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The Rules - Treefrog Games

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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.

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