✳ Tiny Joy Lab

Rules

  1. The campaign has 24 missions across six regions: city defense, escort, relay control and a core boss in each. Keep the grid and at least one mech alive. Losing the crawler, running out of mission turns or losing the grid fails the mission.
  2. Select a mech and a tile to preview, then confirm Move or Fire. Each mech has one move and one action per turn, in either order. Sand costs two movement per tile; other passable ground costs one.
  3. Bulwark fires four tiles for 2 damage and pushes away. Strider’s four-tile tether deals 1 and pulls inward. Howitzer lobs 2–5 tiles over obstacles for 2 central damage; four neighbors take 1 and are pushed outward. Starting direct-fire weapons cannot shoot diagonally or past blockers. The railgun pierces units but is stopped by rock.
  4. Red corners mark fixed enemy attack cells; pale arrows mark declared movement. End-turn resolution honors those cells without chasing a new target. Destruction or a successful push interrupts an enemy. Anchored enemies cannot move. Enemy fire can hit other enemies.
  5. Pushing into rock, an edge or a unit deals 1 collision damage, to both units when applicable. Ground units drown in water; acid deals 1; ice adds one sliding tile. Hit groves burn. Fire and marked surges each deal 1 at end of turn. Friendly and city damage is previewed.
    How it works: The tether deals 1, then pulls one tile closer. A surviving ground enemy is destroyed in water. Check its destination before confirming.
  6. Down arrows announce reinforcement cells for this turn’s end. Occupying one blocks that spawn but deals 1 damage to the blocker. The crawler advances one cell up the left lane each turn if clear. Hold a relay within one tile with no nearby enemy for three cumulative turns.
  7. Kills earn 1 charge, initially capped at 3. Repair costs 2 to heal 2 hull. Pulse costs 3, deals 1 damage to the four adjacent tiles and pushes outward; it can harm allies and cities. Both spend the mech’s action. Each clear repairs 1 hull per mech and 1 grid, pays salvage and offers one of three upgrades, including railgun, arc blade and cluster unlocks. Between missions, hull repair costs 1 salvage per point and grid repair costs 3.
  8. One retry per mission costs 5 salvage and restores its starting board and supplies. The UTC-date-seeded daily operation uses unmodified mechs against base-strength enemies and saves separately. Keys 1–3 select, M moves, F fires, C confirms, E ends and P pauses. Rules, hidden pages and lost focus pause; restored local saves require explicit resume.

How it works