1998 Puesto n.º 14462 en BGG

Monsters Ravage America

1–4 jugadores 90 min A partir de 10 años 2.2/5 de complejidad 5.5/10 de valoración

Acerca de este juego

Each player is one of six Giant Monsters, stomping across a map of the USA in search of cities to destroy. The monsters run the gamut from the classic (enormous lizards and gargantuan apes) to the slightly more unconventional (50-foot glow worms, anyone?), and each has its own set of attributes and powers. Ingeniously, everyone also controls an arm of the military, which can be used to attack and weaken the other monsters on the board. It's a losing battle for the militia -- monsters can wipe out military bases and reduce the total number of forces available to each player -- but you can get a few good licks in early in the game. The battle escalates until the 20th city is reduced to rubble. At that time, all the monsters duke it out in a free-for-all, mano-a-clawo Monster Challenge; and when the dust settles, the last monster standing is declared the winner. This game was remade into Monsters Menace America.

Qué sensaciones ofrece

Science Fiction Wargame Kaiju

Inteligencia del juego

Aprende el juego

100% de cobertura de conocimiento

Preparación

1. Set up the base Monsters Ravage America game board (map of America) as normal. 2. Add the Expansion #1 components: include Gry-Zor the Ant monster card/standup and the Hatchling Counters. 3. Shuffle the new Monster cards (Tunneling, Good Guy!, X-Force, Shrink Ray) into the appropriate card decks. 4. Place the Flying Glow Wyrm standup as directed by the base game or expansion rules. 5. If a player chooses Gry-Zor, give them the Gry-Zor monster card/standup and 5 Hatchling Counters. 6. Proceed with normal game setup as per the base MRA rules.

Flujo del turno

Players take turns moving their monster across the map of America, destroying cities to gain infamy and money, playing monster cards for special effects, and engaging in combat with military forces or rival monsters. Each turn generally involves: (1) moving your monster up to your movement allowance, (2) resolving destruction and collection in cities entered, (3) optionally playing cards, and (4) resolving any combat triggered. Special cards like Tunneling, Good Guy!, X-Force, and Shrink Ray are played at specific moments in the turn or combat sequence.

Puntuación y victoria

The player whose monster accumulates the most infamy points (and meets any victory condition set in the base game) wins. Money ($billions) and infamy are both tracked throughout the game. Puntuación objetivo: Determined by base game rules (typically a set infamy threshold or last monster standing) Fuentes de puntuación: Destroying cities (infamy), Gry-Zor hatchling counters from non-snack city destruction (max 5 infamy), Good Guy! card (1 free infamy when used), Other base game infamy sources

Fuente: Rulebook

Reglas que debes conocer

Las reglas más útiles para jugar bien la primera partida.

General

Gry-Zor the Ant has Move 3, Defense 3, Damage 3, Health 10, and 2 Attacks.

Gry-Zor the Giant Ant (introduced in Expansion #1) has the following base statistics: Movement 3 spaces per turn, Defense 3, Damage 3, Health 10, and 2 Attacks per combat round.

Restriction

Gry-Zor may not cross sea or lake borders.

Gry-Zor the Giant Ant cannot move across any border that is a sea or lake. This restricts his movement to land-connected spaces only. He cannot island-hop or cross large bodies of water that separate land spaces.

Scoring

Gry-Zor collects a hatchling infamy for each non-snack city destroyed, up to a maximum of 5.

When playing as Gry-Zor, each time you destroy a non-snack city, you collect one hatchling infamy counter. You may hold a maximum of 5 hatchling counters at any time. These counters represent bonus infamy from the ant's breeding/hatchling ability.

Movement

After destroying a city, move one space without destroying anything in that space.

Play the Tunneling card after you destroy a city. If your remaining movement allows, you may move your monster one additional space. You will NOT destroy anything in the destination space of this tunneling move — the monster travels underground and causes no surface destruction there. Discard the card after use (implied by single-use card type).

Special

When challenged and your health is lower than your opponent's, discard for 1d health and 1 free infamy.

The Good Guy! card may only be played when you are challenged (i.e., another monster or military initiates combat against you) AND your current health is lower than your opponent's health at that moment. Discard the card to gain health equal to 1 die roll (1d) and immediately collect 1 free infamy point. Flavor: the underdog status earns public sympathy.

Resource management

Collect $1 billion per health point, maximum $20 billion. Discard after use.

Play the X-Force card to collect $1 billion in funding for each current health point your monster has. The maximum amount collectible via this card is $20 billion, regardless of health total. Discard the X-Force card after use — it is a one-time effect.

Combat

Used at start of combat: monster takes 1d-1 damage per full 10 health. Discard after use.

Play the Shrink Ray card at the start of combat (before combat dice are rolled). The affected monster takes damage equal to 1d-1 for each full 10 points of health the monster currently has. For example, a monster with 30 health rolls 3 dice and subtracts 3 from the total. A monster with 35 health still only rolls 3 dice (3 full 10s). Discard the Shrink Ray card after use.

General

Expansion #1 introduces new card backs for Monster cards.

Monsters Ravage America Expansion #1 introduces new card backs for Monster cards. These new-backed cards are shuffled into or used alongside the existing Monster card deck as appropriate.

Informe estratégico

Maximizing Gry-Zor's Hatchling Infamy

Prioritize destroying non-snack cities early to fill all 5 hatchling counter slots quickly. Since the cap is 5, route Gry-Zor through dense non-snack city regions first.

Using Tunneling for Escape or Positioning

Tunneling lets you slip into a high-value or strategic space after a city destruction without triggering its defenses or destruction effects. Use it to reposition into spaces you couldn't otherwise safely enter mid-turn.

Saving Good Guy! for High-Stakes Combat

Good Guy! is most powerful when you are significantly behind in health, granting both healing and a free infamy point. Holding it as a defensive surprise in late-game combat maximizes its value.

X-Force Timing

Play X-Force when your monster's health is at or near 20 to collect the full $20 billion cap. Using it at low health wastes its potential — at 10 health you only earn $10 billion.

Shrink Ray as an Opener

Since Shrink Ray is played at the start of combat before dice are rolled, use it against high-health monsters to deal front-loaded damage. A monster with 40 health takes 4d-4 damage before the fight even begins, potentially crippling them.

Gry-Zor Route Planning

Gry-Zor cannot cross sea or lake borders, so plan his route entirely through connected land spaces. Avoid coastal peninsulas or lake-surrounded regions that could trap him with no forward path.

Preguntas frecuentes y casos límite

Can I use Tunneling to move into a city and destroy it?

No. The Tunneling card explicitly states you will NOT destroy anything in the space you move to via Tunneling. The bonus move is underground — no surface destruction occurs in that destination space.

Can I play Good Guy! when I am the one initiating combat?

No. Good Guy! can only be played when you are CHALLENGED — meaning another player or the military initiates combat against you. It cannot be used when you are the attacker.

My monster has 35 health when the Shrink Ray is used. How many dice do I roll?

You roll 3 dice and subtract 3 (3 full 10s in 35). The remaining 5 health does not count as a full 10, so it is ignored for this calculation. Total damage = (3d) - 3.

My monster has 25 health. How much money does X-Force give me?

X-Force gives $1 billion per health point but is capped at $20 billion. With 25 health you would normally earn $25 billion, but the maximum is $20 billion.

I've already collected 5 hatchling counters with Gry-Zor and destroy another non-snack city. Do I get another counter?

No. The maximum number of hatchling infamy counters Gry-Zor can hold is 5. Destroying additional non-snack cities beyond that does not grant more hatchling counters.

Can I play Good Guy! after the Shrink Ray is used on me at the start of combat to benefit from my now-lower health?

Yes, if after the Shrink Ray damage your health is now lower than your opponent's, the condition for Good Guy! is met and you may discard it to gain 1d health and 1 free infamy, since you are the challenged party.

Pregunta Sobre Este Juego

Juegos similares