
Kamikaze Nanobots
A downloadable board game
Overview
Kamikaze Nanobots is a two-player wargame board game. Play options are either to 3D-print and build for tabletop, or the 2D video game (not yet released) being developed in Godot.
Players move ships laden with nanobots, attacking and self-destructing to capture enemy ships. The game is won either by capturing all active ships, or hitting the opponent's mothership core with a single shot.
The game build may change, or rules be refined over time. Friends I've played seem to appreciate the game mechanics but I've not explored in-depth with an opponent yet. If there's any interest, I can put together a few 3D base packs.
Physical Game Build
- Board:
- Download, print and cutout the A0-sized game board at a print shop.
- Affix to a flat surface (e.g. plywood).
- See the Double-Sided Plywood Game Board for my latest build.
- Dice:
- 2 twelve-sided dice (D12), one per player.
- Ships and Shields:
- Download and 3D-print the ships and shields, per player:
- 24 ships
- 1 mothership
- 3 shields
- 1 megashield
- Download and 3D-print the ships and shields, per player:
- Nanobots:
- Purchase 10mm balls (lots of places online):
- Player nanobots in two main colours (150-200 each)
- Black core nanobots (14 - optional)
- Yellow booster nanobots (6 - optional)
- Materials: Clay, metal, glass, wood, chocolate, plastic, etc.
- Purchase 10mm balls (lots of places online):
Game Setup
Motherships
Motherships are placed on dark-grey spaces on opposite sides of the board. Alternatively, on dark-grey spaces with at least 1 dark-grey space between them (not on the centre).
- Outers:
- The six outer ships are fully refilled at the start of each turn.
- They cannot perform any action but act purely as a defensive wall.
- Core:
- The mothership core is filled with black nanobots.
- It also cannot act during gameplay.
- If hit by a single shot, after an outer ship has been destroyed, the player loses the game.
- The mothership core is filled with black nanobots.
- Docking:
- At the start of each turn, players place ships on spaces directly adjacent to the mothership (max 12).
- These are filled with nanobots for the different combat ship types.
Combat Ships
All combat ships are placed on the player's green In-Play area, ready to be docked to the mothership On-Board.
- Each player starts with 24 ships.
- Ships are made up of 7 hexagons, each can hold a nanobot.
- A ship occupies a single space on the board.
- Ships cannot move through or jump over other ships.
Active Ships
Active Ships are those:
- On the green In-Play area - right-side of the board.
- Occupying a space On-Board loaded with nanobots.
Inactive Ships
- Sit on the red Out-of-Play area - left-side of the board.
- They are placed here after being emptied On-Board.
Turn Mechanics
Both players roll their D12 die. Highest roll takes first turn.
On-Boarding
On your turn, either:
- Dock up to 6 ships from the In-Play area to your mothership and Fill them with as many nanobots chosen.
- Or Roll your D12 die and:
- Decide whether to:
- Use the rolled value
- Or re-roll and take the average roll (rounded down)
- Then allocate:
- Dock and Fill up to that number of ships to your mothership.
- Move that number of ships from the Out-of-Play to In-Play area (for use next turn).
- Decide whether to:
Note: Any ship already docked (directly adjacent) to the mothership can have its nanobot numbers changed at the start of the turn.
Move & Action
Proceed with all your On-Board ships (on their own or in Clusters):
- Move the number of spaces equal to or less than the number of empty hexagons on the selected ship.
- Action (optional, choose one):
- Eject: Release nanobots into one of your adjacent ships.
- Shoot: Fire at an enemy ship along clear line-of-sight.
- Special: Specific to ship size.
- Eject: Release nanobots into one of your adjacent ships.
A player's turn ends once they have completed all chosen actions on their On-Board ships, or there are no possible actions left.
Ship Mechanics
Ship movement and action are optional but must be performed in order.
- By default, a ship moves and then takes action.
- A ship can move and then take no action.
- A ship can take action but cannot then move.
- A ship cannot be returned to, having previously moved, to perform an action later that turn.
- A ship can skip a turn.
See full Ship Reference for each ship's capabilities.
Ship Actions
Nanobots destroyed in attacks are returned to their player for use in new ships.
Eject
- All ships can eject any number of their own nanobots into a single adjacent owned ship.
- An emptied ship goes to the Out-of-Play area.
- The upgraded ship continues play as normal, if left to act.
- Ships under a shield cannot be ejected into.
- Nanobots cannot be ejected into empty space.
Shoot
- Droids and larger ships can shoot an opponent a number of spaces away, equal to the number of nanobots onboard.
- Upon being shot, the ship has nanobots removed, up to the number on the shooting ship.
- If emptied, the attacked ship goes to the Out-of-Play area (captured).
- The shooting ship does not change.
Special Action
Detonate
- A Nuke can detonate, destroying itself and one adjacent opponent ship.
- A player's own ships cannot be attacked.
- Both ships go to the active player's Out-of-Play area.
Shoot Twice
- Fighters can shoot twice, destroying 5 nanobots with each shot.
- The same opponent ship can be shot twice.
- No other action between shots is permitted.
- Emptied ships go to the active player's Out-of-Play area.
Shield
Defenders and Destroyers can raise a shield or megashield.
- Shields are projected over self or an owned ship along clear line-of-sight, as with shooting.
- Megashields are raised over self and at least one own adjacent ship, with the projecting ship at the centre. This can also include enemy ships.
- Once protected by a shield or megashield, ships cannot move or take any other action until the shield is dropped.
- No part of a mothership can be protected by either shield type.
A player's own shields are dropped at the start of their turn. Opponent shields remain raised, unless taken down through an attack. All shields are immune to direct attack except:
- From an adjacent EMP Blast.
- If the ship projecting a shield onto another is itself hit by an attack.
Dropped shields and returned to their player.
EMP Blast
- Destroyers can emit an EMP, blowing-up themselves and all adjacent ships.
- They can only be used when at least one of the adjacent ships is enemy.
- All destroyed ships go to the active player's Out-of-Play area.
Ship Clusters
A player can move any number of their own touching ships together in a cluster:
- Move the entire cluster as far as the largest ship is able, keeping the cluster structure intact (relative ship positions).
- Ships now complete their individual legal movement and/or action, one at a time, in any order.
- Upgraded ships can perform newly available actions, if yet to complete any further movement or action.
E.g. If the largest ship in a cluster is a fighter, the entire cluster can move 2 spaces. A droid in the cluster could complete its allowed movement (2 spaces) and then act, and so on through the cluster.
All cluster actions must be completed before another On-Board ship can be used.
Winning Conditions
To win the game, either:
- Capture all Active Ships.
- This means the game cannot end if there are any pieces left on In-Play areas, unless you:
- Hit the opponent's mothership core with a single shot.
- Once an outer ship has been destroyed during an attack, the core is exposed to being shot along line-of-sight until the end of the turn.
Alternative Win Rule
Shoot (capture) all opponent core nanobots to win.
Ship Reference
Empty![]() |
All nanobots ejected or destroyed in game. Automatically given to the active player. Placed into their Out-of-Play area for use next turn. |
Bit1 nanobot + 6 empty hexagons |
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Byte![]() 2 nanobots + 5 empty hexagons |
|
Droid![]() 3 nanobots + 4 empty hexagons |
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Nuke![]() 4 nanobots + 3 empty hexagons |
|
Fighter![]() 5 nanobots + 2 empty hexagons |
|
Defender![]() 6 nanobots + 1 empty hexagon |
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Destroyer![]() 7 nanobots |
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Ship Boosters (optional)
Boosters are fairly untested. Each player starts the game with 3 yellow booster nanobots. They double the distance a ship (Droid+) can travel, and can only be added to newly docked ships, in the case where the player has rolled their D12 to start the turn. If they roll:
- 6+, use 1 booster if desired.
- 9+, use up to 2 boosters.
- 12, use up to 3 boosters.
Rules
- A ship can hold one booster, at its core.
- Boosters are the first nanobot removed from a ship during an attack.
- They are lost to the player and removed from the game.
- Boosters can be ejected into a player's adjacent ship.
- If the ship is already boosted, all other nanobots can be transferred.
- If a boosted ship size drops below Droid (through ejecting):
- The ship is placed in the OOP area.
- The booster nanobot is returned to the player for use next turn.
- Boosters do not work in a cluster, unless all ships are boosted.
- Boosted Destroyers still cannot move.
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Special thanks to mates Carl, Daniel, Toby and Alex for entertaining me through a good few games.
Fonts: GoodDog-Cool and Pricedown Black.
This game is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License. You may download and print it for personal use, and you’re welcome to create non-commercial adaptations, but please credit the original creator and do not sell any part of it.
Updated | 29 days ago |
Status | Released |
Category | Physical game |
Author | moolabs |
Tags | 3d-print, Board Game, boardgame, nanobots, Print & Play, Tabletop, Turn-based Strategy, Two Player |
Asset license | Creative Commons Attribution_NonCommercial v4.0 International |
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