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Attack of the 50 Foot Colossi!

Attack of the 50 Foot Colossi! Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 Components
    • 2.1 Counters
      • 2.1.1 United States of the Alliance (USA)
      • 2.1.2 The Tribes of the Colossi
        • 2.1.2.1 Colossi Counters
        • 2.1.2.2 Tribal Units
        • 2.1.2.3 Tribal Boulders
        • 2.1.2.4 Rubble
      • 2.1.3 Civilians
      • 2.1.4 Event Counters
      • 2.1.5 Markers
    • 2.2 The Map
    • 2.3 Colossi Action Order Cards
    • 2.4 Cup of Counters
    • 2.5 Dice
  • 3.0 Sequence of Play
    • 3.1 Set-up
    • 3.2 Sequence of a Turn
  • 4.0 Event Phase
  • 5.0 Marine Phase
    • 5.1.1 Marine Status
    • 5.1.2 Marine Recovery
    • 5.2 Reinforcement Step
      • 5.2.1 Landing Procedure
    • 5.3 Marine and Civilian Action Step
      • 5.3.1 Full Movement
        • 5.3.1.1 Stacking
        • 5.3.1.2 Movement Restrictions
        • 5.3.1.3 Anti-Gravity Ore Carrier
        • 5.3.1.4 Miners
        • 5.3.1.5 Jump Movement
  • 6.0 Ancestral Aura Phase
  • 7.0 Colossi Tribes Phase
    • 7.1 Action Card Step
    • 7.2 Colossi Action Step
      • 7.2.1 Movement
      • 7.2.2 Colossus Thunderclap Attack
      • 7.2.3 Tribal Special Attacks
      • 7.2.4 Special Attacks of the Tombstones Tribe
  • 8.0 Final Phase
  • 9.0 Two-Player Game
  • 10.0 Scenarios
    • Scenario 1: Panic on Graviton Prime
      • Contents of the Event Cup
      • Marine Set-up
      • Colossi Set-up
      • Special Rules
      • End of the Battle
      • Victory Points
    • Scenario 2: The Colossal Council
      • Contents of the Event Cup
      • Marine Set-up
      • Colossi Set-up
      • Special Rules
  • 11.0 Optional Rule
  • Developer's Notes
  • Event Chart (Event Cup)

1.0 Introduction

Attack of the 50 Foot Colossi! is a solitaire game (with a two-player option) depicting battles between the 124th Galactic Marine Raider Battalion (known as the "Old Bastards") and the tribes of the Colossi. A few weeks after their victory over the Vermites on Beyond III, the 124th was assigned to a small raider patrol of the surrounding area of space. Passing an extremely violent and unstable little backwater planet called Graviton Prime, they suddenly received a request for help from the Interstellar Mining Corporation (IMC), which they of course answered.

2.0 Components

The game uses 88 counters, two terrain maps, a player aid card and random event cards, all supplied in a containment pack approved by the United States of the Alliance (USA). You will also need to provide at least three six-sided dice and one USA-approved opaque container, pot, or your favorite hat!

2.1 Counters

There are 88 counters representing USA forces, Colossi tribes and various markers. All combat units enter the game on their own side at full strength.

2.1.1 United States of the Alliance (USA)

There are nine types of Marines, as indicated at the top of their counter: Heavy Weapons, HQ, Marine Squad, Medic, Scout, Special Ops, The Boring Bit and Bomber. Each has a Combat Factor (CF) in the lower left corner, a Defense Number (DN) in the lower right corner and a Movement Allowance (MA) with an arrow in the upper right corner of the counter. The front side shows them at full strength, and their back side indicates a unit that is damaged.

2.1.2 The Tribes of the Colossi

The Colossi tribes are the inhabitants of Graviton Prime, a massive planet with extreme gravity, difficult terrain and unpredictable ecological events. The bodies of these enormous creatures consist of several "boulders", each represented by a separate Boulder counter (and each of them is technically one of the warriors of that tribe - this is hard to explain). Six "living" tribes and one "ghost" tribe (the Tombstones), inhabitants of the mystical "Stone Yard", live in the vicinity of the mine. The Redstones tribe is considered the Elder tribe and has the greatest influence because of its volcanic nature.

2.1.2.1 Colossi Counters

There are two different types of Colossi counters.

  • Tribal Boulders have a tribal affiliation and are part of the initial stack of counters that make up the Colossus tribal unit (2.1.2.2). These counters are always initially stacked in random order and start with their full-strength sides face up.
  • Rubble is made of broken pieces of tribal stones that were separated from a tribal unit during combat or because of an event. Broken boulder counters are placed randomly in the corresponding hex when they are created and will function independently for the rest of the game.
2.1.2.2 Tribal Units

Each Colossus unit consists of a stack of several counters. There are four small tribes whose "bodies" have three counters, two large tribes with four counters and the leading tribe, the "Redstones", which has five counters. The seven tribes:

TribeTribal number of counters
Redstones5
Yellowstones4
Greystones4
Brownstones3
Blackstones3
Whitestones3
Tombstones3
2.1.2.3 Tribal Boulders

Each counter in a Colossi tribe represents a tribal boulder; its front side is full strength and its reverse is its damaged side. The counter's characteristics: a Combat Factor (CF) in the lower left corner and a Defense Number (DN) in the lower right corner. In the upper left corner of the counter there is a letter code indicating the tribe's special attack that is currently in effect (as shown on the top counter in the stack). When a tribal boulder counter is reduced (mainly by taking three or more hits), it is flipped from its full strength side to its reduced strength side. If it is already on the reduced side, the counter is removed from the stack and removed from the game. If it is the last counter in the stack, the entire tribal unit is eliminated from the game.

2.1.2.4 Rubble

Rubble is created by some weapons and events during the game. Colossi and Marine/Civilian units can never enter a hex with this marker, but they may target the marker in combat. Rubble markers have a Defense Number (DN) of "5", which is used when targeted by Marines, but they have no reduced-strength side (and are thus eliminated if they ever have to be flipped to the reduced side in combat). Rubble markers do not block line of sight.

Each turn, Rubble markers absorb some of the planet's aura and may thus turn into a unique native object. During the ANCESTRAL AURA phase, you must flip every Rubble counter to its reverse side. Apply the effect indicated there immediately, leaving the counter on the map if necessary.

2.1.3 Civilians

The planet's Mining Brigade is represented by three types of counters: three miners and their foreman, working in the mine. Civilians use all the rules for Marines - for example movement and stacking - but may only perform Full Movement. The Anti-Gravity Ore Carrier is treated as a Civilian unit since it carries personnel (and thus has no CF). The carrier's original purpose was to transport mined ore to the plant and to transport miners around the area. In the game it can carry any Marine or Civilian unit, giving that unit shelter (DN "5").

2.1.4 Event Counters

Event counters are drawn from the Event Cup. They are described in detail on the Event Chart.

2.1.5 Markers

Markers are used to indicate a unit's status and to track other game functions. More detailed explanations are given in the relevant sections of the rules. Two important markers:

  • Stunned: a unit with this marker has "0" MP, and its CF is reduced by "-1 CF". Otherwise it can function normally unless a rule says otherwise.
  • Paralyzed: a unit with this marker has "0" MP and its CF is automatically "0". It can do nothing except attempt to flip the marker to its Stunned side in the Marine Recovery step.

2.2 The Map

Two 11" x 17" hex maps, Zone Alpha and Zone Beta, are on one printed sheet. The two hundred and sixteen hexes on each map are numbered from 111 to 666; the others are not numbered. Some hexes include terrain features that affect play as follows:

  • Structures - cost 1 MP for all units. Reduce Colossi attack CF when attacking into structures, and Marine attack CF when attacking through structures by "-1 CF".
  • Sacred Pillars - massive, extremely tall towers of boulders that surround the Gravity Oasis. Movement cost is the same as other terrain. Blocks line of sight.
  • Rubble - costs 2 MP for Marine/Civilian units (and only for them).
  • Hill - impassable to Marine/Civilian units and blocks line of sight. Colossi units are unaffected. If it is used to determine "nearest" or "minimum", it lies halfway between two adjacent hexes: a Hill hex between hex "413" and hex "414" is treated as hex "413.5".
  • Gravity Railway - used to move the Ore Carrier; otherwise it is ordinary terrain.
  • Gravity Oasis - the Colossi's Wellness Spa Center. A pool of something distantly resembling the water the Colossi use for meditation and relaxation. Costs Marines 2 MP.
  • Clear / Mine Entrance / Crossing - each costs 1 MP.

2.3 Colossi Action Order Cards

During the Colossi Action Phase of each turn, one card is drawn from this deck; it determines how the Colossi will perform their actions.

2.4 Cup of Counters

One opaque container is needed to hold the Event counters.

2.5 Dice

At least six six-sided dice are needed, but more are better. Dice can be read in one of four ways, depending on what is being resolved:

  • Ordinary, giving a number from 1 to 6.
  • Ordinary, designated as a "D3" result: 1-2 = one; 3-4 = two; 5-6 = three.
  • Two dice can be summed to give a number from 2 to 12, or rolled separately in a given order.
  • Three dice can be rolled separately (or three dice of different colors rolled together) and read in a predetermined order. The first result is the first digit of the number, the second is the second digit of the hex number, and the third is the last digit of the hex number, resulting in a number from 111 to 666 (for example, 2, 3 and 1 is hex number 231).

3.0 Sequence of Play

You take on the role of the Regional Commander of the Defense Forces of the United States of the Alliance and control the Galactic Marines, playing against the A.I. system.

3.1 Set-up

There are two battle scenarios and a campaign scenario. Begin each scenario by setting up the units on the map as given in the scenario rules.

  • Place the required number of Event counters (per scenario) in the Event Cup.
  • Shuffle the Colossi Action cards and place them face down in the "action cards" box on the map.
  • Build the seven tribal units by taking the corresponding number of counters for each tribe and, face up, shuffling them to form the initial stack configuration.
  • Set aside all other units and markers. See the individual scenarios for additional set-up and play instructions.

3.2 Sequence of a Turn

A full game consists of twelve game turns. Each game turn consists of five phases, two of which have several steps. Each phase and step must be completed before the next begins. A turn proceeds in the following order:

  1. Event Phase (4.0)
  2. Marine Phase (5.0)
    • Recovery step
    • Reinforcement step
    • Action step
  3. Ancestral Aura Phase (6.0)
    • Move the Dust Storm marker
    • Reveal the Rubble marker
  4. Colossi Action Phase (7.0)
    • Action card reveal step
    • Movement step
    • Thunderclap attack step
    • Special attack step
  5. Final Phase (7.0)

4.0 Event Phase

Each of the 16 Event counters affects play differently. One Event counter is drawn from the Event Cup; depending on the counter drawn, follow its instructions.

5.0 Marine Phase

The Marine Phase begins with the Recovery step, in which each unit that has suffered one or more hits attempts to remove one level of damage. The phase then continues with any Scheduled Reinforcements arriving on the scene, and the Marines prepare to move out!

5.1.1 Marine Status

When a Marine/Civilian unit is hit, its status changes. Colossi attacks can stun, paralyze or damage a Marine or Civilian unit. All effects on a unit are cumulative. Stunned and Paralyzed effects are represented by separate markers and can be further damaged. The front side of the counter represents fresh strength and full power, intact and unharmed. The reverse side is used to indicate a unit that is damaged and whose values may be reduced. Note that Civilian units have no damaged side. A Marine unit that takes a hit but is already damaged and paralyzed will be eliminated. A Civilian unit that is already paralyzed and receives another hit is destroyed.

5.1.2 Marine Recovery

Damaged, Stunned or Paralyzed Marines attempt to improve their condition by rolling one die and checking the result on the table. If the unit is adjacent to a Colossi tribal unit, subtract one (-1 die roll modifier or DRM) from the die roll. If the Marine is within two hexes of a Medic that is not itself paralyzed (even with no line of sight), roll two dice. Use the higher of the two numbers for the result. A Medic always rolls two dice for itself.

Marine Recovery

D6DamagedStunnedParalyzed
4 and belowNo effectNo effectNo effect
5-6Flip the unitRemove the markerFlip the marker
  • -1 DRM: adjacent to a Colossi tribal unit.
  • Roll two dice, using the highest modified die, if the Marine is within 2 hexes of a non-paralyzed Medic.

A roll of 5+ improves the unit's condition by restoring a damaged unit to fresh, or removing the Stunned marker, or flipping the Paralyzed marker. If a unit is both damaged and stunned/paralyzed, you decide which effect to remove first. Only one damage effect is removed per recovery step!

Note that a recovery attempt does not affect or prevent the Marine unit's subsequent actions in the coming Action step.

5.2 Reinforcement Step

Marines often enter the fight from low orbit in small groups over several turns, using an extremely dangerous (especially on Graviton Prime) landing procedure.

5.2.1 Landing Procedure

  • For each landing unit, choose any clear, empty, numbered hex. Roll a number of dice equal to the last digit of the chosen hex.
  • If the Anti-Gravity Wave event is in effect, reduce the number of dice by "-1 die". If Hurricane Winds are in effect, reduce the number of dice by "-2 dice". If this leaves no dice, the landing cannot be made in that hex.
  • Choose the single highest die result and apply it to the Landing Procedure table.
  • A Marine that lands on the map cannot move, but can fire during the Marine Action step (5.3), but only if it lands safely (note also that some special weapons and all special actions are less effective on landing).

Landing Procedure

ResultEffect
3 and belowMalfunction! Roll three dice to get a random hex and place the unit there. If it lands on any other unit or in a Structure or Rubble hex, move it to the lowest-numbered adjacent unoccupied non-Hill/Structure/Rubble hex and flip it to its damaged side. If no such hex exists, the unit is eliminated. The unit cannot move or fight this turn.
4-5Scattered! The Marines land next to the destination hex. Place the Marine in the nearest adjacent unoccupied non-Hill/Structure/Rubble hex. If no such hex exists, the unit is eliminated. The unit cannot move or fight this turn.
6Safe Landing! Place the Marine unit in the destination hex. It cannot move further, but can fight.
  • -1 die: Anti-Gravity Wave
  • -2 dice: Hurricane Winds

You may turn landed units that cannot move by 45 degrees, and units that can neither move nor fight by 90 degrees, as a reminder.

Historical note: the stratosphere of Graviton Prime is a bizarre mix of atmospheric anomalies due to odd electric and magnetic fields caused by the planet's gravitational properties. The USA studied these phenomena and can somewhat accurately predict the overall effectiveness of orbital landing and orbital strikes on particular hexes based on the study and identification of these "holes in the sky".

5.3 Marine and Civilian Action Step

You may perform one action per Marine/Civilian unit in any order you choose, fully completing the action before moving on to the next. After a unit completes its action, its counter must be turned 45 degrees to indicate that it acted this turn. The actions are:

  • Full Movement
  • Maximum Fire
  • Fire on the Move
  • Special actions:
    • Reconnaissance: Scouts only, with or without HQ help
    • Request Orbital Strike: HQ only

Note: Civilians can only use Full Movement.

5.3.1 Full Movement

A unit that chooses the "Full Movement" action may use all its movement points to move, but it cannot do anything after that. The maximum number of movement points (MP) it may use in this step is its Movement Allowance (MA). Note that some hex features subtract 2 MP from the MA. A unit with a Stunned or Paralyzed marker cannot move.

5.3.1.1 Stacking

Marines and Civilians can never be stacked in the same hex with any other counter at the end of their movement. Exceptions: the Anti-Gravity Ore Carrier (5.3.1.3) and the "Trap" (scenario 2). However, a unit may pass through hexes containing another Marine or Civilian unit. A Marine/Civilian unit can never enter a hex occupied by any Colossus.

5.3.1.2 Movement Restrictions

A Marine/Civilian unit that enters a hex adjacent to a Colossi tribal unit must end its movement for that turn. If it begins its turn adjacent to a Colossus unit, the unit may move away without consequence, but cannot move directly from a hex adjacent to a Colossus unit to another hex adjacent to a Colossus.

5.3.1.3 Anti-Gravity Ore Carrier

The ore carrier is a Civilian unit that can move only along the railway, and only when it is remotely "powered" by a Marine or Civilian unit in the Refinery Plant hex (#251) or the IMC corporate Offices hex (#345). If there is such a unit in either of these hexes, you may move the Ore Carrier any distance along the Railway. The Ore Carrier may pass through a friendly unit and may even stack with a friendly unit located on the track at the end of its move. It cannot move adjacent to a Colossi tribal unit or through a Rubble counter. If it is forced to retreat, it must do so along the railway, and if that is not possible it instead takes an additional hit and remains in that hex.

Loading/unloading: if a Marine/Civilian unit begins its turn stacked with the Ore Carrier (even if it is paralyzed), and neither unit has moved yet in this phase, the Ore Carrier may move that unit together with itself. Simply place the carried unit under the Ore Carrier and move them together (using the Ore Carrier's unlimited movement along the railway). While being carried, the Marine/Civilian unit cannot fight or move on its own. It may leave the Ore Carrier (unload) at the start of its step (i.e., it cannot move in the same step). If the Ore Carrier is attacked while transporting a unit, the counter uses only the Ore Carrier's DN value for defense. If it ever takes damage, the Ore Carrier is destroyed instead, and additional hits are taken by the carried units. A destroyed Ore Carrier is flipped and Rubble is placed in that hex.

5.3.1.4 Miners

These Civilian units are placed in a "trap" per scenario 1; they cannot be moved or otherwise affect the game until they are "freed". When freed they may perform the usual Full Movement actions.

5.3.1.5 Jump Movement

Scouts, Special Ops and the Medic may choose, instead of the Full Movement action, to perform Jump Movement. These units have a JP mark below the movement characteristic on their counter. The Marine may "jump" to any place on the map that is not prohibited, regardless of its distance from the jump point.

Procedure: roll one die. Reduce the die roll by one (-1 DRM) if the Anti-Gravity Wave event is in effect, and by two (-2 DRM) if the Hurricane Winds event is in effect. Compare the result with the table.

Jump Movement

ResultEffect
1Malfunction! Roll three dice to get a random hex and place the unit there. If it lands on any other unit or in a Structure or Rubble hex, move it to the lowest-numbered adjacent unoccupied non-Hill/Structure/Rubble hex and flip it to its damaged side. If no such hex exists, the unit is eliminated. The unit cannot move or fight this turn.
2-3Scattered! The Marines land next to the destination hex. Place the Marine in the nearest adjacent unoccupied non-Hill/Structure/Rubble hex. If no such hex exists, the unit is eliminated. The unit cannot move or fight this turn.
4-6Safe Landing! Place the Marine unit in the destination hex. It cannot move further, but can fight.
  • -1 DRM: Anti-Gravity Wave
  • -2 DRM: Hurricane Winds

5.3.2 Maximum Fire

The Full Fire action allows the Marine to conduct Standard Marine Combat (5.4.1), but nothing more.

5.3.3 Fire on the Move

Fire on the Move allows a Marine to use half its MA, rounded down after any other adjustments, and also to fight (but with reduced effectiveness). A Marine may first move and then fight, or vice versa.

5.3.4 Marine Special Actions

Some Marines may perform a Special action instead of the ordinary actions listed above, namely:

5.3.4.1 Reconnaissance

A Scout may perform this action only if it is not Stunned or Paralyzed. A non-Stunned/Paralyzed HQ (only) anywhere on the map may help a Scout conduct reconnaissance, counting as a separate special action for the HQ. Roll one die per Scout and add (+1 DRM) if an HQ helps it (at most one HQ per Scout) and subtract one (-1 DRM) if the Scout is damaged or was brought in by the Landing Procedure this turn. Note that each Scout/HQ performs its own separate reconnaissance actions. If the die result is 4 or more, the reconnaissance succeeds. Place a successful reconnaissance marker in the next game turn's box on the turn track as a reminder. On the next turn, draw two counters from the random Event cup and choose the one most suitable to you. Return the other counter to the cup. The game then continues normally with the chosen counter as the active counter.

Reconnaissance

ResultEffect
4 and moreTake two Event counters, choose one and return the other to the cup
  • Not allowed: Stunned
  • -1 DRM: Damaged or Landing Procedure this turn
  • +1 DRM: a non-Stunned/Paralyzed HQ helps from anywhere on the map
5.3.4.2 Orbital Strike

Any HQ that is not Stunned or Paralyzed may request that a spaceship make a strike from orbit on a target Colossi tribal unit (not a Rubble counter). To do so, the HQ cannot move this turn and must either have line of sight to the chosen target (see 5.4.1) or have line of sight to a non-paralyzed Marine that is within 4 hexes of the HQ and in line of sight of the target.

Procedure: if possible, the Colossus unit is immediately attacked with a Standard Marine attack (5.4.1), using the last digit of the target hex as the attack CF. Subtract one from the CF if the HQ was damaged (-1 CF), or if it has just entered the game by the Landing Procedure this turn. Note that any Damage result (5.4.1.1) is applied in the usual way.

Heavy structural damage: each "6" rolled with the combat dice of an "Orbital Strike" inflicts 2 hits instead of the usual 1. In addition, if the target of the Orbital Strike is a "grim" Rubble structure (6.0) such as Stonehenge, Red Cliffs, Marble Minefield or the Bottomless Quarry Pit, then any dice result including two or more "6"s destroys that structure and the counter is removed from the game.

5.4 Marine Attack

All Marine combat is either plasma fire or specialized weapons hastily developed for use against the massive Colossi tribes. All Marine weapons have unlimited Range unless otherwise stated. Units with a Paralyzed marker cannot fight.

5.4.1 Standard Marine Attack

Each Marine attacks individually. First designate the target Colossus. The Marine must first "see" its target. Draw an imaginary line of sight (LOS) from the center of the Marine's hex to the center of the target hex. If this line crosses, inside or on a hexside (edge) of, any intervening hex containing blocking terrain (Hill hexes, Sacred Pillar hexes, Colossi tribes and some Rubble structures), the attack cannot be made against that target. Note that Structures and Marine/Civilian units do not block line of sight, and that targets occupying blocking terrain may be fired upon unless otherwise blocked. The direction the Marine unit faces when attacking does not matter.

A Marine using Maximum Fire or the Fire on the Move action rolls a number of dice equal to its Combat Factor. Reduce the unit's CF (-1 CF) if the unit performed the Fire on the Move action, is Stunned and/or performed the Landing Procedure this turn. Also, if the LOS crosses a hex containing any friendly unit or Structure terrain, reduce the CF by one again (-1 CF). Add one to the CF (+1 CF) if the Marine attacks an adjacent target. If the modified CF is less than 1, the attack is not made. Roll the net number of dice and compare each die with the Defense Number (DN) of the target Colossus unit's top counter in the stack. Each die number that exceeds the DN value inflicts damage.

Count the total hits. If there are no hits, the combat has no effect. If 1 or 2 hits, the Colossus counter on top of the stack is "Cracked" and is marked "Cracked -1 DN". If 3 or more hits, flip the top boulder counter to its reduced-strength side. If it is already on that side, the counter is removed from the game, exposing the next boulder in the stack (if any). Excess hits against any following counter are lost!

Marine Attack Results

HitsResultNote
1-2Place a markerSee 5.4.1.1 Cracks
3+Flip the top counterIf the counter is already flipped, remove it
  • -1 CF: through a Structure / Marine / Civilian, Fire on the Move, Stunned and/or performed the Landing Procedure this turn.
  • +1 CF: adjacent target.
5.4.1.1 Cracks

Colossi units are especially resistant to damage, so light damage only "chips" pieces off the boulders. If there are one or two hits (using the Standard Marine Attack), there is no effect on the Colossus other than placing a "Chipped -1 DN" marker on the unit. This marker simply indicates that the Defense Number of the affected counter is reduced by one in the next attack, but only if it is attacked immediately by another unit. Only one "-1 DN" marker can be placed regardless of how many times one or two hits are scored! The marker is removed immediately if three or more hits are scored or you no longer fire at that Colossus unit.

Historical note: Colossus units are able to recover quickly from wounds through an internal lapidary medical process in which wounds heal.

5.4.1.2 Strikes on a Crack

If a Marine unit rolls two or more "6" results with any Standard Marine attack or with the Chain Lightning event, the combat unit has struck a weak spot in the Colossus's "skin" (for lack of a better term) and inflicts one additional hit. For example, if a unit with CF "2" rolls a pair of "6"s, it will inflict three hits on the target.

Important note 1: The "Chipped" marker remains only for the duration of the attack on that tribe. If you switch to attacking another tribe, the marker is lost. It also remains regardless of how many times just 2 hits are scored. You need a single unit's combat result that scores 3 or more hits against the same tribe to flip a boulder counter. Also note that additional hits are lost - even if you score 12 hits, only one boulder counter is flipped (or removed).

Important note 2: The Chisel (5.4.2), the Boring Bit (5.4.3), the Bomber (5.4.4) and the LAGI (5.4.5.1) do not count as a Standard Marine attack (that is, sixes do not give an additional hit).

Marine standard combat example: On Zone Alpha there is a Heavy Weapons unit in the Miners' Barracks, a Marine Squad in the Storage and a Scout in hex 531. In hex 366 there is a unit of the Yellowstones tribe which they would like to fire at, but none of the units has line of sight because of the Hill terrain between hexes 413 and 414. Instead they fire at a unit of the Redstones tribe in hex 536 (whose top counter has DN "4"). The Scout fires first with three dice, and rolls 1, 2 and 5. This results in 1 hit, and a "Chipped -1 DN" marker is placed on the Colossus. The Marine Squad fires next and rolls four dice, getting 6, 6, 3 and 1 against the tribe's new modified DN of "3". This results in 2 more hits, which has no additional effect. [Translator's note in the Russian text: it is unclear why the two "6"s did not give an additional hit.] The Heavy Weapons unit fires last with four dice (its CF "5" is reduced by one for firing through the Scout's unit) and its result is 4, 4, 6 and 5. That is 4 hits and thus flips the top Redstones counter to its reduced-strength side. Finally, the "Chipped" marker is removed.

5.4.2 The Chisel

This portable weapon, used by Special Ops, was hastily developed from the invaluable input of members of the Graviton First Mining Union (hex 324). This flat serrated weapon of dense metal plate was intended to find cracks in the Colossi in order to split or destroy them. Like earlier incarnations of the Special Ops' unique weapons, its accuracy is dubious, but not its lethality! A Special Ops unit declares that it is using a combat action (either Maximum Fire or Fire on the Move). The Chisel has a range of four hexes or less and must have a line of sight to the intended target. However, its line of sight cannot be drawn through a hex with another unit (of any kind) or through a Structure hex. Roll one die and modify the die roll by minus one (-1 DRM) if the unit is damaged, is performing Fire on the Move, is Stunned and/or was brought in by the Landing Procedure this turn. Compare the modified result:

Chisel Strike Result

ResultEffect
3 and belowNo effect
4-5Shattered! The top counter is flipped or, if it has already been flipped, removed from the game. Then pick a random Rubble marker from the pool of counters and place it in a random hex (5.4.6). A targeted Rubble unit is eliminated.
6Got it! The top counter is flipped or, if it has already been flipped, removed from the game. A targeted Rubble unit is eliminated.
  • -1 DRM: damaged, Fire on the Move, Stunned or brought in by the Landing Procedure

5.4.3 The Boring Bit

The Marines managed to find a very large drill bit in storage from a previously completed mission. As always, their ingenious engineers and scientists came up with the idea of mounting it on an armored personnel carrier. The drill must be adjacent to a Colossus unit in order to attack it. However, it can perform both a Full Move and Maximum Fire without penalty. But the Boring Bit cannot attack if it is Stunned or if it entered by the Landing Procedure this turn. Roll one die and subtract 1 if the rig is damaged (-1 DRM). Apply as follows:

Boring Bit Attack Result

ResultEffect
3 and belowTiny crack! No effect
4-5Boom! Place a "Paralyzed" marker on the target Colossus. It cannot move during the next Colossi Action phase or conduct any attacks. Remove the Paralyzed marker during the Final Phase of this turn. A targeted Rubble unit marked "Paralyzed" cannot be revealed in the next Ancestral Aura phase (then remove the marker).
6Bored to tears! The bottom counter of the Colossus unit is flipped to its reverse side, and the Colossus is "paralyzed" as above. If it is already on the reverse side, it is eliminated. A targeted Rubble unit is eliminated.
  • -1 DRM: if damaged
  • The Fire on the Move action carries no penalty
  • Does not attack if Stunned or brought in by the Landing Procedure

5.4.4 The Bomber

The Bomber performs bombing runs at high speed. Bombers do not need line of sight. They fly through any hex (including adjacent hexes and hexes occupied by a Colossus) at a cost of 1 MP, but must end their movement in an empty numbered hex. When a Bomber flies through a hex containing any Colossus, it may drop a bomb (as part of its move) and then continue moving to its landing place. Roll one die and modify the die roll by minus one (-1 DRM) if the Bomber is damaged. Apply the following results:

Bombing Results

ResultEffect
1Anti-aircraft hit! No effect on the Colossus; the Bomber is damaged, or destroyed if it was already damaged
2-3Miss! No effect
4-5Knocked out! Flip the top Colossus counter, or remove it if it was damaged; place a random Rubble marker in a random location per rule 5.4.6. If the target was Rubble, remove it
6Direct hit! The top counter is removed from the game. If the target was Rubble it is removed.
  • -1 DRM: if damaged

Special weapons combat example: On the Beta map the Brownstones tribe (with two counters in the stack) is in hex 343, and the player wants to capture those Sacred Pillars. A damaged Boring Bit unit is in hex 265 and a Bomber is in hex 632. First the Bomber "flies" 8 MP into hex 343, declares a bombing run on the Brownstone boulders, and then continues moving to hex 254, landing there. One die is rolled, the result is 5; checking the Bomber results table, the result is "Knocked out". The top Colossus counter is flipped to its damaged side and a Rubble counter is laid out. The player randomly draws a Rubble counter from the pool and rolls two dice - a "2" sends the Rubble to the northeast, and a "3" places it in hex 262. Then the Boring Bit moves to hex 334 (2 MP) and to hex 344 (here there is probably a mistake; the Boring Bit should be located in hex 333) [translator's note]. Since it can do a Full Move and Full Fire, it now attacks the Brownstones. One die is rolled, the result is 6, which is changed to 5 because the Boring Bit is on its damaged side. The result is "Boom", and a "Paralyzed" marker is placed on the Brownstones (which now cannot activate this turn if their name appears on the Colossi action card).

5.4.5 The Mine Foreman (Major Colby)

The Mine Foreman is a civilian, an engineer and a master craftsman. But he is also a retired veteran of the Galactic Marines who was discharged with honors and a full cabinet of medals. In scenario 1, if the Mine Foreman unit reaches the IMC corporate office, he gains access to his secret cache of Galactic Marine weapons and equipment. If he survives the trip to the office hex, he puts on his old Special Ops uniform and takes his favorite weapon, the "Laser Anti-Gravity Irradiator" (otherwise known as the LAGI). Until the Mine Foreman reaches the IMC hex, he is an ordinary Civilian unit. As soon as the Mine Foreman enters the IMC office, flip him to the "Major Colby" side, and he is now a Marine unit with the stated values. In both cases he is destroyed if he is damaged and has to be flipped.

5.4.5.1 LAGI Fire

The LAGI is a simple precision weapon that emits a very strong force-field beam that pushes a unit away. It can be used to hinder an enemy or even to push a friendly unit to safety! It can be used normally with the Maximum Fire action, and also as part of the Fire on the Move action, but it takes no penalties. Major Colby must have line of sight to the intended target. The target unit is not wounded, but is moved to a new location by changing the local gravity, and therefore even a Marine/Civilian unit can be a target of the LAGI. This weapon can only be fired in a straight line in one of the six directions, pushing the target directly away from the Major. Roll one die to get the movement distance and move the target along the chosen line until it meets another Marine unit, a Colossus (including Rubble), a Structure, Hill terrain, Rubble terrain, Rubble-created structures, the edge of the map, or it reaches the total distance rolled on the die. At that point it stops and remains next to the obstacle that stopped its push. Note that this movement still happens even if the target unit is later pushed out of the Major's line of sight.

LAGI combat example: On Map Alpha, a Marine HQ is in hex 354, Major Colby in hex 421 and the Brownstones tribe in hex 314. The HQ is extremely vulnerable to the next Colossus attack. In his current hex, the LAGI weapon cannot target the Colossus or the HQ, since it can only target units that lie in the direction of one of the six compass directions. However, the Major can use the Fire on the Move ability to save the day in one of two ways. He can move to hex 361 and target the HQ. This would move the HQ to the edge, removing it from the Colossi's direct line of sight. Alternatively, he can move to hex 422 and target the Colossus unit, thus pushing the Colossus out of the way. He chooses the latter plan, rolls one die and gets "5". This pushes the Colossus through hexes 265 - 241 - 231; the Colossus must stop in 231 because of the Rubble in 155. If there were no Rubble, the tribe would have been moved to hex 151.

5.4.6 Placement of Rubble Boulders

When any result requires the placement of a Rubble counter, roll two dice. The first result is the direction, and you use the map compass to determine the direction of displacement (for example, a "4" displaces south). The second result is read as a D3 and determines the displacement distance (continuing the example, if the second result is "3", the Rubble is displaced two hexes south). If the resulting hex is occupied by any unit or is a numbered hex, place the Rubble in the adjacent unoccupied hex with the lowest number. If the original landing hex was occupied by a Marine or Civilian unit, the same applies, with damage only to that occupying unit. Colossi units are not affected. If the Rubble would be placed on the edge of the map, or there are no more markers in the Rubble pool, or it cannot be placed for any other reason, then no Rubble is created.

6.0 Ancestral Aura Phase

At the start of this phase, roll two dice to move any Dust Storm marker on the map according to the usual procedure (see the event description card). Then you must select any Rubble counter, if there is one, and flip it to expose its "altered" side. The stated effect is applied immediately. Rubble counters that are removed from the map for any reason are put back into the available Rubble pool, and each of them can potentially be drawn again any number of times during the game. The possible results:

  • Chalk: No effect, remove the marker.
  • Stonehenge: leave the counter on the map - it is now a holy place for the Colossi. It has no additional terrain effect. If a Colossus unit moves into a hex with Stonehenge, it will never leave it voluntarily while the Stonehenge counter is in play. Ignore all voluntary movement requirements for that Colossus unit (i.e., it can still be moved by the LAGI or to a new location by a Tunnel Rift). If a Marine unit occupies this hex at the end of the game, you gain VP equal to half the last digit of the hex number (rounded down). Stonehenge can be removed from the map only by a successful Orbital Strike or if a Colossi tribal unit exits the same hex during a Tunnel Rift.
  • Red Cliffs: leave the counter in this hex. This hex now has a huge red cape reaching to the sky. It blocks all lines of sight, no unit can enter it, and it remains until the end of the game.
  • Marble Minefield: leave the counter in this hex. There is now a minefield of marble rocks in this and all six adjacent hexes. Any Marine/Civilian unit entering one of these hexes or adjacent to one must roll a die for each such hex. On a roll of 1, it is a hit. On a result of 2 or 3, the unit must only stop. This does not affect flying units or jetpack units that fly past this hex (it normally applies if they land in this hex). Colossi units are unaffected. The counter remains there until the end of the game.
  • Shale Shrapnel: the Rubble explodes and sprays razor-sharp shards of shale in all directions. All Marine/Civilian units within two hexes and in line of sight of this Rubble are immediately attacked with CF "3". Then remove the Rubble marker.
  • Fire Stones: the Rubble ignites with dazzling sparks. All Marine/Civilian units in adjacent hexes are immediately paralyzed. If already paralyzed, there is no additional effect. All Marine/Civilian units within two hexes and in line of sight of this Rubble become stunned. Then remove the Rubble marker.
  • Bottomless Quarry Pit: leave the counter on the map. Any Marine/Civilian unit that must enter this hex for any reason is immediately eliminated from the game. This does not affect flying units or jetpack units that fly past this hex (but eliminates them if they land there). Colossi units are unaffected. The counter remains in this hex until the end of the game.

7.0 Colossi Tribes Phase

Colossi tribal units consist of several boulders held together by the planet's intense gravitational pull and their own ancient willpower. The more boulders they can hold together, the higher they rise in Colossi society. The Colossi live deep underground in small tribes and only occasionally visit the surface. Their sensory perception serves them far underground, but somewhat limits them when on the surface. Because of this weakness they always choose the nearest possible target and move straight toward it. If they catch their target, they crash into it with incredible force, using a melee attack called the Thunderclap. Each tribe also has its own set of special attacks, which represents a unique way of fighting its enemies.

7.1 Action Card Step

The Colossi have a strict code of etiquette in battle - priority troops (as indicated on the card) must move and attack first, and then they work down the chain of command for that turn. This place of honor will change as the game progresses with the drawing of each new card. Take the top Colossi Action card from the deck. The card will list the order in which the Colossi tribes will act in this phase. You must activate them in the stated order, starting with the first tribe and continuing down the list. You must complete the activation of each tribe before moving on to the next. If a tribe is not on the map, it is skipped. Tribes that are not listed on the card do not activate in this phase.

7.2 Colossi Action Step

7.2.1 Movement

Each Colossi tribal unit, in the given order on the card, first finds a target Marine or Civilian unit and moves toward it one hex (or two hexes if the Anti-Gravity Wave is in effect). Note that the whole stack of tribe counters moves as one unit! If it moves adjacent to that located target, it will immediately perform a Thunderclap attack against that target. In the rare cases when there are two hexes on the map containing units of the same tribe (because of the Gallstone event), both are activated in turn, the unit in the lowest-numbered hex first.

Procedure:

  • Find a Marine/Civilian target. The target is the unit closest to the Colossus (in total number of hexes) that it can also "see" (i.e., in the Colossus's line of sight). If no target is found in line of sight, then the target chosen is the one that is physically closest (regardless of line of sight). If there are two or more units at the same distance, the priority target will be either the one in the lowest-numbered hex or the one in the highest-numbered hex, as indicated on the action card.
  • If the target is currently adjacent to the Colossus, the unit does not move and the Colossus immediately conducts a Thunderclap attack (7.2.2).
  • If the target is not adjacent to the Colossus, the Colossus moves toward the target. Each hex of movement must bring the Colossus closer to the target. If there are two equally distant suitable hexes to move into, consult the action card and move into the hex indicated there.
  • If the Colossus unit would be forced to enter the hex of another Colossus unit (including Rubble - a Colossus will not trample its own Rubble!), it will go around to an adjacent hex according to the Action card. Note that terrain in a hex never affects Colossus movement.
  • If the Colossus unit enters a hex adjacent to the target, immediately conduct a Thunderclap attack (7.2.2) on that unit. Colossi units will attack only the unit already determined to be the nearest unit this turn.
  • After movement and any Thunderclap attacks are complete, the active Colossus unit automatically conducts its tribal special attack (7.2.3).
  • This series of steps is performed separately for each active tribal unit in this phase.

7.2.2 Colossus Thunderclap Attack

The order of actions for a Colossus attack:

  • Determine the CF of the Colossus unit by taking the CF of the top Colossus counter and adding "+1 CF" for each additional counter in the stack (regardless of which side each counter is on). Subtract "-1 CF" if the attacked target is in a Structure.
  • Roll a number of dice equal to the CF. Each result greater than the DN of the Marine/Civilian unit inflicts one hit on that unit.
  • For each hit inflicted, you apply the effect as a Stunned result, a Paralyzed result, or flip the unit to its damaged side (but only if it has one). If a unit is both damaged and paralyzed and the unit takes another hit, it is eliminated as a loss. If it is paralyzed and has no damaged side, then on a hit it is eliminated as a loss.
  • If the Marine/Civilian unit survives the attack (even if no hit was inflicted!), you must retreat it one hex further from the attacking Colossus unit. This can be any hex that increases the distance by one. A Paralyzed unit still retreats in the same way. If the unit cannot retreat, it instead takes one more hit and stays in place.

Tribal Special Attacks

TribeSpecial attack
TombstonesRoll a die and use this special attack this turn (see 7.2.4)
WhitestonesBoulder Sling + Avalanche
BlackstonesTunnel Rift
BrownstonesStomp + Rock Roller
GreystonesRock Roller + Boulder Sling
YellowstonesAvalanche + Stomp
RedstonesMedusa Stare + Pumice Eruption

7.2.3 Tribal Special Attacks

The Colossi have seven different special combat attacks they can perform - Avalanche, Boulder Sling, Tunnel Rift, Medusa Stare, Stomp, Pumice Eruption and Rock Roller. The tribes have a pre-assigned special attack that they can make (according to the chart above and coded on their counters), and they will perform only the special attack listed on the top counter of their stack! The Redstones can potentially perform two special attacks. The Tombstones will randomly perform any of the listed special attacks. Each special attack is detailed as follows:

Avalanche (AV): The Colossus goes into a rage and strikes in all directions, scattering tons of boulders.

Procedure: Conduct a Thunderclap attack against every Marine/Civilian unit within two hexes, but use only the CF value of the top counter (i.e., no +1 for additional counters). Start with the unit in the lowest-numbered hex, then proceed to the next higher number, and so on. Apply the results as usual (including forced retreat).

Boulder Sling (BS): This Colossus carries a huge sack on his "shoulder" containing hundreds of the nastiest rocks he could find. He then begins to throw them at the nearest enemy units.

Procedure: find the nearest enemy target unit within sight, not necessarily the same target unit that was determined during the Colossus's movement. If this target is within five hexes and there is Line of Sight to the unit, the Colossus will attack it. Use only the CF value of the top boulder counter (i.e., no +1 for additional counters) and a normal Thunderclap attack, but the target unit is not forced to retreat. The Colossus unit then also attacks each enemy unit adjacent to the original target and still within line of sight, but with CF reduced by "-1 CF". The minimum CF in all cases, regardless of modifiers, is "1".

Tunnel Rift (FT): The Colossus unit moves by heading underground and traveling along thousands of planetary fault lines located deep underground.

Procedure: Roll dice to get a random hex value. Immediately place the Colossus unit in that hex. Any unit (of either side) there is moved to the lowest-numbered adjacent hex. If the displaced unit is a Marine/Civilian unit, it immediately takes one hit. In addition, all Marine/Civilian units now adjacent to the new Colossus (including the displaced unit) become Stunned (or Paralyzed if already stunned).

Medusa Stare (MS): The Colossi suddenly turn in a random direction and emit a terrible and hypnotic beam.

Procedure: roll one die on the map Compass to determine the direction of the attack. Draw a straight line of hexes in the resulting direction from the Colossus to the edge of the map. The nearest Civilian/Marine unit that is in this corridor and in the Colossus's line of sight immediately becomes Paralyzed. If it is already stunned or paralyzed, it takes damage. Every second unit located in this corridor and within the Colossus's line of sight is stunned. If already stunned, the unit becomes paralyzed. If it is already paralyzed, it takes damage.

Pumice Eruption (PE): The volcanic Colossus periodically belches up huge chunks of red-hot pumice. He apologizes loudly but cannot help himself.

Procedure: after performing the Medusa Stare on odd game turns (only!), the tribe will "belch" a Rubble counter, using the usual placement procedure, but without any negative effect on the tribe (i.e., their boulders are not affected). The Pumice Eruption does not occur on even turns.

Stomp (PD): The Colossus unit leaps high into the air and falls down, raising a destructive seismic wave.

Procedure: Roll one die for each Marine/Civilian unit within two hexes of the Colossus (no line of sight required). Result 1-2 = no effect; 3-4 = place a Stunned marker on the target unit (or Paralyzed if it is already stunned); 5 = place a Paralyzed marker (or it takes damage if it is already paralyzed); 6 = the unit is damaged (or eliminated if it is already damaged).

Rock Roller (RL): The Colossus pulls its head into its shoulders and blindly rushes at the nearest target.

Procedure: find a new target unit (which may be the same as during movement) and conduct a movement of D3 hexes straight toward the chosen target (as if conducting normal movement toward a located target). However, if the charging unit enters a hex with another Colossus unit, that intervening unit is immediately moved to the adjacent empty hex with the lowest number, and the active Colossus unit continues its movement. If the moving Colossus enters a hex with a Marine/Civilian unit at any point, the Colossus unit will conduct an immediate Thunderclap attack on that unit (only), but using only the CF value of the top counter (i.e., no +1 for additional counters). The target Marine/Civilian unit then retreats as usual (hopefully out of the Colossi's way!) and the active Colossus unit continues moving in its original direction. It will keep moving and attacking until it reaches the range rolled on the die. Note that if the originally located target unit is reached, and the active Colossus still has movement left after any combat, it will continue moving past that original target unit until it is destroyed or its movement ends.

7.2.4 Special Attacks of the Tombstones Tribe

The Tombstones tribe consists of mysterious phantom souls of heroes of the past. It is not entirely understood by the Marines and as such is a deadly and unpredictable enemy. The Tombstones tribe appears on every turn (other tribes do not appear on every card) and is always the first tribe in the list (and thus always activates first). After conducting their normal movement and any combat, you must roll a die to determine which special attack it will perform this turn:

DieSpecial attack
1Avalanche
2Boulder Sling
3Tunnel Rift
4Medusa Stare
5Stomp
6Rock Roller

The Tombstones never conduct the Pumice Eruption attack.

Colossi Movement / Attack Example:

On the Beta map, the Whitestones Colossi tribe of three counters (top boulder "4" CF / "4" DN) is in hex 453. There is a Heavy Weapons unit in 366 and a Marine Squad in 411. By the action card, the Whitestones activate. Both enemy units are equally close (at a distance of two hexes), and the player then consults the card to determine in which direction the tribe moves. The card says "highest number", so the Colossi move toward the Marine Squad. They will enter hex 436 to do so (again choosing the higher-numbered hex to enter, since there are two hexes they could move into). The Whitestones then launch a Thunderclap attack against the Marine Squad with a net CF of "6" ("4" CF for the top counter and "+2" CF for the two other Colossus counters). The roll gives 2, 1, 1, 4, 5 and 6 against a Marine with DN "4", which gives two hits. The player chooses to give the Marines a "Stunned" marker and flip them to the damaged side. The squad must then retreat one hex and the player moves it to hex 354. Now the Whitestones conduct their special attacks, which will be "BS" (Boulder Sling). The nearest target now is the Heavy Weapons in hex 366. Using only the "4" CF of the Colossus's top counter, the player rolls four dice and gets 5, 2, 2, 3. That is one hit, and the player places a "Stunned" marker on the HW unit (and note that the unit does not retreat). Then the Marine Squad in 354 is attacked (yes, again) by the Boulder Sling, this time with three dice (a secondary weapon attack is at "-1" CF). The roll gives 6, 6, 4, and this results in 2 more hits. The player must eliminate the Marine Squad, since it has only one hit it can absorb (Paralyzed) before being destroyed. The Marine Squad is removed from the game and the Whitestones are quite pleased with this result.

8.0 Final Phase

The player removes unneeded markers and reorients the Marine units that were turned. Most often the game ends at the end of the 12th turn. The game also ends immediately if there are no Marines on the map or if there are no Colossi tribal units on the map, even if Marines could have entered the map as reinforcements or Colossi could have entered through an Event counter. If the game does not meet the conditions listed above, the game continues.

9.0 Two-Player Game

Although Attack of the 50 Foot Colossi! is designed as a solitaire game, those who want to turn it into a 2-player game can choose one player to control the Colossi counters and dice rolls. In addition, the Colossi player takes two Event counters each turn and chooses the one to be used this turn. The other counter is returned to the cup. This ability is cancelled if the Marines make a successful Reconnaissance action, in which case the Marine player controls the choice of counters.

10.0 Scenarios

Scenario 1: Panic on Graviton Prime

A serious accident on Graviton Prime causes a collapse and explosion at the main mine, injuring some unnoticed children of the Colossi (known as "pebbles" to the locals) and also trapping IMC miners. The Mine Foreman escaped injury and immediately sends a call to "Galactic 02" from the barracks. Soon after the call goes out, several enraged Colossi tribes break the surface of the planet and begin attacking the peaceful colony, while the "Old Bastards" answer the call and are urgently deployed to the planet.

This scenario lasts twelve game turns and uses the Alpha map.

Contents of the Event Cup

Place the Rock Garden of the Gods and Honoring Our Ancestors in the cup. Then randomly take another eleven Event counters and place them in the cup (without looking at them), for a total of thirteen counters in the cup. Set the remaining three counters aside, again without looking at them. Note that thirteen counters are needed for twelve turns because you may draw Tectonic Eruption, which requires two counters. If not, there will be one counter left in the Cup at the end of the game.

Marine Set-up

  • Place the Mine Foreman unit in the Miners' Barracks, hex 463.
  • Place the three "Trapped!" Miner units at the mine entrance, hex 523.
  • Anti-Gravity Ore Carrier in the IMC corporate office, hex 345.

Colossi Set-up

Take the Red and Black boulders, and then randomly choose two of the four remaining "living" tribes (i.e., do not include the Tombstones tribe). Shuffle the counters of the four chosen tribal units, full-strength side up, and place each chosen stack of Colossi counters as follows:

  • Redstones in the Hill hex south of the plant;
  • Blackstones in the Hill hex between hexes 413 and 414;
  • The other two tribes are placed in random hexes generated by a roll of three dice. If a unit lands on or next to a Miners hex, the Mine Foreman or the Ore Carrier, roll again for a new location.

Special Rules

Colossi garrisons: the moment a Colossus unit leaves any hex with a Structure, it will leave a Rubble counter in that hex. Place a randomly chosen Rubble unit in the Structure hex (but note that the Colossi tribal unit does not lose a counter as a result). This can happen any number of times during the game.

All Marine reinforcements are scheduled and cannot be intentionally delayed. They are delayed only after a failed landing attempt. All of them enter the map using the landing zone procedure (5.2.1), except Bombers, in the following sequence:

Marine Landing Plan

TurnUnits
11 Scout, 4 Marine units
21 Scout, 1 Marine unit, 1 Heavy Weapons
31 HQ, 1 Marine unit, 1 Heavy Weapons
41 HQ, 1 Special Ops, 1 Medic
51 Special Ops, Boring Bit
61 Bomber
71 Bomber

Bombers do not use the landing zone procedure. They are placed in the immediate vicinity of the map during the scheduled reinforcement step (5.2) on their turn of arrival, and then may move normally to any edge hex of the map during the subsequent Marine Action step.

The three "Trapped" Miners are in their hexes at the start of the game. They cannot be affected by the game at all, and any units may stack there as if the miners were not present. One Miner unit may be released per turn when a non-stunned/paralyzed Special Ops, Heavy Weapons, Boring Bit or HQ unit spends its entire turn in the hex and does nothing else. If so, one trapped Miner unit may be immediately flipped, placed on top of the hex, and then may activate normally, but must now be moved out of the hex.

Miner and Mine Foreman units (not on the Major Colby side) successfully escape if they reach the South edge of the map between hexes 131 and 326, inclusive. It costs 1 MP to leave the map.

If the Mine Foreman reaches the IMC corporate office hex (345), he immediately becomes Major Colby (see 5.4.5).

End of the Battle

The battle ended at the end of turn 12.

Victory Points

CategoryVP
Per Colossus counter destroyed+1
Per structure occupied by the Marines+2
Marines occupy the mine entrance+4
Per escaped Miner and Mine Foreman+3
Marines occupy Stonehenge+ ? (see 6.0, Stonehenge)
Each completely destroyed Redstones and Tombstones tribe+4
Each destroyed Heavy Weapons, Special Ops, Bomber, Boring Bit, HQ, Major Colby-3
Each destroyed Scout and Medic-1
Each destroyed Marine unit-2

Levels of Victory:

  • Decisive: 30 or more
  • Significant: 23 to 29
  • Marginal: 16 to 22
  • Draw: 11 to 15
  • Defeat: 10 and less

Scenario 2: The Colossal Council

After their first encounter with the Marines, the Colossi convene a council at the Sacred Gravity Oasis to gather their forces and plan an attack. They decide to sacrifice some prisoners of war to appease the Tomb God of the undead and thus call their warriors to the attack. But the tribes did not know that the Marines had uncovered their plan by interrogating pet stones, and so the Marines are minutes away from trying to forestall the Colossi's plans.

This scenario lasts twelve game turns and uses the Beta map.

Contents of the Event Cup

Remove the "Honoring Our Ancestors" counter (the holiday is cancelled) and the "Rock Garden of the Gods" counter (thanks to the soothing, calming influence of the Oasis) from the available Event counters. They are not used in this scenario. Randomly remove one counter without looking at it. Then place the remaining thirteen counters in the cup. Note that thirteen counters are needed for twelve turns because you may draw Tectonic Eruption, which requires two counters. If not, there will be one counter left in the Cup at the end of the game.

Marine Set-up

Deploy one of the three groups anywhere within their respective marked areas on the map, as you see fit, following the usual stacking rules. [Translator's note: the Russian text has the unit-composition table flattened; the three columns are reconstructed row by row.]

Marine Set-up

Unit 1Unit 2Unit 3
1 HQ1 Medic1 HQ
1 Scout2 Marine units1 Scout
2 Marine unitsBoring Bit2 Marine units
1 Heavy Weapons2 Bombers1 Heavy Weapons
1 Special Ops1 Special Ops

Reinforcements are scheduled in the Reinforcement step of turn 4: place one of the two remaining teams anywhere in the marked set-up zone. However, if there is at least one Colossus unit (including Rubble) in any hex of those areas, then the Marine units must instead move in from off the map, paying the normal movement cost for the terrain. The first hex of entry must be marked as the team zone.

During the Reinforcement step of turn 7, place the remaining team anywhere within their marked set-up area, as above.

Colossi Set-up

Randomly place the six "living" tribes in the following six Sacred Pillar hexes: 532, 535, 645, 455, 431 and 343. Do not set up the Tombstones tribe (but see the Sacrifice Wormhole below).

Special Rules

First Strike: on the first turn (only), increase all Marine CFs, including orbital strikes, by "+1 CF". In addition, the Bomber, Boring Bit and Chisel all get a "+1 DRM" modifier. Starting from the second turn, these bonuses no longer apply.

Sacrifice Wormhole: at the start of each Colossi Action phase (before the action card is revealed), starting with game turn 2, and only if the wormhole hex is not occupied by Marines, roll one die. If the die roll is less than the current game turn number, the Tombstones tribe will be summoned from the Wormhole! Immediately place the Tombstones in the wormhole; they are now available this turn for activation. If the Wormhole hex is currently occupied by a Marine unit, this roll is not made.

Joyous Celebration of the Sacred Pillar: the moment a Colossus unit enters any Sacred Pillar hex, it immediately emits a Rubble boulder. Conduct the usual Rubble placement procedure (but note that the Colossi tribal unit does not lose a counter as a result), except that the second die result (the "distance" in hexes) is read as an ordinary roll (i.e., not as D3). This can happen any number of times during the game.

End of the Battle

The battle ended at the end of turn 12.

Victory Points

CategoryVP
Per Colossus counter destroyed+1
Each Marine occupying a Sacred Pillar hex+3
Each Marine occupying the Wormhole hex+6
Marines occupy Stonehenge+ ? (see 6.0, Stonehenge)
Each completely destroyed Redstones and Tombstones tribe+4
Each destroyed Heavy Weapons, Special Ops, Bomber, Boring Bit, HQ, Major Colby-3
Each destroyed Scout and Medic-1
Each destroyed Marine unit-2

Levels of Victory (as printed in the Russian text):

  • Decisive: 50 or more
  • Significant: 36 to 45
  • Marginal: 26 to 35
  • Draw: 16 to 25
  • Defeat: 15 and less

Scenario 3: Campaign Game

Play Scenario 1 with the following special rule: Marine units that are destroyed are set aside. Write down the total number of VP on a sheet of paper.

Play Scenario 2 with the following special rule: Normal set-up, but units destroyed in the first scenario do not take part in the set-up, except for Bombers and HQs. All HQ units (these are new commanders) and Bombers (the Galactic Marines have a ton of bombers) are deployed normally according to the instructions of Scenario 2 together with the surviving units from the first scenario. If Major Colby survived the first scenario, he joins the team "Unit 2" for Scenario 2.

Units that were eliminated in Scenario 1 may begin entering Scenario 2, three units per turn (player's choice), starting from Game Turn 6. They use the usual landing zone procedure.

Count the total VP earned in Scenario 2 and add this amount to the total VP scored in Scenario 1.

Levels of Victory:

  • Decisive: 76 or more
  • Significant: 56 to 75
  • Marginal: 39 to 55
  • Draw: 26 to 40
  • Defeat: 25 and less

11.0 Optional Rule

If you want to make any scenario a little more varied and perhaps more difficult, use this optional rule:

Colossi Jig-Jig - before the first Colossus activation by the card, roll a die: 1 = Redstones, 2 = Yellowstones, 3 = Greystones, 4 = Brownstones, 5 = Whitestones, 6 = none. If as a result a tribe is activated in this phase, instead of its usual special attack it will engage in its traditional "Thunderclap Dance", which is the compulsive celebratory dance of the Colossi. This is represented in the game as follows: the Colossus performs a Tunnel Rift rather than its usual special action.

Developer's Notes

Attack of the 50 Foot Colossi! is the third game in the series about invaders from Dimension X! It develops along the original path set for this series, providing a challenging and enjoyable solitaire experience with a classic 1950s science-fiction theme in which the aliens have unique and varied abilities. The aliens of Dimension X (The Kay'otz) and the space parasites (The Vermites) were controlled by Event counters and the Marines had to defeat numerous opponents. The main difference with the Colossi is that there is a small number of very powerful aliens whose abilities constantly change, while Event counters can improve or hinder the actions of the Marines, the Colossi, or both. The hardest design goal was to provide unique events while rejecting a "fully random chaos system" where the best-laid plans can be shattered the moment you think things are under control. Two other design elements were integral to differentiating Colossi battles from earlier games. First, terrain is sparse, providing little or no cover for the Marines. Second, the Colossi AI is driven by individual special tribal abilities, combining melee combat, ranged combat and special movements. The three scenarios presented in the game are very difficult. It will take several games to find ways to defeat these "colossal" opponents, since the Colossi have varied moves and combat abilities. It will be a hard road to that elusive Decisive Victory! Have a good game!

Event Chart (Event Cup)

The number in brackets is the total number of counters of this type available in the game.

Acid Rain (1)

All Colossi tribal units are assumed to start this turn with a "Chipped" marker on them (i.e., all have "DN -1"), and this applies in the usual way during combat. The effect applies only to the current top counter; the usual procedures apply to any remaining combat against that tribe. In addition, a die is rolled for each Rubble counter on the map - a result of 1-3 means the Rubble is eliminated from the game. Marine units cannot move this turn, but can perform all other actions as normal.

Anti-Gravity Wave (1)

All Marine units and Colossi tribal units increase their movement by one (+1 MA for Marines/Civilians and +1 hex for Colossi). However, the Landing Procedure and Jump Movement are reduced by "-1 DRM".

Rock Garden of the Gods (1)*

Scenario 1 only: All Rubble counters (if any) are immediately flipped. If there are several, activate them starting from the lowest-numbered hex, toward higher numbers in order. Each is performed individually and to completion. Then, if the mine entrance is currently vacant, i.e. there are no Marine/Civilian units there other than "Trapped" Miners or the Ore Carrier, then one randomly chosen Colossi tribe that did not start the game on the map (but not the Tombstones) is placed at the mine entrance or, if it is occupied by another Colossus, in the lowest-numbered empty adjacent hex.

Chain Lightning (2)

Perform these steps:

Step 1: Roll dice to get a hex number. Place the "Chain Lightning" Event counter in that hex. A Marine/Civilian unit located in the same hex is immediately eliminated; a Colossi tribe in that hex loses its top boulder counter. Then find the Marine, Civilian or Colossi tribal unit nearest to this hex within 5 hexes. If more than one unit qualifies, choose the unit with the lowest number. Then conduct a "5 CF" attack. Attacks on a Marine/Civilian unit are carried out as Thunderclap attacks, but it does not retreat afterwards. "Cracks" do not apply against Colossi tribes. If no unit qualifies, this event has no effect.

Step 2: Then find the nearest Marine, Civilian or tribal unit within 4 hexes of the unit that was attacked last. Conduct a "4 CF" attack against that unit.

Step 3: Finally, find the nearest Marine, Civilian or tribal unit within 3 hexes of the unit that was just attacked in Step 2 and that has not yet been struck by lightning. Conduct a "3 CF" attack against that unit in the same way.

Colossal Rampage (1)

All Colossi tribal units currently within two hexes of a Marine/Civilian unit immediately conduct a normal Thunderclap attack (even if not adjacent) against all such Marine/Civilian units (but the Colossi do not actually move). Conducted normally, starting with the lowest-numbered hex, and then against each enemy unit. Normal retreats are also performed.

Dust Storm (1)

Roll three dice and place this event in a random hex. For Marine/Civilian units, all lines of sight into this hex and the six adjacent hexes are blocked, and line of sight is also blocked by these hexes. Even adjacent combat is not allowed. In addition, Bombers cannot move through Dust Storm hexes or attack a Colossus unit in such a hex. However, Colossi tribal units do not suffer from the Dust Storm and can trace line of sight as usual through those hexes! Immediately before each Ancestral Aura phase, roll two dice - the first die is the direction of movement of the Dust Storm, and the second die is read as a D3 and is the distance in hexes it moves. If the storm moves off the map or into an unnumbered space, it dissipates and the counter is removed.

Violent "Pop Rocks" Tremors (1)

All Colossi tribal units, starting with the first in the lowest-numbered hex, roll a die. On a result of 1 to 3, the unit immediately creates and reveals a Rubble counter in the usual way (as when Rubble is chipped off the Colossi). On a 4 - 6, there is no effect.

Honoring Our Ancestors (1)*

Scenario 1 only: This national holiday requires all the tribes to return home to meditate and honor their ancestral boulders. Remove all Colossi tribal units from the map, keeping their current state and the order of the counter stack. Rubble counters remain on the map. Then randomly choose one of the three tribes that were not initially set up in the scenario (including the Tombstones tribe). At the start of the next Colossi Action phase do not select a Colossi Action Order card. Instead, each tribal unit, including the newly chosen one, will re-enter the game by performing the Tunnel Rift special action (regardless of the tribes' usual special attack). This is done in any order you wish. After all tribes have entered the game and any effects are resolved, the phase is over.

Hurricane Winds (1)

Landed Bombers cannot move or attack. If a Bomber is a scheduled reinforcement, this turn it is delayed by one turn. Landing Procedures and Jump Movement are reduced by "-2 DRM". Line of sight is reduced to a maximum of 1 hex.

Medical Supply Drop (2)

The Marines get two emergency medical packs! You may automatically and immediately flip up to two Marine units (only) back to full strength for free.

Gallstones (1)

Choose a Rubble counter (only) of your choice (if any) and remove it. Randomly replace any previously eliminated Colossus counter at the bottom of its tribe's stack and with its undamaged side up. If several units are eligible, choose the tribe with the fewest boulder counters on the map. If more than one tribe is still eligible, you may choose which unit gets the replenishment. If there is no Rubble unit on the map and/or if all the tribes on the map have a full set of counters, then randomly select any of the previously eliminated counters (from any tribe) and place it in a random hex.

Gemstones of Our Ancestors (1)

If up to this point at most one whole Colossi tribe has been eliminated from the game, immediately draw a new Event counter and return the "Gemstones of Our Ancestors" counter to the Event Cup. If two or more whole tribes have been eliminated, the Tombstones tribe group enters the game this turn. This applies even to the Tombstones who were themselves one of the destroyed tribes - they return! At the start of the Colossi Action phase, the Tombstones tribe group will conduct the Tunnel Rift special action (no die is rolled to choose the special attack), arriving from off the map. After performing this action, continue to play normally. If the Tombstones tribe is already in the game, then instead replace one previously eliminated boulder counter, using the same procedure as for the Gallstones event.

Tectonic Eruption (1)*

Place two "Tectonic Eruption" markers in random locations, rolling three dice for each marker. Then for the rest of the game these hexes are treated as Hill terrain. If a Marine/Civilian unit is in the same hex as this marker when it appears, it is eliminated. In addition, all Marines and Civilians adjacent to this hex when it appears become paralyzed. If a Colossi tribal unit is in the hex, the bottom tribal boulder counter is flipped (or, if it has already been flipped, it is eliminated). Then move this Colossus unit to the lowest-numbered unoccupied hex. Then place a "Paralyzed" marker on each tribal unit adjacent to a placed Tectonic Eruption marker. Paralyzed Colossi cannot perform any actions during the Colossi Action phase this turn. Remove the "Paralyzed" markers at the end of the turn phase (meaning the markers on the Colossi).

* - after applying the effect of this counter, draw and play another counter.

  • 5.3.2 Maximum Fire
  • 5.3.3 Fire on the Move
  • 5.3.4 Marine Special Actions
    • 5.3.4.1 Reconnaissance
    • 5.3.4.2 Orbital Strike
  • 5.4 Marine Attack
    • 5.4.1 Standard Marine Attack
      • 5.4.1.1 Cracks
      • 5.4.1.2 Strikes on a Crack
    • 5.4.2 The Chisel
    • 5.4.3 The Boring Bit
    • 5.4.4 The Bomber
    • 5.4.5 The Mine Foreman (Major Colby)
      • 5.4.5.1 LAGI Fire
    • 5.4.6 Placement of Rubble Boulders
  • End of the Battle
  • Victory Points
  • Scenario 3: Campaign Game
  • Bowling Ball: the Rubble gathers itself, forms a huge solid ball and shoots off in a random direction. Roll a die for the direction on the map compass. Move the Bowling Ball marker in the resulting direction until it reaches the edge of the map. The first Civilian or Marine unit is attacked with CF "5". The second unit in that direction is attacked with CF "4", and so on, until it either drops to CF "0" or reaches the edge of the map. Then remove the marker from the game. The marker passes through each hex it meets, except a Bottomless Quarry Pit or any Colossi tribal unit. In those two cases the marker is simply removed immediately.