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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.