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Moongha Invaders 2 Player Rules – English (PDF)

Jan 01, 2017

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Page 1: Moongha Invaders 2 Player Rules – English (PDF)
Page 2: Moongha Invaders 2 Player Rules – English (PDF)

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TWO PLAYER RULES

Introduction

Overview

Congratulations on purchasing the Kickstarter version of Moongha Invaders. Your reward is a two-player game pitting a team of heroes against a horde of rampaging monsters.

Manhattan has been occupied by the crazy creations of a mad scientist. The government has sent the ‘A‘ team in, and heard nothing. That means it’s down to the ‘B‘ team to save the day. All that stands between humanity and extinction is a bunch of misfits and over-the-hill ex-mercenaries. This may be time to look for a quiet island to settle on!

The two-player game is fought between five heroes and seven monsters, with the two players deciding which side they wish to fight with.

The starting positions of the heroes and monsters is determined randomly. Each player has his own set of cards, from which he draws a starting hand of six cards.

Play alternates between the two players, with the Hero player going first. During their turn a player can play as many cards as he wishes, each card allowing one piece to be activated. Every card has a number symbols on it, corresponding to the pieces controlled by that player. The Hero player has hero symbols on his cards, while the Monster player has monster symbols on his. When a card is played the player chooses one symbol and activates the corresponding piece on the board, which can now perform one action.

There are only three actions in the game:

MOVE

RANGED-ATTACK

DESTROY BUILDING (only monsters can perform the third action)

Pieces generally have a movement allowance of two spaces (Kiddoo can move three spaces, while The Bloob can only move one). Close-combat occurs when a piece moves into a space occupied by an opposing piece. Heroes can pick up Equipment counters (left by the ‘A’ team).

All heroes and some monsters have the ability to make ranged-attacks against targets that they have a clear line-of-sight to. Weapons come in two types, aimed and area-effect. Aimed weapons are more likely to hit but suffer modifiers if the target is in a building. Area-effect weapons are harder to hit with but do not suffer any modifiers, so are good against targets in buildings.

Destroying a building is as simple as playing the right card and then reducing an adjacent building to rubble.

The Monster player wins if he destroys all twelve buildings or eliminates all five heroes. The Hero player wins if he elimi-nates Mechoor, Moogre, and The Bloob.

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Components specific to this game

Additional components from the standard game

Monster boxes

The Board

Equipment counter spaces

Random Starting Positions

Orange lines block movement

Open spaceBuilding space

Hero boxes

Twenty-five Hero cards Twenty-nine Monster cards Fourteen Equipment counters

Twelve Starting Position counters

The monsters indicated should be in the same colour, of your choice.

Twelve Rubble pieces in colour matching that of the monsters.

Five Hero pieces. Four dice.

Twenty black Rubble pieces

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Randomly determine who gets to pick their side first. The board should be orientated so that the side they have select-ed is closest to them, i.e. the Monster player should have the Monster boxes closest to him.

Players take the pieces for their side and place them in the corresponding boxes shown on their side of the board.

Each player takes the deck of cards associated with their side.

The monster player starts with twelve Rubble pieces in their colour.

The ‘A’ team left a lot of kit behind after their abortive mis-sion, which is available to be picked up by the Hero player.

Starting the Game Playing the Game

Shuffle the Equipment counters face-down and place one in each space indicated on the board. These counters remain face-down until a hero enters the space.

Shuffle the Starting Position counters face-down. The Monster player takes one counter at a time and assigns it to one of his monsters before revealing the number on the counter.

That monster is then placed in the corresponding numbered space on the board. Once the monster player has placed all seven of his monsters (two Bloob pieces remain in The Bloob Monster box) the hero player performs the same process with the remaining five Starting Position counters to place his five Hero pieces.

Each player shuffles his own deck of cards, places it face down in front of his position and then draws a starting hand of six cards.

The game is played over an unlimited number of turns. The Hero player takes the first turn, then the Monster player. Turns are repeated in this fashion until the end-game conditions are met.

The Hero player wins if he manages to eliminate Mechoor, Moogre, and all three Bloob pieces.

The Monster player wins if all five hero pieces are eliminated or he destroys all twelve buildings.

When a player has his turn he can play as many cards as he wishes from his hand, using them to perform actions with his pieces. Once he has finished playing cards he draws three cards from his deck. A player can have a maximum of eight cards in his hand. If he goes over this hand limit then he must choose cards to discard to bring his hand down to eight cards.

If a player exhausts his draw deck he shuffles his discard pile to make a new draw deck.

MONSTER PLAYER ONLY: When the Monster player discards he can either place the card on his discard pile or he can permanently remove it from the game – placing it back in the box. This option allows him to get rid of cards that may be of no use any more, due to the demise of the monsters represented there.

Each card has a number of symbols on it. Some Hero cards are also marked ‘Duck’ and ‘+1’. The effects of these are explained below. Some Hero cards are marked ‘x2’ which means that hero can perform two actions. Some monster symbols also have a rubble image marked next to them, indicating that the card can be used to destroy a building. In all cases only one symbol can be used on a card. When a player plays a card he selects one symbol and per-forms an action with the corresponding hero/monster (or two if so indicated).

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Playing the Game A hero/monster can perform more than one action in a turn. However, the piece must complete one action before proceed-ing to the next action.

There are three actions that a hero/monster can perform, which are:

MOVE

RANGED-ATTACK

DESTROY A BUILDING (Monster player only)

These actions will now be explained in more detail.

ACTION: MOVE

All heroes and monsters, with the exception of Kiddoo and Bloob, have a movement rate of two spaces.

The Bloob has a movement rate of one space.

Kiddoo has a movement rate of three spaces.

When you move a piece it can move to any orthogonally or diagonally adjacent space. This counts as moving one space.

A piece must stop moving as soon as it enters a building space.

Mechoor and Moogre cannot move into building spaces.

A piece cannot move through orange lines or into a destroyed building (one that contains a Rubble piece).

A piece can move into a space occupied by an opposing piece, which immediately instigates close combat. It cannot move through a space occupied by an opposing piece, it must stop and fight as soon as it enters such a space.

Two pieces cannot end up in the same space. Pieces can move through spaces occupied by pieces on the same side. A piece can temporarily stop in a space containing another friendly piece if the player then activates that piece again to continue moving it.

If a hero moves into space containing one or more Equipment counters (whether face-up or down) then he picks them up and places them in the corresponding Hero box. If the counter was face-down then he keeps it that way, although he can still look at the counter. If the counter was face-up then it remains face-up in the Hero box. There is no limit to the number of Equipment counters that a hero can carry. Note that picking up Equipment counters does not cost movement points or an action.

Monsters can move into an Equipment counter space but they cannot take or destroy the counter (with two exceptions, as described below).

If Kiddoo moves into a space containing one or more face-up Equipment counters then it can chose one to pick up and place in its Monster box. If Kiddoo already has an Equipment

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counter then it can choose to swap one counter for another, leaving the first counter behind in the space.

If The Bloob moves into a space containing one or more face-up Equipment counters then they are all removed from play.

If a hero passes through a space occupied by another hero then those two heroes can freely exchange Equipment count-ers.

CLOSE-COMBAT

Close-combat is a function of movement, in that for it to occur a player has to move a piece into a space occupied by an opposing piece.

Both players roll two dice each, summing them after rolling. Players add any modifiers as indicated by the hero/monster. The highest total wins. If the combat is tied then both players re-roll their dice.

The losing piece suffers one damage. This is marked by placing a black Rubble piece in the associated Hero/Monster box. The losing player chooses one empty adjacent space to move his piece to (which may be orthogonally or diagonally adjacent). He cannot move through an orange line or into a destroyed building (one with a Rubble piece in it).

If the player cannot move into a space then he does not move out and close-combat is repeated. If the active player lost he can still continue his turn, which may include moving the defeated piece back into close-combat.

Mechoor automatically wins close-combat and inflicts two points of damage.

Not only does The Bloob automatically win close-combat, it also absorbs the hero and any Equipment counters, thus killing him straight away (tip: stay away from The Bloob).

The Hero player can play one or more +1 cards after the dice have been rolled to modify his total. He can also play a ‘Duck’ card to move the hero to an empty adjacent space, without suffering any damage, before or after combat has been resolved (even if he instigated the combat). A player can also use a ‘Duck’ card to escape from close-combat with Mechoor and the Bloob. If the hero player plays +1 cards to force a re-roll, i.e. tie the totals, then these cards do not add to the next total, i.e. these cards are one-use only.

If a hero is killed in close-combat then he/she is removed from the board and any Equipment counters held by that hero are placed in the space the combat took place in. However, if the hero was killed by The Bloob then his/her Equipment counters are also lost (absorbed by Bloob) and removed from the game.

Example

The Hero player activates Raven and moves her into the space occupied by Kiddoo, which instigates close-combat.

The Hero player rolls eight, while the Monster player also rolls eight. Raven gains +1 in close-combat, making a total of nine. Kiddoo suffers one damage and must move to an adjacent empty space, the options are indicated here.

It decides to move closer to Moogre, for obvious reasons.

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A ranged-attack is one where a hero or monster uses a weap-on to fire from one space to another space.

You can activate a hero or monster and declare that they wish to make a ranged-attack. The hero/monster must have a weapon that allows a ranged attack. This will be indicated in the Hero/Monster box or on the Equipment counter in the following manner:

The first box shows the range of the weapon. The second box shows how much damage it inflicts if it hits. The icon above indicates whether the weapon is aimed or area-effect.A hero can only fire one weapon at a time, so if he or she has more than one available then you must select one to use. An Equipment counter with underlined text (which is nearly all of them) is one-use only, so must be discarded after use.

LINE-OF-SIGHT

The firing piece must have a clear line-of-sight to the target.

The rules covering line-of-sight are different depending on whether it is a monster or hero doing the firing.

The line-of-sight for a hero is a straight-line traced from one corner in the space presently occupied by the hero to the centre of the space occupied by the target. The Hero player chooses which corner he wishes to trace the line of sight from. Note that this means that a hero can effectively fire around the corner of a building.

The line-of-sight for a monster is a straight-line traced from the centre of the space presently occupied by the monster to the centre of the space occupied by the target.

If the line passes through part of a building space (even a destroyed one) or one occupied by another piece then it is blocked.

Example

There is no line-of-sight between Joe and Moogre as the line crosses part of a building space.

You can fire into a building space, just not through one.

You can fire from a building space in to an adjacent building space, as long as there is no orange dividing line in-between.

ROLLING TO HIT

There are two types of range weapons, which are:

Aimed weapons

and

Area-effect weapons.

In both cases you roll two dice, summing the two numbers.

To hit with an aimed weapon you must roll seven or more. However, you may need to apply the following modifiers:

Target in building space -2.

Target is Shaggoo -2.

To hit with an area effect weapon you must roll eight or more on two dice. No modifiers are applied to this total.

ACTION: RANGED-ATTACK

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After rolling the dice the hero player can play one or more +1 cards to add to his total.

A hero can avoid a successful hit against them if the Hero player can play a card with the ‘Duck’ symbol on it. He then moves the hero to an adjacent empty space (including diago-nally) avoiding any damage inflicted. If the hero cannot move to an empty space then they cannot avoid being hit.

If the target is hit then damage is recorded using the black Rubble pieces. You will need to look at the weapon or equip-ment counter to see how much damage is inflicted, or in the relevant Monster box.

A monster or hero is eliminated if the total amount of dam-age equals or exceeds the damage capacity of the monster/hero. This capacity is indicated in the black box.

If a monster or hero is eliminated then you need to remove the piece from the board. If a hero is eliminated then any Equipment counters they were carrying should be placed in the space previously occupied.

Example

The Monster player plays a card with Mechoor’s symbol and decides to activate it. Mechoor has a clear line-of-sight to Arnie and so attempts to hit him with its heat-ray. This is an area-effect weapon, so eight or more is required to hit. No modifier is applied due to Arnie being in a building space. The Monster player rolls nine, which is a hit. At this point Arnie should be dead, but the Hero player plays a card with a ‘Duck’ symbol on it and moves Arnie to an adjacent space. Mechoor cannot fire on him again as it no longer has a clear line-of-sight to Arnie.

In this example Skull has a clear line-of-sight on Shaggoo. He decides to use his SMG, which is an aimed weapon. Nor-mally he would need seven or more to hit but Shaggoo has camouflage, which increases the total required to hit to nine or more. The Hero player rolls seven in all, which is a miss. However, he decides to play two ‘+1’ cards to bring the total to the required nine. Shaggoo is hit and suffers one point of damage.

ACTION: DESTROY A BUILDING

If the Monster player plays a card and activates a monster by which the rubble symbol appears then he can destroy one building orthogonally adjacent to that monster.

This symbol is linked to the monster it appears next to, not both monsters on the card. To show the building has been destroyed he places one of his Rubble pieces on it. The whole building is destroyed, not just one space there, so the Rubble piece should be placed as centrally as possible to indicate this.

Any Equipment counters in the building should be removed, unexamined.

Any heroes or monsters in the building are killed (although ‘Duck’ cards can be played to allow heroes to escape this fate).

Example

The Monster player plays a card showing Mechoor marked with a rubble symbol. This allows it to destroy one of the buildings orthogonally adjacent to it. The Rubble piece is

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placed as centrally as possible, to indicate that all six building spaces have been destroyed. The Equipment counter is removed from play, unexamined. The Hero player must play a ‘Duck’ card for Joe, otherwise he is killed.

HERO BONUS ACTION

The Hero player has the option to take a chance on activat-ing a particular hero. First indicate which hero the attempt is to be made for, then draw the top card from the deck. If the symbol for the hero in question is on the card then that hero can perform one action (or two, if the x2 card for that hero comes up). If the symbol does not appear then the Hero player must discard one card from his hand. This immediately ends the Hero player’s turn. Whatever happens, the card drawn is placed on the discard pile.

The Hero player can do this as many times as he wishes, at any point in his turn, mixing with regular actions. However, he must end his turn the first time he fails to draw the neces-sary hero symbol.

The Hero player cannot attempt a bonus action if he has no cards in his hand, he must have the capacity to lose a card if he fails.

The hero player wins if he eliminates Moogre, Mechoor and all three Bloob pieces.

The monster player wins if he eliminates all five of the heroes or manages to destroy all twelve buildings.

HERO ABILITIES

Each hero has their own special ability (or disability in one case).

Joe – Joe has the ability to give covering fire. If Joe uses his MMG against a monster then each hero adjacent to Joe (orthogonally or diagonally) can take one free move action.

The Hero player should also notice that the frequency of hero symbols varies from hero to hero. Raven has the opportunity to take the most actions, while Arnie is the slowest of the team.

MONSTER ABILITIES

Each monster has its own special abilities and weapons, as described here:

Kiddoo – Kiddoo has a movement rate of three spaces per move action. Kiddoo can pick up one face-up Equipment counter. It uses the weapon in the same way that a hero would. Kiddoo can pick up anoth-er Equipment counter but would have to discard the one it presently holds, placing in the space it occupies.

Shaggoo – Shaggoo has the powers of camouflage and laser vision. Any hero using an aimed weapon against Shagoo suffer a -2 die modifier. Shagoo can use its laser vision as a ranged-attack weapon. It has a range of fourteen spaces, inflicts one point of dam-age, and is an aimed weapon (so subject to modifiers).

The Bloob - The Bloob is slower moving than its fellow monsters, having a move-ment rate of one space.

There are three pieces in all for The Bloob. The game starts with one of these on the

Ending the Game

Arnie - Arnie suffers a -1 modifier when engaged in close-combat, the result of too many cheeseburgers!

Billy - Billy has cool shades.

Skull – Skull is the leader of the ‘B’ team. If Skull has a clear line-of-sight on one or more monsters then you can discard a card with Skull’s symbol on and pick up two cards. You can only use this ability once per turn.

Raven – Raven gains a +1 modifier when engaged in close-combat.

board and the other two in The Bloob Monster box. Instead of moving The Bloob the Monster player can place one or both of these additional pieces on the board. The additional pieces must be placed orthogonally adjacent to each other (not just the initial piece on the board).

Alternatively the Monster player can retrieve one or two Bloob pieces and place them back in its Monster box, but only if they are all connected orthogonally to each other when removed. One Bloob piece must always remain on the board.

The Bloob can still move when extended, just pick up one Bloob piece and place it in a space orthogonally adjacent to another Bloob piece (which must have started the action in contiguous contact with the piece you picked up). The pieces can also split from each other and move independently. If there is more than one Bloob piece on the board then the Monster player has to indicate which one is being activated (he cannot activate more than one with a single card).

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The Bloob cannot be defeated in close-combat, it automati-cally wins. If a hero is killed in close-combat with The Bloob then any Equipment counters are also absorbed by The Bloob, and so discarded rather than placed on the board.

If The Bloob enters a space containing face-up Equipment counters then they will be destroyed and removed from the game.

The Bloob cannot destroy face-down Equipment counters.

The Bloob ignores any damage from aimed weapons, it can only be damaged by area-effect weapons.

Every four points of damage that The Bloob takes perma-nently removes one Bloob counter from play (either from the Monster box or the board, depending on the situation). If two or more Bloob pieces are in play then the one being targeted should be removed from play first.

Spectoor – Spectoor has the ability to control other monsters. Any monster that is in clear line-of-sight to Spectoor can be activated if the Monster player plays a card with Spectoor’s symbol on, e.g. if Spectoor had a line-of-sight to Mechoor then the Monster player could use a card with Spectoor’s symbol on it to move Mechoor.

Drakoor – Drakoor is a vampire and cannot be damaged by ranged-attacks (with one exception). It still suffers damage in close-combat.

Drakoor gains a +1 modifier when engaged in close-combat.

Drakoor is automatically eliminated if hit by the silver bullet.

Moogre – Moogre’s main strength is in close-combat, where it gains a +3 modifier and inflicts two damage rather than one if it wins.

It also has the ability to throw rubble. This is an area-effect weapon with a range of three spaces and inflicting 1d6 dam-age (i.e. roll a die, that’s how much damage is done).

Moogre cannot enter a building space

Mechoor – Mechoor is the heavy tank of the monster team. It has a ranged-attack weapon, which is a heat-ray. This has a range of eight spaces and inflicts six points of dam-age (i.e. it’s lethal). This is an area-effect weapon.

Mechoor automatically wins close-combat and inflicts two points of damage in the process.

Mechoor cannot enter a building space.

EQUIPMENT COUNTERS

With one exception (the chainsaw) all of the following pieces of equipment are one-use only. After a hero uses an Equip-ment counter it should be removed from play.

Airstrike – The hero with the counter has to have a clear line-of-sight to the target, but there is no range limit. This is an ar-ea-effect weapon If you hit then roll 2d6 to determine the amount of damage inflicted. ‘+1’ cards can be applied to the die roll to hit, but not the one to determine damage.

Body Armour – The hero who possess-es this counter ignores the next point of damage received.

Chainsaw – The hero carrying this gains +1 in close-combat. This counter is retained rather than discarded.

Dynamite – Area-effect weapon .

EMP device – This device gener-ates an electro-magnetic pulse which will confuse Mechoor. The device has a range of three spaces and you do not need a clear line-of-sight, so the distance can be traced through building spaces. It costs one action to use the device and you do not roll the dice to see if it hits, it is automatically successful. The monster player must discard from his hand all cards with the Mechoor image on. He must show you his hand of cards to indicate all such cards have been removed.

Energy drink – The Hero player can hand this in at any point during his turn and pick up two cards. This does not count as an action.

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Flame Thrower – The flame thrower is an area effect weapon. The amount of damage that it inflicts depends on the monster in question. If it hits Mechoor then it inflicts one point of damage. If it hits the Bloob then four points of damage are inflicted. Against all other monsters it inflicts three points of damage. Drakoor is not harmed by this weapon.

Medical kit – Instead of moving a hero you can discard one point of damage from his/her Hero box.

Rocket Launcher - Ranged-attack weapon with a range of eight spaces, inflicting four points of damage. This is an area-effect weapon.

CREDITS

Game designed by Martin Wallace.

All artwork by Tim Huesken.

Sculptures by Gary Hunt and Anton Ducrot.

Graphics by Tim Huesken.

Playtested by Andy Ogden, Simon Bracegirdle, David Blowers, Luke Badger, Steve Owen, Richard Vickery, Brad Thompson, Kirstin Donaldson.

Thanks to Julia Wallace, Adam Jones, John Howe...

The rules to ‘Two-Player Moongha Invaders’ are © Martin Wallace 2012.

Silver bullet – The only ranged-at-tack weapon that can affect Drakoor. The hero must indicate before firing that they intend to use this Equipment counter. They then fire one of their weapons (must be one that can be aimed). If Drakoor is hit then it is killed outright.