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RulEBOOK and SCENARIOS

Game Designed by Richard H. Berg Cover Artwork by Ron Spencer


with

Zac Pensol and Chris Quilliams

Introduction: The Xiliens have invaded again, and are pitting Earth's mightiest Kaiju warriors against each other in a world-wide brawl of monstrous proportions! Which Kaiju will stand victorious in the Kaiju World Wars? Components: 1 Board 4 Plastic Kaiju miniatures 4 2-sided Kaiju status cards 90 Plastic stackable building tiles 33 Event cards 22 Combat cards 25 Action cards 11 Info cards 19 Kaiju Condition cards 2 6-sided dice 1 Rule & Scenario book Assorted cardboard tokens (Turn Order tokens, Tanks, Personnel Carriers, Gardens, Ponds, Fire, Radiation Zone markers, 1-Story Buildings, and Destruction, Health & Energy status markers).

Getting Ready to Play: First, select a scenario from the Scenarios section located at the back of this book. Setup the board according to the rules of the scenario. Next, each player should select which Kaiju they wish to use in the game, taking the miniature, Status card, Action cards, Destruction marker, and Status markers for that Kaiju. If playing using the Advanced rules, they should also take the Combat cards for that Kaiju. Unless the selected scenario rules say otherwise, you should then: Decide whether to use Basic Combat or Advanced Combat. If playing using Basic Combat, remove the Power Up cards from the Event Deck, and do not use the Combat cards. Flip the Kaiju Status cards to their Basic Combat side. If playing using Advanced Combat, remove the Basic Combat cards from the Kaiju Action cards. Flip the Kaiju Status cards to their Advanced Combat side. Shuffle the Event Deck and place it on the game board. Turn 6 Event cards face up in a row, so that all six cards are visible. Place the Destruction Marker for each Kaiju on the 0 space of the Destruction Track

around the edge of the game board.

Place the red Health Marker for each Kaiju on the highest numbered space on the Health Meter on that Kaiju's Status Card.

Now you're ready to play. Playing the Game: Godzilla: Kaiju World Wars is played in a series of Rounds, during which each player will take one Turn. On each of their Turns, a player may take a number of Actions, each of which will cost an amount of Energy. At the end of each Round, Events may occur which will change the flow of the game. This repeats until the Victory Conditions for the Scenario have been met. Round Sequence - Turn Order Each round starts by determining the turn order for the round. Players take turns in order of their Destruction Score on the Destruction Track, with the most destructive Kaiju taking the first turn. Any players tied for Destruction roll off using the dice. The most destructive player takes the Turn Order token numbered "1", the next most destructive player takes the Turn Order token numbered "2", and so on. During the first round, the scenario rules will dictate which Kaiju goes first. Round Sequence - Player Turns At the beginning of each of their turns, each player receives their Energy Points. Normally, they simply move their Energy marker to the space marked "10" on their status card. If a Kaiju is Enraged (see following page), however, they move the marker to the "11" space instead.

A Kaiju is considered Enraged if their Destruction Score is at least 10 points higher than the Destruction Score(s) of all other opposing Kaiju. Note that, in some scenarios, multiple Kaiju are on the same "team." Team members are not considered to be in opposition to each other. Example: King Ghidorah is playing against Gigan. King Ghidorah's Destruction Score is 21, while Gigan's is 10. King Ghidorah is Enraged, because his Destruction score is at least 10 points higher than Gigan's. Next, the current player may take any actions he or she wishes, in any desired order, as long as they are able to pay the Energy cost of each action. To take an action, they simply place the action card face up in front of them, pay the relevant Energy cost, and follow the text of the card. Actions include: Movement - Moving your Kaiju around the board. Moving generally costs 1 Energy Point per space, but some spaces cost extra Energy to move into. Moving through buildings, gardens, Tanks and Personnel Carriers destroys those items - and earns you Destruction Points. Kaiju can move through all terrain and Military Units, but cannot move through other Kaiju. Military Units may move after each space a Kaiju moves (See Military Units). For more details on Movement, see the Movement 101 section. Flight - Moving your Kaiju great distances across the board. Note that each Flight card can only be used once per game and is not considered as a Movement. Recovery - Heal your Kaiju. Following the instructions on the card, your Kaiju may recover up to 6 Health points. Recovery can generally only be used once your Kaiju has sustained a certain amount of combat damage. Combat/Attack - Attempt to inflict damage on other Kaiju, buildings, or Military Units. When using Basic Combat, each Kaiju has only two attack cards. When using Advanced Combat, each Kaiju has between 5 and 6.

Additionally, if a Purchasable card is visible in the Event Row, the current player may spend Energy Points to purchase it, placing it in their hand for later use, drawing a new Event card to replace it in the Event Row. These cards are all marked with an exclamation point ("!") icon. Some of these cards may be removed from play prior to setup, as they are only used in Advanced Combat. Remember to pay your Energy costs as you go! The active player continues taking actions for as long as he wishes, or until he runs out of Energy Points, whichever comes first. Any Energy Points you don't spend this turn may be spent in defense during another player's turn (see Advanced Game Combat), but unused Energy Points do not carry over to the beginning of your next turn in the next round (when your Energy Points reset).

Movement 101 Regardless of the physical size of the Kaiju figures, each Kaiju is considered to only occupy 1 space, even if some part of the Kaiju might seem to occupy another space. For the sake of clarity while playing, a Kaiju is considered to occupy the space in which his head, torso, and feet are standing. The movement cost for entering any space starts at 1 Energy per space. If there are other units or game elements in the space, the cost increases: Buildings add their height to the Energy Cost to enter the space Tanks add 2 to the Energy Cost Parks, Gardens, Rubble, and Personnel Carriers add 1 to the Energy Cost Fire adds 1 to the Energy Cost, as well as dealing 1 point of damage to any Kaiju which enters the space.

Note that opposing Kaiju cannot move through each other, although friendly Kaiju (Kaiju described as being on the same team by the Scenario rules) may. No Kaiju may end their turn occupying the same space as another Kaiju.

Combat Common Combat Terms In both the Basic Game and the Advanced Game, attacks are referred to as either Ranged or Melee. Melee Attacks are between Kaiju who are orthogonally (diagonals do not count) adjacent to each other. Ranged Attacks are between Kaiju who have one or more empty spaces between each other (counting orthogonally). Ranged Attacks are limited by the distance between the attacker and the defender. Each Ranged Attack has a Range value: If the distance between the two Kaiju is greater than this number, the attack cannot be used. Additionally, Ranged Attacks require Line of Sight. Line of Sight is an imaginary line drawn from the center of one Kaiju's head to the center of another Kaiju's head. If this line is blocked, the attack cannot be used. Line of Sight is blocked by other Kaiju and buildings which are 3 or 4 tiles tall. All combat damage is tracked through each Kaiju's Health Meter. Each Kaiju has a Health Point marker which is placed on this track to show how much health they currently have, and is moved up this track when the Kaiju takes damage.

Basic Game Combat Using Basic Combat, each attack is simply either a Ranged Attack or a Melee Attack. If your Kaiju is orthogonally adjacent to another Kaiju, you can use your Melee attack on that Kaiju. A Melee attack will allow you to roll several dice, with the potential to inflict 1 point of damage per die rolled. If your Kaiju is not orthogonally adjacent to another Kaiju, you might be able to use your Ranged Attack. A Ranged Attack allows you to roll 1 die, and potentially inflict the amount shown on the die as damage. Advanced Game Combat Using Advanced Combat, each Kaiju has several cards usable for either Attack or Defense (or both): the Combat cards. The attacker selects a Combat card with which to attack, and the defender selects a Combat card he wishes to use to in defense. Both cards are revealed and placed side-by-side, with the Attackers red Attack side next to the defender's blue Defense side. In Advanced Combat, a Kaiju may not use the same combat card more than once per round, regardless of whether it is used for attack or defense. Some cards allow the players to improve their chances in combat, either by spending Energy, or through use of their Kaiju's Power Up. All such bonuses must be declared before the combat dieroll. The attacker decides whether to add any bonuses first, then the defender. After bonuses are declared, the attacker rolls the die. On the Combat Icons on the edge of the Attack and Defense cards, count up from the bottom the number shown on the die, and apply the result shown. Icons shown on the attacker's side are applied to the defender, and vice versa. The combat results are: (Stunned) - If the Kaiju was already stunned, he loses 1 health for each previous Stunned card. Place a Stunned card on the affected Kaiju's Status card. Stunned Kaiju may not use Size & Strength or Aerial Slam attacks. In all combat with a Stunned Kaiju, opponents may modify the dieroll by 1. Stunned Kaiju must pay 1 extra Energy Point to attack. If a Stunned Kaiju is Stunned twice or more, it must pay 2 extra Energy Points on its next attack. Remove one Stunned card after the Stunned Kaiju's next attack. (Cuts & Slashes) - Roll the die. The affected Kaiju receives half that amount of damage, rounded up. (Knocked Down) - Place a Knocked Down card on the affected Kaiju's Status card. If attacking, the affected Kaiju's turn ends. If defending, the affected Kaiju takes 1 point of damage. If already Stunned, the opposing Kaiju's owner may move the affected Kaiju into an adjacent building, inflicting 1 point of damage. Knocked Down Kaiju may spend 1 Energy Point during their turn to stand up (remove the Knocked Down card). Knocked Down Kaiju may not attack or use defensive bonuses. (Grappled) - Both the Attacker and the Defender take 1 point of damage. Neither Kaiju can move into another space for the remainder of this turn.

(Combo Strikes and Weakpoints) - Some cards have a combat icon with white stars in them - these are called Combo Strikes. When a Combo Strike is lined up with a Weakpoint, treat it as the corresponding Combo Strike Effect on the Combo Strike's card. Otherwise, treat it as the icon pictured.

In this example, because Rodans WEAKPOINT lines up with Godzillas COMBO STRIKE STUNNED icon, this means the COMBO STRIKE effect of that icon is used (in this case, GRAPPLED, because the icon possesses 3 stars).

(Retreat) - The defender may move away from the attacker, 1 space, unless Grappled. (Blank) A blank space means that no action for that Kaiju took place, but they are still subject to their opponents Combat Icon. If neither side shows an icon for the number rolled, the attack misses entirely, and no combat result is applied.

When a Kaiju has lost all their Health Points, they are too weakened to continue to fight, and must recover on Monster Island. Remove the Kaiju from the game. The player controlling that Kaiju is considered eliminated from play. Destroying Buildings and Military Units Whether using the Basic or Advanced rules for combat, no dieroll is needed to determine damage on Buildings or Military Units - simply pay the Energy cost of the attack, remove the Building or Military Unit from the board, and score the appropriate number of Destruction points. When destroying a Building, leave a Building tile, rubble-side-up, in the space the Building occupied. Any 3- or 4-unit Building destroyed with a ranged attack is considered On Fire - Instead of rubble, place a Fire token in the space the Building occupied. Setting buildings On Fire scores fewer Destruction points than simply destroying them. Additionally, Buildings and Military Units may be destroyed by simply moving through them. This increases the movement cost for entering the space. Note that Military Units may cause damage to a Kaiju when stepped on (see the section titled Military Units).

Destroying any Building or Military Unit scores Destruction Points: Buildings are worth 2, 4, 6, or 10 points, depending on their height (1, 2, 3, or 4 tiles, respectively). Setting a building on fire is worth 5 or 8 points, depending on the building's height (3 or 4 tiles, respectively). 1 and 2-level buildings cannot be set on fire by any Kaiju. Personnel Carriers are worth 1 point. Tanks are worth 2 points.

Special, visually distinct Restaurant Buildings may also occupy the map (as described by the scenario setup). These are treated as regular 1-story buildings, but will give your Kaiju a boost of Health of up to 3 points. When youve moved into one of these buildings, roll a die. Your Kaiju recovers half the rolled number (rounded down) in life points, up to their maximum health. Like regular 1-story buildings, entering the building space costs +1 Energy, and the building is reduced to rubble. Each Restaurant Building can only be used to heal once per game. A Kaiju must enter a Restaurant Building space for its trait to be applied. Attacks (Melee or Ranged) will not supply this benefit.

Z-Pizza and Tony Ss Bar & Restaurant serve delicious and nutritious foodstuffs for all creatures, great and small!

Military Units Tanks and Armed Personnel Carriers are used by the city's military forces to defend the city against attacks. These units aggressively maneuver to block and damage the battling monsters. During a player's turn, it is the responsibility of the other player or players to monitor and move the Military Units. Any time the most destructive Kaiju moves while visible to a Military Unit, that Military Unit will move two spaces towards that Kaiju. Buildings and other Kaiju block Military Line of Sight. Ponds, gardens, fire, rubble and other Military Units do not. If the Kaiju moves out of view of a Military Unit, that unit will not continue to pursue the Kaiju. Military units will only move during the most destructive Kaiju's turn (The Kaiju with the highest Destruction score). As soon as another Kaiju scores a higher Destruction Point total, the Military Units will immediately begin targeting the new most destructive Kaiju. All Military Units can move through streets. Tanks can move through rubble, and Personnel Carriers can move through ponds and gardens. Military Units cannot move through fire, buildings, each other, or any Kaiju.

If a Military Unit has a choice between two "towards" directions for a single Kaiju, it will move both - first one, then the other. If multiple Military Units are moving, they move in numerical order (based on the number in the corners of the tiles). Tanks are capable of firing on Kaiju from a distance of 3 spaces. While in range of a Kaiju, they will fire once during every movement made by that Kaiju. Tanks attack with a single die each. On each roll of 6, they inflict 1 point of damage. Additionally, both Tanks and Personnel Carriers open fire when crushed by a Kaiju, as the soldiers evacuate their vehicles. Again, this is done using a single die for each such vehicle, and inflicts 1 point of damage on each roll of 6. Important Note: Although Military Units will only move to pursue the most destructive Kaiju, they will attack any Kaiju both when a Kaiju moves while in range, and when a Kaiju steps on the Military Unit. The End of a Round - The Event Row After all players have taken a turn, the current Event is resolved. Roll one of the dice and select the card matching the number shown. Follow the directions printed on the card. Unless the card says otherwise, discard the selected Event Card, and draw a new one to replace it. If a Power Up card or other Purchasable card is selected by the dieroll, discard it without effect and draw a new card to replace it. If you ever need to draw an Event Card and there is not one available, reshuffle the discards to form a new Event Deck. That's the end of the round. Check the scenario's rules to see if any other effects are applied at the end of a round, then start a new round. Game End and Winning Each scenario describes the conditions for winning. Play continues until the victory condition has been met. Some scenarios can be won by defeating a specific Kaiju, or by being the last Kaiju still in the game (after all the others have returned to Monster Island), but this may not always be the case. Read the scenario's victory conditions carefully before and during each game.

SCENARIOS
On the following pages, you will find four different gameplay scenarios that outline various ways you and your friends can play this game. However, the fun of GODZILLA: KAIJU WORLD WARS doesnt stop there! By going to our website www.TOYVAULT.com you will be able to download more official scenarios, find user-submitted scenarios and be able to enter contests and submit your own designs!

MONSTER LAW! Recommended for first-time players PLAYERS: 2 - 4 It's every monster for himself in this Battle Royale! The Kaiju World Wars have raged across our planet leaving nothing but destruction in their wake. VICTORY CONDITIONS: The first Kaiju to score 35 Destruction Points, or the last Kaiju standing wins, whichever comes first. This means you must be smart and tough! Use melee attacks to smack your opponent around a bit, but don't be afraid to run away when the action gets too intense! SPECIAL RULES FOR THIS SCENARIO: In 3 or 4 player games, defeating a Kaiju scores 10 Destruction points. In this free-for-all scenario, no city is safe, so you and your opponents pick the arena. Evenly divide buildings, ponds, gardens, fire and rubble amongst each player. Roll to determine which player gets to place the special Restaurant buildings. Then take turns placing 4 markers on the board at a time, starting with the oldest member of the group. A player may choose to stop adorning the board anytime, relinquishing his extra markers to the group pot which any other player may exchange for one of their pieces in their turn. Players may build upon any players buildings (excluding Restaurants) up to a maximum height of 4, but may not otherwise modify an occupied space. When all city block spaces have been occupied or when all players have agreed upon the layout, each player may select 2 military units and place them, one at a time, in turn, on the map. For the first turn, roll the dice to determine player turn order. Each Kaiju must start in a different corner of the board, with the first player choosing their corner first, and so on.

THE END OF TOKYO! PLAYERS: 2 to 4 (all four Kaiju are used) The Xiliens are trying to destroy downtown Tokyo, and have sent Gigan and King Ghidorah to take care of the task. It's up to Godzilla and Rodan to save the city from destruction! VICTORY CONDITIONS: Gigan and King Ghidorah win as a team by destroying all the buildings of 4 height, all the ponds/gardens and at least five height-3 buildings OR by defeating both Godzilla and Rodan. Godzilla and Rodan win as a team by defeating both Gigan and King Ghidorah. SPECIAL RULES FOR THIS SCENARIO: Gigan or King Ghidorah starts the game, roll to determine which and select a corner in which to enter. Next, Godzilla/Rodan does the same. The remaining member of team Gigan/King Ghidorah goes third and lastly, the remaining Godzilla/Rodan. With three players, one player plays both monsters for either the Godzilla/Rodan team or the King Ghidorah/Gigan team. If only two players are playing, both players control two monsters of one team. Ponds and Gardens can be attacked, but only with a ranged attack. Once destroyed, they are removed from the board. Before any player takes a turn, the Godzilla/Gigan team may place 3 tanks and 5 troop carriers on the board in any open spaces.

GIGAN HUNGERS! PLAYERS: 2 (Gigan and Godzilla) Gigan has awoken after years of slumber, and his appetite needs to be sated. His fierce hunger has brought him to the seaside town of Charleston, SC and its thriving fishing industry. All the 2-story buildings on this map have Fish Restaurants in them. Drawn by the smells of cooking fish, Gigan will attempt to gorge himself on those buildings. It's up to Godzilla, with a little help from the local Military forces, to take down Gigan and his Kaiju-sized appetite. VICTORY CONDITIONS: Gigan wins if he stomps ten of the fifteen 2-story buildings on the map. Godzilla wins if he defeats Gigan. SPECIAL RULES FOR THIS SCENARIO: Gigan goes first, entering on the left side of the board (see map). Godzilla enters on the opposite side. Gigan cannot attack any of the 2-story buildings. He must move into their spaces. Godzilla cannot be defeated either by Gigan or Military Units. If Godzilla's Health would be reduced to zero, he instead starts his next turn with 2 less Energy.

ENTER KING GHIDORAH! PLAYERS: 4 (All four Kaiju) In downtown Manhattan, Godzilla, Gigan, and Rodan have fought a pitched battle with no clear victor. The city is devastated and the monsters have all suffered injuries. While toying with the Kaijus abilities from afar, the Xiliens choose to send their terrifying agent, King Ghidorah, to finish them all off! VICTORY CONDITIONS: Godzilla, Gigan, and Rodan win by defeating King Ghidorah. King Ghidorah wins by defeating all other Kaiju - He must be the last monster remaining on the board. SPECIAL RULES FOR THIS SCENARIO: Godzilla, Gigan, and Rodan cannot use their Flight or Leap actions for this scenario. If playing using Advanced Combat, King Ghidorah starts with one Power Up card. Godzilla, Gigan, and Rodan potentially start this scenario with damage. Each Kaiju rolls 1 die and adds 4 to determine their starting health. Godzilla, Gigan, and Rodan also start with Destruction points. Each Kaiju rolls a die and scores that number of destruction points. Keep rolling until each Kaiju has at least 10 Destruction points. The Kaiju with the highest Destruction points starts the game. That monster picks a corner on the board in which to enter, remaining players pick from the remaining corners. The Xiliens have disabled all of the monsters' flying/leaping abilities. Godzilla, Gigan and Rodan may only use their Heal card once in the game. King Ghidorah scores 25 Destruction Points for each Kaiju he defeats.

With a heavy heart, Toy Vault dedicates Godzilla: Kaiju World Wars to the memory of our long-time friend, Ed Wires. Since the creation of our company in 1998, Ed has been Toy Vaults go-to guy for any figures that needed to be painted. He often attributed his work for us to be the start of his incredible career that now spans many world-renowned companies and licenses. Always eager to work and guaranteed to do a brilliant job, the loss of Ed will leave an empty hole in the toy industry that may never be filled. Ed Wires final contributions to Toy Vault were the figurine prototypes for this game which served as the basis for the coloring in this very copy. As you can see, Ed went out on top and he will be sorely missed. Thanks for the years of fantastic work, Ed. Game Credits: Game & Scenarios designed by Richard H. Berg Additional rule design and development by Paul Blake Additional scenario design and development by Zac Pensol, Paul Blake, and Tony Smith Cover and board artwork, icon design by Ron Spencer Kaiju profile artwork, military units, pond and garden markers by Chris Quilliams Game artwork and layout by Zac Pensol Figures sculpted by David Wilson Building tiles and additional sculpting assistance by Raven Hood Figure prototypes painted by Ed Wires Godzilla Consultant: David Henry Special thanks to all the playtesters who helped this game through its gradual evolution: Richard H. Bergs pool of tireless testers, the East Tennessee Gamers, Kevin & Rhonda Bender, Ed Bryan & everyone else who was willing to play the prototypes. Thanks everyone!

Also check out our city-smashing card game:

and be on the lookout for GODZILLA: TRIVIA!

Toy Vault Inc., 238 American Greeting Card Rd., Corbin KY 40701 Toy Vault and 2010 Toy Vault Inc. All Rights Reserved. Godzilla, King Ghidorah, Gigan, Rodan and the Character Designs are trademarks of Toho Co., Ltd. 2010 Toho Co., Ltd. All rights reserved.

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