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==Core Rules== After you've picked out your starter, you'll want to look into rules. ''A Game of Armored Combat'' contains a condensed version of the core rules, but the ''Beginner Box'' only has the simplified Quick-Start rules, and ''Clan Invasion'' doesn't have core rules at all. Whichever you get, the next recommended purchase is the ''BattleMech Manual''. This is a complete rulebook with everything you need to do 'Mech versus 'Mech combat. It'll keep you going for a long time, until you decide to start adding other unit types. Unlike the other core rule option, the ''BattleMech Manual'' is concise and well laid out. The alternate core rulebook is ''BattleTech: Total Warfare''. ''Total Warfare'' is theoretically the real core rulebook of the game, but it runs into one of BattleTech's biggest pitfalls and virtues: its all-encompassing nature. ''Total Warfare'' has the full rules for combined arms units: 'Mechs, tanks, hovercraft, helicopters, infantry, and [[BattleTech Spacecraft#Aerospace Fighters|aerospace fighters]], among others. ''Total Warfare'' is intended to work with the ''TechManual'', and together they make a complete game experience, but the layout is pretty clunky. It's more of a reference work than a game manual, and reading it is not a good way to learn BattleTech. The ''BattleMech Manual'' actually teaches you the game as you play, so it's a better intro book. Speaking of, the ''TechManual'' provides complete rules for constructing your own BattleMechs and other unit types. Whatever kind of 'Mech you could possibly want to assemble can very likely be done, as can combat and support vehicles, infantry and battle armor units, and aerospace fighters. The ''TechManual'' is a companion book to ''Total Warfare'' and should probably be the last rulebook you buy if you're just learning the game. There's plenty of options available just picking from standard units and their variants.
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