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Mighty Monsters
Giant Monster Combat Rules, First Edition
Playtesters: Ben Boersma. Sergio Laliscia, Massimo Moscarelli, Nicola Coccia, Filippo Coccia, Chiara Bandini, Leonardo
Bandini, Jeff Racel, Diego Chisena, David Crowell, Arwen Del Toro, Thecia Del Toro, Robert C., Annerios, Mark Horneff, Ian
Burke, Paul Shorten, and The A-Team (Chloe, Dennis, Dale, Zac, Madison, Tiarna, Julia, Ali, Max, Maxi, Brendan, Jessy, Amy, Seb,
Shannon, Alyse, Seth, Dylan, Riley, Nick, Stevo, Gracie, Momoka, Jaydn, Matthew)
Yahoo group: http://games.groups.yahoo.com/group/songofblades/
Written and illustrated ©2011 by Andrea Sfiligoi
Edited by Annerios
www.ganeshagames.net
Table of Contents
Introduction
Table Size
Game Length
Background
Measurements
Typical Measuring Sticks
Measuring Movement
Where Can I Buy Monster Miniatures?
Basing And Facing
Profiles
The Game
Create Your Monsters
Determine Attacker And Defender
Lay Out The Terrain And Deploy Models
Mod
Initiative
More Than Two Players
The Activation Process
Wounds
Groggy
Slowed
Crippled
Knockdown
Knockout
Ending The Game
Activated Body Parts
Movement
Rough Terrain
Free Moves
Close Combat
Close Combat Attack Procedure
Outnumbered
Entangled, Fallen And Held Targets
Powerful Attacks
Higher Ground
Leaving Close Combat- Free Hacks
Knock Back
Knock Back Into Special Scenery
Knock Down
Knock Out
Recoil
Attack Types
Bite
Claw
Grapple
Flyby Attack
Kick
Kick Rubble
Maim
Punch
Slam
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Shoot
Tail Grab
Tail Sweep
Throw
Wing Blast
Ranged Combat
Line Of Sight
No Shooting Out Of Melee
Shooting Into A Melee
Cover
Missile Expenditure
Powerful And Very Powerful Shots
Shooting At Massive Models
Shooting At Difficult Targets
Shooting At Buildings
Defensive Shooting (Optional)
Ranged Combat Modifiers
Special Cases
Attacks On Buildings
Oil Refineries
Nuclear Power Plants
Climbing On Buildings
Underwater Combat
Morale Rolls Are For Wimps
Going Berserk
Special Rules
Designing Your Monsters
Head Cost
Body Cost
Limb Cost
Tail Cost
Suggestions For Monster Creation
The Army
Army Stands
Army Unit Activation
Army Unit Movement
Damage On Army Stands
Close And Ranged Combat
Army Morale
Campaigns
Healing Between Games
Experience
Rebirth Of Monster X
Mighty Monster Junior - Playing With Kids
Scenarios
Monster Roster
Rost
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2
Quick Reference Sheets
To play this game, you’ll need many six-sided
dice in three different colors (these rules refer
to white, yellow and red, but you are free to use
whatever colors you prefer), a few toy monsters in
any consistent scale (1 to 3 monsters per player is
best, although if you have a large table and time
you can fight larger battles), three measuring sticks
(described below) and a play surface (a tabletop,
the floor or even the rooftop of a car will do).
You’ll also need scenery to represent hills, buildings,
bodies of water, and the like. After all, where’s the
fun in playing giant monsters if you can’t stomp
Tokyo or New York? Buildings may be modeled out
of paper, cardboard, or by painting rectangular
blocks of wood, polystyrene, or plastic. Prepare a
few “rubble” counters, because the monsters in this
game have a tendency to smash down buildings or
even throw them at opponents!
Introduction
In the game, every player controls one or more
monsters fighting against each other and turning
the world to rubble. The background is our own
world, as it exists today or, if you prefer a retro feel,
as it was in the classic Japanese monster movies
of the seventies. The only important difference is
that giant monsters, much bigger than the largest
dinosaur, populate the Earth. Some of them are
benevolent earth guardians, protecting the planet
from mankind’s folly and invaders from outer space,
others are unstoppable forces of nature bent on
global destruction. These monsters fight each
other, destroying everything in their wake. Who
will prevail? Play a game of
Mighty Monsters
to find
out!
Like other games produced by Ganesha Games,
Mighty Monsters
doesn’t use inches to regulate
movement. All distances and ranges are measured
with three sticks labeled
Short, Medium
or
Long.
For example, a monster with a movement of
Long can move from one end to the other (or to
Table Size
Monsters are big. With one step or leap they move
any point in between) of a Long measuring stick. In
from one side to the other of a city block. Once
other words, you may “leapfrog” from your current
they get in hand-to-hand combat, monsters tend
position to any point along the measuring stick.
Pre-measuring (checking a range before declaring
to occupy the same area, locked in combat for
several minutes, so your table doesn’t need to be an action) is always allowed. Players may measure
huge. We tested the game playing on a 3’x3’ table distances at any time.
The size of your measuring sticks depends on how
(90x90 cm) using monsters 25 to 50mm tall, and
big your monsters are.
2mm scale miniatures for vehicles and infantry.
A bigger table 4’x4’ (120x120 cm) is recommended
to run multiplayer battles or two-player battles
TYPICAL Measuring Sticks
where each participant controls more than 2-3
Average monster size 25-28mm
40mm +
monsters.
Short stick
50mm
75mm
Medium stick
80mm
120mm
Game Length
Long stick
120mm
180mm
Once you know the rules, an average game
takes about 60 minutes. If you are already familiar
with the
Song of Blades
game engine, you can pick
Even if you use miniatures of different scales on
up the game easily, but please pay attention to the tabletop to represent monsters of different
differences.
sizes, they will all use the same sticks.
Measurements
Background
Mighty Monsters recreates the giant monster
battles seen in
Kaiju Eiga,
the Japanese giant monster
movie genre. If you are not familiar with Kaiju, we
encourage you to watch the latest DVDs produced
by Toho company or Daiei (available in subtitled or
dubbed editions). Both the Godzilla and the Gamera
film series represent the state of the art in this
specific genre. Some interesting variations are also
coming out of Korea and other Asian countries.
Whether your monsters are mounted on bases
or not, you must always measure movement in a
consistent way: from the same part of the monster’s
body. For example, movement for all roughly
bipedal or humanoid monsters is measured from
the right foot or from the front most foot. For
monsters without humanoid form or with a small
winged body, such as a giant moth, measure from
the center of the monster’s head.
3
Measuring Movement
Gobira says: “Wargaming isn’t an exact
science and the occasional fraction of
an inch off won’t make any difference.
Movements can be measured BEFORE
rolling the dice, your monster can reach
close combat range or hide behind a
skyscraper with one or more movement
actions. If in doubt, describe your intent to
your opponent to see if they agree or use
an impartial player to serve as a referee/
game master.”
Every monster is described in game terms by a
profile. Here is a sample:
Gobira
424 Points
Head Q3 C3 Fangs,
Radioactive Breath C5 Long,
Body Q3 C5 Regeneration
Arms Q3 C3
Legs Q3 C3
Tail Q4 C2
Special rules: Very Tough
Points:
this is the cost of the monster. More
powerful monsters cost more points. A monster
is typically built on a maximum of 300 points but
players may opt to create weaker or stronger
monsters. The total point cost of a monster is the
sum of the point cost of its body parts and special
rules.
Quality:
abbreviated as
Q,
this is the number to
be rolled on a die to activate a monster’s body part
to perform an action with that body part. The lower
the Quality number, the better.
For example, a Monster with a Quality of 3 on his
legs may perform Leg actions by rolling a three or
higher on a d6 for his activation rolls.
When it’s your turn, you nominate a monster
that you want to act with, and decide which of his
body parts you are trying to activate. You may roll
one, two or three activation dice -- it is your choice.
Every roll that is equal or higher to that body part’s
Quality is a success; every roll that is lower is a
failure. You get to perform one action with that
body part for every success rolled.
Example: Gobira rolls two dice versus its Leg Q of
3, and scores 3 and 6. Gobira gets to perform two Leg
actions. He uses the first action to move adjacent to
an enemy , and the second to kick him.
Profiles
Where Can I Buy Monster Miniatures?
Ganesha Games does not produce miniatures and
we prefer to play with any figures we already have.
There are many sources for monster miniatures.
You can buy bags of cheap plastic dinosaurs and
other monsters in supermarkets or thrift stores.
There are many toys, generally 30mm or taller, that
are readily available at any toy store. The easiest way
to buy your favorite movie monsters is to go online
and purchase “gashapon” (collectible capsule toys)
which are produced in Japan.
You’ll easily find gashapon versions of many
famous movie monsters on eBay. The main
producer of official versions of the most famous
movie and TV monsters is the Japanese company
Bandai.
Basing And Facing
Monsters can be
mounted on bases to
keep them from falling
over during the game.
Basing is optional, and
all the common basing
systems (round, square
or exagonal) provide
more or less the same results. You may use any of them
as long as all of your monsters are based the same way.
Of course, larger monsters will need larger bases.
No matter how you base your monsters, always
measure movement from a certain chosen
If you roll two or more failures, the turn passes
point of the monster’s body. For example, the
to your opponent after your miniature acts
right foot for roughly humanoid monsters, and
on its one success (if it had one). Your opponent
the head for monsters with “weird” shapes.
now gets to nominate one of his miniatures to
attempt to activate a body part.
This is called a
“turnover” in game terms, and represents a moment
of hesitation or plain bad luck on the part of the
monster.
4
Players should create their monsters secretly. The
total point value of any monster in the default game
Combat:
Every body part has a
Combat
score, must not exceed 300 points.
In multi-monster battles, players use a 1000 to
abbreviated as
C.
This is a measure of how well the
figure fights with that body part, and how resilient it 1200 point total to build their monsters. They may
is. In a fight, when a monster uses that body part to have a single monster built on up to 600 points. All
attack, this value is added to the roll of a die and other monsters must not exceed 350 points each.
compared to the opponent’s combat score plus the
Gobira says: “If you are a mature wargamer
roll of a die.
with a lot of battles under your belt and
plan to play with movie monsters, just use
Gobira says: “For example, if a monster
For
the stats that feel right.Use the point values
attacks another by biting him, the attacker
only as rough guidelines. A few points more
uses his Head Combat score versus the
or less will make no difference in play. No
target’s Body Combat score. If the Bite wins,
matter how accurate the point system, the
it means it has affected the target causing
placement of terrain, player behavior and
one or more Wounds or other game effects.
other variables will affect play in a way
If the Body wins. it has avoided the Bite or
that no point system can predict. Just keep
minimized the damage.”
it fun and fair. Wargaming is not an exact
science. That’s part of its charm.”
Combat may be influenced by Special rules and by
Gobira says: “It is generally wise to start
It
acting with body parts that have the best
(lowest) Quality target numbers, but this is
not a hard and fast rule. In some cases, you
want to knock an opponent down with
your tail slap and then step back to finish
him with your radioactive breath!”
the game
Create Your Monsters
the attack type/maneuver chosen by the attacker.
In the example above, Gobira has a +1 on its Bite
Determine Attacker And Defender
Both players roll a die. The high roller decides if he
attack because of his sharp Fangs, represented by
wants to be the attacker or the defender. Depending
the Fangs special rule.
on the scenario you are playing, the deployment
Special rules:
this is a catch-all category which rules and victory conditions will be different for the
includes a monster’s abilities and special powers. attacker and the defender. In general, the defender is
Every special rule describes something that the the player who lays out the terrain; the attacker gets
monster can do. Some special rules are detrimental to choose from which table edge his monsters enter
(for example, a monster with Slow Legs will move and deploys his force last (this is an advantage,
less frequently than others) and decrease the figure’s as you can use the knowledge of your opponent’s
deployment to strategically place your monsters).
point value.
Some special rules, e.g. ranged attacks, have a
number and a letter after them. The number is the
Lay Out The Terrain And Deploy Models
level of the attack (i.e., its C score) and the letter
The defender lays out the terrain, preparing
shows the attack’s Range.
the tabletop and adding scenic features such
as buildings, hills or bodies of water. If playing a
For example, Kumora’s Energy Blast has a score of
scenario, the defender must abide by the scenario’s
C4 M. This is read as “Combat Four, Medium Range”.
rules on terrain placement.
The number is the Combat score of the attack (so
The attacker decides which side of the table he’ll
Kumora resolves its attacks with a Combat score of
be entering from. The defender deploys his monsters
4) and the letter indicates the range of the attack
on the opposite side, within a Short distance from
(S= Short, M= Medium, and L= Long).
the table edge. After the defender has deployed,
the attacker does the same.
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