Professional Documents
Culture Documents
of giant monster
miniatures combat ®
®
OK
RULEBO
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CREDITS
President Sculpting Director Executive Assistant
Sherry Yeary Ron Kruzie Justin Dieter
Chief Creative Officer Staff Sculptors Customer Service Supervisor
Matthew D. Wilson Doug Hamilton, Nathan Jack Coleman
Lombardi
Executive Director Customer Service
William Shick Studio Director Matt Razincka, Faye Reppas
Dallas Kemp
Director of Operations Convention Manager
Jason Martin Studio Coordinator JR Godwin
Josh Colón
Director of Publications Social Media Coordinator
Michael G. Ryan Studio Modeler John Swinkels
James A. Thomas
Video Producer
Monsterpocalypse
Digital Engineers Tony Konichek
Game Design
Nathan Lombardi, Marco
Matthew D. Wilson No Quarter Editor-in-Chief
Segovia, Stuart Spengler
Lyle Lowery
Lead Developers
Staff Painters
Jason Soles & William Production Director
Jordan Lamb, Brendan Roy
Schoonover Mark Christensen
Hobby & Terrain Specialist
Additional Development Technical Director
Danny Samuels
Will Pagani Kelly Yeager
Project Manager
Development Manager Packing & Shipping Manager
Michael J. Mulligan
William Schoonover Joe Lee
Lead CID Developer
Writing Manager Metal Production Supervisor
Will Pagani
Matt Goetz Marcus Rodriguez
IT & Web Developer
Senior Writer & Continuity Resin Production Supervisor
Teb Kelelew
Douglas Seacat Erik Reierson
Editorial Manager Illustrators Production
Dan Henderson Andrea Uderzo Jonathan Adams, Darryl
Alf, Sheri Arellano, William
Graphic Design Director
Playtesters Binder, Johan Cea, Bryan
Richard Anderson
Michael Anderson, Richard Dasalla, Ethan Denson,
Graphic Designers Anderson, Jack Coleman, Josh Cailon Earl, Hannah Edson,
Jordan Twaddle, Ainsley Yeager Colón, JR Godwin, William Chad Elliott, Alfonso Falco,
Hungerford, Dallas Kemp, Joel Falkenhagen, Brian
Art Director
Jordan Lamb, Lyle Lowery, Green, Jeffrey Handley, David
Michael Vaillancourt
Liz Olhsson, Jeff Olsen, Will Lima, Clayton Links, Loren
Lead Concept Artist Pagani, Faye Reppas, Brendan Lower, Bryan McClaflin, Lara
Nate Feyma Roy, William Schoonover, Will Medina, Kenton Nutter, Sam
Shick, Jason Soles, Michael Rattanavong, Colton Stoddard,
Valliancort, Gabe Wilcox Jeremy Taylor, James Thomas,
Chris Tiemeyer, Ben Tracy,
Ryan Walker, Gabe Wilcox,
Zixiao Zhou
Ages 14 and up. ©2001–2018 Privateer Press, Inc.
All Rights Reserved. Trademarks are property of Privateer Press
and registered in the United States and other countries.
1705 136th Pl. NE, Suite 120, Bellevue, WA 98005.
2 For online customer service, email frontdesk@privateerpress.com.
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Contents
Welcome to Battle 4
Allies & Enemies 4
Agendas & Factions 4
What You Need to Play 6
Models 6
Battle Map 9
Dice 9
Dice in Monsterpocalypse 10
Model Stat Cards 12
Gameplay Overview 14
Moving on the Grid 14
Making Attacks 18
Interacting with the Battle Map 21
Foundations 22
Buildings 22
Objective Spaces 23
Getting Ready to Play 24
Starting a Game 24
Order of Play 26
Activating Monsters 26
Activating Units 27
Combined Unit Attacks 28
Winning 29
Special Rules 30
Power Attacks 32
Downtown Demolition: A Co-op Scenario 38
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Welcome to Battle
This is Monsterpocalypse, a fast-moving, action-packed tabletop miniatures game that puts players
in control of the most fearsome giant monsters on Earth. Each battle is waged in a city that you and
your opponent construct by placing buildings on a battle map. Players choose their forces from their
collections of models and then battle one another with towering monsters and smaller supporting
units such as tanks, flying vehicles, and all manner of creatures. Charge your forces into the city to fight
for supremacy—and be the last monster standing!
Cooperative Scenario
If this is your first time playing Monsterpocalypse, the “Downtown Demolition” scenario on
page 38 is a great place to start. This cooperative scenario is designed to help new players
learn the basics of movement and rolling dice while enjoying a simple but fun mini-game.
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Agendas
Protectors Destroyers
The Factions that make up the Protectors The Factions that have come together
share one simple goal: to protect Earth as the Destroyers are motivated by the
from all who would destroy it. Demolishing satisfaction of pure wanton destruction and
a few buildings (or entire cities) in order to a burning desire to plunder Earth for its
save the planet is simply a sacrifice vast resources. It’s nothing personal—just
that must be made. don’t get in their way.
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Defender x gorghadra
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Rubble
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bATTLE MAP
map title
grid
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Model Stat Cards Brawl Stats – The first number to the right of the
Brawl header (inside the white Action Dice icon)
is the maximum number of Action Dice the model
Each stat card provides all relevant stats for the
can roll when it makes a brawl attack. A model
model as well as certain other basic information,
must have a Brawl stat to make brawl attacks.
including the model’s name, its Faction, and its
The second number (inside the blue Boost Dice
type.
icon) is the number of Boost Dice the model rolls
One side of a monster’s stat card is for its alpha whenever it makes a brawl attack; if there is no
version, and the other side is for its hyper version. number, the model does not roll free Boost Dice
for a brawl attack.
Basic Stats Blast Stats – The first number to the right of the
Blast header is the Range (RNG) of the attack,
Stat cards include the following basic stats for
which indicates the maximum number of spaces
models.
the target of a blast attack can be from the
Speed (SPD) – The number of spaces the attacking model. The second number (inside the
model can move on the grid when it advances. white Action Dice icon) is the maximum number
Additionally, some models have the High Mobility of Action Dice the model can roll when it makes
icon next to their SPD stat. (See “Moving on a blast attack. A model must have a Blast stat to
the Grid,” p. 14.) make a blast attack. The third number (inside the
Defense (DEF) – The number of strikes your blue Boost Dice icon) is the number of Boost Dice
opponent must roll in a single attack to hit this the model rolls whenever it makes a blast attack;
model. if there is no number, the model does not roll
free Boost Dice for a blast attack.
Cost – The number of Action Dice you must
spend to bring a unit into play when you spawn Power Stats – Only monsters have Power stats.
units. Only units have a Cost stat. The first number to the right of the Power
header (inside the white Action Dice icon) is the
maximum number of Action Dice the model can
Attack Stats roll when it makes a power attack. The second
A model’s forms of attack are represented by its number (inside the blue Boost Dice icon) is the
weapon stat bars. There are three basic types of number of Boost Dice the model rolls whenever
attack: brawl attacks, blast attacks, and power it makes power attack.
attacks. Only monsters can make power attacks.
(For details, see “Making Attacks,” p. 18.)
Special Rules
A model’s special rules are listed on its card (see
“Special Rules,” p. 30).
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6 8
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crawler
< adjacent,
NOT b2B>
both belchers
<b2B & adjacent>
G-Tank
<not adjacent>
crawler
< adjacent,
NOT b2B>
belcher
<b2B & adjacent>
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Making Attacks model can also receive Boost Dice from its
special rules or other game effects. The Brawl,
Blast, and Power stats restrict only the number
There are three types of attacks in
of Action Dice you can roll, not the number of
Monsterpocalypse: brawl attacks, blast attacks,
Boost Dice.
and power attacks. To make an attack, follow
these steps: Example: Your Alpha Defender X has a Brawl
Action Dice stat of 7, so it can spend up to seven
1. Choose the type of attack.
Action Dice when it makes a brawl attack. It also
2. Choose a target. has a Brawl Boost Dice stat of 4, meaning it gains
3. Determine the number of dice in your four Boost Dice on a brawl attack. Whether you
attack roll. roll one, two, or even seven Action Dice, you still
add four Boost Dice to the roll.
4. Roll the dice and resolve the attack.
The second type of additional dice are Power
Dice. Only monsters can use Power Dice. You earn
Attack Rolls Power Dice by accomplishing certain tasks in the
Every attack roll must include at least one game, and you can add any number of them to
Action Die from the active pool, and you can add any monster roll in addition to Action Dice and
a number of Action Dice to the roll up to the Boost Dice.
number of the corresponding stat. Example: Your Defender X makes a brawl attack
Example: Your Sun Fighter unit makes a blast again, and this time you really need it to hit. As
attack against a Belcher. The Sun Fighter has before, you roll four Boost Dice and up to seven
a Blast Action Dice stat of 2, so it can roll up to Action Dice from your Monster Pool. You decide
two Action Dice for an attack. Because it’s a unit, that won’t be enough, so you add four Power Dice
the Sun Fighter’s Action Dice come from the Unit from your Power Pool to the roll. You can add as
Pool. The Belcher’s Defense is 2, so the attack many Power Dice as you have in your Power Pool.
hits if the roll results in two or more strikes. After Remember, a monster’s Brawl, Blast, and Power
the roll, the two dice used for the attack go into Action Dice stats limit only the number of Action
the Monster Pool. Dice you can roll for an attack. They do not affect
Two other types of dice can also come into play. the number of Boost Dice you must add or the
The first are Boost Dice. Some models receive number of Power Dice you can add to the roll.
Boost Dice for certain types of attacks, as noted Once you determine the number of dice to use,
by the weapon stat bars on their stat card. The make your attack roll. Count up the total number
number inside the blue Boost Dice icon is the of strikes and compare it to the Defense (DEF) of
number of Boost Dice you roll for free when your target. If the total number of strikes is equal
making that type of attack with the model. The to or greater than the target’s DEF, the attack hits.
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Power Attacks
Power attacks are special attacks that only
monsters can perform. They differ slightly from 2 3 4 5
brawl and blast attacks in that you must roll at 5 1
least one Power Die as well as at least one Action 4 3 2 1
Die when you make a power attack. The various
power attacks are explained in detail beginning 1
on page 32.
2
3
4 5
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DEF
SPD
DEF
G.U.A.R.D. / MONSTER G.U.A.R.D. / MONSTER
RNG
LASER BATTERY
mechanical. Action Dice on an attack made by this
model and the attack hits an enemy
additional point of damage.
SAFEGUARD – If you are securing one
model, after the attack is resolved you
When a monster suffers damage inBlast excess3of7its4
or more buildings when you Power
Blast 3 7 5
RNG
RNG
Up, you gain one additional Power Die. can move one Action Die from your
Unit Pool to your Monster Pool.
48.858291, 2.294499
48.858291, 2.294499
51.501330, -0.141798
51.501330, -0.141798
or more buildings when you Power Up, the monster hit up to two spaces in a
straight line in any direction. During
38.897569, -77.036491
38.897569, -77.036491
ROCKET ASSISTED
you gain one additional Power Die.
29.978908, 31.134086
29.978908, 31.134086
22 43 61 6e 64 69 64 20 70 68 72 61 73 65 20 74 68 61 74 27 73 22 43 61 6e 64 69 64 20 70 68 72 61 73 65 20 74 68 61 74 27 73
PoWER 6 4
20 6c 6f 6e 67 20 65 6e 6f 75 67 68 20 61 6e 64 20 77 6f 6e 27 20 6c 6f 6e 67 20 65 6e 6f 75 67 68 20 61 6e 64 20 77 6f 6e 27
74 20 67 65 74 20 6d 65 20 69 6e 20 74 72 6f 75 62 6c 65 21 22 74 20 67 65 74 20 6d 65 20 69 6e 20 74 72 6f 75 62 6c 65 21 22
Thera-Magnetic Field Stability : 88%
MONSTERPOCALYPSE(C) 2008 Privateer Press, Inc. MONSTERPOCALYPSE(C) 2008 Privateer Press, Inc.
Press B12 for DDS POPUP Press B12 for DDS POPUP
Memory Speed: BBJ8 1200 Memory Speed: BBJ8 1200
Initializing Controllers ... Done. Initializing Controllers ... Done.
11 10 9 8 7 6 5 4 3 2 1
HEALTH
HEALTH
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spawn point
negative zone
foundation
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Objective Spaces
Standard spawn points
Strategic points known as objective spaces are
scattered around the battle maps, including Neutral spawn points do not begin the game
power zones, negative zones, and spawn points. under any player’s control. Instead, each player
Objective spaces can grant benefits to the player can try to take control of neutral spawn points
who holds them and potentially hinder the player during the game by holding the adjacent
who does not. activators. If you have a model holding an
activator space next to a neutral spawn point,
To hold an objective space, a unit must simply
then you control the spawn point and you can
occupy the space on the map. Monsters cannot
use it as one of your spawn points. If no player
hold objective spaces.
holds the activator, units cannot spawn from that
spawn point.
Power Zones
Each time you power up (see
“Activating Monsters,” p. 26),
you gain one Power Die for each
power zone held by one of your units.
Activator Neutral
Negative Zones spawn point
Each time you power up, your
opponent loses one Power Die
from his Power Pool for each
negative zone held by one of your units.
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ares mothership
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Leave a few dice behind in each pool. It’s tempting Remember, your monsters can also move
to exhaust your dice pools so that you can do more by spending Action Dice to step (see p. 15).
each turn, but be careful. Sometimes having just one
Action Die in your Monster Pool is enough to make
your opponent think twice about body slamming your 3. Attack Phase
monster into a block of buildings. That one die could
You can spend Action Dice and Power Dice to
allow you to return the favor!
have your monsters make a brawl attack, blast
attack, or power attack. Each of your monsters
After you finish your Monster Activation or Unit
can make only one attack per Monster Activation
Activation, your turn ends, and the next player
unless your monster has a special rule allowing it
takes a turn.
to make an additional attack.
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cthugrosh
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defender x
skyscraper
gorghadra g-tank
terra khan
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Stomp Swat
Your monster slams a part of its body (usually a Your monster smacks a nearby unit to send it
foot, but a tail or a tentacle can work, too) into flying toward another model or building.
the ground to crush all nearby units with the To make a swat power attack, your monster first
force of impact. makes a power attack against an adjacent unit. If
When your monster makes a stomp power attack, this attack hits, the unit is destroyed, and you can
roll once for the attack, and flip all hazards that target an enemy model or building within five
are under or adjacent to the attacking monster to spaces of the unit hit and make a second attack
the rubble side. Compare the number of strikes to against the target by rolling the dice in play (see
the DEF of all units adjacent to the monster. Units “Dice in Play,” p. 10). A building or unit hit by
hit are destroyed. this attack is destroyed, and a monster hit takes
one damage point.
Even flying units are hit by a stomp power attack.
rogzor
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defender x g-tank
gorghadra
skyscraper
The thrown monster can be placed in the highlighted area
before throw
You can throw a monster into any spaces except
spaces occupied by a monster. You cannot ares mothership
perform a throw power attack if you cannot move
the target monster to a valid location. defender x
hazard
after throw
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G.U.A.R.D.
Units & Monster
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Playing the Game Next, move each G.U.A.R.D. unit up to six spaces,
unless it is already adjacent to a building with a
When moving a model or counting the range for padlock token. When a G.U.A.R.D. unit moves, it
an attack, only one diagonal can be used. moves toward the building closest to Gorghadra
Each round is composed of three turns: the unit that has a padlock token and does not already
turn, the G.U.A.R.D. turn, and the monster turn. have a G.U.A.R.D. unit adjacent to it. If the unit
reaches that building, it stops. If all of the
buildings already have an adjacent G.U.A.R.D.
The Unit Turn
unit, a G.U.A.R.D. unit moves toward the closest
The unit player takes the first turn. If any Planet Planet Eater unit.
Eater units have been destroyed in previous
After all G.U.A.R.D. units have moved, each can
rounds, the unit player starts by rolling two blue
make a ranged attack against a Planet Eater unit
dice and then spawns a number of their units on
within five spaces. When a unit attacks, roll three
red spawn points equal to the number of strikes
white dice and two blue dice. If the roll results
rolled (see “Strikes & Misses”, p. 10).
in four or more strikes, the Planet Eater unit is
Each unit can move up to six spaces (see “Moving destroyed and is removed from the map.
on the Grid,” p. 14). Units cannot move into
If Defender X is on the map after G.U.A.R.D. units
spaces occupied by monsters, units, or buildings.
complete their attacks, move Defender X up
If a unit stops on, or does not move off of, a
to eight spaces toward the closest building to
power zone (see battle map on p. 21), the unit
Gorghadra with a padlock token. Defender X can
player gives the monster player a red die.
move through spaces occupied by other models
After moving, all Planet Eater units can make but cannot end in a space with another model.
attacks (p. 18) targeting enemy units up to five
After Defender X moves, it can fire its lasers at
spaces away. When a unit attacks, roll three white
Gorghadra if it is within range. If Gorghadra is
dice and two blue dice. If the roll results in four
less than seven spaces away from Defender X, roll
or more strikes, the enemy unit is destroyed. It is
three blue dice. For each strike Defender X rolls,
removed from the map, and the unit player gives
the monster player gives a red die back to the
the monster player a red die.
unit player.
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Winning
If Gorghadra smashes enough buildings to score
15 points before Defender X scores 15 points, the
Planet Eaters win!
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index
Action Dice, 9, 10 dice in play, 10 rampage power attack, 34
Actions, Action special Dice Well, 9, 11 Range (RNG) stat, 12
rules, 30 dice, 9 rough terrain, 15
activators, 23 elite units, 7 rubble, 22
active pool, 10 enemies, 4 securing a building, 22
adjacent, 16 Factions, Faction models, 4 setup roll, 24
Advancement Phase, 14, force, 24 Spawn Phase, 14, 27
26, 27
foundations, 22 spawn points, 23
advancing, 14
grunt units, 7 spawning, 27
Agendas, 4
hazards, 22 special rules, 30
aligned, 16, 17
health track, 13, 20 Speed (SPD) stat, 12
allies, 4
High Mobility, 12, 16 standard spawn points, 23
alpha form, 20
hyper form, 20 starting a game, 24
Attack Phase, 14, 26, 27
immunity, immune, 30 stat cards, 12
attack rolls, 18
impassible terrain, 15 stepping, 15
base-to-base (B2B), 16, 17
misses, 10 stomp power attack, 35
battle maps, 9, 21
Monster Activation, 14, 26 strikes, 10
blast attacks, 12, 18
Monster Pool, 9, 10 super damage, 20
body slam power attack, 32
monsters, 6, 24 super strikes, 10
Boost Dice, 9, 11
negative zones, 23 swat power attack, 35
brawl attacks, 12, 18
neutral spawn points, 23 target models, 19
buildings, 7, 22, 24
objective spaces, 23 terrain, 15
collisions, 31
open terrain, 15 throw power attack, 36
combined unit attack, 28
power attacks, 19, 32 timing of special rules, 31
Cost, 12
Power Dice, 9, 11 Unit Activation, 14, 27
Cover, 16
Power Phase, 14, 26 Unit Pool, 9, 10
damaging models, 20
Power Pool, 9, 11 unit reserves, 7
debris tiles, 7, 22
power zones, 23 units, 7, 24
Defense (DEF) stat, 12
Protectors, 5
Destroyers, 5
Push Phase, 14, 26, 27
destroying models, 20
ram power attack, 33
42
<0823-510-6A>
86210-492 08672 : 928791
// m o n s t e r 0 0 7
43
Attackers from beyond space and time and from beneath the
lands and oceans have engulfed the world in catastrophic
conflict. Cities are now battlegrounds as giant monsters and
their hordes of minions rampage through urban landscapes,
level buildings, crush obstacles, and fight to achieve their
own mysterious goals. Gather your units, build your city, and
prepare to demolish everything in your path!