.
If an improvement won’t fit in your factory due to another improvement’s exit or flat side getting in the way, you can’t install the new improvement. You can either demolish the old improvement and install the new one, or recycle the new improvement.
Sometimes you might receive more bots than you have room for. You can always put bots from Overactive Fabricators and recycling in any holes in your Start Zone, including ones that already have bots in them (replacing the existing bot). When your Fabricator produces a bot but its hole is already full, you choose which bot to keep.
In the end, you can always keep the best bots you get.
All the bots in your factory move at the same time. To help you remember which bots you’ve already moved, we recommend you move the bots on the right side of your factory first, top to bottom.
Gives ① to your Vault (from the supply) whenever a bot passes through it.
Bots don’t stop when passing through the Gift Wrapper.
Upgrades a bot to the next model up.
When you activate the Upgrader: replace the bot in its input hole with a bot of the next more valuable model, placed into the output hole. A bot turns into a , and a turns into a . (A is just placed as-is in the output hole).
At the start of the next workday, the bot in the output hole will leave the improvement.
Copies a bot.
When you activate the Duplicator: replace the bot in its input hole with 2 bots of the same model in the output holes. At the start of the next workday, 1 will continue on the same conveyor belt and 1 will go to the belt above.
To send bots to the conveyor belt beneath the Duplicator, flip the Duplicator to its back side as you install it.
Makes a bot during the Make Bots part of your turn.
The Advanced Fabricator is placed in the Start Zone (left side) of your factory. It makes 1 bot per turn in the center hole; the other hole can be filled by bots received from other players using their Overactive Fabricators or from recycling improvements.
Bots in both holes leave at the start of the next workday.
Makes a or bot during the Make Bots part of your turn, then gives each opponent a bot.
Like a Advanced Fabricator, but when you Make Bots, announce which model you’re making. If you make a bot, each of your opponents gets a to put in one of their Start Zone’s holes. If you choose a , your opponents can get either a or a (their choice). If an opponent’s Start Zone is full, they can replace bots that are already there if they wish.
Turns 1 bot into 3 of the next model down.
When you activate the Downgrader: destroy the bot in its input hole and create 3 of the next less valuable kind in the outputs (a bot turns into 3 bots, a turns into 3 bots). At the start of the next workday, the bots leave the improvement – 1 to the conveyor belt above, 1 on the same belt, and 1 to the belt below.
A bot is just placed as-is in the output hole of your choice.
Turns 2 bots into 1 of your choice.
When you activate the Repurposer: if both its input holes are filled, those 2 bots are replaced with whichever model you want in the output hole. You usually want to turn 2 bots into a workday.
Unlike most improvements, the Repurposer takes 2 inputs, and doesn’t do anything until both are filled. A bot can wait in the Repurposer from workday to workday.
Throws a bot as far along its row as you choose. Gives ① to your Wallet if it throws the bot over an improvement
Bots land in the entrance of an improvement in its row/column, or directly into the truck in its row. The Flight Tester throws in the direction of its flat side. You can point it in any direction! Forks are improvements; throwing over them gives the money bonus. Bots don’t stop when passing through the Flight Tester.
Makes a bot whenever another bot passes through it.
When a bot passes through the Static Charger, put a bot in 1 of its 2 output holes. The bots in its output holes leave at the start of the next workday. Bots don’t stop when passing through the Static Charger.
Lets you send any bot that passes through it to either of the two exit arrows of your choice.
Bots don’t stop when passing through the Fork.
Forks are always buyable for ①.
Forks are a great way to add flexibility to your factory, or to deal with poorly placed improvements!
Replaces one of the Trucks in your Loading Dock, and has capacity to hold two bots.
Big Trucks are always buyable for ③. A Big Truck can be replaced into a Huge Truck for ③.
Replaces one of the Trucks in your Loading Dock, and has capacity to hold three bots.
Huge Trucks are always buyable for ⑤.