Skip to content
Login / Register
Menu
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
Search for:
Home
/
Shop
/
Board Games
/
Strategy
Add to Wishlist
Mega Man Pixel Tactics: Proto Man Red
20m - 45m
2 - 2 Players
Ages 10+
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
17.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
Login
Cart
Your cart is empty!
Return to shop
Skip to content
Open toolbar
Accessibility Tools
Accessibility Tools
Increase Text
Increase Text
Decrease Text
Decrease Text
Grayscale
Grayscale
High Contrast
High Contrast
Negative Contrast
Negative Contrast
Light Background
Light Background
Links Underline
Links Underline
Readable Font
Readable Font
Reset
Reset
jgoyes
2017-09-26 Initial Rating: 7.0 (September 2017) I really like Pixel Tactics and due to this I bought all the Mega Man sets. I played a couple of Mega Man videogames when I was a kid, but I never liked them very much so the theme is mostly lost on me, however, some friends are crazy about it. In general, it seems the quality of the components isn’t the same as before, the cards now are of a lower quality. There aren’t any icons on the cards (I think due to legal issues), each deck now comes with 28 cards instead of 25 cards. I heavily dislike that the back of the cards is different from other Pixel Tactics games so mixing them without opaque sleeves is out of the question (I guess this is also due to legal issues). The tokens are smaller than before. It doesn’t have any reference card. Mega Man Pixel Tactics: Proto Man Red adds operations to the mix (as did Pixel Tactics 2) so it is a bit more complicated than the first game. I think the rulebook doesn’t explain them correctly but I could be wrong. You can play the game from 30 to 60 minutes. There is a misprint in this card showing an icon from the first set, not a big issue. Gameplay remains interesting, you can use each card in 5 different ways and replayability is very high. I was going to pledge in the Kickstarter but the price was too high. I bought the retail edition much cheaper. Bottom line, Mega Man Pixel Tactics: Proto Man Red continues to be a good game to play. I continue to like the series of games and I expect to have it among my game collection for a long time. Solid 2 player game. The rulebook isn't very good. Current Rating. 7.0 [b]Jgoyes´ Awards: [/b] [imageid=4343383inline]
Alyiz
Mega Man Pixel Tactics is a game with a lot of fun and exciting ideas...that it rarely executes correctly. --Generic stuff about ALL Mega Man Pixel Tactics: Component quality is very awful. If you don't plan on sleeving these, don't even buy the game. The cards are core-less and flimsy, with the feel of them only being describable as "nails on a chalkboard". Even sleeved, they are still obviously flimsy and there's no easy way to ever make this feel like a professional product. The non-competitive rules (the ones you actually get in the box) are pretty awful, as they make Leader selection somewhat random. In the competitive rules, you choose leaders for a separate stack. However, this doesn't work with only one core play set, as you need at least 4 additional cards per person. The action economy system feels incredibly choked. Despite the fact that you get 6 actions per turn, they're split into 2-action phases, and you have to spend them on EVERY game mechanic: drawing, playing dudes, clearing the dead dudes off your board, activating spells/actions on board, and playing effects from hand. Which, yes, means actions can be used to GET cards and USE cards. Historically speaking, that type of system fosters terrible balance and gameplay. --Stuff about THIS version of Mega Man Pixel Tactics: This one is mildly better than the Mega Man version simply for the addition of slightly more complex effects, more variety, and less boring cards. However, compared to the Mega and Bass sets, I tend to find less of these ending up in my constructed decks. --Summary: If you're going to play casually, I suggest not bothering with this version. If you're going to play competitively, I'm not sure why you're reading an "average" review. Pixel Tactics seems to have a lot of potential, but hasn't made this game appealing to play in over 8 sets now. To really enjoy it, I would require alternate rules that change how the action system works. I'd like to say that's impossible and that they balanced the game around it, but it doesn't feel balanced in the first place.
mnemonicuz
A really cool tactics/skirmish card game! Each card has 5 cool and unique uses. Truly a multi-use-card-game, more than any other game I've played. Infinite replay value if you can handle the fairly slow build-up and pace of the game. I can definitely see that the game would have runaway leader issues where you should just forfeit. Rating each expansion to the core game a 5 as they are essentially an expansion.