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The Rules - Treefrog Games

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Introduction<br />

Moongha Invaders Two Player<br />

by<br />

Martin Wallace<br />

4.10.12<br />

Two player version of Moongha Invaders. One player takes control of the monsters while the<br />

other takes control of the five heroes.<br />

Monsters have invaded Manhattan. <strong>The</strong> ‘A’ team has failed, so now it’s down to the ‘B’ team<br />

to save the day. Various bits of weapons and kit from the first operation have been left<br />

behind.<br />

Components<br />

<strong>Rules</strong><br />

Board<br />

Monster pieces<br />

Hero pieces<br />

Monster cards<br />

Hero cards<br />

Monster display<br />

Hero display<br />

Hero weapon counters<br />

Bonus counters<br />

Dice<br />

Damage cubes (black)<br />

Rubble tiles<br />

Starting the Game<br />

Players select sides and takes pieces and cards. Place displays in front of position and place<br />

counters in the relevant spaces. Monster player places monster counters on board on red<br />

spots, face-down – one per spot. Hero player places heroes on blue spots. Turn monster<br />

counters face-up.<br />

Each player shuffles his own deck of cards. Players draw six cards from their own deck.<br />

Place weapon counters on Hero display as indicated.<br />

Shuffle the Bonus counters and place one on each space marked with a square. <strong>The</strong>se remain<br />

face-down until a hero enters the space.


Playing the Game<br />

Players take it in turns to have their turn. <strong>The</strong> Hero player goes first.<br />

When it is your turn you can play as many cards as you wish from your hand. Once you have<br />

finished playing cards you draw three cards from your deck.<br />

You can have a maximum of eight cards in your hand. You can discard cards as you wish. If<br />

your draw deck is exhausted you shuffle your discard pile to make a new deck.<br />

When the monster player discards cards he can either place the card on his discard pile or he<br />

can permanently remove it from the game – place it back in the box. This may help to make<br />

his deck more ‘efficient’.<br />

Each card you play with hero/monster symbol on allows you to perform one action with the<br />

matching hero/monster. Each card will have two symbols on it, you can only use one of them.<br />

Some Hero cards are also marked ‘Duck’ and ‘+1’. <strong>The</strong> effects of these are explained below.<br />

Actions are<br />

Move – All heroes and monsters with the exception of Bloob have a movement rate of two.<br />

However, a hero/monster must stop moving if it enters a building or rubble space. Bloob has<br />

a movement rate of one space. You may move diagonally. You cannot move through thick<br />

black lines. You can move into enemy occupied space, which immediately instigates close<br />

combat. You cannot move through an enemy occupied space. Heroes can stack, up to two per<br />

space, but will all suffer same damage if hit by a range weapon (which is actually any<br />

weapon). Monsters can stack, up to two per space, with the exception of Mechoor, Moogre<br />

and the Bloob, who can never co-exist in the same space as another monster.<br />

If a hero moves into space containing a face-down Bonus counter then he turns it face up and<br />

claims it. Monsters cannot take Bonus counters or destroy them. A hero can also pick up<br />

weapons and kit left by a dead hero. <strong>The</strong>re is no limit to what a hero can carry. <strong>The</strong> only<br />

monster that can pick up a weapon is Kiddoo, as explained below.<br />

CLOSE COMBAT<br />

Close combat is a function of movement, in that for it to occur a player has to move a piece<br />

into a space occupied by an opposing piece/pieces. Both players roll 2d6. Add any modifiers<br />

as indicated by the hero/monster. <strong>The</strong> highest total wins. Both players re-roll in the case of a<br />

tie.<br />

<strong>The</strong> loser suffers one damage. <strong>The</strong> winner chooses one space to place the losing piece in. If<br />

the active player lost he can still continue his turn, which may include moving the defeated<br />

piece back into close combat.<br />

Mechoor cannot be hurt by close combat, although he can still do damage if he wins close<br />

combat. Even if you win against it decides which space to move you to.


<strong>The</strong> hero player can play one or more +1 cards after the dice have been rolled to modify his<br />

total. He can also play a ‘Duck’ card to move out of the space, without suffering any damage,<br />

after combat has been resolved.<br />

If there are more than one hero or monster in the space then the active player (who can only<br />

have a single hero/monster in the space) chooses one to fight first. If he wins the first fight he<br />

then fights the second hero/monster. If he wins that he can fight the remaining hero/monster.<br />

If a hero is killed in close combat then he is removed from the board and his weapons/kit are<br />

placed in the space the combat took place in. However, if a hero was killed by a Bloob then<br />

his weapons and kit are also lost (absorbed by Bloob).<br />

SWAPPING WEAPONS If two or more heroes are in the same space they can freely swap<br />

weapons and equipment. This is not an action. <strong>The</strong>re is no upper limit to what a hero can<br />

carry.<br />

Fire– Select one weapon to use. Each weapon counter has a range and a damage value. In a<br />

range attack you area always looking to roll a total of 7+ on two dice. Any weapon counter<br />

that is underlined is one-use only and should be discarded after use.<br />

LINE OF SIGHT – To use a range weapon you must have a line of sight from the<br />

hero/monster that is firing to the target. A line of sight is always a straight line. LOS is<br />

blocked by buildings, Mechoor, and Moogre. Heroes and other monsters do not block LOS.<br />

Rubble will block LOS unless target is Mechoor or Moogre. You can fire into a building<br />

space, just not through one. Heroes can fire from a corner, so they can choose to have the line<br />

of sight start from any corner of the space they occupy, but it is still traced to the centre of the<br />

target space. A monster’s line of sight must always be traced from the centre of its space, so<br />

no firing from corners.<br />

Modifiers are:<br />

Target in building -2<br />

Target in rubble -1<br />

If the target is hit then damage cubes (black cubes) are placed in the monster/hero box. <strong>The</strong><br />

amount of damage that a monster/hero can take is shown in the black box. If this level is<br />

reached or exceeded then the monster/hero is eliminated. Remove monster/hero counter from<br />

board. Any weapons/kit belonging to a hero are placed in the space.<br />

After rolling the dice the hero player can play one or more +1 cards to modify his score.<br />

If the monster player successfully hits a hero the hero player can play a ‘Duck’ card to move<br />

the hero to an adjacent space (including diagonally) and avoid taking an damage.<br />

If hero killed place all equipment in space he occupied.


If Mechoor fires heat ray at building space one rubble counter should be placed in an adjacent<br />

space, chosen by Mechoor player. Cannot have more than one rubble in a space.<br />

CRITICAL HIT – If a player rolls a natural 12 when firing then he does double damage to the<br />

target.<br />

RUNNING OUT OF AMMO If a Hero rolls a natural ‘2’ when firing a range weapon then<br />

he must discard the counter as it has run out of ammunition. He can reclaim the counter if he<br />

picks up the Ammo counter. A hero can always use a handgun if he has no other weapon.<br />

Handguns never run out of ammunition. A weapon use by Kiddoo can also run out of<br />

ammunition. Otherwise a monster can never run out of ammunition.<br />

BONUS ACTION<br />

<strong>The</strong> hero player only can take a chance on activating a particular hero. First indicate which<br />

hero is to be activated, then draw a card from the top of your deck. If the hero in question is<br />

on the card then that hero can perform one action. If not then you must discard that cardnd<br />

another from your hand. You can do this multiple times but must stop first time you fail to<br />

draw hero symbol, ending your turn. You cannot have a bonus action if you have no cards in<br />

your hand.<br />

RUBBLE - Moogre and Mechoor can create rubble as one action, place rubble in same space<br />

as monster, must be adjacent to building. Whenever rubble is created it does not cause any<br />

damage to heroes or monsters in the same space.<br />

WEAPONS & KIT<br />

Ammo – reclaim weapon that has run out of ammunition OR ignore ‘2’ when firing range<br />

weapon.<br />

Bow – different tips, explosive, tracking device. Once tracking device is on monster it<br />

remains there for the rest of the game. This will give a modifier to air strikes (called in by<br />

radio).<br />

Grenades (stun and shrapnel) – No modifiers apply to grenade attack, you just need to roll<br />

7+ (you can still add card modifiers). If you hit with stun grenade you take an extra one card<br />

and your opponent loses one card with the symbol of the target monster on. If they do not<br />

have such a card then they must show you their hand. You can throw a grenade into a<br />

building space.<br />

Radio – You call down an air strike. Roll 9+ to hit any space that the hero holding the radio<br />

has a line of sight to. If the monster is hit then it suffers five damage. Add two to the die roll<br />

if there is a tracking device on the target monster. No other modifiers apply. All spaces in and<br />

around monster that are orthogonally adjacent to buildings should have a rubble counter<br />

placed in them. A monster in a building can still be hit.<br />

Dynamite. No range or terrain modifiers apply. Will create rubble if thrown into building.<br />

Place rubble counter in orthogonally adjacent space, choose space if more than one available.<br />

Body Armour – Ignore next damage scored against hero.<br />

Med kit – reduce damage by one. This is an action to use.


EMP device – generates electro-magnetic pulse which will confuse Mechoor for one turn – it<br />

cannot move. Range of three. Still require 7+ to hit, as may not work. Apply range modifier<br />

for close range. No modifier for rubble. This is an action to use.<br />

Flame Thrower – Damage depends on target. One damage versus Mechoor, four damage<br />

versus Bloob, three damage versus any other monster.<br />

Energy drink – Pick up two cards when you use this counter, this does not count as an<br />

action.<br />

Oxygen tanks – If tanks in space occupied by monster and you manage to hit the tanks with<br />

a range weapon then the tanks explode and do damage as indicated. If you miss tanks remain<br />

in space.<br />

Jeep – Can be occupied by two heroes. Doubles movement, so if heroes already in jeep can<br />

move four spaces, or two spaces if heroes spend one movement to move into jeep space (or<br />

vice versa). Can also place dynamite and drive at monster. Use ‘Duck’ card to exit vehicle<br />

before it hits. Roll 7+ to see if this succeeds (can be modified by +1 cards). Cannot enter<br />

building or rubble. Can exit jeep and leave it on the board and return to it later.<br />

MONSTER ABILITIES<br />

Drakoor – It cannot be damaged by range fire. It will only take damage as a result of close<br />

combat. However, will automatically be killed by silver bullet. +1 in close combat.<br />

Mechoor – range weapon is heat ray. Range of eight and damage of two. If ray fired at<br />

building then rubble counter should be placed in orthogonally adjacent space, monster<br />

player’s choice. Note that Mechoor still needs to roll to hit even if hero not in target space.<br />

Mechoor never suffers damage as the result of close combat, and even if he loses the hero<br />

should be placed in an adjacent space. Mechoor cannot enter a building space or one<br />

occupied by Moogre. Mechoor never runs out of ammo.<br />

Kiddoo – can become concealed. +1 in close combat. Can stack with any other monster. This<br />

means both monsters could engage in close combat. Can also use weapons from dead heroes.<br />

Bloob - Movement rate of one. Has three counters in all. As one action Bloob can place<br />

some or all of these, must be in orthogonally adjacent spaces. Can also retrieve some or all as<br />

action. Bloob counter. Bloob can still move when extended, just pick up one Bloob counter<br />

and place orthogonally adjacent to another Bloob counter. However, all Bloob counters must<br />

remain orthogonally adjacent to each other. Bloob cannot be fought in close combat, it<br />

always wins. If a hero is killed in close combat with the Bloob then all of his weapons and kit<br />

are absorbed by the Bloob, so discarded rather than placed on the board. Bloob ignores any<br />

one damage hits. Every three points of damage that Bloob takes permanently removes one<br />

Bloob counter from play<br />

Moogre – if on rubble space can throw rocks, range 3, damage 1. Otherwise reduced to close<br />

combat attacks. May create rubble as action if adjacent to building. Place in same space as<br />

Moogre.


Shaggoo – Heroes suffer -2 die modifier when trying to hit Shaggoo with range fire<br />

(grenades and dynamite are exempt from this modifier). Laser eye range weapon, infinite<br />

distance, one damage, .7+ to hit, modifiers apply.<br />

Spectoor – Hypno-ray. All modifiers apply. If hits (7+, any distance) then target player must<br />

discard all cards with that hero symbol on. All modifiers apply. Can also control monsters in<br />

line of sight, which means you can use Spectoor card to perform actions with them.<br />

Ending the Game<br />

<strong>The</strong> hero player wins if he kills Moogre, Mechoor and the Bloob. <strong>The</strong> monster player wins if<br />

he kills all five of the heroes.<br />

<strong>The</strong> rules to ‘Two Player Moongha Invaders’ are © Martin Wallace 2012.

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