Fanhunter: Las Montañas de la Locura – Electric Boogaloo
Fanhunter: Las Montañas de la Locura – Electric Boogaloo Rulebook
Table of Contents
Table of Contents
Object of the Game
A cooperative game in which players must try to survive the attack of primeval beings and kill all the monsters. Players lose if the attackers completely destroy the battleship "Gigamesh" or all the explorers of the resistance die.
All players fight for one common goal: defending the ship from the waves of attacks of 43 monsters that try to devour them.
Game Contents
- 43 monster tokens
- 14 special tokens
- 15 explorers with bases
- 4 barricade tokens
- 6 destroyed ship tokens
- 45 action cards
- 3 dice
- 1 board
- 1 rule book
Game Preparation
- Place the board on the table.
- Shuffle the deck and deal each player 4 cards (if there is only one player, he/she will receive 5 cards instead of 4). Every player must show his cards by placing them face-up in order to better organize the defense of the battleship "Gigamesh". A group defense strategy with all the players' cards is crucial for survival. After dealing, place the remaining deck face-down next to the board. This is the deck of ACTION cards, next to which the discard pile will be situated with cards facing up.
- From the attacking monster and special tiles, separate six monsters: 2 Fast, 2 Troop, 1 Strong and 1 Very Strong (see page 14). Turn the rest over, placing them face-down on the board. The separated tiles are the first monsters to advance. They do so by throwing the red die, once for each monster, positioned in the numbered monster-access area opposite the boat (see photo on page 11), on the numbers the dice indicate. E.g., if a 3 is thrown, the monster exits through that position. Place it with the angle with the highest number pointing towards the ship (see photo on page 13). It is possible for more than one creature to exit through one same position, sharing the same square (they can be piled up if they don't all fit).
- Teams: There are 15 explorers divided into teams of three. Each player must choose a team and place it on the part of the board representing the battleship "Gigamesh". Each player can distribute his/her pawns as he/she chooses. Tip: distribute explorers evenly around the ship for a better defense strategy. If you are forced to place a large number of explorers in a given section of the ship, you may pile them up, place them in a line outside the board...
The explorer teams are: Engineers, Marine infantry, Macute troops (Clones), Archaeologists and Officers.
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Barricade tokens (4): Each takes 1 life point from the monster that crashes into it, thereby destroying it. They are placed at the beginning of the game where the players choose. If a consensus is not reached they must be situated randomly or in turns by each player individually. NOTE: For a more difficult game, start without barricades.
- No barricades can put two together in the same section of the ship.
- You can build a barricade front or side, but only allowed place a side barricade on a "Boat Destroyed Sheet". These are the only ones that affect the monsters that are inside the boat.
- You can build a front barricade on a "Boat Listing Destroyed". Notice: The barricades destroyed can be rebuilt with the letter "Barricade". (See page 12)
The rulebook's diagram marks a frontal barricade and a lateral barricade on the ship, with a crossed-out placement that is not allowed.
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Destroyed ship tokens (6): These are situated next to the ship, outside of the board. They are placed when a section of the ship is destroyed.
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The player with the fattest nose begins. If there is no consensus on the matter, it is decided at random and players place the dice (3) on the table.
Playing Order
The game is played in turns, in the following sequence:
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Card-drawing: Draw cards from the deck until you complete your hand. A maximum of 4 cards for games with 2 to 5 players and of 5 cards in games with just one player. If the cards run out, shuffle the discard pile and create a new deck.
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Possibility of discarding cards: You have the option of discarding 1 or 2 unwanted cards from your hand. Place them in the discard pile. After, take as many cards from the deck as you have discarded.
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Ask the other players for help: To receive the cards you need you can exchange 1 or 2 cards per turn, can never exceed the maximum number of cards. Note: In one-player games this step is skipped.
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Playing cards: Play as many cards from your hand as possible. You may reserve some for use in subsequent turns or play them all. Note: When a player is eliminated, his/her cards are incorporated to the discard pile.
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The monsters make their move: All three dice are thrown together. Beings of the same type advance the same number of squares in the following order:
- Red beings move the number of squares shown on the red die.
- Blue creatures advance the number of squares shown on the blue die.
- White ones move the result shown on the white die.
Several monsters may share one same square.
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New monsters appear: 3 especial [sic: special] or creature tokens at the end of player movement. Throw the red die once for each monster and place them in the numbered monster-access area, opposite the ship, on the number the die shows. E.g., if a 3 is thrown, the monster exits in that position.
Note: If only one player with pawns remains, the rules for a one-player game apply.
Board
The board is divided into sections: a head-to-head area, which is the ship (brown); a short-range area, closer to the base (red); a medium-range area (orange) and a long-range area, the furthest from the base (yellow).
The board is also divided lengthwise into 6 sections, numbered from 1 to 6, which are the alleys the enemies will move along. Areas 1 and 2 are water areas, areas 3 and 4 are snow and areas 5 and 6 are ice.
This board distribution is what determines the areas in which cards can be used. Thus, for example, a "Short-range/Water" card can only shoot in the designated area.
The board diagram labels: Ship (head-to-head, brown); Ice (alleys 5, 6); Snow (alleys 3, 4); Water (alleys 1, 2); Monster Access areas (numbered 1 to 6 on the far edge); Head-to-head (brown); Short-range (red); Medium-range (orange); Long-range (yellow).
Cards
The cards illustrate the way they perform through symbols:
- Action area: Bottom left corner, the board area where they are effective (water, snow, ice, ship).
- Card range: Bottom right corner, the attacking range of the weapon on the board (brown, red, orange, yellow).
The action cards are:
- Short-range area (x9). Takes one life point from a monster of your choice. (3 ice, 3 snow, 3 water).
- Medium-range area (x9). Takes one life point from a monster of your choice. (3 ice, 3 snow, 3 water).
- Long-range area (x9). Takes one life point from a monster of your choice. (3 ice, 3 snow, 3 water).
- Combined attack (x6). Enables you to attack one of the three strips: yellow, orange or red. Choose one strip and take 1 life point from a monster of your choice. (2 ice, 2 snow, 2 water).
- Sniper (x2). Enables you to eliminate an opponent with only one shot, even if he has more than one life point. It's a perfect shot. It can only be used in the yellow and orange areas (the farthest away).
- Barricade (x2). They enable you to construct a frontal or lateral barricade on the ship squares. A barricade can be placed laterally only when that part of the ship has been destroyed. It has 1 resistance point and two barricades cannot be joined in the same place. (The printed card text reads "two barricade"; the plural is supplied here.)
- Search in the arsenal (x2). Can be changed for any other card from the discard pile and used at that moment. Once used it is discarded.
- Head-to-head attack (x2). These are the only cards which enable you to defend the inside of the ship (brown). If they aren't needed for this purpose, they can be used in the red area (short-range).
- Bombs (x2). Enable medium or long-range area attacks, taking one life point from all monsters in that area.
- With these cards pawns can be moved from one area of the ship to another. You can move as many pawns as you want, both yours and those belonging to other players. Troops cannot be moved to destroyed areas of the ship, but they can cross them to place explorers in another part of the ship.
NOTE: We remind you that exchanging your cards with those of other defenders is essential in order to prevent the total annihilation of all the explorers.
Damage Points
Attack cards cause 1 damage point, which will be deducted from each monster's counter by turning the token so that it shows the correct value. A monster with three life points would be left with two and so on until none are left and it is killed, at which point it is eliminated from the game. The way to reflect this on the monster token would be to turn it around so that it indicates the remaining number of life points facing the ship. See example sequence.
When a monster is attacked with a card it loses one life point. If it encounters a barricade it loses one life point. For each pawn it encounters in that square of the ship it loses one life point. Destroying a part of the ship also takes one life point. If there are more pawns than the monster has life points, only the necessary number is eliminated. If these are various players', throw one die and whoever scores the lowest will lose a pawn.
If a second monster enters through a destroyed area of the ship it will not encounter opposition unless a barricade has been previously put up.
If a monster enters a section of the ship:
- It destroys the barricade (if there is one), losing 1 life point.
- It annihilates explorers (if they are present), losing 1 life point per pawn.
- It destroys the section of the ship through which it enters, losing 1 life point.
- Continues its movement, if it fits.
NOTE: During your turn you may attack a monster with all the cards in your hand simultaneously. In so doing, you prevent it from approaching the ship.
Monsters and Special Tokens Come into Play
The tiles which are face-down are the monsters and the special tiles. They come into play at the end of each player's turn, as seen in the Playing Order: 3 new tiles are chosen at random per turn. One of the three chosen tiles is flipped around and:
- If it's a monster, the red die is thrown and it is positioned in the exit area of the board with the number shown by the die. It may share a square with other monsters.
- If it's a special token, its effects take place immediately and the card is excluded from the game, not being replaced by another monster.
The same actions are taken regarding the two remaining tokens.
Boat
It comprises six squares, along which the explorers move. When a monster enters the ship the square through which it goes in is destroyed. In destroying that area the aggressor loses one life point.
Once inside the boat, the monsters attack in the direction of the greatest concentration of explorers. If the concentration of pawns is equal on either side, it is decided at random. If a monster enters through an area of the ship that has already been destroyed it continues its movement without opposition, as before, in the direction of the highest concentration of pawns. Lateral barricades are the only ones that affect monsters inside the ship.
The boat cannot be reconstructed, it can only be protected with barricades.
Special Tokens
There are 14 special tokens:
- Advance +2 in Snow Area (1). All the monsters in the Snow Area advance 2 squares.
- Advance +2 in Water Area (1). All the monsters in the Water Area advance 2 squares.
- Advance +2 in Ice Area (1). All the monsters in the Ice Area advance 2 squares.
- Sanity Loss (1). All players lose one card at random and place it in the discard pile.
- Lateral Movement (1) (Water Area, leftward arrow). All the monsters in the Water Area move one square laterally towards the Snow Area. (See example on page 13)
- Lateral Movement (1) (Snow Area, rightward arrow). All the monsters in the Snow Area move one square laterally towards the Water Area. (See example on page 13)
- Lateral Movement (1) (Snow Area, leftward arrow). All the monsters in the Snow Area move one square laterally towards the Ice Area. (See example on page 13)
- Lateral Movement (1) (Ice Area, rightward arrow). All the monsters in the Ice Area move one square laterally towards the Snow Area. (See example on page 13)
- Immobilization Yellow Area (1). No monsters in the Yellow Area can move in the next turn.
- Immobilization Orange Area (1). No monsters in the Orange Area can move in the next turn.
- Immobilization Red Area (1). No monsters in the Red Area can move in the next turn.
Monster Tokens
There are 43 monster tokens:
- Fast (10). Movement: red die. Life: 1 point.
- Troopers (15). Movement: blue die. Life: 2 points.
- Strong (6). Movement: white die. Life: 3 points.
- Very Strong (5). Movement: white die. Life: 4 points.
- Fast and Strong (3). Movement: red die. Life: 2 points.
- Strong troopers (2). Movement: blue die. Life: 3 points.
- Super (2). Movement: red die. Life: 4 points.