RULEBOOK - the ultimate game of giant monster miniatures combat

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RULEBOOK - the ultimate game of giant monster miniatures combat
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of giant monster
miniatures combat                     ®
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                    RULEBO
RULEBOOK - the ultimate game of giant monster miniatures combat
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         CREDITS
         President                               Sculpting Director                     Executive Assistant
         Sherry Yeary                            Ron Kruzie                             Justin Dieter
         Chief Creative Officer                  Staff Sculptors                        Customer Service Supervisor
         Matthew D. Wilson                       Doug Hamilton, Nathan                  Jack Coleman
                                                 Lombardi
         Executive Director                                                             Customer Service
         William Shick                           Studio Director                        Matt Razincka, Faye Reppas
                                                 Dallas Kemp
         Director of Operations                                                         Convention Manager
         Jason Martin                            Studio Coordinator                     JR Godwin
                                                 Josh Colón
         Director of Publications                                                       Social Media Coordinator
         Michael G. Ryan                         Studio Modeler                         John Swinkels
                                                 James A. Thomas
                                                                                        Video Producer
         Monsterpocalypse
                                                 Digital Engineers                      Tony Konichek
         Game Design
                                                 Nathan Lombardi, Marco
         Matthew D. Wilson                                                              No Quarter Editor-in-Chief
                                                 Segovia, Stuart Spengler
                                                                                        Lyle Lowery
         Lead Developers
                                                 Staff Painters
         Jason Soles & William                                                          Production Director
                                                 Jordan Lamb, Brendan Roy
         Schoonover                                                                     Mark Christensen
                                                 Hobby & Terrain Specialist
         Additional Development                                                         Technical Director
                                                 Danny Samuels
         Will Pagani                                                                    Kelly Yeager
                                                 Project Manager
         Development Manager                                                            Packing & Shipping Manager
                                                 Michael J. Mulligan
         William Schoonover                                                             Joe Lee
                                                 Lead CID Developer
         Writing Manager                                                                Metal Production Supervisor
                                                 Will Pagani
         Matt Goetz                                                                     Marcus Rodriguez
                                                 IT & Web Developer
         Senior Writer & Continuity                                                     Resin Production Supervisor
                                                 Teb Kelelew
         Douglas Seacat                                                                 Erik Reierson
         Editorial Manager                       Illustrators                           Production
         Dan Henderson                           Andrea Uderzo                          Jonathan Adams, Darryl
                                                                                        Alf, Sheri Arellano, William
         Graphic Design Director
                                                 Playtesters                            Binder, Johan Cea, Bryan
         Richard Anderson
                                                 Michael Anderson, Richard              Dasalla, Ethan Denson,
         Graphic Designers                       Anderson, Jack Coleman, Josh           Cailon Earl, Hannah Edson,
         Jordan Twaddle, Ainsley Yeager          Colón, JR Godwin, William              Chad Elliott, Alfonso Falco,
                                                 Hungerford, Dallas Kemp,               Joel Falkenhagen, Brian
         Art Director
                                                 Jordan Lamb, Lyle Lowery,              Green, Jeffrey Handley, David
         Michael Vaillancourt
                                                 Liz Olhsson, Jeff Olsen, Will          Lima, Clayton Links, Loren
         Lead Concept Artist                     Pagani, Faye Reppas, Brendan           Lower, Bryan McClaflin, Lara
         Nate Feyma                              Roy, William Schoonover, Will          Medina, Kenton Nutter, Sam
                                                 Shick, Jason Soles, Michael            Rattanavong, Colton Stoddard,
                                                 Valliancort, Gabe Wilcox               Jeremy Taylor, James Thomas,
                                                                                        Chris Tiemeyer, Ben Tracy,
                                                                                        Ryan Walker, Gabe Wilcox,
                                                                                        Zixiao Zhou
                     Ages 14 and up. ©2001–2018 Privateer Press, Inc.
                     All Rights Reserved. Trademarks are property of Privateer Press
                     and registered in the United States and other countries.
                     1705 136th Pl. NE, Suite 120, Bellevue, WA 98005.
    2                For online customer service, email frontdesk@privateerpress.com.
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Contents
Welcome to Battle                                   4
  Allies & Enemies                                  4
  Agendas & Factions                                4
What You Need to Play                               6
  Models                                            6
  Battle Map                                        9
  Dice                                              9
Dice in Monsterpocalypse                         10
Model Stat Cards                                 12
Gameplay Overview                                14
Moving on the Grid                               14
Making Attacks                                   18
Interacting with the Battle Map                  21
  Foundations                                     22
  Buildings                                       22
  Objective Spaces                                23
Getting Ready to Play                            24
Starting a Game                                  24
Order of Play                                    26
  Activating Monsters                             26
  Activating Units                                27
  Combined Unit Attacks                           28
Winning                                          29
Special Rules                                    30
Power Attacks                                    32
Downtown Demolition: A Co-op Scenario            38

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         Welcome to Battle
         This is Monsterpocalypse, a fast-moving, action-packed tabletop miniatures game that puts players
         in control of the most fearsome giant monsters on Earth. Each battle is waged in a city that you and
         your opponent construct by placing buildings on a battle map. Players choose their forces from their
         collections of models and then battle one another with towering monsters and smaller supporting
         units such as tanks, flying vehicles, and all manner of creatures. Charge your forces into the city to fight
         for supremacy—and be the last monster standing!

         Allies & Enemies                                                 Agendas & Factions
         Each model in Monsterpocalypse belongs to a                      The fighting forces in Monsterpocalypse are
         Faction, and Factions are grouped together into                  divided into Agendas. Each Agenda is a coalition
         Agendas. When you build a force, you must first                  of smaller groups called Factions.
         choose an Agenda. All models in your force must
                                                                          The Factions within an Agenda are united by a
         belong to the same Agenda (see “Assembling Your
                                                                          common purpose. Although their methods vary,
         Force,” p. 24).
                                                                          they fight for the same overall goal.
         Three key terms are used to describe the various
                                                                          Models from the same Faction share common
         models in the game:
                                                                          origins and characteristics. They cooperate well
            • Allies are all the models in your force.                    in battle and yield the most efficient use of
              All allied models must belong to the same                   resources.
              Agenda.
                                                                          You can include models from different Factions
            • Enemies are all the models in your                          in your force, but all the models in your force
              opponent’s force.                                           must belong to the same Agenda.
            • Faction models are all the models in your
              force that belong to the same Faction.

                                                       Cooperative Scenario
                          If this is your first time playing Monsterpocalypse, the “Downtown Demolition” scenario on
                          page 38 is a great place to start. This cooperative scenario is designed to help new players
                          learn the basics of movement and rolling dice while enjoying a simple but fun mini-game.

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                                                  Agendas
                  Protectors                                             Destroyers
 The Factions that make up the Protectors                 The Factions that have come together
  share one simple goal: to protect Earth                 as the Destroyers are motivated by the
from all who would destroy it. Demolishing             satisfaction of pure wanton destruction and
a few buildings (or entire cities) in order to           a burning desire to plunder Earth for its
    save the planet is simply a sacrifice               vast resources. It’s nothing personal—just
            that must be made.                                     don’t get in their way.

           Faction: G.U.A.R.D.                                    Lords of Cthul
           The giant robots and armored tanks of                  Dark beings from another plane, come
           the multinational force called G.U.A.R.D.              to enslave the human race. Wherever
(Globally United Advanced Research & Defense)          the Cthulians tread, the earth blackens, vegetation
stand ready to go toe-to-toe with any aggressors       withers, and humans kneel—or perish.
threatening the peace and prosperity of the planet.

           Faction: Shadow Sun Syndicate                          Faction: Martian Menace
            Mystery surrounds the motivations of                 Although they seem to play well with
            the stealthy, scientifically engineered              other Destroyers, these diabolical visitors
ninjas of the Shadow Sun Syndicate—but there is no     from space have come to harvest Earth’s inhabitants
questioning their technological and martial prowess    and resources for their own insidious plans.
against malicious invaders.

           Faction: Terrasaurs                                    Faction: Planet Eaters
           The Terrasaurs are earth-shaking                       These ravenous creatures travel across
           dinosaurs who fondly remember simpler                  the galaxy like a plague, wreaking havoc
times before technology and progress changed so        and devouring planets. As the withered husk of a
much of the world.                                     world crumbles to dust, they launch themselves
                                                       again to seek new worlds to feed their boundless
                                                       and unceasing hunger.

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         What You Need to Play                                        Monsters
                                                                      The action in Monsterpocalypse centers around
         Monsterpocalypse is a game for two players and               monsters. Each monster model has a large
         their giant monsters, with each side trying to               two-sided stat card, because a monster has two
         smash the other. But before you can start tearing            different forms. A monster begins the game in its
         apart cityscapes and throwing each other around,             alpha form and transitions to its hyper form after
         you’ll need a few important things.                          taking a certain amount of damage, triggering it
                                                                      to become more aggressive.
         Models                                                       A monster is your single greatest and most
         The game includes three types of models:                     powerful asset in battle. It can do things that
         monsters, units, and buildings. Each model has a             other models cannot. Be careful, though. If your
         stat card detailing its stats and special rules.             monsters are destroyed, you lose the game.
                                                                      Monsters are mounted on large bases, which
                 The type of model is important. Some rules and       occupy four spaces on the battle map.
                effects in Monsterpocalypse affect only monsters,
                some affect only units, some affect only buildings,
                       and some affect models of any type.

                                        Defender x                                        gorghadra

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Units                                                 Buildings & Rubble Tiles
Units represent the minions and support troops        Buildings are large models that provide obstacles
that accompany your monsters in the fight for         and objectives for your monsters and units.
supremacy. You will use many units during the
                                                      Debris tiles represent destroyed buildings. One
game. Units begin the game in your unit reserves
                                                      side of each tile is a pile of rubble, and the other
and are spawned onto the battle map throughout
                                                      is a flaming hazard (see “Buildings,” p. 22).
the game. When units are destroyed, they are
returned to your unit reserves to be spawned
again later. Units may not seem that powerful
compared to giant monsters, but intelligent use
of units can quickly tip the odds in your favor.
There are two types of units: grunt units and
elite units. Grunts are the basic version of the
unit. Elite units, marked by a star on their bases,
grant additional capabilities to other grunts of
the same unit type. Some units have only grunt
versions.
Units are mounted on small bases, which occupy
one space on the battle map.
                                                                        apartment building
                G.U.A.R.D. units

     GRUNT g-tank                  elite g-tank

                                                                             Rubble

              planet eater units

    GRUNT belcher              ELITE belcher
                                                                             hazard

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                                                 bATTLE MAP

                                                                                           map title

                                                                                           grid

                         dice well   monster          power         unit
                                     dice pool       dice pool   dice pool

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Battle Map                                           Dice
Games of Monsterpocalypse are played on battle       Dice play a pivotal role in Monsterpocalypse.
maps. The main part of a battle map is a large       Players use their dice as a form of currency.
grid representing the metropolis where all the       Sometimes you spend dice and sometimes you
action will take place. This grid determines where   roll them. How you choose to use your dice
you place buildings, where your units enter the      throughout the game is what determines whose
game, and what type of terrain your models           monster is victorious and whose monster is lunch.
must traverse during battle. The battle map also
                                                     The three types of dice are Action Dice, Boost
includes different dice pools where you store
                                                     Dice, and Power Dice. Each player plays with their
your dice during play.
                                                     own set of dice.
When your models are in play, they occupy the
square spaces on the battle map’s grid. Small-
based models occupy one space; large-based
models occupy four spaces at a time.

                                                            ACTION DIE    BOOST DIE                POWER DIE

                                                     You store your dice in dice pools on the battle
                                                     map: the Monster Pool, the Unit Pool, the Power
                                                     Pool, and the Dice Well. Whenever you use a die,
                                                     you move it from one pool to another pool. What
                                                     your models can do in the game depends on how
                                   Zor-maxim
                                                     many dice you have in your various dice pools.

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         Dice in Monsterpocalypse                              Action Dice
                                                               Action Dice have three misses, two strikes, and
         Monsterpocalyse uses three types of specialized
                                                               one super strike on each die. Action Dice make
         dice: white Action dice, blue Boost Dice, and red
                                                               up the basic resource that allows your models to
         Power Dice.
                                                               make attacks and perform Actions (see “Actions,”
                                                               p. 30). Every time you want to make an attack,
         Strikes & Misses                                      you must roll one or more Action Die. When you
                                                               want to use an Action, you spend one Action Die.
         Instead of pips or numbers, the dice have
         explosion symbols to indicate strikes and blank       During the game, you move Action Dice between
         faces to indicate misses. A strike is indicated by    your Monster Pool and your Unit Pool. After you
         one explosion on the die. A super strike, indicated   roll or spend dice from your Unit Pool, you place
         by two explosions, counts as two strikes. When        them in your Monster Pool. After you spend dice
         rolling dice in Monsterpocalypse, simply add up       from your Monster Pool, you place them in your
         the number of explosion symbols you see. For          Unit Pool. Your Action Dice move back and forth
         instance, the three dice shown below add up           between the two pools in this way throughout
         to three strikes. Each type of dice has different     the game.
         chances of rolling strikes.                           You use the Action Dice in your Monster Pool
                                                               when you activate your monsters, and you use
                                                               the Action Dice in your Unit Pool when you
                                                               activate your units. The pool you use during
                                                               your turn is the active pool. Certain game
                                                               effects can add or subtract from the number of
                 miss           strike      super strike       Action Dice you have in a dice pool. When this
                                                               happens, simply move the number of affected
                                                               dice from one pool to the other. For example, if
         Dice in Play                                          your monster is hit by an attack that causes it to
                                                               lose an Action Die, move an Action Die from the
         When you roll the dice, you must decide how
                                                               Monster Pool to the Unit Pool.
         many dice you will be rolling and then roll them
         all at once. Whenever you pick up dice to roll        You begin the game with ten Action Dice in your
         them, they are considered dice in play. Some          Unit Pool.
         special rules can add or remove dice from the
         dice in play or cause you to reroll the dice in
         play. Your dice remain in play until all rules that
         affect them are resolved and you place them
         into a pool.

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                                                     You store unearned Power Dice in the Dice Well
Boost Dice                                           on the battle map. When you earn Power Dice,
                                                     you move them to your Power Pool. You can use
Boost Dice have two misses, three strikes, and
                                                     only the Power Dice that are in your Power Pool.
one super strike on each die. Boost Dice are
                                                     After you spend or roll a Power Die, return it to
special dice you roll when a model has a knack
                                                     the Dice Well.
for a particular kind of attack or because of
certain abilities or special circumstances. Boost    You can add Power Dice from your Power Pool
Dice have better odds of success than Action         to monster attack rolls to greatly increase your
Dice. Boost Dice are not part of any dice pool and   chances of success. Some abilities available to
do not get used up when you roll them. They are      monsters, such as power attacks, require you to
bonus dice you get for free. You store your Boost    use Power Dice. If you have not accumulated
Dice in the Dice Well on the battle map, and you     enough Power Dice, you might not be able to do
return them to the Dice Well after you roll them.    what you want. Units cannot use Power Dice.
If you ever need to roll more Boost Dice than you    You can earn Power Dice in the following ways:
have on hand, make your roll as normal, note the
                                                      • Every time you make an attack that results
number of strikes rolled, then roll again, using
                                                        in the destruction of an enemy model, you
as many dice as needed to reach the required
                                                        gain one Power Die for each enemy model
number. In some cases, you may need to roll more
                                                        destroyed after removing the model(s) from
than twice.
                                                        the battle map.
                                                      • Every time you make an attack that results
Power Dice                                              in the destruction of a building, you gain two
Power Dice have one miss, four strikes, and             Power Dice for each building destroyed after
one super strike on each die. Power Dice are            removing the building(s) from the battle map.
an additional resource gained through various
                                                      • When you power up, you gain one Power Die
means—mostly by causing destruction! You start
                                                        for every allied unit holding a power zone on
the game with no Power Dice in your Power
                                                        the battle map (see “Power Zones,” p. 23,
Pool, but you can earn Power Dice throughout
                                                        and “Activating Monsters,” p. 26).
the game. Power Dice are used up when you roll
or spend them, and you can never have more            • When you power up, you gain one Power Die
than ten Power Dice in your Power Pool at any           for every building currently secured by your
one time. Any Power Dice accumulated beyond             force (see “Securing Buildings,” p. 22).
ten are lost.                                         • You can gain Power Dice through certain
                                                        other rules and game effects.

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         Model Stat Cards                                        Brawl Stats – The first number to the right of the
                                                                 Brawl header (inside the white Action Dice icon)
                                                                 is the maximum number of Action Dice the model
         Each stat card provides all relevant stats for the
                                                                 can roll when it makes a brawl attack. A model
         model as well as certain other basic information,
                                                                 must have a Brawl stat to make brawl attacks.
         including the model’s name, its Faction, and its
                                                                 The second number (inside the blue Boost Dice
         type.
                                                                 icon) is the number of Boost Dice the model rolls
         One side of a monster’s stat card is for its alpha      whenever it makes a brawl attack; if there is no
         version, and the other side is for its hyper version.   number, the model does not roll free Boost Dice
                                                                 for a brawl attack.
         Basic Stats                                             Blast Stats – The first number to the right of the
                                                                 Blast header is the Range (RNG) of the attack,
         Stat cards include the following basic stats for
                                                                 which indicates the maximum number of spaces
         models.
                                                                 the target of a blast attack can be from the
         Speed (SPD) – The number of spaces the                  attacking model. The second number (inside the
         model can move on the grid when it advances.            white Action Dice icon) is the maximum number
         Additionally, some models have the High Mobility        of Action Dice the model can roll when it makes
         icon     next to their SPD stat. (See “Moving on        a blast attack. A model must have a Blast stat to
         the Grid,” p. 14.)                                      make a blast attack. The third number (inside the
         Defense (DEF) – The number of strikes your              blue Boost Dice icon) is the number of Boost Dice
         opponent must roll in a single attack to hit this       the model rolls whenever it makes a blast attack;
         model.                                                  if there is no number, the model does not roll
                                                                 free Boost Dice for a blast attack.
         Cost – The number of Action Dice you must
         spend to bring a unit into play when you spawn          Power Stats – Only monsters have Power stats.
         units. Only units have a Cost stat.                     The first number to the right of the Power
                                                                 header (inside the white Action Dice icon) is the
                                                                 maximum number of Action Dice the model can
         Attack Stats                                            roll when it makes a power attack. The second
         A model’s forms of attack are represented by its        number (inside the blue Boost Dice icon) is the
         weapon stat bars. There are three basic types of        number of Boost Dice the model rolls whenever
         attack: brawl attacks, blast attacks, and power         it makes power attack.
         attacks. Only monsters can make power attacks.
         (For details, see “Making Attacks,” p. 18.)
                                                                 Special Rules
                                                                 A model’s special rules are listed on its card (see
                                                                 “Special Rules,” p. 30).

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Monster Stat Cards                                                                                                                                                                                                                                                                                                                                           A monster’s health track is located along the
                                                                                                                                                                                                                                                                                                                                                             bottom edge of its stat card and shows how
Monster stat cards are larger than unit and                                                                                                                                                                                                                                                                                                                  much damage the monster can take before being
building stat cards. They are double-sided,                                                                                                                                                                                                                                                                                                                  destroyed. Units and buildings do not have health
with one side displaying the rules and stats for                                                                                                                                                                                                                                                                                                             tracks because they are destroyed if they take a
the monster’s alpha form and the other side                                                                                                                                                                                                                                                                                                                  single damage point. See page 20 for more
displaying the rules and stats for its hyper form.                                                                                                                                                                                                                                                                                                           detailed information on the health track.
Monsters start the game in their alpha forms.

                                                                                                                                                                                                                                                                                                      6 8
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                                                                                                             ROTARY
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                                                                  D
                                                       U.C. GUIDE
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                                                                      ting...

                                                                                       GRUN T
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                                                                CO ST: 1

                                                                                                   unit stat card                                                                                                                                                                                                                                                                                                                                                                       building stat card

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               13
/15283                                                                     [6371—1902]
 
         Gameplay Overview                                    Moving on the Grid
         Monsterpocalypse is played in turns, alternating     The most common type of movement in
         between the two players. Each player starts the      Monsterpocalypse is advancing. Monsters and
         game by taking a Unit Activation. Then for the       units have Speed (SPD) stats that indicate how
         rest of the game, you can choose to take either      many spaces they can move on the map each
         a Monster Activation or a Unit Activation on         time they advance. Each of your monsters can
         your turn. Each type of activation is divided into   advance once during the Advancement Phase of
         phases that must occur in order. These phases are    your Monster Activations. Each of your units can
         explained in depth beginning on page 26.             advance once during the Advancement Phase of
                                                              your Unit Activations.
         A Unit Activation consists of the following
         phases:                                              A model can move either up, down, left, or right
                                                              on the battle map. A model can move diagonally
            1. Spawn Phase, when your units can enter the
                                                              once while advancing. Monsters can occupy more
               battle map.
                                                              than one space at a time, but they still count out
            2. Advancement Phase, when your units             their movement like units do.
               advance.
            3. Attack Phase, when your units make attacks.
            4. Push Phase, when you can move any unused
               Action Dice into the Monster Pool.                                          3 4
         A Monster Activation consists of the following
         phases:
                                                                               1 2
            1. Power Phase, when your monsters power up.
            2. Advancement Phase, when your monsters                                 1 2 3 4
               advance.
            3. Attack Phase, when your monsters make
               attacks.
                                                                      two ways a monster can move four spaces
            4. Push Phase, when you can move any unused
               Action Dice into the Unit Pool.                Monsters can move through spaces occupied by
                                                              enemy units and allied models, but they cannot
                                                              move through buildings or enemy monsters
                                                              unless they have a special rule that allows them
                                                              to do so.

   14
86210-492 08672 : 928791
                                                                                                                 // m o n s t e r 0 0 7

Units can move through spaces occupied by
allied models, but they cannot move through
                                                      Terrain
buildings or enemy models unless they have a          The spaces on the battle map represent various
special rule that allows them to do so.               types of terrain your models will traverse. Monsters
                                                      can move across and occupy any terrain without
No model can finish its movement in a space
                                                      restriction or penalty, but for units, some terrain
occupied by another model.
                                                      types are more difficult to cross than others.
Models cannot move beyond the edge of the
                                                      Open Terrain – Open terrain includes spaces
battle map. If a model is thrown or would
                                                      such as roads and grass. Count these spaces once
otherwise be moved beyond the edge of the
                                                      when a unit advances into them.
battle map, it stops at the edge. Furthermore,
any time you move a model, it must end its
movement in spaces it can legally occupy. When
you put a model into play, you must place it on
spaces it can legally occupy.

Stepping                                                             Examples of open terrain

                                                      Rough Terrain – Rough terrain includes spaces
Monsters have an additional type of movement
                                                      such as trees and large rocks. Count these spaces
called stepping. A monster steps by spending an
                                                      twice when a unit advances into them.
Action Die to move one space in any direction,
including diagonally. A monster can step before it
advances, after it advances, before it attacks, and
after it attacks. Your monster can step as many
times as you have Action Dice to spend. Each step
is performed individually, and the monster must
be able to occupy the spaces into which it moves.                    Example of rough terrain
Example: While in alpha form, Terra Khan has          Impassible Terrain – Impassible terrain includes
SPD 6, but its desired target is eight spaces away.   spaces such as water. A unit cannot enter these
After advancing six spaces, Terra Khan can spend      spaces unless it has a special rule that allows it
two Action Dice from the Monster Pool to step two     to do so.
more spaces, ending up adjacent to its target. The
spent dice are placed in the Unit Pool.

                                                                   Example of impassible terrain

                                                                                                                             15
/15283                                                                             [6371—1902]
 
         High Mobility                                            Adjacent
         Some models are capable of leaping great                 A model is adjacent to another model when it
         distances, tunneling beneath the earth, or               occupies a space next to or immediately diagonal
         climbing over any obstacle. These models have            to the other model.
         High Mobility, as indicated by the   icon next to
         their SPD on their stat card.
         A model with High Mobility can move through
                                                                          Belcher
         other models and treats all terrain as open                     
         terrain. A model with High Mobility is immune to                                                                   Crawler
         hazards except when it ends its advancement on                                                                  
         a hazard, but it still suffers all effects as a result                            g-tank
         of colliding with hazards and other models.
         A unit with High Mobility cannot end its
         movement on impassible terrain.

                                                                               Spaces adjacent to a G-Tank unit
         Cover
         A unit adjacent to a building or a friendly                        g-tank                    downtown highrise
         monster gains Cover. Cover adds +1 to the unit’s                                  
         DEF against blast attacks. A unit cannot gain
         more than +1 DEF from Cover. Cover does not add
         to a unit’s DEF against brawl or power attacks.
         Monsters cannot gain Cover.                                                                                  repair truck
                                                                                                                       
         Adjacent, Base-to-Base & Aligned
         Models can be adjacent to each other, base-to-
         base, and aligned.
                                                                                           g-tank
                                                                                         
                                                                                 Spaces adjacent to a monster

   16
86210-492 08672 : 928791
                                                                                                                                 // m o n s t e r 0 0 7

Base-to-Base (B2B)                                                  Aligned
A model is base-to-base (B2B) with another                          A monster is aligned with another monster or a
model when both models occupy spaces that are                       building when one entire edge of the monster’s
next to each other. Models that are B2B are also                    base touches one entire edge of the other
adjacent. Models that are diagonal from each                        model’s base. Models that are aligned are also
other are not B2B.                                                  B2B and adjacent.

       crawler
      < adjacent,
        NOT b2B>
                                            both belchers
                                           
                                                                                  Defender X and Gorghadra are
                                                                                   aligned, B2B, and adjacent.
                 Spaces B2B with a G-Tank unit

                                            G-Tank
                                        
    crawler
   < adjacent,
     NOT b2B>
                                                     belcher
                                                 
                                                                          Defender X and the downtown highrise are not
                                                                             aligned, but they are B2B and adjacent.
                                                   Gorghadra
                                                 
                                                                            Some buildings are not mounted on a base.
                                                                      If a building is not mounted on a base, treat the four
                                                                             foundation spaces it occupies as its base.
           Spaces B2B with a monster (Defender X)

                                                                                                                                             17
/15283                                                                      [6371—1902]
 
         Making Attacks                                           model can also receive Boost Dice from its
                                                                  special rules or other game effects. The Brawl,
                                                                  Blast, and Power stats restrict only the number
         There are three types of attacks in
                                                                  of Action Dice you can roll, not the number of
         Monsterpocalypse: brawl attacks, blast attacks,
                                                                  Boost Dice.
         and power attacks. To make an attack, follow
         these steps:                                             Example: Your Alpha Defender X has a Brawl
                                                                  Action Dice stat of 7, so it can spend up to seven
            1. Choose the type of attack.
                                                                  Action Dice when it makes a brawl attack. It also
            2. Choose a target.                                   has a Brawl Boost Dice stat of 4, meaning it gains
            3. Determine the number of dice in your               four Boost Dice on a brawl attack. Whether you
               attack roll.                                       roll one, two, or even seven Action Dice, you still
                                                                  add four Boost Dice to the roll.
            4. Roll the dice and resolve the attack.
                                                                  The second type of additional dice are Power
                                                                  Dice. Only monsters can use Power Dice. You earn
         Attack Rolls                                             Power Dice by accomplishing certain tasks in the
         Every attack roll must include at least one              game, and you can add any number of them to
         Action Die from the active pool, and you can add         any monster roll in addition to Action Dice and
         a number of Action Dice to the roll up to the            Boost Dice.
         number of the corresponding stat.                        Example: Your Defender X makes a brawl attack
         Example: Your Sun Fighter unit makes a blast             again, and this time you really need it to hit. As
         attack against a Belcher. The Sun Fighter has            before, you roll four Boost Dice and up to seven
         a Blast Action Dice stat of 2, so it can roll up to      Action Dice from your Monster Pool. You decide
         two Action Dice for an attack. Because it’s a unit,      that won’t be enough, so you add four Power Dice
         the Sun Fighter’s Action Dice come from the Unit         from your Power Pool to the roll. You can add as
         Pool. The Belcher’s Defense is 2, so the attack          many Power Dice as you have in your Power Pool.
         hits if the roll results in two or more strikes. After   Remember, a monster’s Brawl, Blast, and Power
         the roll, the two dice used for the attack go into       Action Dice stats limit only the number of Action
         the Monster Pool.                                        Dice you can roll for an attack. They do not affect
         Two other types of dice can also come into play.         the number of Boost Dice you must add or the
         The first are Boost Dice. Some models receive            number of Power Dice you can add to the roll.
         Boost Dice for certain types of attacks, as noted        Once you determine the number of dice to use,
         by the weapon stat bars on their stat card. The          make your attack roll. Count up the total number
         number inside the blue Boost Dice icon is the            of strikes and compare it to the Defense (DEF) of
         number of Boost Dice you roll for free when              your target. If the total number of strikes is equal
         making that type of attack with the model. The           to or greater than the target’s DEF, the attack hits.

   18
86210-492 08672 : 928791
                                                                                                                  // m o n s t e r 0 0 7

Regardless of the type of attack or how many dice
you roll, all attacks must adhere to the following
                                                     Target Models
rules:                                               When you choose to have a model make an
                                                     attack, you must choose a building or an enemy
 • Monsters and units can attack enemy models
                                                     model as the target.
   and buildings but cannot attack allied
   models.                                           An attacker can make a brawl attack targeting
                                                     any adjacent building or enemy model.
 • You can attack with any number of models
   each turn as long as you have the required        An attacker can make a blast attack targeting any
   Action Dice to roll.                              building or enemy model within range. A blast
                                                     attack’s RNG is given in its weapon stat profile.
 • Each unit can participate in only one attack
   each turn.
                                                          Blast attacks cannot be blocked by other models.
 • You must complete all of one monster’s                  Monsters are too big to hide behind anything,
   attacks before declaring the next monster’s           and even the smallest units can be detected by the
   attacks.                                             sophisticated systems and instincts of their enemies.

 • Normally, monsters can make only one attack
                                                     When counting the spaces to the target, you can
   each turn, though some monsters have
                                                     count a diagonal only once.
   special rules that allow them to make more
   than one.

Power Attacks
Power attacks are special attacks that only
monsters can perform. They differ slightly from                                         2 3 4 5
brawl and blast attacks in that you must roll at         5                              1
least one Power Die as well as at least one Action            4 3 2 1
Die when you make a power attack. The various
power attacks are explained in detail beginning                                    1
on page 32.
                                                                                   2
                                                                                        3
                                                                                        4 5

                                                                blast ranges for monsters and units

                                                                                                                              19
/15283                                                                                                                                                                                                                                                                                                          [6371—1902]
 
                               Damaging models                                                                                                                                                                                                                                             alpha form’s health track, it enters hyper form.
                                                                                                                                                                                                                                                                                           Flip its card over to the hyper side and continue
                               Attacks cause one point of damage every time                                                                                                                                                                                                                tracking the monster’s health. When the monster
                               they hit. Power attacks can result in additional                                                                                                                                                                                                            loses the last of its health, it is destroyed and
                               damage.                                                                                                                                                                                                                                                     removed from the battle map.
                                                                                                                                                                                                                                                                                           Some effects can cause a monster’s health to be
                               damaging Units                                                                                                                                                                                                                                              restored. If a monster has health restored during
                               When a unit takes damage, it is destroyed. When                                                                                                                                                                                                             a battle, move the token to the left one point for
                               your unit is destroyed, remove it from the battle                                                                                                                                                                                                           each point restored. A monster’s health can never
                               map and place it back in your unit reserves.                                                                                                                                                                                                                exceed the highest number on its health track. If
                                                                                                                                                                                                                                                                                           one or more of a monster’s alpha form damage
                               Damaging Monsters &                                                                                                                                                                                                                                         boxes are restored, it returns to its alpha form.
                               Restoring Health                                                                                                                                                                                                                                            Example: Josh’s Deimos-9 is in alpha form with full
                               Each monster has two forms, an alpha form and                                                                                                                                                                                                               health when it suffers three points of damage from
                               a hyper form. Each form has its own stats and                                                                                                                                                                                                               an attack. Josh moves the marker on Deimos-9’s
                               special rules. A monster begins the game in its                                                                                                                                                                                                             health track from 11 to 8.
                               alpha form and enters its hyper form when it
                               takes a certain amount of damage.                                                                                                                                                                                                                           Super Damage
                               Each monster has a single health track, which is                                                                                                                                                                                                            Some attacks or effects cause super damage,
                               divided between its alpha and hyper forms. The                                                                                                                                                                                                              which means the target takes one additional
                               damage the monster takes                                                                                                                                                                                                                                    damage point. If multiple rules or effects that
                                                      Defenderthroughout  the game
                                                                                                                                                                 6 8                                                                                                                                                                                                                                                      6 8
                                                                                                                                                                                                                                                                                                                                      SPECIAL RULES
                                                              X           SPECIAL RULES
                                                                                                                                                                                                                                                                                                 –               Defender X
                                                                                                                                                                                                                                                                                           cause super damage affect the same model
                               DISRUPTION – Enemy models                                                                                                                                                                                                                                   DISRUPTION      Enemy models
                                                                                                                                                           SPD

                                                                                                                                                                                   DEF

                                                                                                                                                                                                                                                                                                                                                                                                                    SPD

                                                                                                                                                                                                                                                                                                                                                                                                                                 DEF
                                                                                                                              G.U.A.R.D. / MONSTER                                                                                                                                                                                                                                     G.U.A.R.D. / MONSTER

                               is tracked by moving a marker from left to right
                               attacking while within two spaces of                                                                                                                                                                                                                        attacking while within two spaces of
                               this model lose one Boost Die on their                                                                                                                                                                                                                      this model lose one Boost Die on their
                               attack rolls.                                                                                               ALPHA                                                                                                                                           attack rolls.                                                                                      HYPER

                               along its health track to display itsBrawl
                               MECHANICAL – This monster is
                                                                     current0 health.
                                                                               7 4                                                                                                                                                                                                         simultaneously, the target takes only
                                                                                                                                                                                                                                                                                                                              Brawlone 0 7 5
                                                                                                                                                                                                                                                                                           ENERGY CYCLE – If you roll two or more
                                                                                                                                                                                          RNG

                                                                                                                                                                                                                                                                                                                                                                                                                                        RNG
                                                                                                                           LASER BATTERY
                               mechanical.                                                                                                                                                                                                                                                 Action Dice on an attack made by this
                                                                                                                                                                                                                                                                                           model and the attack hits an enemy
                                                                                                                                                                                                                                                                                           additional point of damage.
                               SAFEGUARD – If you are securing one
                                                                                                                                                                                                                                                                                           model, after the attack is resolved you
                               When a monster suffers damage inBlast  excess3of7its4
                               or more buildings when you Power
                                                                                                                                                                                                                                                                                                                              Blast    3 7 5
                                                                                                                                                                                          RNG

                                                                                                                                                                                                                                                                                                                                                                                                                                        RNG
                               Up, you gain one additional Power Die.                                                                                                                                                                                                                      can move one Action Die from your
                                                                                                                                                                                                                                                                                           Unit Pool to your Monster Pool.
                                                                                                                                                                                                                                           48.858291, 2.294499

                                                                                                                                                                                                                                                                                                                                                                                                                                                                           48.858291, 2.294499
        51.501330, -0.141798

                                                                                                                                                                                                                                                                    51.501330, -0.141798

                                                                                                                                                                                                                                                                                           MECHANICAL – This monster is                                                                                             BEAT BACK – If this model hits an
                                                                                                                                                            PoWER                                                  5      4                                                                mechanical.
                                                                                                                                                                                                                                                                                           SAFEGUARD – If you are securing one
                                                                                                                                                                                                                                                                                                                                                                                                                    enemy monster with this attack, after
                                                                                                                                                                                                                                                                                                                                                                                                                    the attack is resolved you can move
                                                                                                                                                                                  Thera-Magnetic Field Stability : 88%   Initializing...

                                                                                                                                                                                                                                                                                           or more buildings when you Power Up,                                                                                     the monster hit up to two spaces in a
                                                                                                                                                                                                                                                                                                                                                                                                                    straight line in any direction. During
                                                                                                                                                                                                                                           38.897569, -77.036491

                                                                                                                                                                                                                                                                                                                                                                                                                                                                           38.897569, -77.036491
                                                                                                                                                             ROCKET ASSISTED
                                                                                                                                                                                                                                                                                           you gain one additional Power Die.
        29.978908, 31.134086

                                                                                                                                                                                                                                                                    29.978908, 31.134086

                                                                                                                                                                  complete Monster health track
                                                                                                                                                                                                                                                                                                                                                                                                                    this movement, the target monster
                                                                                                                                                             FISTS (DETACHABLE)
                                                                                                                    FUSION CANNON
                                                                                                                                                                                                                                                                                                                                                                                                                    moves through and collides with
                                                                                                                                                                                                                                                                                                                                                                                                                    buildings, units, and hazards in its
                                                                                                                                                                                                                                                                                                                                                                                                                    path. The target monster stops moving
                                            Fluctuating Resonance Frequency                                                                                                                                                                                                                             Fluctuating Resonance Frequency
                                                                                                                                                                                                                                                                                                                                                                                                                    if it collides with another monster.
                                                                                                                                                     ECM ARRAY

                                         22 43 61 6e 64 69 64 20 70 68 72 61 73 65 20 74 68 61 74 27 73                                                                                                                                                                                              22 43 61 6e 64 69 64 20 70 68 72 61 73 65 20 74 68 61 74 27 73
                                                                                                                                                                                                                                                                                                                                                                                                                    PoWER                                        6     4
                                         20 6c 6f 6e 67 20 65 6e 6f 75 67 68 20 61 6e 64 20 77 6f 6e 27                                                                                                                                                                                              20 6c 6f 6e 67 20 65 6e 6f 75 67 68 20 61 6e 64 20 77 6f 6e 27
                                         74 20 67 65 74 20 6d 65 20 69 6e 20 74 72 6f 75 62 6c 65 21 22                                                                                                                                                                                              74 20 67 65 74 20 6d 65 20 69 6e 20 74 72 6f 75 62 6c 65 21 22
                                                                                                                                                                                                                                                                                                                                                                                                                                Thera-Magnetic Field Stability : 88%

                                         MONSTERPOCALYPSE(C) 2008 Privateer Press, Inc.                                                                                                                                                                                                              MONSTERPOCALYPSE(C) 2008 Privateer Press, Inc.

                                         (00/00/0000)2X-AYRAJT Ver:2.0                                                                                                                                                                                                                               (00/00/0000)2X-AYRAJT Ver:2.0
                                         CPU : Carbonté(R) Tritonic(R) 8 CPU 12.00GHz                                                                                                                                                                                                                CPU : Carbonté(R) Tritonic(R) 8 CPU 12.00GHz
                                         Speed : 12.00 GHz                                                Calibrating...                                                                                                                                                                             Speed : 12.00 GHz                                                Calibrating...
                                         Press BOOST to run SETUP                                                                                                                                                                                                                                    Press BOOST to run SETUP

                                         Press B12 for DDS POPUP                                                                                                                                                                                                                                     Press B12 for DDS POPUP
                                         Memory Speed: BBJ8 1200                                                                                                                                                                                                                                     Memory Speed: BBJ8 1200
                                         Initializing Controllers ... Done.                                                                                                                                                                                                                          Initializing Controllers ... Done.

                                                                              11 10 9 8 7 6                                                                                                                                                                                                                                                           5 4 3 2 1
                                HEALTH

                                                                                                                                                                                                                                                                                            HEALTH

                                                                                                                                    alpha side                                                                                                                                                                                                                                         hyper side
                                                                                                                                                                              flip to hyper                                                                        health tracker                                                                                                                                          monster
                                                                                                                                                                                side icon                                                                              token                                                                                                                                              destroyed
                                                                                                                                                                                                                                                                                                                                                                                                                             icon

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Interacting with the
Battle Map                                                                 sky sentinel

A big part of the fun of Monsterpocalypse lies in
how your models interact with the battle map
and the buildings on it. Whether you are knocking
down buildings or occupying tactically important
zones, you must understand the role the battle
map plays in the game.

                                                                     spawn point

                                                                     negative zone

                                                                     foundation

                             neutral spawn point   power zone
                               with activator

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         Foundations                                          Destroying Buildings & Creating Hazards
         Foundations are the locations on a battle map        You can attack buildings just as you would attack
         where you can place buildings during setup.          units or monsters. When a building takes damage,
         Some foundations have green borders and some         it is destroyed.
         have yellow borders. The colors determine the        When a building is destroyed, it is replaced with
         order that you can place buildings on them.          a two-sided debris tile. One side of each tile is
         During setup, green foundations must be filled       harmless rubble, while the other side is a hazard.
         before you can start filling yellow foundations.
                                                              Most buildings are replaced with a hazard
         Treat foundations without a building placed on
                                                              when they are destroyed. If a building has the
         them as open terrain.
                                                              Incombustible special rule, however, it does not
         If one or more models are on a foundation, the       create a hazard when destroyed and is instead
         foundation is occupied. If no models are on a        replaced by rubble.
         foundation, it is unoccupied.
                                                              Models moving into a hazard take 1 damage
                                                              point. Once a model has suffered the effects of
                                                              a hazard, it does not suffer those effects again
                                                              unless it moves off the hazard and then returns.
                                                              Some models have rules that can eliminate
                                                              hazards. When a hazard is eliminated, flip the tile
                                                              over so the rubble side faces up.
                Green foundation      Yellow foundation       Treat all spaces occupied by a rubble tile as
                                                              rough terrain regardless of which side is face up.

         Buildings                                            Securing Buildings
         Buildings are models that serve as obstacles         When three of your units are adjacent to a
         and strategic goals for you and your opponent,       building and no enemy units or enemy monsters
         provide much-needed power for monsters, and          are adjacent to it, you are securing the building.
         present dangerous hazards on the battle map          Each time you power up, you receive one Power
         after you destroy them. Buildings can also provide   Die for each building you are securing.
         beneficial abilities to your force. Buildings do
                                                              A unit cannot secure a building while the unit is
         not move during the game. Although each player
                                                              being moved.
         must bring buildings to the game, the buildings
         you bring are not part of your force.                Example: Will has two units adjacent to an
                                                              Industrial Complex. The Industrial Complex has
                                                              the Fuel Depot special rule, which gives all of
                                                              Will’s models +1 SPD while it is secured. He then
                                                              advances a third unit. During its movement the

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                                                                                                                   // m o n s t e r 0 0 7

unit it becomes adjacent to the Industrial Complex        Spawn Points
but continues to move past it so that it is no longer
adjacent. His unit does not gain the +1 SPD during        Spawn points are the spaces on the map where
its advancement because the building is not               units can enter the game. There are two types of
secured during the movement.                              spawn points: standard spawn points and neutral
                                                          spawn points.
    Look for ways to position units to secure multiple    Standard spawn points are color-coded to each
       buildings at the same time. Some maps have         player. The standard spawn points of your color
     locations where the same three units can secure      remain your spawn points for the entire game
    two buildings and hold a power zone! With clever
                                                          (see “Starting a Game,” p. 24).
   selection and placement of your buildings and units,
     you can gain three or more Power Dice from just
            three units each time you power up.

Objective Spaces
                                                                         Standard spawn points
Strategic points known as objective spaces are
scattered around the battle maps, including               Neutral spawn points do not begin the game
power zones, negative zones, and spawn points.            under any player’s control. Instead, each player
Objective spaces can grant benefits to the player         can try to take control of neutral spawn points
who holds them and potentially hinder the player          during the game by holding the adjacent
who does not.                                             activators. If you have a model holding an
                                                          activator space next to a neutral spawn point,
To hold an objective space, a unit must simply
                                                          then you control the spawn point and you can
occupy the space on the map. Monsters cannot
                                                          use it as one of your spawn points. If no player
hold objective spaces.
                                                          holds the activator, units cannot spawn from that
                                                          spawn point.
                  Power Zones
              Each time you power up (see
              “Activating Monsters,” p. 26),
              you gain one Power Die for each
power zone held by one of your units.

                                                                     Activator            Neutral
                  Negative Zones                                                        spawn point
               Each time you power up, your
               opponent loses one Power Die
               from his Power Pool for each
negative zone held by one of your units.

                                                                                                                               23
/15283                                                                          [6371—1902]
 
         getting ready to play                                  Starting a Game
         Before the game can begin, players must decide         Before setting up a game, each player rolls five
         how many monsters they will play with, choose          Action Dice for the setup roll. The player who rolls
         their models, and get their dice ready to roll!        the most strikes wins. If the setup roll is a tie, reroll.
                                                                The loser of the setup roll chooses the battle
         assembling your force                                  map for the game. The winner of the setup roll
                                                                chooses the color zones on the battle map each
         Your force consists of the units and monsters you
                                                                player will use. You can use only the spawn
         will use in the game. All the models in your force
                                                                points that correspond to your color.
         must belong to the same Agenda.
                                                                The winner of the setup roll also places the first
         Monsters                                               building, places their monsters first, and takes the
                                                                first turn.
         Each force must include at least one monster, and
         each player must start the game with the same
         number of monsters. All monsters are unique            Placing Buildings on the grid
         characters, so a player can bring only one of each     Players take turns placing their buildings on
         monster to a game. A player can bring the same         the foundation spaces on the battle map, one
         monster as their opponent, however.                    building at a time, until they have placed all their
                                                                buildings. If one player runs out of buildings
         Units                                                  before the other player, the player with remaining
         The number of units you can include in your            buildings continues placing them. Players must
         force depends on the number of monsters you            continue to place buildings until they have
         start the game with. If each player has one            placed all the buildings from their cities or have
         monster, you can include up to 15 units in your        run out of empty foundations on which to place
         force. In a two-monster game, you can have up          the buildings.
         to 20 units in your force. In a three-monster          Each foundation space has a colored border that
         game, you can have up to 25 units in your force.       indicates the order of building placement. Players
         Your units begin the game in your unit reserves        must fill all green-bordered foundations before
         rather than on the battle map. During the game,        placing a building on a yellow foundation.
         they will enter play through the map’s spawn points.
                                                                   More buildings in the game means more power can
                                                                  be generated and more big power attacks will happen,
         Buildings                                                so including as many buildings in your city as you can
                                                                             makes for more exciting games.
         Each player must bring six to twelve buildings.
         A player cannot bring more than four of any one
         building.

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                                                                                                                // m o n s t e r 0 0 7

Example: Jason and Will are setting up a game on
a battle map with eight green foundations and ten
                                                       Remaining Setup
yellow foundations. Will brought eight buildings to    Once all buildings are in place, the winner of the
the game, and Jason brought twelve buildings. Will     setup roll places their monsters on the battle
won the setup roll, so he places the first building    map, then the other player does the same. Your
on a green foundation. Jason then places one of        monsters must be placed so that their bases
his buildings on a green foundation. They continue     touch the rear edge of your side of the battle
alternating until all the green foundations are        map. Next, make sure you have ten Action Dice in
filled up, then they begin filling the yellow          your Unit Pool as well as ten Power Dice and at
foundations. After Will runs out of buildings, Jason   least six Boost Dice in your Dice Well. Lastly, set
places his remaining buildings.                        your units to the side of the battle map in your
                                                       unit reserves.
                                                       Now, with everything set up, it’s time to start
                                                       tearing it down!

                      ares mothership

                                                                                                                            25
/15283                                                                            [6371—1902]
 
         Order of Play                                                  There are four phases in a Monster Activation.
                                                                        You can choose to skip any of the phases, but
                                                                        any you choose to perform must be done in the
         Monsterpocalypse is played in a series of turns
                                                                        following order.
         in which players advance and attack with their
         models until only one player has a monster left
         in play.
                                                                        1. Power Phase
                                                                        Begin your Monster Activation by powering up.
         On your turn, you must choose to perform
                                                                        When you power up, you add one Power Die to
         either a Monster Activation or a Unit Activation.
                                                                        your Power Pool for each power zone your units
         To activate units or monsters, you must be
                                                                        hold and for each building your units are securing.
         able to spend at least one Action Die from the
                                                                        In addition, your opponent loses one Power Die
         appropriate dice pool. If you have no Action
                                                                        from their Power Pool for each negative zone you
         Dice in your Monster Pool, you cannot perform
                                                                        hold (see “Objective Spaces,” p. 23).
         a Monster Activation. If you have no Action Dice
         in your Unit Pool, you cannot perform a Unit
         Activation.                                                    2. Advancement Phase
         Because there are no Action Dice in your Monster               Each of your monsters can advance up to a
         Pool when you start a game, your first turn of                 number of spaces equal to its SPD stat (see
         every game will be a Unit Activation.                          “Moving on the Grid,” p. 14).

                 Leave a few dice behind in each pool. It’s tempting            Remember, your monsters can also move
                 to exhaust your dice pools so that you can do more            by spending Action Dice to step (see p. 15).
                each turn, but be careful. Sometimes having just one
                 Action Die in your Monster Pool is enough to make
                your opponent think twice about body slamming your      3. Attack Phase
                monster into a block of buildings. That one die could
                                                                        You can spend Action Dice and Power Dice to
                            allow you to return the favor!
                                                                        have your monsters make a brawl attack, blast
                                                                        attack, or power attack. Each of your monsters
         After you finish your Monster Activation or Unit
                                                                        can make only one attack per Monster Activation
         Activation, your turn ends, and the next player
                                                                        unless your monster has a special rule allowing it
         takes a turn.
                                                                        to make an additional attack.

         Activating Monsters                                            4. Push Phase
         When you choose a Monster Activation, your                     If you have Action Dice remaining in your
         Monster Pool becomes the active pool, and all                  Monster Pool, you can move any number of them
         Action Dice you spend or roll move from the                    to your Unit Pool.
         Monster Pool to the Unit Pool after you use them.

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                                                                                                                   // m o n s t e r 0 0 7

Activating Units                                           Example: Jack wants to spawn a G-Tank and a
                                                           Sun Fighter onto two of his spawn points. Both
When you choose a Unit Activation, your Unit               have a Cost of 1, so normally they would each cost
Pool becomes the active pool, and all Action Dice          Jack one Action Die from his Unit Pool to spawn.
you spend or roll move from the Unit Pool to the           However, Jeff has a unit on the spawn point where
Monster Pool when you use them.                            Jack wants to spawn his Sun Fighter. Jack spends
There are four phases in a Unit Activation. As             one Action Die to move Jeff’s unit to an empty
with Monster Activations, you can choose to skip           adjacent space, then spends another Action Die to
any phase, but the phases must be done in order.           spawn the Sun Fighter in that location. He then
                                                           spends one Action Die to spawn his G-Tank on the
                                                           other spawn point.
1. Spawn Phase
You can spend Action Dice to bring units into play         2. Advancement Phase
from your unit reserves. This is called spawning.
You can spawn any number of units as long as               Each of your units can advance up to a number of
you have enough Action Dice to spend. Units                spaces equal to its SPD stat (see “Moving on the
spawned at the beginning of your turn can                  Grid,” p. 14).
advance and attack in the same turn.
                                                           3. Attack Phase
When you spawn a unit, you must spend Action
Dice from your Unit Pool equal to the unit’s Cost.         You can attack with any number of your units on
Then take the unit from your unit reserves and             the battle map. Each unit can participate in one
place it on one of your spawn points. You can              individual or combined attack (see “Combined
only spawn units from your unit reserves.                  Unit Attacks,” p. 28). You must spend at least
                                                           one Action Die for each unit participating in an
If you want to spawn a unit on a spawn point
                                                           attack. You do not have to attack with the same
that is already occupied by a unit, you can spend
                                                           units you advanced this turn. You can continue to
one Action Die to move that unit into an adjacent
                                                           make attacks with your units as long as you have
space that it can legally occupy before you pay
                                                           Action Dice to spend and as long as you have
the Cost for the unit you want to spawn.
                                                           units that have not yet participated in an attack
                                                           during this Unit Activation.
    Be careful about leaving one of your units on your
  opponent’s spawn point if there is an adjacent hazard.
        Your opponent might move your unit onto
                                                           4. Push Phase
                the hazard and destroy it!                 If you have Action Dice dice remaining in your
                                                           Unit Pool, you can move any number of them to
                                                           your Monster Pool.

                                                                                                                               27
/15283                                                                                        [6371—1902]
 
         Combined Unit Attacks                                                When making a combined brawl attack, all
                                                                              participating units must be adjacent to the target.
         A single unit has almost no chance of causing                        For a combined blast attack, all participating units
         damage to a monster on its own, but combined                         must have the target within their attack range.
         units attacking together can pose a powerful
                                                                              Add up the Brawl or Blast stats of the units
         threat. Two or more units can combine attacks of
                                                                              involved, depending on the type of attack, to
         the same type (brawl or blast) in order to create
                                                                              determine the total number of Action Dice you
         a more powerful attack with a greater chance
                                                                              can roll for the attack. You must spend at least
         of hitting and causing damage. Units cannot
                                                                              one Action Die for each participating unit.
         combine brawl attacks with blast attacks.
                                                                              Example: A Belcher can spend up to two Action
         To make a combined unit attack, choose one unit
                                                                              Dice when it makes a blast attack. When three
         to lead the combined attack and declare which
                                                                              Belchers combine for a blast attack, the roll must
         other units will participate. The model leading
                                                                              include at least three Action Dice (because there
         the attack is considered to be the attacking
                                                                              are three units) and can include up to six Action
         model for resolving any special rules.
                                                                              Dice (two for each Belcher).

                                                 Example of a combined unit attack
                Oz is making a combined attack with the following
                units: Elite G-Tank, Grunt G-Tank, Elite Sun Fighter,
                                                                                   sun fighter                              elite sun fighter
                Grunt Sun Fighter.

                Oz is attacking Will’s Ares Mothership, which is in                                                         elite g-tank
                hyper form (DEF 8). Oz chooses the Elite G-Tank to lead
                the attack. The Elite G-Tank is within two spaces of the
                Grunt G-Tank, and the Elite Sun Fighter is within two
                space of the Grunt Sun Fighter, so both grunt models                                                        g-tank
                benefit from the elite models’ Commander special rules.
                Additionally, neither G-Tank moved this activation, so
                                                                                         ares mothership
                both benefit from Aim. Further, since the Grunt Sun
                Fighter and the Elite Sun Fighter are participating in a
                                                                              Relevant special rules of these models are as follows:
                combined attack against a model with Flight, they both
                                                                              Aim – This model gains +1 Blast Boost Die if it did not move
                benefit from Anti-Air.                                        this activation.
                Oz totals up the dice he can potentially roll when            Anti-Air – If this model participates in a brawl or blast attack
                                                                              targeting a model with Flight, this model gains +1 boost dice.
                resolving this combined attack: eight Action Dice             Commander: G-Tank – Allied G-Tank Grunt units within two
                and eight Boost Dice. Oz chooses to roll four Action          spaces of this unit gain +1 Boost Die when participating in
                Dice (one for each participating model) and all eight         brawl or blast attacks.
                                                                              Commander: Sun Fighter – Allied Sun Fighter Grunt units
                Boost Dice. He rolls nine strikes for a hit, so Will’s Ares   within two spaces of this unit gain +1 Boost Die when
                Mothership suffers 1 damage point from the attack.            participating in brawl or blast attacks.

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                                                                                                                       // m o n s t e r 0 0 7

If the combined attack roll hits, the target is
damaged. A combined attack does only one point                  Winning
of damage no matter how many units participate
                                                                A player wins the game when all of their
in the attack. Additionally, a combined attack
                                                                opponent’s monsters are destroyed.
counts as only one attack regardless of how many
units participate.                                              If you must end your game before one player
                                                                has destroyed all the opponent’s monsters, the
Units participating in a combined attack must
                                                                player with the most monsters remaining in
roll all the Boost Dice they have for that type of
                                                                play wins. If both players have the same number
attack. If you do not spend an Action Die for a
                                                                of monsters in play, add up the damage points
unit to participate in an attack, however, you
                                                                on each players’ monsters, including those that
cannot include its Boost Dice.
                                                                have been destroyed. The player whose monsters
                                                                have suffered the least amount of damage is the
    Remember, a unit can participate in only one attack
                                                                winner. If the amounts of damage are the same,
   each turn. If a unit participated in a combined attack,
   it cannot make an attack of its own in the same turn.
                                                                the game ends in a draw.

Units making a combined attack can benefit from
all the special rules affecting the participating
models. Although each model participating in
the attack can benefit from the same-named
special rule only once, the combined attack can
benefit from each model that has the same
special rule. In other words, the effects
of same-named rules can be
cumulative in a combined
attack.
Example: The Anti-Air special
rule grants an extra Boost Die
to a model when it attacks a target
with Flight. If three models with Anti-Air
combine to attack a flying target together,
you can add three Boost Dice to the roll, one for
each instance of Anti-Air.

                                                         cthugrosh
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         Special Rules                                         Example: Hyper Gorghadra hits Alpha Armodax
                                                               with a brawl attack. Hyper Gorghadra has the
                                                               Annihilate special rule, which causes its attacks to
         The models in Monsterpocalypse can do much
                                                               do super damage. Normally, a monster hit by this
         more than just move around and make brawl,
                                                               attack would take two points of damage (one for
         blast, and power attacks. They also have a variety
                                                               the brawl attack and one for super damage), but
         of special rules, as noted on their cards.
                                                               Alpha Armodax has the Resilience special rule,
         When the text of a special rule refers to             which makes it immune to super damage. Alpha
         “Faction,” it means the Faction of the model that     Armodax takes only one point of damage.
         has the rule.

                                                               Applying Special Rules
         Actions                                               The special rules of individual models take
         Actions are a type of special rule that require you   precedence over the general rules in this rulebook.
         to spend an Action Die to use. On models’ stat
                                                               Each time more than one special rule with the
         cards, these rules begin with the word “Action.”
                                                               same name would affect a single model, apply
         Your monsters can use their Actions rules only        the effects of the rule only once.
         during a Monster Activation, and your units can
                                                               Each time more than one special rule with the
         use their Actions only during a Unit Activation.
                                                               same name would affect a single attack, apply
         Some buildings also have Actions. A building
                                                               the effects of the rule only once.
         can perform Actions only while secured and only
         during a Unit Activation.                             Each time more than one special rule with the
                                                               same name would affect a single power-up, apply
         During the Advancement or Attack Phase, a
                                                               the effects of the rule only once.
         model can perform an Action by spending one
         Action Die from the active pool. An Action cannot     Example: The Force Field special rule gives a model
         interrupt a model’s advancement or attack.            +1 DEF against blast attacks, and a model can gain
                                                               Force Field from multiple sources. Regardless of
         You can use each Action only once during each
                                                               how many instances of Force Field are affecting it,
         of your activations, and each of your models can
                                                               a model can gain the +1 DEF against blast attacks
         perform only one Action each activation.
                                                               from Force Field only once. Similarly, a model can
                                                               benefit only once from Cover, which also gives
         Immunity                                              +1 DEF against blast attacks. However, because
                                                               Force Field and Cover have different names, a model
         Some models have rules that make them immune
                                                               can benefit from both at once for a combined
         to certain types of attacks or effects. When a
                                                               +2 DEF against blast attacks.
         model has an immunity, it cannot be harmed or
         affected by that type of attack or effect.

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