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.