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Monstret som slukade Stockholm

Monstret som slukade Stockholm Rulebook

Table of Contents

Table of Contents

  • Components
  • The Board
  • The Pieces
  • Setup
  • The Monster's Goals
  • Turn Order
  • Movement
  • Combat
  • Special Rules for the Royal Guard and Skinheads
  • Help
  • Who Wins?
  • Piece List

Components

  • 1 game board showing Stockholm, size 39 x 52 cm.
  • 2 dice.
  • 1 die-cut sheet with 60 different game pieces (see the end of the rules for the complete list).

The Board

The map, which shows the inner city of Stockholm, is divided into individual squares bordered by black lines. Most squares contain houses and streets, but some also contain water (shown in blue).

Some squares are named. These squares have special functions in the game: the Castle, the Paradiset, the Skatteskrapan, the Riksdagshuset, and the Russian and American embassies are targets for the monster. The Centralen (central station) and the various police stations are places from which the human player receives help during the game.

Printed on the map are letter markings that show where the human player places his pieces at the start of the game.

Around the edge of the map are several numbered squares. These are called entry squares, and they show where the monster and police cars can enter the board.

The board also has a hit counter, on which the monster player marks how many hits the monster has taken.

The Pieces

The pieces in the game represent the various characters, groups of characters, or vehicles taking part in the struggle for Stockholm. Each piece carries three numbers:

  • ATTACK: how many dice (T) the piece attacks with.
  • TÅLIGHET (toughness): how many hits the piece can take.
  • FART (speed): how many squares the piece can move.

In addition, each piece has a symbol showing what it represents.

The different pieces are:

  • Medborgare (citizen): ordinary innocent Svenssons who cannot defend themselves against the monster. Marked on the map with M.
  • Kungliga högvakten (Royal Guard): when the monster visits, the Övre Övernorrlands Frivilliga Banzaipluton is guarding the king. Marked on the map with K.
  • Patrullerande poliser (patrolling police): hard men and women who always appear in pairs. Marked on the map with P.
  • Polisbilar (police cars): fast police in tattered cars. The monster learns that black-and-white cars are more dangerous than others. Marked on the map with B.
  • Infanterister (infantrymen): brave young men from Kungsängen who arrive by commuter train during the day.
  • Skinheads: charming young people from Stockholm's suburbs. This piece is the only one that cannot be attacked. Marked on the map with S.
  • Monstret!! (the monster): there are six different monsters to choose from, but only one is used in each game.

Setup

The human player places his pieces on the map where the matching markings are, i.e. one police piece on each P, one citizen on each M, and so on.

The monster player places his six monster pieces in a cup and draws one at random. He then does the same with the six numbered pieces, but without showing the human player which number he has drawn. This numbered piece shows which target the monster player must destroy to win the game; it is not revealed to the human player until the game is over.

The monster player then places his damage marker on the hit counter (on the board), on the number that matches his monster's toughness.

When these arrangements are complete, the game begins with the first turn.

The Monster's Goals

The numbered pieces show which target the monster must destroy. They mean the following:

  • 1 = The monster has been sent by the KGB (the Russian secret police) and must destroy the American embassy. The monster enters the map from squares 1, 2, 10, 11 or 12. The monster player chooses one of these starting squares himself.
  • 2 = The monster has been sent by the Revolutionära Republikaners Riksförbund and must destroy the castle. The monster enters the map from squares 1, 5, 6, 7, 8 or 10.
  • 3 = The monster has been sent by the most aggressive faction of the Stockholms Skönhetsråd and must destroy the sculpture group Paradiset on Skeppsholmen. The monster enters the map from squares 1, 2, 3, 4, 5, 6, 11 or 12.
  • 4 = The monster is a member of the Frustrerade Svenska Skattebetalares Riksförbund and must destroy the Skatteskrapan. The monster enters the map from squares 7, 8, 9, 10, 11 or 12.
  • 5 = The monster has been sent by the CIA (the American intelligence service) and must destroy the Russian embassy. The monster enters the map from squares 4, 5, 6, 7 or 8.
  • 6 = The monster has been sent by Anarkistisk Gryning and must destroy the Riksdagshuset. The monster enters the map from squares 1, 2, 3, 4, 5 or 11.

Turn Order

The game is played in the following turn sequence, which is repeated until one of the players wins.

  • A: The monster player rolls a die to see which side the skinheads choose this turn. If he rolls 1, 2 or 3, the skinhead piece is moved by the monster player. If he rolls 4, 5 or 6, the skinhead piece is moved by the human player.
  • B: The monster player moves his monster and any skinheads.
  • C: The monster player makes his attacks.
  • D: The human player rolls a die for help.
  • E: The human player rolls two dice, which show how many pieces he may move this turn.
  • F: The human player moves these pieces.
  • G: The human player attacks the monster.

The phases of this turn are explained in more detail in the rules below.

Movement

Each turn, a piece may move as many squares as it has FART. This means that a police car standing at the Riksdagshuset may move two steps in any direction and reach the Centralen, for example. The full FART value does not have to be used.

Each turn the human player rolls two dice when it is his turn to move. He may move only as many pieces as the dice show. The monster player may move only the monster and, if he controls it, the skinhead piece.

No human piece may enter a fully blue square (water). In addition, they must have access to a bridge to cross a waterway.

The monster can swim by using its entire FART for each fully blue square it enters. It can therefore move only one fully blue square per turn, and only without having moved on land. The monster may, however, step over canals, for example the one between Södermalm and Långholmen, without any problem.

Human pieces may not enter or leave a square occupied by a monster. The skinhead, however, may both enter and leave a monster square.

The monster may enter a square containing human pieces, but it must then stop there and cannot move further in the same turn. On the next turn the monster may leave the square and enter a new square containing human pieces.

After a movement, there may never be more than two human pieces plus the monster in one and the same square.

Combat

During each attack phase, all pieces that have the ability to attack may do so. The monster and the skinheads may attack only pieces in their own square. Other human pieces may attack only the monster from the squares around it. Human pieces that are in the same square as the monster are too panic-stricken to attack. The skinheads, however, must be in the same square as the monster in order to attack it.

A piece that attacks rolls as many dice as its ATTACK value states. Every 5 or 6 is a hit. A piece that attacks with several dice can therefore score several hits per attack.

A human piece can withstand only one hit, and is removed if it is hit.

The monster, on the other hand, takes damage: it moves one step on the hit counter each time it is hit. When the hit counter reaches zero, the monster has died and the human player has won.

Each time the monster hits a citizen piece, it adds one point to the hit counter. The monster has devoured the citizen and grown in the process. Because citizens are very protein-rich, the monster may grow to a higher toughness than it started with, but no higher than ten damage points.

The monster may also split its attacks between different targets, for example one die against a police car and three against a citizen piece, if both pieces are in the monster's square.

The skinhead can never be attacked.

Special Rules for the Royal Guard and Skinheads

The Royal Guard may not move more than three squares away from the Castle. Nor may it go out onto Skeppsholmen, where the Paradiset is located.

The skinhead changes sides at random during the game. At the start of each turn the monster player rolls to see which side the skinhead chooses; see Turn Order.

On turns when the skinheads fight for the humans, all the rules for human pieces apply to them as well.

When the skinheads fight on the monster's side, they must be moved toward the nearest police or police car and attack it.

Note that the skinhead must move into the same square as its victim in order to attack it. This applies both to monsters and to human pieces.

Help

Each turn the human player rolls a die and looks at the help table below.

HJÄLPTABELL (Help table) — the die shows / the result:

  • 1: No help this turn.
  • 2: A new police piece may be placed at one of the police stations on the map.
  • 3: A new police car is placed at one of the entry squares 1, 3, 5, 8, 9 or 12.
  • 4: A new police piece may be placed at a police station on the map, and a new police car is placed at one of the entry squares 1, 3, 5, 8, 9 or 12.
  • 5: An infantryman appears at the Centralen. The conscripts come by commuter train from Kungsängen.
  • 6: An infantryman appears at the Centralen. The conscripts come by commuter train from Kungsängen.

The symbols in the table mean the following:

  • No symbol (—): no help this turn.
  • Person symbol: a new police piece may be placed at one of the police stations on the map.
  • Car symbol: a new police car is placed at one of the entry squares 1, 3, 5, 8, 9 or 12.
  • Infantryman symbol: an infantryman appears at the Centralen. The conscripts come by commuter train from Kungsängen.

A newly arrived piece may not be placed in a square occupied by the monster.

If the Centralen is occupied, no infantrymen can come into the game.

If the help roll shows a piece that the human player already has all of in play, he may not roll again; the result counts as "—".

Transcriber note: the help-table pictograms for 5 and 6 are both read as infantrymen from a small photograph; the rule text for the infantry symbol is printed on the lid.

Who Wins?

The human player wins if he manages to kill the monster, i.e. bring the hit counter down to zero.

The monster player wins if he manages to destroy the target building that was his goal. To destroy a building means that the monster inflicts a certain number of hits on it, just as in combat. All buildings can withstand four hits, except the Paradiset, which can withstand six.

Piece List

If a piece is lost, you can make a new one using this list. The values are given in this order: ATTACK – TÅLIGHET – FART.

  • 11 citizens (medborgare): –, 1, 1
  • 1 Royal Guard (kunglig högvakt): 2T, 1, 1
  • 16 patrolling police (patrullerande poliser): 1T, 1, 1
  • 10 police cars (polisbilar): 1T, 1, 2
  • 7 infantrymen (infanterister): 2T, 1, 2
  • 1 skinhead: 2T, 0, 2
  • 6 monsters: 5T, 9, 2; 5T, 5, 3; 4T, 8, 3; 3T, 10, 3; 2T, 10, 5; 4T, 5, 4
  • 1 damage marker (skademarkör)
  • 6 numbered pieces (nummerbrickor): 1, 2, 3, 4, 5, 6