MegaMetroCity
MegaMetroCity Rulebook
Table of Contents
Table of Contents
- 1. Game Summary
- 3. Game Contents
- 4. Round Sequence
- 5. Stage Map
- 6. Cards
- 7. Tokens
- 8. Heroes
- 9. Thugs
- 10. Stage Setup
- 11. End of Stage
- 12. Stages
- Stage 1 - Conquer the Arcade
- Stage 2 - Gathering Information
- Stage 3 - Countdown
- Stage 4 - Ambushed
- Stage 5 - Get Ready for Some Action
- Stage 6 - Wallace
- Stage 7 - Destroy the Factory
- Stage 8 - Evaristo
- Stage 9 - Double KO
- Stage 10 - Plutonium?! Are You Kiddin' Me?!
- Stage 11 - Neill
- Stage 12 - Getting Ready for the Final Assault
- 13. Story Mode
- 14. Definitions
1. Game Summary
MegaMetroCity is a Beat 'em up style board game, where the Players will face a criminal organization with just a few Heroes. The Heroes must fight their way through the map while fulfilling the goals to beat every Stage of the game. While doing this, the Heroes can upgrade their skills and use different weapons and items to help them get rid of the multiple Thugs.
3. Game Contents
Miniatures
- 1 final boss
- 4 heroes
- 4 bosses
- 15 Punks
- 10 roller girls
- 10 chains
- 10 Musclemen
Cards and sheets
- 60 Thugs' Cards
- 60 item Cards
- 12 technique Cards
- 3 Thugs' Sheets
- 4 Boss' sheets
- 3 Final Boss' sheets
- 4 Heroes' sheets
- 10 Double-Sided Game Tiles
- 2 Double-sided Establishment Tiles
- 1 playing board
Counters
- 15 battery tokens
- 44 upgrade tokens
- 43 one-life tokens
- 8 five-lives tokens
- 22 debris tokens
- 4 movement tokens
- 4 action tokens
- 1 turn dial (tape)
- 10 ten-sided dice
- 8 plastic miniature bases
Other
- 1 gaming table
4. Round Sequence
Each round of the game is divided in two phases: the Heroes and the Thugs turns. Thugs always play first each round, unless the Stage instructs otherwise.
Round sequence:
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Thugs Turn 1.1. Rotate the tape's dial to the corresponding turn. (Page 12) 1.2. Draw one Thug card from the deck. 1.3. Spawn as many Thugs as indicated by the Thug card, on as many squares as needed. Remember: there will be as many spawn points as the number of Heroes. E.g.: If there are just 2 Heroes playing, place the Thugs indicated for squares 1 and 2. Do not place any miniatures on squares 3 or 4 for the rest of the game. If the card you draw is a Special Thug card, consult the rulebook. (Page 10) EVERY Thug on the board performs the actions described on the card (Page 17)
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Heroes Turn 2.1. The Hero holding the TAPE will play first. 2.2. Heroes can now move and perform actions any way they want during their turns. E.g.: A Hero moves two squares, breaks a box, moves another square and attacks twice.
Actions can be used to:
- Attack
- Push
- Use weapons
- Interact with the furniture
- Spend money at "Insert Coin" arcade machines
- Exchange objects
Aside from these basic actions, the Heroes can perform Techniques and a Special Technique once per turn. Special Techniques don't require action points. (Page 15)
2.3. Once a Hero ends its turn, the next player to their right will play, and so on until every Hero has completed their turn. 2.4. If there are no miniatures left on the rear tile (neither Heroes or Thugs) at the end of the Heroes turn, side-scroll the map. Discard the empty tile, take a new one from the pile and place it to the right of the remaining map tile. (Page 8) The map must always have two tiles. 2.5. The first player gives the TAPE to the Hero on its right, who will be the next first player. 2.6. A new round begins.
5. Stage Map
The stage map is ALWAYS composed by two map tiles: a front and a rear tile, with the buildings side always on top. Before you start playing a Stage, you will have to prepare the map tile stack for the Stage, aside from setting up the initial stage map.
Form a stack with the tiles that the Heroes will require for the Stage. Map tiles are stacked one on top of the other. Prepare this stack as indicated in the Stage's setup description. (Page 20)
On the stage map you can find:
- Squares: The square grid in map tiles and Establishment tiles form the playing area where the miniatures can move.
- Buildings: It is the part of the map where different buildings and their doors can be found. Buildings have no movement squares.
- Establishment Door: Heroes can ONLY enter certain doors: the doors of the Bar, the Arcade, the Gas Station and the Strip Club. These doors DO have a square, so miniatures can move there and enter the Establishments. When a Hero enters an Establishment's door, the game sequence is interrupted. (Page 8)
- Insert Coin: Arcade machines can be found near the buildings. By placing your Hero on the square below an arcade machine you can interact with it in different ways. (Page 14)
- Street furniture: You will find several highlighted objects to interact with. (Page 14)
- Obstacles: You can find different sized obstacles in the board tiles, sometimes highlighted in yellow. Obstacles can ONLY be crossed with special movements, like jumping. These movements can NEVER end up on an obstacle. If there is an obstacle blocking a Thugs' spawn point, there will be no spawning there.
Ranged attacks can go through squares with obstacles highlighted in yellow, but they CANNOT go through obstacles highlighted in red.
a. Spawn Points
When starting a Stage, Heroes must be placed on any square of the first column to the left (rear tile). At the beginning of the turn, Thugs will spawn on the last column (the one to the right, front tile), except for Special Thug cards. (Page 8)
Thugs spawned inside Establishments are placed on the corners of the tile, as shown in the image, taking into account the number of Heroes that started the Stage. Once the Thugs are placed, the game sequence continues as usual.
You may Break furniture in every square of an Establishment tile. (Page 14)
Thug Advice: Not every square in Establishments have objects depicted. Some owners keep their most valuable belongings under the floor, so do not hesitate to break it or even use it as a weapon.
b. Map "Side-Scrolling"
One of the peculiarities of MegaMetroCity is that the map scrolls, to simulate the Heroes advancing through the streets.
If there are no miniatures (Heroes or Thugs) on the rear tile of the map at the end of the Heroes turn, perform the side-scroll. Discard that rear tile, take a new one from the stack and place it to the right of the map tile still in play. When you reach the last tile of the Stage, do not scroll anymore. Remember, there must ALWAYS be two tiles forming the map.
Thug Advice: If you don't want to end up playing at the other side of your gaming table, it is advisable to slide the front tile back where the rear one was, when side-scrolling the map.
c. Establishments
Each and every Establishment is represented with a smaller tile. You can ONLY enter an establishment through their specific doors in the map. These doors lead to the Bar, the Arcade, the Gas Station and the Strip Club. When a Hero enters one of these doors, the game sequence is interrupted, the corresponding Establishment tile is placed by the map and Thugs spawn.
Spawning additional Thugs in Establishments
Once an Establishment tile is placed by the map, draw a Thug card. Ignore the bottom of the card, meaning that the Thugs will not perform any actions. On following turns, the Thugs spawned at the Establishment will behave normally. Discard any Special Thug cards you draw during this step and draw another card from the deck. (Page 10)
6. Cards
MegaMetroCity has three types of cards: Item, Thug and Technique cards.
a. Item Cards
You will find Weapons, Food, Money and Events on these cards. You can acquire them:
- Breaking street furniture: The Heroes can destroy the highlighted objects on the map to draw Item cards. After breaking one of these objects, draw an item card and place a debris token on the object as a reminder that it's already broken.
- Establishments: You can spend an action to break the furniture on every square inside an Establishment and draw an Item Card. You can only do it once per square, always placing a debris token on it afterwards.
- Thugs: A Hero can draw an Item Card if it knocks out 10 or more Thugs during the turn.
- Gang Leaders: Draw an Item card after knocking out a Leader.
- Boss: All Heroes in play draw an Item card after knocking out a Boss.
- Final Boss: Every Hero draws two Item cards after knocking out a Final Boss.
Weapons
Weapons will offer you an edge when smashing the Thugs. Heroes can only carry one weapon. If you receive a weapon when drawing an Item card and you already have one, you must choose which one to keep and discard the other one. Weapons can be dropped on the map and picked up afterwards, even if it has already been used, but any battery counters will remain on the weapon's card until it is discarded. You will find other symbols on these cards:
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A. Batteries: The number of times a weapon can be used before discarding it. Spend an action each time you use a weapon.
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B. Range: It's the maximum distance (in squares) that the weapon can reach. If there is no range in the card, it means that the weapon can only be used in melee.
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C. Dice: The amount of dice that must be rolled.
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D. Type of attack and roll difficulty:
- Miniature Attack: Each hit is assigned to a single miniature.
- Square Attack: Each hit damages EVERY enemy in the targeted square of the map.
The last two symbols on the card are next to a number that indicates the roll's difficulty to hit. If there is a [symbol] instead of a number, use the Hero's Fight value.
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E. Impulse: Maximum distance (in squares) a miniature can move.
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F. Some weapon cards don't follow the previous rules. In those cases, the card's description will indicate how to use it. How to use weapons (Page 14)
Food
Each Food card indicates the amount of wounds that you may recover. Turn over one red token per healed wound. You can never exceed the value of a Hero. These cards must be used immediately when drawn, or you must drop them to the ground.
Money
There are two types of money cards: 50¢ and 25¢. Money can only be used at the "Insert Coin" arcade machines. Move your miniature to the square below the arcade, spend an action and discard a money card:
- 50¢: Buy an upgrade for your Hero. (Page 16)
- 50¢: Return a knocked out Hero to the game. (Page 16)
- 25¢ or 50¢: Draw one or two Item cards from the deck, respectively.
There is no limit to the number of money cards you can have.
Events
These cards trigger different effects. Just follow the instructions in the card's text. Events are triggered immediately when drawn. Interrupt the game sequence, perform its effect and draw another card.
- Run over: All miniatures placed on the road receive 2 wounds.
- Hyper Cola shower: All the miniatures on the map heal 1 wound, including those inside Establishments.
- Earthquake: Swap the rear tile of the map with the front one, miniatures included.
b. Thug Cards
Draw one of these cards at the beginning of the Thugs turn. These cards indicate how many Thugs will spawn this turn and which actions will ALL the Thugs on the map perform. If there is an obstacle blocking a spawn point, no Thugs will spawn there.
- A. The main section of the card shows how many Thugs will spawn this turn and where. As a general rule they will spawn on the last column of the Map (S.1, S.2, S.3 & S.4). Thugs will spawn on as many squares as the number of Heroes that started the Stage. E.g.: if 2 Heroes started the Stage, Thugs will appear on the 2 upper squares of the last column of the map (S.1 & S.2) for the rest of the game. Meaning that, in this case 2 Thugs will spawn on S.1, and a Roller Girl will spawn on S.2. No Thugs will spawn on S.3 or S.4.
- B. The bottom of the card shows the actions ALL the Thugs on the board will perform, including those that just spawned. There are 3 different sets of actions: Move and Attack, Move x2 or Attack x2. (Page 17)
Remember: You must ignore the bottom of the card when you place an Establishment and spawn additional Thugs. This means that no Thugs on the map will perform any actions until their next turn. (Page 8)
c. Special Thug Cards
There are cards in the Thug deck with special rules:
- Door Spawn: The top of the card shows the type and quantity of Thugs spawning at each door. When you draw this card, place the Thugs on the squares below any doors on the map, including Establishments' doors.
- Rear Entrance: It works just as a regular Thug card, except that the Thugs spawn on the first column of the map (to the left, rear tile).
- Van: The indicated Thugs will spawn on each square of the road where the two map tiles join.
As usual, the bottom of these cards indicate the actions performed by the Thugs. If one of these cards is drawn when spawning additional Thugs in an Establishment, discard it and keep drawing until you get a regular Thug Card.
d. Technique Cards
Techniques are a type of upgrade that the Heroes can acquire at the beginning of the game, or buy them for 50¢ at the "Insert Coin" arcade machines. (Page 14)
Each Technique card's text will describe how to use it.
Each Hero can have up to 3 Techniques. There is only one copy of each, so two Heroes can never have the same Techniques, making each Hero unique. These cards will provide special skills to the Heroes, such as Teleportation.
7. Tokens
In the game's box you will find 6 types of tokens and a dial: "We don't do leftovers; we've cut a tree for each token in this game".
- a. Life Tokens: These tokens will help you keep track of the life points of the Heroes, Bosses and Final Bosses. These yellow tokens indicate the life points a miniature has. For each wound received, flip one of these counters to show its red side.
- b. Turbo Tokens: These tokens are used to count the Turbo points a Hero has. Place as many of these tokens as the Turbo level on your Hero's sheet, with their black side face up. For each "0" you roll when attacking, flip one of your black turbo tokens to their blue side. Now, you may spend that turbo point whenever you want.
- c. Upgrade Tokens: They are used to show the evolution of the Heroes' attributes. Place one of these counters on your Hero Sheet, covering the current value of the attribute you want to upgrade so only the new upgraded value can be seen.
- d. Debris Tokens: You may interact with highlighted Street Furniture that you find on the map. When this happens, the furniture is destroyed and you will not be able to interact with it again. To remember this, place one of these tokens on that square. This may also happen in Establishments. (Page 14)
- e. Battery Tokens: They are placed on Item cards to know how many times they have been used before you have to discard the card.
- f. Dropped Item Token: This token is placed on a square where a Hero dropped an item. There can only be one item on the ground at any time. If a second item is dropped on a different place, this token is moved to that new square. At the same time, replace the previous dropped Item card and remove it from the game.
- g. Tape (Turn Dial): Spin the tape's dial to keep track of the turns played. Each stage's description will tell you the maximum number of turns you can play to complete your goals.
Aside from keeping count of the turns played, the TAPE is also used to mark the first player. When all Heroes have completed their turn, the player with the tape must hand it to the next player on their right, who will now play first, and be the one in charge of advancing one turn in the dial, thus starting a new Thugs turn.
8. Heroes
Heroes are the characters controlled by players in MegaMetroCity. They are tough, fast and brave. Each of them has their own strengths. Choose your favorite one to kick some Thugs' ass. You will find all their information on their Hero Sheets.
a. Attributes
The attributes and Special Techniques of each Hero are described on their Hero sheet:
- Movement: Number of squares that the Hero can move each turn.
- Actions: Number of actions per turn.
- Attack: Value you must match or exceed when rolling attack dice.
- Life: Number of life tokens to fill up the Hero's life bar.
- Special Technique: Special Technique's description.
b. Movement
Heroes can move to any adjacent square, even diagonally, up to the number of squares indicated by their Movement value. Each movement point allows to move one square. Spending movement points does not use action points. You can alternate Movement and Actions freely, e.g.: you can move once, perform an action and continue moving afterwards.
Remember, the miniatures move on the white grid. Obstacles cannot be crossed with standard movement. (Page 7)
c. Actions
Your Hero will have as many action points as indicated by this value. You may use actions to do:
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Melee Attacks: Heroes can perform unarmed melee attacks on Thugs, if they are in the same square. Each action used to attack allows you to roll one die. Each roll that matches or exceeds your Fight value will hit. A successful hit causes one wound.
After rolling, the player may decide how to distribute the successful hits among the Thugs. Thugs are usually KO'd (removed from the game) when they receive one wound.
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Ranged Attack: Any attack with a Range value, be it a gun or an energy ball, must follow these rules:
- The target square must be within the attack's range.
- It only affects one square, unless specified otherwise.
- It can only be performed in a "straight line", either orthogonally or diagonally.
- Ranged attacks can be performed through squares with miniatures on them, but not through obstacles.
Example: Travis has a revolver that he found on his previous turn. He cannot shoot the MuscleMen because they are not in a straight line from the square where he is located. The Roller Girls are also not a valid target because they are placed behind an obstacle. The Punks are out of the weapon's range. So, Travis decides to shoot at the square where the four Chains are. This square meets all the requirements, because the revolver has a Range of 3. He spends 1 battery and rolls 4 dice, with a 5+ difficulty. The player rolls the dice and gets an 8, 5, 4, and a 2. So the player decides to assign the two successful hits to the Chains, who only need one hit each to be KO'd. Since there were only two successful hits on the roll, two Chains are eliminated from the target square, but the other two remain in play.
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Pushing: A Hero can move any other miniature placed in the same square, or in an adjacent one, by spending an action.
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Jumping: Heroes can spend 1 Movement and 1 Action for each square they want to jump through. This is the only way to move through obstacles.
d. Special Technique
Only Heroes can use Special Techniques, the effects of which are explained on each Hero sheet. Still, they all have some common aspects.
These Special Techniques can only be used once per turn. Using them implies receiving wounds, but it DOES NOT require action or movement points. They can be used at ANY time of your turn. Each successful hit when rolling dice for a Special Technique affects the entire square (Page 9), causing a number of wounds equal to your Hero's Special Technique value.
Example: The situation is out of control and Jack decides to use his Special Technique to "clean" the Streets, so he takes two wounds and flips two of his life tokens to their red side. After rolling nine dice, eight are successful hits, but there are only seven squares with Thugs in range, losing the 8th attack. Each Thug on the attacked squares receives as many wounds as the Hero's Special Technique level, in this case, 1. MuscleMen have a defense of 1, so they don't receive wounds from the attack. If Jack wants to knock them out he'll have to move towards them and attack again with his remaining actions this turn. (Page 17)
e. Critical Hit: Turbo and Combo
Each time a Hero rolls a "0" in an attack roll it is considered a Critical Hit. In addition to hitting its target, the player can now choose between these two options:
Turbo
All Heroes have a Turbo Bar, the player can flip one of the turbo tokens to their blue side for each "0" they roll when attacking, to indicate that it is now active and ready to use.
During their turn, Heroes may spend any number of active turbo tokens, adding an extra movement point each time. Flip back the turbo token to their black side after using them.
Once a Hero's turbo bar is full, they can perform their Turbo Attack. Performing this attack will spend the whole turbo bar, but it doesn't require action or movement points. The Turbo Attack is almost the same as the Hero's Special Technique, but with a big difference: successful hits will be assigned to single miniatures and not the whole square. Aside from that, they are exactly the same.
Example: The situation is a bit out of control and Jack decides to perform his Turbo Attack to "clean" the Streets. He flips all his turbo tokens back to their black side, rolls nine dice and gets 8 attacks. There are 15 Thugs within range and he can only assign one attack per miniature. Each Thug that receives an attack will suffer wounds equal to the Hero's Special Technique level, in this case 1. Musclemen have a defense of 1, so they can resist the attack. If Jack wants to knock them out, he will have to get close and attack with any remaining actions he might have left.
Turbo tokens are activated (turned to blue) with each "0" your roll when attacking, except when performing Turbo Attacks. That is, Turbo Attacks do not generate turbo points. Shooting a gun with extra actions also doesn't generate turbo points.
Combo
Your other option when rolling a critical hit is doing a combo. With this option you can reroll the critical hit die for an additional free attack. Rerolling a "0" with a combo is considered a new critical hit, so you may continue doing free combo attacks or activate a turbo token, player's choice.
f. Upgrades (Enhancements and Techniques)
In MegaMetroCity there are two ways to enhance and customize your Hero.
- Enhancements: Each enhancement you buy adds one point to a Hero's Attribute level (Movement, Action, Fight, Life or Special Technique) permanently. Place the token on your Hero sheet covering your previous value, so only your new upgraded value is visible. When you buy a life upgrade, add a new yellow life token to your life bar on your Hero sheet.
- Techniques: These are permanent skills that the Heroes can learn. The conditions and effects of each Technique are described in their cards. Techniques cannot be exchanged between Heroes.
Upgrades can be acquired during the Stage setup and using "Insert Coin" machines you may find during the game.
During the Stage setup, choose the difficulty level you want to play. This will determine how many upgrades (Enhancements and Techniques) you can acquire for your Hero. To pick Techniques, shuffle the deck, draw four cards and place them face up on the table, visible for all players. Those four will be the Techniques available for all the Heroes during the Stage setup. (Page 20)
You can buy an upgrade (Enhancements or Techniques) during the game for 50¢ at any "Insert Coin" arcade machine. If you want to buy a Technique, shuffle the deck, show the first 4 cards and choose one of them.
You can only have up to 3 Enhancement tokens per attribute and 3 Techniques per Hero. Altogether, a Hero cannot have more than 12 upgrades.
g. KO and Returning to the Game
When a Hero loses all their life points, they are KO'd and their miniature is removed from the map. But a KO'd Hero is not completely out of the game yet. Their allies can help them return to the game.
For this, a Hero still in play must go to an "Insert Coin" arcade machine, spend an action point and pay 50¢ for the KO'd Hero to get back into the game. The recovered Hero respawns on the square by the arcade machine and will take their turn if they haven't played yet that round.
When a Hero gets KO'd they lose both their money and their weapons, but not their upgrades.
9. Thugs
In MegaMetroCity, the Thugs are members of the Bloody Chains gang. Thugs do not have a Life Attribute, with the exception of the Bosses and Final Bosses, which means that they get KO'd whenever they receive a wound. You'll find all the necessary information to play with them in the Thug sheets. Depending on the difficulty level you choose, Thugs will be tougher.
a. Attributes
- Movement: Number of squares that the Thug can move.
- Attack: The number of dice the Thug uses to attack.
- Fight: This is the value that the Thug must match or exceed to hit when attacking.
- Range: Maximum distance (in squares) the Thug's attack can reach. With a Range of 1 a Thug can attack an adjacent square. A Thug will stop his/her movement whenever they can attack.
- Defense: Number of wounds a Thug can prevent during a Hero's turn.
E.g.: Jack spends two actions to attack a MuscleMan, causing just one wound, so the MuscleMan's defense of 1 blocks this attack and remains in the game. The next Hero playing, Travis, decides to spend all his actions attacking the same MuscleMan causing him two wounds. The MuscleMen can only block the first wound so he is KO'd with the second one.
b. Actions
The Thugs will act as indicated by their cards. (Page 10) The three sets of actions you can find on Thug cards are:
- Move and Attack: In this case, each Thug will perform one Movement action to get as close as possible to the Heroes and then they will perform an attack action, if possible. Don't forget, that they will stop their Movement if they are in range for an attack.
- Move x2: With this option, Thugs will perform two movement actions.
- Attack x2: In this case, the Thugs will perform two attack actions, if possible.
Movement
When moving, the Thugs will follow these rules to search for the Heroes:
Movement Rules for Thugs
- They will always move towards the Hero placed in their same row.
- If there are no Heroes in their row, they will move towards the closest Hero.
- In case of a tie, they will move towards the first of the closest Hero counter clockwise, being 12 o'clock the top side of the map, the buildings area.
Example: It is the Thugs turn and new Thugs have already spawned. All the Thugs on the map will do 1 movement and 1 attack, as shown in the Thug card MOVE AND ATTACK. The three Chains on S.1 move in a straight line towards Big T, since they are in the same row. The two Punks on S.2 move towards Blaze, who is also in the same row. The three MuscleMen on S.3 move towards Blaze, since Blaze and Travis are at the same distance, and the MuscleMen have no Heroes in their row, so, from the two of them, they will target the first Hero clockwise from them, in this case, Blaze. The Roller Girl on S.4 moves towards Travis, because he is also in the same row. Any other Thugs on the map also move. After the movements, all those Thugs who can, will attack.
Attack
Those Thugs who can attack will do so. Roll as many dice as the Thug's Attack attribute. For each die that matches or exceeds the Thug's Fight value, a Hero receives a wound.
When Thugs attack, the dice are rolled by the player controlling the Hero who is receiving the attack. If there are more than one Hero in the same square, the players will decide how the attacks are divided before rolling the dice.
The Thugs with Range decide which Hero they will attack by following the 3 movement rules.
c. Types of Thugs
- Punks: They are the most numerous Thugs among the ranks of the Bloody Chains. They are not the strongest or the smartest, but they can get you in trouble at any time.
- Chains: They are lunatics who carry huge chains to sow chaos on the streets of MegaMetroCity.
- MuscleMen: These giant bodybuilding steroid-addicts can break a person in two with a single blow. They are slow but very dangerous face-to-face.
- Roller Girls: The most aggressive rollers in town. They are fast as lightning and hard as steel.
- Leaders: Leaders are chosen from the strongest members of the Bloody Chains. There is a Leader of each type of Thug described above. Put a base cover on each Leader miniature to recognize them. The Hero that knocks out a Leader will draw an Item card as a reward.
c.1. Boss
MegaMetroCity already feared them before the Triplets arrived. They are some of the toughest guys you can find in the city. Sid has dedicated his whole life to his passion, becoming a great master in the art of kicking ass. Jett is the most savage roller ever seen, capable of finishing an entire Roller Derby team on her own. Lars drags a wrecking ball that he calls Mary, and he likes kissing Mary. He was the previous Bloody Chains Leader. Evaristo is a mountain of muscles, an illegal wrestling champion and record-holder for most opponents injured. They are the Bloody Chains' elite and they love to beat the heck out of people.
The Bosses do not spawn with Thug cards, it will be the Stage's description that indicates it. But they will perform the actions indicated on the Thug cards as usual. Bosses follow the same life point system as the Heroes. Use life tokens to know when a Boss is KO'd. When a Boss is KO'd, all the Heroes in the game draw an Item card. Their attributes are detailed on their Boss sheets.
Bosses have a strong influence on the Thugs and each of them provides them certain benefits during the game.
- Sid, Punk Boss: Any other Punk on the map increases their Fight attribute by 1 (6+).
- Jett, Roller Girl Boss: Any other Roller Girls on the map add 1 to their Attack attribute.
- Lars, Chains Boss: Any other Chains on the map add 1 to their Range attribute.
- Evaristo, MuscleMan Boss: Any other MuscleMen on the map add 1 to their Defense attribute.
c.2. Final Boss
Through the different Stages, you will face three Final Bosses: Wallace, Neill and Bogart.
They are triplets. It is said that they were originally five siblings but two of them died during an innocent fight between them, when they were kids. They are the toughest guys in the Bloody Chains gang, genuine monsters capable of superhuman feats. Rumors have it that they were born this way because their mother drank too much HyperCola during their pregnancy. All of them tower over 8' tall. Wallace is an ultra violent giant that suffers from uncontrollable rage outbursts. Neill is a sadist that enjoys cutting everyone, even himself. Bogart stands above them thanks to his intelligence and ambition, but he is even more violent and cruel than his brothers.
They also don't spawn from Thug cards. They will appear whenever the description of the Stage indicates it, but they perform the actions indicated on the Thug cards as usual. Final Bosses follow the same life points system as the Heroes. Use life tokens to know when a Final Boss is KO'd. When a Final Boss is KO'd, all Heroes in the game draw two Item cards. Their attributes are detailed on their own Final Boss sheets.
Their attacks are different from the rest of the Thugs. Each of their Special Attacks is also explained on their respective Final Boss sheets. Each time the Thugs have to attack, the Final Bosses perform their own attacks. Final Bosses must perform their movement actions like the rest of the Thugs, if indicated by the Thug card, even if their Special Attack involves movement. That is, if the Thug card indicates Move x2, the Final Boss will perform two Movement actions, according to their Movement value. And if the Thug card indicates Attack x2, the Final Boss will perform two Special attacks.
d. Death Circle
Sometimes, when spawning new Thugs into the map, you may run out of a specific type of Thug. In this case, add the same number of Thugs of the next type according to the Death Circle. "There will always be somebody to kick."
If a Leader has to appear but it is already on the map, spawn two miniatures of the same Thug type instead. E.g.: if a Chains Leader should appear and it is already on the map, two Chains Thugs will spawn on the map instead.
Example: Only two turns are left to finish the Stage and there are tons of Thugs everywhere! The Thugs turn begins and you draw a Thug card. Three Chains spawn on S.1, but there are no Chains' miniatures left. According to the Death Circle, you must spawn three MuscleMen instead. On S.2 we place Punks. On S.3 we should place three MuscleMen, but because of the previous use of the Death Circle, there are no MuscleMen miniatures left, so you must spawn 3 Punks. And finally, you must spawn a Roller Girl on S.4, but there are no Roller Girls, Chains or MuscleMen left, so you spawn a Punk miniature. Now, it's time for the Thugs to act while you wait for your turn, crying in despair.
If at any point, all the Thugs miniatures are on the map, no more Thugs will spawn, obviously. "May the tears not stop you from seeing the punches..."
10. Stage Setup
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Choose the Stage: Place the two map tiles that make up the initial map next to each other, as indicated by the Stage's description. You must also create the map pile following the Stage description.
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Cards and tokens: Shuffle the Items deck and then the Thug deck. Rotate the tape's dial until the maximum number of turns for the Stage is shown, and keep the rest of the tokens accessible near the map.
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Number of Heroes: Choose the Heroes that will participate on the Stage and take their Hero sheets, life tokens and turbo tokens.
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Choose the Difficulty level: Before starting a Stage, the players must decide the difficulty level. Take the corresponding Thug sheets for that difficulty level and then acquire the necessary upgrades. (Page 16)
- Normal: Heroes start with 3 upgrades.
- Hard: Heroes start with 6 upgrades.
- Very Hard: Heroes start with 9 upgrades.
E.g.: To start a Stage in standard difficulty, each Hero must choose 3 upgrades before they start playing.
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"PUSH START BUTTON": At last, place the Heroes miniatures on their Starting points.
11. End of Stage
Stage Clear!!
You beat a Stage when you achieve the objective within the indicated turns. "Congratulations, beast!"
Game Over
The game ends in defeat if the players don't achieve the Stage's objectives. This can happen in two ways:
- All the Heroes are KO'd.
- The players run out of turns before accomplishing the objectives.
12. Stages
The stage descriptions below are transcribed for their setup, goal and extra rules. The narrative flavour text of each Stage is omitted.
Stage 1 - Conquer the Arcade
- Initial map: 10.A, 9.A
- Tile stack: 2.A
- Turns: 10
- Goal: Knock out the Boss.
- Extra: Draw a random Boss card, which spawns on the central square of the Arcade.
Stage 2 - Gathering Information
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Initial map: 3.B, 7.B.
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Tile stack:
- 1 or 2 Heroes: 5.A, 10.A, 1.A
- 3 or 4 Heroes: 6.A, 4.A, 5.A, 10.A, 1.A
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Turns: 15
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Goal: Spend two actions at the central square of the Bar to push chained Sid down to the basement.
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Extra: Draw a Boss card at random: the chained Boss spawns on S.2 of the Heroes' spawn zone.
The chained Boss is not considered an enemy. He does not perform any actions and has no life points, but he can be pushed through the map. If a Thug enters his square, Sid is freed and starts playing normally. Take life tokens to form his lifebar, he will start playing on the next Thugs turn. If he is KO'd, he gets chained again, instead of being removed from the game.
Story mode: The chained Boss that appears on S.2 of the Heroes' spawn zone is the same Boss that appeared on Stage 1.
Story Mode Shortcut: Reach your goal with no damaged Heroes. This way, your Heroes are stronger to get information from Sid and find Wallace, one of the Triplets.
Stage 3 - Countdown
- Initial map: 2.A, 8.A
- Tile stack: 1.B, 7.B, 5.A, 3.A
- Turns: 8
- Goal: All the Heroes must enter the Strip Club. One of them must spend 2 actions to push the emergency lever down.
- Extra: Lars spawns on s.2 of tile 1.B.
Stage 4 - Ambushed
- Initial map: 9.B, 8.B
- Tile stack: --
- Turns: 7
- Goal: At least one of the Heroes must survive when the time ends.
- Extra: At the beginning of the Stage, the Heroes spawn on any of the two central columns, where both tiles are joined. There is no map side-scrolling in this Stage. Two Thug cards are drawn each turn. Thugs spawn on the columns at the edges of the map. The Thugs will only perform the actions from the second Thug card drawn each turn.
Stage 5 - Get Ready for Some Action
- Initial map: 7.B, 5.A
- Tile stack: 1.A, 10.A, 3.A
- Turns: 10
- Goal:
- 1 or 2 Heroes: each Hero must take 100¢ and a weapon to the central square of the Arcade, and spend an action there for each saved card.
- 3 or 4 Heroes: each Hero must take 50¢ and a weapon to the central square of the Arcade, and spend an action there for each saved card.
- Extra: Evaristo spawns on S.3 from tile 5.A.
Stage 6 - Wallace
- Initial map: 10.A, 2.B
- Tile stack: 4.B, 6.B, 8.B
- Turns: 15
- Goal: Knock out Wallace.
- Extra:
- 1 or 2 Heroes: Wallace spawns on s.3 of tile 8.B.
- 3 or 4 Heroes: Wallace spawns on s.3 of tile 8.B, and a Chains Leader on s.4.
Stage 7 - Destroy the Factory
- Initial map: 7.A, 2.B,
- Tile stack: 6.B, 4.B, 8.B
- Turns: 4*
- Goal: Destroy the control panels of the Factory.
- Extra:
- * Every time you destroy a control panel, the turn is interrupted and the tape dial returns to "Turn 4". Each control panel has 10 life points. The panels are considered an enemy miniature for all effects and purposes, although they can't be pushed or moved with a Technique.
Stage 8 - Evaristo
- Initial map: 10.A, 6.A
- Tile stack: 1.B, 5.B, 7.B, 4.A, 2.B
- Turns: 15
- Goal: Knock out Evaristo.
- Extra: Draw a random Boss card other than Evaristo. That Boss spawns on s.3 of tile 6.A. Evaristo spawns on the central square of the Strip Club.
- Story Mode Shortcut: Achieve the goal before the end of the tenth turn.
Stage 9 - Double KO
- Initial map: 3.B, 5.B
- Tile stack: 7.B[Bus]7.A, 4.A
- Turns: 15
- Goal: Knock out Jett and Evaristo.
- Extra:
- Draw a random Boss card other than Jett or Evaristo. This new Boss spawns on S.3 of tile 7.B.
- Bus: Heroes must hold their ground for 3 turns inside the bus (tile 7.B). At the end of the third turn, they spawn on the first column of tile 7.A, leaving the rest of the miniatures out of the game. The next map consists of tiles 7.A and 4.A.
- On tile 4.A, Jett and Evaristo will spawn on S.2 and S.3, respectively.
Stage 10 - Plutonium?! Are You Kiddin' Me?!
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Initial map: 10.A, 7.A
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Tile stack: 8.A, 4.A
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Turns: 10
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Goal:
- 1 or 2 Heroes: Store 4 battery tokens in the Gas Station's ice machine.
- 3 or 4 Heroes: Store 8 battery tokens in the Gas Station's ice machine.
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Extra: Use an action to pick up a battery token from one of the squares next to the car. This battery token follows the same rules as a Weapon card. Use another action on the ice machine's square at the Gas Station to store the battery token there.
The earthquake event cannot be triggered until you arrive at the map's last tile. If you draw it before that, discard it.
Stage 11 - Neill
- Initial map: 10.A, 1.B
- Tile stack: 3.B, 5.B, 7.B
- Turns: 15
- Goal: Knock out Neill.
- Extra:
- 1 Hero: Neill spawns on S.1 of tile 7.B.
- 2 Heroes: Neill spawns on S.1 of tile 7.B and a Punk Leader on S.2.
- 3 Heroes: Neill spawns on S.1 of tile 7.B, a Punk Leader on S.2, and a Roller Girl Leader on S.3.
- 4 Heroes: Neill spawns on S.1 of tile 7.B, a Punk Leader on S.2, a Roller Girl Leader on S.3 and a Chains Leader on S.4.
Stage 12 - Getting Ready for the Final Assault
- Initial map 1: 3.B, 5.B
- Initial map 2: 6.B, 4.B
- Tile stack 1: 7.B, 9.A, 2.A
- Tile stack 2: 8.B, 10.A, 1.A
- Turns: 10
- Goal: Get to S.4 of both Establishments' spawn points. Spend two actions during the same Heroes turn to accurately sabotage the system. When playing with one Hero, sabotage only the system of the chosen initial map.
- Extra:
- Draw two Boss cards at random. The first Boss spawns by the Arcade's door. The second one spawns by the Bar's door.
- If there is just one Hero playing, choose one of the two initial maps.
- If there are 2 or more Heroes, both maps are played at the same time. A Thug card is drawn and played for each map, using as a reference the number of Heroes placed on each of them. If a Hero is not assigned to a specific board it cannot be returned to the game there.
Stage 13 - The Wrath of the Bloody Chains!
- Initial map: 2.A, 1.A
- Tile stack: --
- Turns: 7
- Goal: At the end of the 7th turn, Lars must be chained.
- Extra:
- Draw a random Boss card to be the chained Boss of this Stage. Heroes spawn on any of the two central columns where the map tiles are joined, at the beginning of the Stage. Place the chained Boss there too. There is no map side-scrolling of the board in this Stage. Two Thug cards are drawn each turn. Thugs spawn on each of the columns at the edges of the map. The Thugs will only perform the actions from the second Thug card each turn.
- The chained Boss is not considered an enemy. He does not perform any actions and has no life points, but he can be pushed through the map. If a Thug miniature enters his square, Lars is freed and starts playing normally. Take life tokens to form his lifebar, he will start playing on the next Thugs turn. If he is KO'd, he gets chained again instead of being removed from the game.
Stage 14 - Firepower
- Initial map: 6.A, 1.A
- Tile stack: 8.A, 3.A, 7.A, 2.A
- Turns: 20
- Goal:
- 1 or 2 Heroes: Get 1 Golden Weapon. The Hero carrying it must spend two actions at the central square of the Arcade to store it.
- 3 or 4 Heroes: Get 2 Golden Weapons. The Heroes carrying them must spend two actions at the central square of the Arcade to store them.
- Extra: Draw three Boss cards at random. The first Boss spawns on the central square of the Bar; the second one, on the central square of the Strip Club and the third one on the same square of the Arcade.
Stage 15 - Bogart
- Initial map: 1.B, 7.B
- Tile stack: 6.A, 2.B, 8.B, 4.A, 9.B, 10.B
- Turns: 20
- Goal: Knock out Bogart.
- Extra:
- 1 Hero: Bogart spawns on S.1 of tile 9.B and a Punk Leader spawns on S.2.
- 2 Heroes: Bogart spawns on S.1 of tile 9.B, a Punk Leader spawns on S.2, and a Roller Girls Leader on S.3.
- 3 Heroes: Bogart spawns on S.1 of tile 9.B, a Punk Leader spawns on S.2, a Roller Girls Leader on S.3 and a Chains Leader on S.4.
- 4 Heroes: Bogart and a Punk Leader spawn on S.1 of tile 9.B, a Roller Girl Leader on S.2, a Chains Leader on S.3 and a MuscleMan Leader on S.4.
Bonus Stage
- Initial map: 8.A
- Turns: 3
- Goal: Destroy the car.
- Car's life points:
- 1 Hero: Standard 5, Difficult 10, Very Difficult 13.
- 2 Heroes: Standard 10, Difficult 20, Very Difficult 26.
- 3 Heroes: Standard 15, Difficult 30, Very Difficult 39.
- 4 Heroes: Standard 20, Difficult 40, Very Difficult 52.
- Extra: You cannot use weapons to destroy the car. If the goal is achieved, the Heroes receive two Item Cards.
13. Story Mode
Do you feel like you are the king for beating a Stage of the game? Well, the real challenge of MegaMetroCity starts here! Tie your robo-laces, grab a HyperCola and some coins. No more excuses, it's time to beat the game from start to finish.
The following rules, additions and exceptions will apply:
- In Story Mode you can decide your way to beat the Bloody Chains. To do so, you will find a map showing the different Stages to complete. Choose your route wisely, this could mark the difference between defeat and victory.
- To beat the Story Mode start your adventure on Stage 1 (normal level), and fight your way until you get to the Final Stage and beat Bogart.
Difficulty
The difficulty level CANNOT be chosen when playing Story Mode. Take the Hero with more upgrades as reference when setting up the Stage, and choose the difficulty level accordingly.
- Normal: 3 to 6 upgrades
- Hard: 6 to 8 upgrades
- Very Hard: 9 to 12 upgrades
E.g.: The players managed to reach a new Stage. In addition, they bought some upgrades for their Heroes. One of them has 9 in total, so they will play the next Stage on "Very Difficult" level.
Spawn Points
Take the number of Heroes that started playing the Story Mode as reference when spawning new Thugs on the map for all Stages. Remember: during the game, KO'd Heroes can return to the game.
E.g.: The players started the game with 4 Heroes. At the end of Stage 5, 2 Heroes are KO'd. The next Stage starts with only 2 Heroes on the board, but Thugs will still spawn as if there were 4 Heroes playing.
Techniques
When acquiring Techniques in Story Mode, you may take anyone you want from the deck, both when setting up the Stage and at the "Insert Coin" arcade machines.
Final Boss
Whenever you beat a Final Boss while playing Story Mode, all the Heroes receive an upgrade.
Saving the Game
"There is a myth about Zultar and his power for granting wishes. Many people come to this machine with some coins trying to leave their miserable lives behind. To be young again, to get larger muscles, or even a dinosaur, are some of these wishes Zultar has been asked for."
At "Zultar" you can spend money to ask for wishes, that will allow you to save your progress in Story Mode. You will find those arcade machines in some parks around the city. Place your Hero in the square below the "Zultar" machine, spend an action and discard 100 coins to save the game.
If there is a Game Over once the game is saved, you can restart the Stage right where you saved it. Heroes respawn with their upgrades intact, as they were by the time of the Game Over. They return with all their life points but without any of the items they had.
Stage Clear
Your Heroes will keep any wounds, upgrades and/or items they had when advancing from one Stage to the next.
Try not to shuffle the discard piles of the Thug and Items decks until they are over.
At the end of every Stage players can:
- Sell a regular weapon for 25¢ or an exclusive one (golden background) for 50¢. You may sell them regardless of the remaining uses. If you want to keep the money for the next Stage, just take the right card from the Item deck.
- Acquire upgrades for 50¢. In the case of Techniques, you may freely choose one from the deck.
- Heroes can freely exchange weapons and money.
- Return a KO'd Hero to the game for 50¢.
Game Over
When the players don't accomplish the goal of the Stage in progress, you can go crying back to your mommy's lap, unless you saved the game at "Zultar".
14. Definitions
- Miniatures: This term is used to speak of both the Heroes and Thugs' miniatures. "Caution, these miniatures are made of dinosaurs."
- Spawn: This term is used when new miniatures have to be placed on the map. "Gamers don't die, they respawn."
- Heroes: They are the main characters of MegaMetroCity and are controlled by the players. Each Hero has their own miniature and Hero sheet. (Page 13)
- Thugs: These are the enemies our Heroes must crush mercilessly. There are different types of Thugs, each one represented with specific miniatures. Depending on the difficulty level you choose to play, they will use different Thug sheets. (Page 16)
- Attributes: Each miniature has different features that define their attributes in the game. E.g.: Glancing at these attributes you can see if a miniature is able to move further per turn or perform more attacks.
- Dice: MegaMetroCity is played with 10 ten-sided dice. Whenever using more than one die, it will be shown as a number of dice to roll, where the number determines the amount of dice you are meant to use. Rolling a "0" on this type of die is considered a 10; so the lowest value you can roll on the die is a "1" and the highest a "0".
- Attack: To know if an attack is successful, you will have to match or exceed the attack value of your Hero. E.g.: with an attack value of "7+" you will need a roll of 7, 8, 9 or 0 to hit successfully.
- Wound: A miniature receives wounds when they suffer a successful attack, losing life points. As a general rule, attacks will cause wounds to single miniatures, but some attacks may affect all the miniatures located in a square. This will be specified in the attack's description. (Page 9)
- When a miniature receives as many wounds as their total life points, remove it from the game. That is called a KO. Thugs are usually KO'd with just one wound. (Page 16)