You are on page 1of 7

Monster Mash

Concept: Players choose from a list of monsters and compete against each other to scare and abduct the citizens of and cause massive mayhem in the small town of Crystal Grove. In addition, each player controls a nemesis to one of the other players monster.

Main Game Components


Monster Cards, Monster Tokens, Monster Victory Point Tokens, Nemesis Cards, Nemesis Tokens, Map Boards, Citizen Tokens, Monster Dice (D12), Citizen Dice (D6), Conditions Deck, Event Deck, Ability Decks (Brute, Speed, Fright, Cunning, and one Unique Deck per Monster), Bonus Victory Point Cards

The Monster Card


Name: The name of the monster Main Attributes: The make up the dice pools the monster rolls in three categories (P) Power The general strength and physical ability of the monster (S) Speed How fast and agile the monster is (F) Fright The overall ability to scare and terrify citizens Secondary Attributes: These attributes make up the remainder of the monsters statistics Movement These are the 4 types of movement the monster can use while playing the game (G) Ground This is basic movement by foot (or tentacle) on the ground (F) Flight Some monsters have a mode of flight to help avoid obstacles (S) Swim Some monsters have the ability to traverse water squares on the map (Sp) Special Occasionally, a monster will have a unique form of movement Special Rules Each monster has one or more special rules unique to that monster Health How much damage the monster can take before being repelled. Abilities Each monster also starts play with a certain number of random ability cards Initiative Order This number represents when during each round the monster may take its turn. The lower the better

Page 1 of 7

The Monsters
Each monster has a unique style of play and abilities. Players should take into consideration the entire monster card before committing to a method to victory.

Flesh Golem
Constructed by a mad scientist bent on creating life, the Flesh Golem has broken loose from his musty castle prison and in now running amok in Crystal Grove. Flesh Golem is a hulking mass of flesh and muscle and favors power over speed. Attributes: Starting Skills: Movement: Special Abilities: Once a Turn Flesh Golem may reroll any single Power Check. Flesh Golem must accept the result of the second roll. When drawing Brute Abilities, Flesh Golem may draw 2, choose one to keep, and place the other on the bottom of the deck. P4 Brute 3 G2 FS1 F2 Speed 0 SSp Health 12 Cunning 0 Initiative 8 Fright 0

Werewolf
After being bitten by a wolf while hunting, Herbert Muntz is now half-man and half-wolf sowing terror across Crystal Grove. Werewolf is on the prowl and favors speed and his unique abilities to catch his prey. Attributes: Starting Skills: Movement: P3 Brute 0 G4 FS4 F3 Speed 2 S2 Sp * Health 9 Cunning 1 Initiative 2 Fright 1

Werewolf may ignore one square of intervening obstacles or terrain when moving each turn. Special Abilities: Once per turn when an adjacent Citizen moves, at the end of that Citizens movement, Werewolf may choose to place the Werewolf token in any legal square adjacent to that Citizen.

Page 2 of 7

Maniac
Born to an inbred back-woods family in Crystal Grove, Maniac has been on the loose mainly rampaging through Crystal Grove Summer Camp, taking revenge on all the teenagers that picked on him as a child. Maniac favors a resilient attack and is overall very well rounded. Attributes: Starting Skills: Special Abilities: Once per turn, Maniac may ignore all damage from one source. At the end of Maniacs turn, roll a Monster Die. On a success, Maniac recovers 1 Health. P3 Brute 2 S2 F2 Speed 1 Health 11 Cunning 0 Initiative 3 Fright 0

Fishman
Suddenly, out of the depths of Macinack Lake, Fishman arose. Lurking under the waterline, Fishman strikes at the unwary. Fishman is a master of the water and should use water features on the map to his advantage. Attributes: Starting Skills: Movement: Special Abilities: At the end of Fishmans turn, you may remove Fishmans token from the board. At the beginning of the next round, you may place Fishmans token on any water square of the board. P3 Brute 1 G2 FS2 F3 Speed 0 S4 Sp Health 10 Cunning 1 Initiative 5 Fright 1

Spectre
A restless spirit haunts Crystal Grove. Spectre appears out of nowhere and terrifies the living. Spectre uses his Fright to Terrify the Citizens of the town. Attributes: Starting Skills: Movement: P1 Brute 0 GF3 S2 F4 Speed 1 SSp * Health 8 Cunning 0 Initiative 4 Fright 2

Spectre may move through obstacles and borders. Special Abilities: Spectre is immune to all abilities and effects that hinder or reduce movement. Spectres movement may however be interrupted. Spectre starts with 1 random Unique Ability.

Page 3 of 7

Revenant
Shambling forth from the Crystal Grove Memorial Cemetery, Revenant has unfinished business he did not attend to during life. He seeks the individual responsible for his death and will stop at nothing to place them in an early grave. Revenant focuses on maintaining Health and relentless pursuit. Attributes: Starting Skills: Movement: Special Abilities: Any time Revenant is reduced to 0 Health, roll two Monster Dice. If either are a success, Revenant is not repelled and immediately recovers 1 Health. P3 Brute 2 G3 FS1 F3 Speed 0 S1 Sp Health 10 Cunning 1 Initiative 7 Fright 1

Witch
Dabbling in infernal magic, Witch has unleashed her fury on the citizens of Crystal Grove. With favors her unique abilities and special movement to claim victory. Attributes: Starting Skills: Movement: P1 Brute 0 G3 F2 S2 F3 Speed 0 S1 Sp * Health 8 Cunning 1 Initiative 6 Fright 1

Instead of normal movement during Witchs turn, Witch may attempt to teleport. Roll 2 Monster Die. If either is a success, Witch may place her token on any legal square up to 5 squares away. If the roll fails, Witchs movement ends. Special Abilities: Witch starts the game with 2 unique abilities.

Page 4 of 7

Citizens
Citizens are the main victims of the monsters and one way the monsters achieve Victory Points during play.

Citizen Tokens
There are multiple types of citizens in play. They vary by map and some are randomized.

Citizen Types
Civilians These Citizens are the most numerous and represent the everyday people in Crystal Grove. They can be grocers, housewives, plumbers, businessmen, teenagers, managers, delivery persons, and more. Their main goal is to avoid being KOed by the monsters. These Citizen tokens have Black Borders. Camp Counselors These Citizens are similar to civilians, except that they are the teenagers that oversee the local summer camp. The Maniac is particularly fond of seeking revenge on these individuals. These Citizen tokens have Yellow Borders. EMTs Emergency Medical Technicians; the ones who look after the well being of the Citizens of Crystal Grove. They have the ability to make it harder for the monsters to KO the Citizens. These Citizen tokens have Red Borders. Police Officers These Citizens represent the law enforcement of Crystal Grove. They are one of the two Citizen types that can attack the monsters on the board. These Citizen tokens have Blue Borders. Soldiers The National Guard unit of Crystal Grove has mobilized to fight the monsters. They are the most highly trained Citizens and also the only other Citizen besides Police Officers that may attack monsters.

Citizen Attributes
Citizens only have two attributes listed on their tokens. Resolve This is how brave the Citizen is. It is how many successes on a Fright Check a monster needs to achieve to terrify the Citizen. Grit This attribute shows how tough a Citizen is. This is how many power dice are removed from a monsters dice pool when making a Basic Attack or using an ability requiring a Power Check against the Citizen (to a minimum of 1).

Terrifying Citizens
One method of monsters gaining Victory Points is terrifying Citizens on the board. Monsters with a high Fright attribute will be best at this role. 1. 2. 3. 4. 5. Player rolls his monsters Fright pool. Add up the total number of successes. Player chooses a number of Citizens within 2 squares of the monster equal to the number of successes achieved. These chosen Citizen token are flipped over to their terrified side. These Citizens are considered terrified. These citizens each simultaneously move one square directly away from the monster (as best able). The Citizen may not move through impassible terrain, but are not hindered by terrain. This square must be a legal square. * Some Citizens have a Resolve higher than 1. In these cases, multiple successes equal to the Resolve of the Citizen must be allocated to terrify that Citizen. Example: Flesh Golem wants to frighten surrounding Citizens. There is a Police Officer (Resolve 2) and a Civilian (Resolve 1) near. Flesh Golem rolls his Fright pool and gets a 7 and a 10, which is 2 successes. Since it would require 3 total successes to terrify both, the Police Officer and the Civilian (due to the Resolve of 2 and 1), Flesh Golem must choose either the Police Officer or the Civilian to terrify. Any let over successes not used are discarded.

Page 5 of 7

6.

The monsters player immediately receives 1VP for each Citizen terrified. If the monster has successfully terrified the most Citizens on one Fright Check thus far in the game, the player immediately takes the Terrifying Bonus VP card. If another player has the card, they must relinquish it.

Terrified Citizens automatically flip back to the normal side at the end of the round. Terrifying Citizens who are already flipped to their Terrified side are worth 0VP, but still count towards receiving the Terrifying Bonus VP card.

Knocking Out Citizens


Another way a player can gain VP is by knocking out (KOing) Citizens. Players with a high Power attribute will have an advantage here. This is done by making a Basic Attack (steps listed below) against the Citizen. Some abilities modify this or offer more ways to KO Citizens. Refer to their individual cards). 1. 2. 3. 4. 5. 6. Player chooses a Citizen adjacent to their monster. Player gathers (but does not roll yet) their monsters Power pool. The player removes a number of dice from the pool (to a minimum of 1) equal to the Citizens Grit attribute. Player rolls the pool remaining. If the player rolls at least one success, the Citizen is KOed. The player takes the Citizen token and keeps in by his or her play area and claims 1VP plus one VP equal to the Citizens Grit. If the total Grit of all the players Citizen tokens in their play area exceeds all other players tokens, the player immediately takes the Grim Reaper Bonus VP card. If another player has the card, they must relinquish it. If a player fails to KO the Citizen, the monster takes 1 point of damage equal to the Citizens Grit. Each EMT adjacent to the Citizen attacked, count the targets Grit as 1 higher. This does not count towards VP for KOing the Citizen.

Moving Citizens
After each monsters turn has ended, the monsters owning player gets the opportunity to move a number of Citizens. The player rolls a Citizen Die. The result is how many Citizens on the board they must move. A few rules and restrictions are in place however: A citizen may move only up to 2 squares. Police Officers and Soldiers are the only Citizens that may voluntarily move within 2 squares of a monster. Terrain does not hinder citizens, but they cannot however move over obstacles or enter impassible terrain. The Citizens must end movement in a legal square. All of a Citizens movement must be complete before another Citizen is moved.

Attacking Monsters with a Citizen


At the end of a Police Officer or Soldiers movement, the moving player may attack a monster within range: 2 squares for a Police Officer 3 squares for a Soldier

Page 6 of 7

Moving Player rolls a Citizen Die. On a result of a 5 or 6, the monster takes 1 point of damage. Each Citizen may only attack once per turn.

Obstacles
The third way of earning VP on the board is causing destruction and mayhem. Obstacles are strewn about each map that a monster can bash and destroy. These range from park benches to large trucks and sheds. These obstacles also get in the way and hinder movement of units on the board. Citizens may not move into a square with an Obstacle. Monsters who wish to enter a square containing an Obstacle must make a Speed Check. On a success, the monster may enter the square, otherwise they may not choose to move there.

Page 7 of 7

You might also like