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Godzilla Kaiju World Wars

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    Introduction:

    The Xiliens have invaded again, and are pitting Earth's mightiest Kaiju warriors againsteach other in a world-wide brawl of monstrous proportions! Which Kaiju will stand victoriousin 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 whichKaiju 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 BasicCombat, remove the Power Up cards from the Event Deck, and do not use the Combatcards. Flip the Kaiju Status cards to their Basic Combat side.

    If playing using Advanced Combat, remove the Basic Combat cards from the KaijuAction 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 ina row, so that all six cards are visible.

    Place the Destruction Marker for each Kaiju on the 0 space of the Destruction Track

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    Place the red Health Marker for each Kaiju on the highest numbered space on theHealth 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 eachplayer 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 occurwhich will change the flow of the game. This repeats until the Victory Conditions for theScenario have been met.

    Round Sequence - Turn Order

    Each round starts by determining the turn order for the round. Players take turns inorder of their Destruction Score on the Destruction Track, with the most destructive Kaijutaking the first turn. Any players tied for Destruction roll off using the dice. The mostdestructive player takes the Turn Order token numbered "1", the next most destructive playertakes the Turn Order token numbered "2", and so on. During the first round, the scenariorules 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 statuscard. If a Kaiju is Enraged (see following page), however, they move the marker to the "11"space instead.

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    A Kaiju is considered Enraged if their Destruction Score is at least 10 pointshigher than the Destruction Score(s) of all other opposing Kaiju. Note that, in somescenarios, multiple Kaiju are on the same "team." Team members are not considered to be inopposition to each other.

    Example: King Ghidorah is playing against Gigan. King Ghidorah's DestructionScore is 21, while Gigan's is 10. King Ghidorah is Enraged, because his Destructionscore 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 simplyplace the action card face up in front of them, pay the relevant Energy cost, and follow thetext of the card. Actions include:

    Movement - Moving your Kaiju around the board. Moving generally costs 1 EnergyPoint per space, but some spaces cost extra Energy to move into. Moving throughbuildings, gardens, Tanks and Personnel Carriers destroys those items - and earns youDestruction Points. Kaiju can move through all terrain and Military Units, but cannotmove 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 cardcan 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 mayrecover up to 6 Health points. Recovery can generally only be used once your Kaijuhas 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 currentplayer may spend Energy Points to purchase it, placing it in their hand for lateruse, drawing a new Event card to replace it in the Event Row. These cards areall marked with an exclamation point ("!") icon. Some of these cards may beremoved 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 outof Energy Points, whichever comes first. Any Energy Points you don't spend this turn may bespent in defense during another player's turn (see Advanced Game Combat), but unusedEnergy Points do not carry over to the beginning of your next turn in the next round (whenyour Energy Points reset).

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    Movement 101

    Regardless of the physical size of the Kaiju figures, each Kaiju is considered to onlyoccupy 1 space, even if some part of the Kaiju might seem to occupy another space. For thesake 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 areother 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 Kaijuwhich 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 endtheir 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 eitherRanged or Melee. Melee Attacks are between Kaiju who are orthogonally (diagonals do notcount) adjacent to each other. Ranged Attacks are between Kaiju who have one or moreempty 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 thanthis number, the attack cannot be used.

    Additionally, Ranged Attacks require Line of Sight. Line of Sight is an imaginary linedrawn from the center of one Kaiju's head to the center of another Kaiju's head. If this line isblocked, the attack cannot be used. Line of Sight is blocked by other Kaiju and buildingswhich are 3 or 4 tiles tall.

    All combat damage is tracked through each Kaiju's Health Meter. Each Kaiju has aHealth Point marker which is placed on this track to show how much health they currentlyhave, and is moved up this track when the Kaiju takes damage.

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    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 attackon that Kaiju. A Melee attack will allow you to roll several dice, with the potential to inflict 1point of damage per die rolled.

    If your Kaiju is not orthogonally adjacent to another Kaiju, you might be able to useyour Ranged Attack. A Ranged Attack allows you to roll 1 die, and potentially inflict theamount shown on the die as damage.

    Advanced Game Combat

    Using Advanced Combat, each Kaiju has several cards usable for either Attack orDefense (or both): the Combat cards. The attacker selects a Combat card with which toattack, 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'sblue Defense side. In Advanced Combat, a Kaiju may not use the same combat cardmore 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 spendingEnergy, or through use of their Kaiju's Power Up. All such bonuses must be declared beforethe 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 theedge of the Attack and Defense cards, count up from the bottom the number shown on thedie, 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 previousStunned card. Place a Stunned card on the affected Kaiju's Status card. StunnedKaiju may not use Size & Strength or Aerial Slam attacks. In all combat with a StunnedKaiju, opponents may modify the dieroll by 1. Stunned Kaiju must pay 1 extra EnergyPoint to attack. If a Stunned Kaiju is Stunned twice or more, it must pay 2 extra EnergyPoints on its next attack. Remove one Stunned card after the Stunned Kaiju's nextattack.

    (Cuts & Slashes) - Roll the die. The affected Kaiju receives half that amount ofdamage, rounded up.

    (Knocked Down) - Place a Knocked Down card on the affected Kaiju's Status card. Ifattacking, the affected Kaiju's turn ends. If defending, the affected Kaiju takes 1 pointof damage. If already Stunned, the opposing Kaiju's owner may move the affectedKaiju into an adjacent building, inflicting 1 point of damage. Knocked Down Kaiju mayspend 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 Kaijucan move into another space for the remainder of this turn.

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

    In this example, because Rodans WEAKPOINT lines up with Godzillas COMBO STRIKE STUNNED icon, thismeans 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 stillsubject to their opponents Combat Icon. If neither side shows an icon for the numberrolled, 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 tofight, and must recover on Monster Island. Remove the Kaiju from the game. The playercontrolling 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 todetermine 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 ofDestruction points. When destroying a Building, leave a Building tile, rubble-side-up, in thespace the Building occupied.

    Any 3- or 4-unit Building destroyed with a ranged attack is considered On Fire - Insteadof rubble, place a Fire token in the space the Building occupied. Setting buildings On Firescores fewer Destruction points than simply destroying them.

    Additionally, Buildings and Military Units may be destroyed by simply moving throughthem. This increases the movement cost for entering the space. Note that Military Units maycause damage to a Kaiju when stepped on (see the section titled Military Units).

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    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 4tiles, 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 anyKaiju.

    Personnel Carriers are worth 1 point. Tanks are worth 2 points.

    Special, visually distinct Restaurant Buildings may also occupy the map (asdescribed by the scenario setup). These are treated as regular 1-story buildings, but will giveyour Kaiju a boost of Health of up to 3 points. When youve moved into one of thesebuildings, 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 usedto 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 andTony Ss Bar & Restaurantserve 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 thecity against attacks. These units aggressively maneuver to block and damage the battlingmonsters.

    During a player's turn, it is the responsibility of the other player or players to monitorand move the Military Units. Any time the most destructive Kaiju moves while visible to aMilitary Unit, that Military Unit will move two spaces towards that Kaiju. Buildings and otherKaiju 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 thehighest 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, andPersonnel Carriers can move through ponds and gardens. Military Units cannot movethrough fire, buildings, each other, or any Kaiju.

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    If a Military Unit has a choice between two "towards" directions for a single Kaiju, it willmove both - first one, then the other. If multiple Military Units are moving, they move innumerical 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 aKaiju, they will fire once during every movement made by that Kaiju. Tanks attack with asingle 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, asthe soldiers evacuate their vehicles. Again, this is done using a single die for each suchvehicle, and inflicts 1 point of damage on each roll of 6.

    Important Note: Although Military Units will only move to pursue the mostdestructive 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 toreplace it. If a Power Up card or otherPurchasable card is selected by the dieroll, discard itwithout effect and draw a new card to replace it. If you ever need to draw an Event Card andthere 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 areapplied 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 victorycondition has been met. Some scenarios can be won by defeating a specific Kaiju, or bybeing the last Kaiju still in the game (after all the others have returned to Monster Island), butthis may not always be the case. Read the scenario's victory conditions carefully before andduring each game.

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    SCENARIOSOn 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 ofGODZILLA: 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!

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    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 planetleaving 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 meansyou must be smart and tough! Use melee attacks to smack your opponent around a bit, but don't be afraid torun 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 playergets 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 whichany 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 nototherwise modify an occupied space.

    When all city block spaces have been occupied or when all players have agreed upon the layout, each playermay 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 theboard, with the first player choosing their corner first, and so on.

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    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 ofthe 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/gardensand 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 andlastly, the remaining Godzilla/Rodan.

    With three players, one player plays both monsters for either the Godzilla/Rodan team or the KingGhidorah/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 theboard.

    Before any player takes a turn, the Godzilla/Gigan team may place 3 tanks and 5 troop carriers on the boardin any open spaces.

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    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 broughthim 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-sizedappetite.

    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 tozero, he instead starts his next turn with 2 less Energy.

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    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 fromafar, 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 usingAdvanced 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 4to determine their starting health.

    Godzilla, Gigan, and Rodan also start with Destruction points. Each Kaiju rolls a die and scores thatnumber 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 inwhich to enter, remaining players pick from the remaining corners.

    The Xiliens have disabled all of the monsters' flying/leaping abilities. Godzilla, Gigan and Rodan mayonly use their Heal card once in the game.

    King Ghidorah scores 25 Destruction Points for each Kaiju he defeats.

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    With a heavy heart, Toy Vault dedicates Godzilla: Kaiju World Wars to the memory of ourlong-time friend, Ed Wires. Since the creation of our company in 1998, Ed has beenToy Vaults go-to guy for any figures that needed to be painted. He often attributed his workfor us to be the start of his incredible career that now spans many world-renowned companiesand licenses. Always eager to work and guaranteed to do a brilliant job, the loss of Ed willleave 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 whichserved as the basis for the coloring in this very copy. As you can see, Ed went out on top andhe 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 & RhondaBender, Ed Bryan & everyone else who was willing to play the prototypes .Thanks everyone!

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    Also check out our city-smashing card game:

    and be on the lookout forGODZILLA: TRIVIA!

    Toy Vault Inc., 238 American Greeting Card Rd., Corbin KY 40701Toy Vault and 2010 Toy Vault Inc. All Rights Reserved.

    Godzilla, King Ghidorah, Gigan, Rodan and the Character Designs aretrademarks of Toho Co., Ltd. 2010 Toho Co., Ltd. All rights reserved.


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