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The Creature That Ate Sheboygan

The Creature That Ate Sheboygan Rulebook

Table of Contents

Table of Contents

  • 2.0 Components
  • 3.0 Game Setup
    • 3.1 Acquiring Units
    • 3.2 Initial Placement of Counters
  • 4.0 Sequence of Play
  • 5.0 Movement Rules
    • 5.1 General Rules
    • 5.2 Effect of Terrain Type on Movement
    • 5.3 Occupying a Single Space with More Than One Unit
    • 5.4 Trampling
    • 5.5 Terrain Types Table
  • 6.0 Combat
    • 6.1 General Rules
    • 6.2 Human Attacks
    • 6.3 Monster Attacks
    • 6.4 Combat Results
    • 6.5 Combat Results Table
  • 7.0 Destroying Buildings
    • 7.1 General Rules
    • 7.2 Procedure
    • 7.3 Ruins
    • 7.4 Destroying Buildings Table
  • 8.0 Helicopters
  • 9.0 Infantry Units
    • 9.1 General Rules
    • 9.2 Fording the River
  • 10.0 Townspeople and Police
  • 11.0 Fires
    • 11.1 General Rules
    • 11.2 Course of a Fire
    • 11.3 Spread of Fire
    • 11.4 Fire Department
    • 11.5 Other Effects of Fire
  • 12.0 Recording Monster Stats
  • 13.0 Special Abilities
  • 14.0 Victory Conditions and Scenarios
    • 14.1 Victory Conditions
    • 14.2 Scenarios
  • 15.0 Tables
    • Terrain Types (Table 5.5)
    • Combat Results (Table 6.5)
    • Destroying Buildings (Table 7.4)

2.0 Components

The game consists of a board depicting a city map, and 100 counters representing units of the army, police, fire department, and townspeople, as well as monsters. A number of counters that do not fit into the categories listed above serve additional functions, which are explained later in the instructions.

The counters are printed on cardboard sheets. Before starting play, they must be punched out and sorted.

An ordinary six-sided die is also needed during play. If players do not have one, they may instead use counters numbered 1 to 6, drawing one of them at random whenever a die roll is called for.

Examples of counters:

  • Police unit — car icon; printed values 1-1-3 (Movement Points / Attack Range / Combat Strength)
  • Townsperson unit — human figure icon; printed values (1) 0-1 (Movement Points / no Attack Range / Combat Strength-Defense)
  • Fire department unit — firefighter icon; printed values (1) 0-3
  • Infantry unit — soldier icon; printed values 3-1-3
  • Artillery unit — cannon icon; printed values 5-6-2
  • Helicopter — helicopter icon; printed values 1-2-7
  • Fireboat — fireboat icon; printed values (1) 3-4
  • Armor (tank) unit — tank icon; printed values 6-2-5
  • Random counter — printed with a numeral (used for die substitution)
  • Spiderweb — a special-ability marker
  • Fire — a marker placed on a burning space, with a numeral for wind tracking
  • Monster — one of several monster-figure counters
  • Ruins — placed on a space once a building there has been destroyed

3.0 Game Setup

3.1 Acquiring Units

Depending on the scenario being played (see 14.0), each player starts the game with a set number of strength points, which may be spent to acquire units or to define the characteristics of the player's monster.

The People player receives all the counters representing townspeople free of charge. To gain possession of any other unit, a player must "pay" from their pool of strength points a sum equal to the combat strength of the unit being acquired. A player may not own more units of a given type than the number of counters representing them. The People player does not acquire fire department units or the fireboat — these appear automatically once the need for them arises (i.e., once a fire breaks out).

The Monster player divides their strength points among the characteristics defining their monster, namely the Attack Strength, Defense Strength, and Demolition Ability ratings, and Movement Points, while devoting part of the total to special abilities. Each strength point "spent" on one of the above ratings increases that rating by one; for example, if 4 strength points are spent on Attack Strength, that rating will be equal to 4.

Note: a player may not assign more than 15 strength points to the Attack Strength rating.

A player may also purchase special abilities for their monster. These are listed, along with the cost of each, in section 13.0 of the instructions. A player must spend at least one quarter of the strength points they hold at the start of the game on these.

Note: a player may control several monsters at once — in that case they will be weaker individually, since the combined total of all ratings across those monsters may not exceed the assigned number of strength points.

3.2 Initial Placement of Counters

The Monster player secretly notes on a piece of paper, without revealing it to the opponent, through which of the four edges of the map their monster will enter the city. The People player then places their acquired units on individual spaces of their choosing. They may place them anywhere (see 5.3) except on spaces adjacent to the edge of the map. Some spaces are marked with the "townspeople" symbol; one such counter must be placed on each of them.

Once the counters have been placed, the first turn of the game begins. During the first phase, the Monster player must place the counter representing their monster on one of the spaces adjacent to the map edge chosen earlier — that is, enter the city. In doing so, they must spend the number of Movement Points appropriate to that space (see 5.0).

4.0 Sequence of Play

The game "Save Your City!" is played in turns. During each turn, players move their counters, attack the opponent, and perform other actions provided for by the rules. Each turn is divided into phases. In each phase, one of the players has a strictly defined action to carry out. Performing any game-related action outside of its assigned phase is not permitted and constitutes a violation of the rules.

Each turn consists of the following phases:

1. First phase — Monster movement. The Monster player moves their monster in any direction according to the rules described in section 5.0 of the instructions. Up to three times during this movement, the monster may stop in order to attempt to destroy a building or a bridge.

2. Second phase — Monster attack. The monster attacks one or more of the opponent's units according to the rules described in section 6.0.

3. Third phase — Human movement. The People player may move one, several, or all of their units according to the rules described in section 5.0.

4. Fourth phase — Human attack. The People player may attack the monster with one, several, or all units capable of doing so, according to the rules described in section 6.0.

5. Fifth phase — Firefighting. First, fire department units and the fireboat may extinguish fires according to the rules described in section 11.4. Second, the People player determines the wind direction and checks whether any fire has spread to adjacent spaces (see 11.3).

Once the players have carried out the actions provided for by phases 1 through 5 — that is, once a turn has ended — the next turn begins and the players start again from the first phase.

5.0 Movement Rules

5.1 General Rules

The board is divided into a number of spaces that help regulate the movement of humans and the monster through the city.

Players move their units (or their monster) by shifting the counters that represent them, one step at a time, from one space to an adjacent space. Two spaces are adjacent if there is a line dividing them, even a short segment of one. Spaces are not adjacent if they only touch at their corners — in other words, diagonal movement is not permitted. Note: because the grid is irregular, a single space may be adjacent to three, four, five, or six other spaces.

A human unit or the monster, upon entering a new space, spends a certain number of Movement Points depending on the terrain type of that space (see 5.5). During a single phase, a unit or the monster may spend (but is not required to spend) all of its Movement Points, but no more. Any number of units may be moved during a single phase.

Unused (saved) Movement Points may not be transferred to other units, nor stockpiled for use in later turns. Exception: if armor and artillery units begin the third phase (human movement) on the same space, they may move together, starting with three Movement Points (tanks tow the guns belonging to the artillery unit).

5.2 Effect of Terrain Type on Movement

[5.21] The monster, armor units, and artillery units may not enter spaces occupied by buildings, but they may enter ruins left behind by destroyed buildings.

[5.22] Helicopters may fly onto any space on the map, including spaces engulfed by fire.

[5.23] Only helicopters, the fireboat, and the monster may move across spaces through which a river flows (however, see 9.2).

[5.24] Two bridges span the river, and a tunnel is dug beneath it.

A bridge is adjacent to the river flowing across the same space — that is, moving from the bridge into the river requires spending Movement Points. A bridge is also adjacent to the streets located at both of its ends.

A tunnel is adjacent only to streets.

When determining line of sight across a bridge/river or tunnel/river, each such pair of spaces is treated as a single space.

Only an infantry unit may enter a destroyed bridge (see 9.2). A destroyed bridge does not block the river — the fireboat may still freely sail through that space, and the monster may still cross it.

[5.25] If humans begin their movement phase adjacent to a space they could not normally enter because they lack sufficient Movement Points, they may still enter that space by spending all of their Movement Points. In other words, humans can always move onto an adjacent space, provided doing so does not violate the rules set out in 5.21 and 5.3.

5.3 Occupying a Single Space with More Than One Unit

[5.31] Only one monster may occupy a given space at any one time.

At most two police or army units (of any kind) may occupy the same space at the same time. These restrictions do not apply to helicopters, fire department units, or townspeople — any number of them may occupy one space, which may additionally also hold up to two army or police units.

[5.32] A player only needs to satisfy the restrictions in 5.31 by the end of the phase in which they move their units — that is, any number of units of any type may pass through a single space while moving.

[5.33] Humans may not stop on, or pass through, a space occupied by the monster (exception — see 8.0). The monster may not stop on, or pass through, a space occupied by humans (exceptions — see 5.4 and item 8 of 13.0).

[5.34] A monster that has the flying special ability among its abilities may fly over a space occupied by humans, but not over one occupied by a helicopter.

At the end of the first phase (monster movement), the player must declare whether their monster continues flying or lands on the ground. If it lands (which it may only do where there are no humans or buildings), humans may not enter the space it occupies. If it remains airborne, humans may enter that space, but helicopters may not.

5.4 Trampling

[5.41] A monster moving on the ground may enter or pass through a space occupied only by human units that have no attack capability (that is, townspeople, fire department units, or the fireboat). If the monster's Attack Strength is at least six times greater than the humans' combined Defense Strength — that is, if the force ratio is at least 6:1 — trampling occurs.

[5.42] This is the only case in which the monster uses points from its Attack Strength during the first phase. The player declares the appropriate number of these points, the monster tramples the humans, and may continue moving (provided it still has Movement Points remaining).

[5.43] During the second phase of the same turn, the monster no longer has available the portion of its Attack Strength points that was used in the first phase to trample humans — that is, it is weakened.

5.5 Terrain Types Table

See the Terrain Types table in section 15.0 at the end of this rulebook.

6.0 Combat

6.1 General Rules

Attacks may only be made during the appropriate phases (the second and the fourth).

Every attack is resolved as follows:

a. Determining the force ratio. The attacking player calculates the combined combat strength of the units (or monsters) taking part in the attack by summing the combat strength ratings of the human units, or the Attack Strength ratings of the monsters if there is more than one. At the same time, the defending player calculates the combat strength of their attacked units in the same way (monsters use their Defense Strength rating). The two totals obtained are compared — that is, the combined combat strength of the attacking units (monsters) is divided by the combined combat strength of the defending units (monsters). This produces the force ratio. The result is rounded down, in favor of the defender; for example, if a combat strength of 13 attacks a combat strength of 4, the force ratio (13:4) is 3.25:1, rounded down to 3:1.

b. Die roll. The attacking player rolls the die.

c. Checking the combat result. The result of the combat is found in Table 6.5, "Combat Results," at the intersection of the column corresponding to the force ratio and the row corresponding to the number rolled. How to read the result is explained in point 6.3 and below the table.

The result of combat must be applied immediately, before any other combats are begun or resolved.

6.2 Human Attacks

[6.21] Human combat units (that is, all types of army units, police, and helicopters) may, during the fourth phase, attack the monster on an adjacent space under any circumstances. Combat units with an Attack Range rating greater than one may attack a monster at a greater distance, provided that the monster is within the attacking unit's line of sight and within its Attack Range.

Units whose combat strength is shown in parentheses may not attack — they may only defend themselves.

[6.22] The monster is within a unit's line of sight if a straight line can be drawn between any point of the space occupied by that unit and any point of the space occupied by the monster, without passing through any buildings. Only buildings (of either kind) block line of sight.

[6.23] The monster is within a unit's Attack Range if the smallest number of adjacent spaces separating the space on which the unit stands (not counted) from the space on which the monster stands (counted) is equal to or less than that unit's Attack Range rating. Note: spaces that touch only at their corners are not adjacent.

[6.24] If, during the fourth phase, several human units are able to attack the monster, they may attack together (in which case a single, combined combat strength is used), separately, or in any other, mixed manner.

If there are several attacks, each must be resolved separately. The effects of each attack are applied before the next attack begins.

The monster defends against every attack with its full Defense Strength, unless that rating has been reduced by wounds received earlier.

6.3 Monster Attacks

[6.31] The monster may only attack humans located on an adjacent space, unless it has special abilities allowing it to attack at a greater distance. If it has such abilities, it must follow rules 6.22 and 6.23 when using them.

[6.32] Unlike human units, the monster has two separate combat strength ratings — one used when attacking, and the other when defending.

[6.33] When attacking the opponent's units, the monster may split its Attack Strength into any number of parts and use each part to attack a different unit. It may also use its entire strength in a single massed attack.

If several human units stand on one space, the monster may attack all of them, some of them, or only one of them. Only the unit that was attacked suffers losses — the other units on the same space are untouched.

The monster may not attack one or more "civilian" units (that is, townspeople and fire department units) if army or police units are also present on that same space — in that case it may only attack the army or police units, or all of the units on that space together.

[6.34] If, as a result of its attack, the monster is forced to retreat, no further attacks may be carried out during that turn.

6.4 Combat Results

[6.41] A combat result can be of two kinds: "losses" ("wounds" in the case of the monster) and "retreat." The result, read from Table 6.5, "Combat Results," as described in point 6.1, consists of two parts: the part to the left of the slash applies to the attacker, and the part to the right applies to the defender. Some results apply to both sides simultaneously.

[6.42] A "losses" result ("wounds" for the monster) is shown in Table 6.5 as a digit (1, 2, or 3).

If a loss is inflicted on the People player, that player loses a number of units equal to the number read from the table. For example — the humans attack and the combat result is "2/–", so the People player loses two units — they must withdraw (remove from the map) any two counters among those that took part in the attack. Note: units attacking a space that is not adjacent to the space on which the monster stands (that is, attacking from a distance) never suffer losses as a result of that attack, nor can they be forced to retreat. If the monster suffers "losses," it receives a number of wounds (see 12.0) equal to the digit read from Table 6.5, unless it is the attacker and is making the attack from a distance (not from an adjacent space) — in which case it remains untouched.

[6.43] A "retreat" combat result is marked in Table 6.5 with the symbol "u" and means that the side to which this result applies must retreat one space backward (move away from the opponent).

If the "retreat" result applies to the humans, all attacking or defending units involved must retreat (exception — see 6.42).

Human units may not retreat:

a. onto a space occupied by the monster,

b. onto a space adjacent to the space occupied by the monster,

c. onto a space that is off-limits to movement,

d. onto a space occupied by other human units, if doing so would violate the rules set out in point 5.3.

A unit that, as a result of the above restrictions, has nowhere to retreat to is eliminated and removed from the game.

The monster may not retreat onto:

a. a space that it is forbidden to move onto,

b. a space occupied by humans.

If the monster has nowhere to retreat to, it receives one wound and remains in place.

6.5 Combat Results Table

See the Combat Results table in section 15.0 at the end of this rulebook.

7.0 Destroying Buildings

7.1 General Rules

During the first phase, the monster may stop up to three times to attempt to destroy a building or bridge located on an adjacent space. The monster stops, and the player rolls the die to determine the success or failure of the attempt. The monster may then attempt to destroy another building or continue moving.

7.2 Procedure

Before the game begins, a player sets their monster's Demolition Ability rating (see 3.0). During each turn, the points making up this rating may be divided among individual attempts. For each attempt, the monster uses only the portion of points the player has allotted to that attempt. The total of the points used across all attempts in a turn may not exceed the monster's current Demolition Ability rating.

After allotting the appropriate number of points, the player looks up the resistance-to-destruction rating of the space in question in Table 5.5, "Terrain Types." The player then compares the number of points allotted to the current attempt against the rating read from Table 5.5, in order to establish a ratio analogous to the force ratio used in resolving combat (see 6.1).

The player then rolls the die and looks up the result of the attempt in Table 7.4, "Destroying Buildings," at the intersection of the column corresponding to the calculated ratio and the row corresponding to the number rolled. If the result is "Z," the building or bridge is destroyed.

7.3 Ruins

[7.31] Once a building has been destroyed, that space is considered from that moment on to hold only ruins, which is marked by placing the appropriate counter on it.

Note: the monster may not enter a space on which a building stands, but it may enter a space of ruins.

Ruins do not block line of sight.

[7.32] A destroyed bridge does not leave ruins behind — it simply ceases to exist (disappears), which is represented by placing an upside-down "ruins" counter on that space.

[7.33] Units that were on a bridge at the moment it was destroyed are eliminated and removed from the game.

Units inside buildings that are destroyed suffer no harm.

7.4 Destroying Buildings Table

See the Destroying Buildings table in section 15.0 at the end of this rulebook.

8.0 Helicopters

Helicopters are not subject to the limit on the number of combat units that may occupy the same space (see 5.31).

Helicopters may also fly over a space occupied by the monster, but may not end their movement there. Whenever a helicopter flies over a space occupied by the monster, the Monster player rolls the die. If a 6 is rolled, the helicopter is considered caught and eaten.

A helicopter may fly onto any space on the map, except one occupied by a flying monster. Regardless of terrain type, helicopters pay 1 Movement Point to fly onto a new space.

Nothing blocks a helicopter's line of sight.

9.0 Infantry Units

9.1 General Rules

The behavior and role of infantry units are governed by the same rules that apply to all other human units. However, an infantry unit adjacent to the monster may additionally carry out (during the fourth phase) a "suicide attack" against it. This doubles the combat strength of the unit making such an attack, but at the end of the combat, regardless of its result, that unit is eliminated.

9.2 Fording the River

An infantry unit may ford the river by spending all of its Movement Points to enter it, and then, during the next turn's third phase, spending all of its Movement Points again to exit onto the opposite bank.

10.0 Townspeople and Police

Groups of townspeople have 1 Movement Point, except when they occupy the same space as a police unit. In that case, any number of townspeople may move together with that police unit and are considered to have as many Movement Points as the police (that is, three).

A police unit may "drop off" a group of townspeople on any space along the way.

11.0 Fires

11.1 General Rules

If the monster can breathe fire (a special ability), it can start fires.

During the first phase, the monster may stop three times to attempt to set fire to an adjacent building or park. Such attempts are made and resolved independently of attempts to destroy buildings.

When the monster attempts to start a fire, the die is rolled. If a 1, 2, or 3 is rolled, a fire has been started, and the appropriate counter is placed on the burning space.

11.2 Course of a Fire

[11.21] When a space catches fire, a "fire" counter is placed on it so that the numeral 1 faces the southern edge of the map. During every fifth phase, the counter is rotated 90 degrees. So, after one fifth phase has passed since the fire started, the numeral 2 will face south; after the second, the numeral 3; and after the third, the letter R.

[11.22] If the letter R faces south, that space is considered to hold only ruins, which are, however, still burning. If the fire department extinguishes them, a "ruins" counter is placed on the space. It is then treated the same as ruins left behind by a destroyed building. The monster earns a bonus for spaces destroyed by fire, though in the fifth scenario these do not increase its ratings (see 14.25).

[11.23] If a fire is extinguished before the letter R faces south, that space is considered not to have been destroyed. If a fire breaks out again on such a space, it starts "from the beginning," that is, from the numeral 1.

11.3 Spread of Fire

[11.31] During the fifth phase of every turn, one of the players rolls the die and determines the wind direction using the compass rose printed on the board. The wind blows in the direction indicated by the compass rose's arm corresponding to the number rolled (1 to 4). If a 5 or 6 is rolled, there is no wind — it is calm.

[11.32] During every fifth phase, the die must be rolled for every space adjacent to a fire. If a 6 is rolled, the fire also spreads to the space for which the die was rolled. If a space is adjacent to two fires, it catches fire on a roll of 5 or 6; if adjacent to three fires, on a roll of 4, 5, or 6; and so on.

[11.33] Wind can affect the spread of fire. If it blows from the direction of the burning space, the chance that the fire spreads to the adjacent space increases by one — that is, instead of needing a 6, a roll of 5 or 6 is enough.

[11.34] If the wind blows from the direction of a space engulfed by fire, but the nearest space in the wind's direction is separated by a street, the fire will still spread to it on a roll of 6.

[11.35] Fire can only engulf buildings and parks. Other spaces, including both types of ruins, cannot be set alight.

11.4 Fire Department

At the start of the third phase immediately following the monster's use of the "breathe fire" special ability, the People player receives fire department units. They may receive either three fire department units and the fireboat, or four fire department units (the choice is theirs). These units may appear anywhere on the map (chosen by the People player), except on the space occupied by the monster. The fireboat may only appear on the river and must remain there for the rest of the game.

[11.42] If a fire department unit begins the fifth phase on a space engulfed by fire, that fire is extinguished automatically — that is, the counter marking it is removed from the map.

11.5 Other Effects of Fire

[11.51] A human unit that is not a fire department unit, and that is on a space set alight by the monster or to which fire has spread, is eliminated if a 1 or 2 is rolled on the die.

Units that enter a space already engulfed by fire and must stop there are automatically eliminated. In the same situation, the monster receives two wounds.

A human unit must be withdrawn from a space that has caught fire during the next third phase.

12.0 Recording Monster Stats

The Monster player must keep a sheet of paper on which they record the characteristics of their monster. These characteristics are the ratings: Attack Strength, Defense Strength, Demolition Ability, and the number of Movement Points the monster has. Any special abilities acquired by the monster must also be recorded.

As the monster receives wounds, its ratings are permanently reduced. Each wound reduces one (any) of the four ratings by one. The player is required to record this reduction. If the monster receives several wounds in a single combat, the player may reduce a single rating by the full number, or split the reduction among several ratings.

When the monster's Defense Strength rating is reduced to zero, the monster dies and the game is over.

A running record must also be kept of the number of bonus points the monster has accumulated over the course of the game.

If the People player does not know or does not remember their opponent's characteristics, the Monster player is not required to reveal them, unless this follows naturally from the course of play (for example, an attack made with full combat strength). However, the Monster player must reveal, upon any request, the number and value of the bonus points held and the current value of the Defense Strength rating.

13.0 Special Abilities

Every special ability has a price, expressed in strength points. The Monster player must spend at least one quarter of the strength points assigned at the start of the game (see 3.1) purchasing special abilities. The available choices are:

1. Fire Resistance (cost: 2). The monster may pass through, or stop on, a space engulfed by fire without suffering any adverse effects.

2. Breathe Fire (cost: 8). The monster may stop up to three times during the first phase to attempt to start a fire (see 11.0).

3. Cast Lightning (cost: 6). The monster's Attack Range increases to three spaces (normally one). While using this ability, it is subject to the same restrictions as human units, except that low buildings do not block its line of sight.

4. Enormous Size (cost: 5). The monster is so large that, upon dying, it destroys the space it falls on and kills any human units there. The monster may fall onto the space it occupies or onto an adjacent space (the player's choice). It may also snatch a helicopter flying nearby if the player rolls a 1, 2, or 3 on the die (see 8.0).

5. Spin Web (cost: 5). The monster may spin a spiderweb across two adjacent spaces, but must remain motionless for one entire first phase to do so. For the rest of the game, no human unit may cross (or drive across) a space covered by the web, while the monster may pass through it freely. Additionally, human units already on spaces where the monster has spun its web must spend two full third phases to free themselves from it — that is, they must remain stationary for two turns. During this time they cannot attack the monster. A web can only be destroyed by fire.

6. Paralyze with Fear (cost: 4). The monster can immobilize its opponent. At the start of the third phase, the Monster player may designate two human units within a three-space radius of the monster as having been paralyzed by fear. Neither of these units may move during that phase. Units paralyzed by fear must be within the monster's line of sight. They may attack during the next fourth phase.

7. Blinding Flash (cost: 4). Twice during the game, the monster may flash a blinding light. During the next fourth phase, no human unit may attack it.

8. Leap Over Buildings or Units (cost: 3). The monster may leap to any space within a two-space radius of itself (however, see 5.2 and 5.33). In doing so it may leap over any building and/or human unit. For leaping onto a given space, it must pay twice the number of Movement Points it would have paid to enter it normally.

9. Radiation (cost: 7). Radiation disrupts radio communication, so that units on different spaces cannot coordinate their attack on the monster — that is, they cannot strike with combined forces. Every attack must be carried out and resolved independently of the others.

10. Impose Will (cost: 6). Once during the entire game, the monster may impose its will (during the first phase) on one human unit within its line of sight. From that moment, that unit is entirely under the control of the Monster player and carries out all of that player's orders — that is, it moves (during the first phase) and attacks other units. It makes no difference that the unit may in the meantime have left the monster's line of sight. This situation lasts until the unit is eliminated or the monster dies.

11. Flight (cost: 8). The monster may move normally (on the ground) or fly through the air. While flying, it may cross any space (including one occupied by human units) at a cost of 1 Movement Point. If the monster is airborne during the second phase, it may only attack human units that are on the same space as it. It may, however, attack a helicopter on an adjacent space.

Similarly, the monster may only attempt to destroy (demolish or set fire to) the space it is currently flying over.

A flying monster and a helicopter can never occupy the same space at the same time.

14.0 Victory Conditions and Scenarios

14.1 Victory Conditions

The game ends the moment the monster dies, once all human units have been eliminated, or once the monster fulfills the conditions set by the scenario being played.

If all human units have been eliminated, the Monster player automatically wins. In other cases, the players total the bonus points the monster earned during the game and compare the result against the sum that constitutes the monster's victory condition in the scenario being played. If the bonus points total more than the sum called for by the scenario, the Monster player has won — they have destroyed the city. If the two totals are equal, the game ends in a draw. In all other cases, the People player wins.

Over the course of the game, the monster can earn the following bonus points:

a. 5 points for every eliminated townsperson unit,

b. for every other eliminated human unit, a number of points equal to that unit's combat strength,

c. 3 points for every destroyed low building,

d. 5 points for every destroyed high building,

e. 5 points for every destroyed bridge.

14.2 Scenarios

[14.21] Scenario One — Introductory. The People player has 25 strength points; the Monster player has 13 strength points. Special abilities and helicopters may not be used. The monster's victory condition is earning bonus points totaling 25.

[14.22] Scenario Two — Basic. The People player has 32 strength points; the Monster player has 18 strength points. Helicopters and special abilities 1, 2, and 3 may not be used. The monster's victory condition is bonus points totaling 32.

[14.23] Scenario Three — Advanced A. The People player has 44 strength points; the Monster player has 30. All rules are in effect, and the monster's victory condition is earning bonus points totaling 40.

[14.24] Scenario Four — Advanced B. The People player has 60 strength points; the Monster player has 40. All rules are in effect. The monster's victory condition is bonus points totaling 55.

[14.25] Scenario Five — Full. The People player has 60 strength points, and the Monster player has 25. After destroying each space, the monster may increase one of its ratings by 2 points (or two ratings by one point each). After eliminating each human unit, it may increase one of its ratings by one point. The monster's victory condition is earning bonus points totaling 55.

15.0 Tables

The tables referenced throughout this rulebook are reproduced below. In the original printed rulebook, two identical copies of each table were provided side by side so that players could cut them out and keep them close at hand during play; only one copy of each is reproduced here.

Terrain Types (Table 5.5)

Terrain TypeMovement CostCombat EffectResistance to DestructionBonus for Destruction
Street1none––
Park2none–0
Low building⁺3def. ×223
High building⁺3def. ×245
Bridge1none25
Tunnel1def. ×2–0
River°1none–0
Ruins2none–0

⁺ — entry forbidden to armor units, artillery units, and the monster. ° — entry forbidden to all units except the fireboat, helicopters, and the monster. def. ×2 — the combat strength of a unit defending on this space is doubled; does not apply to helicopters or the monster.

Combat Results (Table 6.5)

Results are read as attacker/defender. A force ratio greater than 5:1 is treated as 5:1; attacks at a force ratio worse than 1:5 are not permitted.

Die Roll1:51:41:31:21:12:13:14:15:1
13/–3/–3/–2/–u1/–u1/–u1/–1/1–/u1
23/–2/–2/–u1/–1/–1/–1/1–/u1–/u1
32/–2/–u1/–1/–1/–1/1–/u1–/u1–/2
42/–u1/–1/–1/1–/u1–/u1–/1–/2–/2
5u1/–u1/–1/1–/u1–/1–/1–/2–/2–/3
6u1/–1/1–/u1–/2–/2–/2–/3–/3–/3

Results for the monster: 1, 2, or 3 — the number of wounds the monster suffers, i.e. the number of points by which the sum of all of its ratings must be reduced. u1 — the monster must retreat one space backward.

Results for the humans: 1, 2, or 3 — the number of units that must be eliminated from among those taking part in the combat. u1 — one unit among those taking part in the combat is eliminated, and additionally the remaining units must retreat one space backward.

Destroying Buildings (Table 7.4)

Die Roll1:21:12:13:14:15:1
1–––––Z
2––––ZZ
3–––ZZZ
4––ZZZZ
5–ZZZZZ
6ZZZZZZ

Z — the space is destroyed. – — the attempt to destroy the space failed.

Attempts to destroy a space made at a ratio greater than 5:1 are treated as 5:1; attempts made at a ratio worse than 1:2 are not permitted.