Oh No, There Goes Tokyo!
Oh No, There Goes Tokyo! Rulebook
Table of Contents
Table of Contents
- I. Introduction
- II. Game Components
- III. Game Length and Objective
- IV. Game Terms and Concepts
- V. Setup
- VI. Sequence of Play
- VII. PHASE 1: Collect Mega-Yen
- VIII. PHASE 2: Bid On GODRAN
- IX. PHASE 3: Activate Military Units
- X. PHASE 4: Research Origins
- XI. PHASE 5: Develop Superweapons
- XII. PHASE 6: Perform GODRAN Actions
- XIII. PHASE 7: Player Unit Movement
- XIV. PHASE 8: Player Unit Attacks
- XVI. Victory Point Summary
I. Introduction
"Oh No, There Goes Tokyo!" is a multi-player combat game in which each of 2-4 players controls a segment of Tokyo under attack by the dreaded GODRAN, Self-Appointed Emperor of Monsters.
Players must protect their areas from the rampaging monster by deploying national guard military units while at the same time evacuating tasty populace units. As key production centers in each sector are destroyed by GODRAN, the players' resources dwindle. Perhaps only a hastily-developed superweapon can save the day!
Players have many options in "Oh No, There Goes Tokyo." Each turn, their remaining production centers generate a number of "Mega-Yen" -- an imaginary currency whose value is ridiculously high -- to be spent in a variety of ways. First, players bid "Mega-Yen" to control GODRAN. Each turn, GODRAN could be controlled by a different player. Victory Point incentives will keep GODRAN rampaging - but if you win the bidding, GODRAN will rampage someplace other than your back yard!
Mega-Yen are also used to activate military units, to evacuate panicked yet recalcitrant citizenry, and to develop superweapons to combat the mighty GODRAN. Jury-rig a Death Ray and hope for a quick knockout punch, or undertake the longer and more expensive, but more sure-fire, process of researching GODRAN'S origins to find his weakness.
Number Of Players: "Oh No, There Goes Tokyo!" plays essentially the same with 2, 3, or 4 players. The rules are presented for the 4 Player game; any minor changes needed for fewer players have boldface flags (2 PLAYER GAME or 3 PLAYER GAME).
II. Game Components
- A game board with the following features:
- A circular map representing a hypothetical section of downtown Tokyo. It could be any city, but Tokyo seems to be the most attractive to monsters. Players are encouraged to substitute cities they particularly dislike if the urge strikes.
- A circular track to record GODRAN'S Victory Points and Health.
- Holding boxes for each player's activated military units
- Area set-up list for populace units
- Terrain Effects Summaries for each player.
- A set of counters representing GODRAN and GODRAN'S Victory Point markers.
- 4 identical sets of military units in 4 colors
- 4 identical sets of populace units in 4 colors.
- 30 Rubble markers to indicate buildings GODRAN has destroyed.
- 24 Bidding Cards in 4 identical color coded sets of 6 cards each. These cards represent harebrained schemes players may use to try to control GODRAN.
- 6 GODRAN Origins cards.
- One summary card with all combat tables and Victory Point schedule.
Also required, but not included, are several 6-sided dice to resolve combat and paper and pencil for players to record their Mega-Yen and Victory Points.
III. Game Length and Objective
ON,TGT! is played until one of the following conditions occurs:
- One player has no intact production centers, is completely out of Mega-Yen, and cannot or will not trade Victory Points for more Mega-Yen from the other players.
- Each player completed a superweapon and used it to attack GODRAN at least once.
- GODRAN has been destroyed.
- All Victory Point locations on the map have been destroyed.
- All populace units have been evacuated or eliminated.
The game ends immediately when any one of these conditions is met. Victory is determined by Victory Point (VP) totals (see XVI. VICTORY POINT SUMMARY).
Each player earns Victory Points for:
- successful attacks made against GODRAN;
- successful attacks made by GODRAN while controlling GODRAN;
- populace units evacuated;
- Victory Point locations left undestroyed at the end of the game.
Note that players can lose VPs while they control GODRAN and they can trade VPs for Mega-Yen with other players.
GODRAN earns VPs for each Victory Point building it destroys and for each human unit it destroys. GODRAN never loses or trades VPs.
If, at game end, GODRAN'S VP total is higher than that of any player, GODRAN wins the game - the players all lose. Otherwise, the player with the highest VP total wins!
If any player destroys GODRAN, she immediately receives all of GODRAN'S Victory Points - so nobody is ever completely out of a game.
IV. Game Terms and Concepts
Activation Cost: Amount of Mega-Yen a player must spend either to allow a military unit to enter play or to move a populace unit on the map. A populace unit's Activation Cost must be paid in every turn that unit moves. Military units do not have to pay to move.
Adjacent: Areas are adjacent if they share a common border. Areas are never diagonally adjacent to each other.
Area: Square space on the map used to regulate the movement and positioning of playing pieces.
Mega-Yen: The game's currency. There are 5 uses for Mega-Yen, each keyed to a specific phase of the game turn:
- PHASE 2: Bid for control of GODRAN;
- PHASE 3: Activate military units;
- PHASE 4: Research GODRAN'S origin;
- PHASE 5: Develop superweapons
- PHASE 7: Move populace units.
Production Center: 1 of 5 buildings in each sector that produce Mega-Yen each turn for the player who controls the sector. In a 3 PLAYER GAME production centers in the uncontrolled sector will produce Mega-Yen for any players that occupy them with at least 1 military unit.
The 5 Production Centers in each sector and their Mega-Yen output are:
| Production Center | Output |
|---|---|
| Factory | 50 Mega-Yen |
| Power Plant | 40 Mega-Yen |
| Stadium | 30 Mega-Yen |
| Convention Center | 20 Mega-Yen |
| Macy's | 10 Mega-Yen |
Sector: 1 of the 4 wedge-shaped sections of the map. Each sector has color-coded boundary lines, text, and SETUP stars that match one set of playing pieces. Each sector and its playing pieces are controlled by 1 player during the game (exception: in a 3 PLAYER GAME one sector is uncontrolled).
V. Setup
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Place the GODRAN counter, front side up, in the purple central map area.
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Each player chooses 1 sector of Tokyo to control (nearest to their seat?).
- 3 PLAYER GAME: One sector of the map is left uncontrolled.
- 2 PLAYER GAME: Each player chooses 2 sectors to control.
Each player takes the military and population units of the color(s) matching the sector(s) she chose.
-
Each player places her population units in a starting area within her map sector. A list of permitted starting areas is on the map. No more than 1 populace unit can be placed in an area.
- 3 PLAYER GAME: Players randomly distribute the population units of the uncontrolled sector among themselves and set them up in that sector. The military units and superweapons for the uncontrolled sector are not used.
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Each player places all of her military units and superweapon counters off the game board. Military units will enter the game when activated (see XXX). Superweapons enter the game when their development is complete (see XXX).
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Each player takes 1 set of 6 bidding cards.
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1st Player: Each player makes a die roll to determine the player order that will be used throughout the game. The player who wins the roll is the 1st Player throughout the game and player order proceeds clockwise from the 1st Player.
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The 1st Player shuffles the 6 GODRAN Origins cards and randomly chooses 1. Set this card aside, face down, without any player looking at it (under the board?). This card represents the true origin of GODRAN for the current game. Place the remaining 5 GODRAN Origins cards face down near the board. They can only be looked at by spending Mega-Yen during PHASE 4: Research.
VI. Sequence of Play
ON,TGT! is played in turns. Each turn is divided into 8 phases. Phases are played in the order listed below. Complete each Phase before beginning the next Phase.
- PHASE 1: Collect Mega-Yen
- PHASE 2: Bid for GODRAN Control
- PHASE 3: Activate Military Units
- PHASE 4: Research GODRAN'S Origin
- PHASE 5: Develop Superweapons
- PHASE 6: Perform GODRAN Actions
- PHASE 7: Player Unit Movement
- PHASE 8: Player Unit Attacks
Players may perform each of the first 5 Phases simultaneously. The player controlling GODRAN in the current turn performs PHASE 6. PHASES 7 and 8 are performed in player order, starting with the 1st player then proceeding in clockwise rotation once around the table.
VII. PHASE 1: Collect Mega-Yen
Each player counts up the Mega-Yen from all functioning production centers in the sector(s) she controls. The number is recorded on a piece of paper. Only the player controlling a sector can collect the Mega-Yen produced in that sector.
3 PLAYER GAME: Players can collect Mega-Yen from production centers in the uncontrolled sector. To collect these Mega-Yen, a player must have 1 or more of her military units in the production center. If more than 1 player has a military unit in the same center, the Mega-Yen it produces are shared evenly (drop fractions).
As long as a center is intact it produces its full output of Mega-Yen. Once a center is destroyed by GODRAN it does not produce Mega-Yen for the rest of the game.
Mega-Yen is immediately available for use when collected. Unused Mega-Yen may be stored and is not assumed to have a physical location on the map; therefore, it is safe from GODRAN.
If a player has no production centers left, and is out of stored Mega-Yen, she may bargain for aid from other players by trading Victory Points (VPs) for Mega-Yen on a one-to-one basis.
Example: Gretel's current VP total is 15 but she has no Mega-Yen. Hansel has 100 Mega-Yen and 3 VP. They agree to trade 6 VP for 6 Mega-Yen. Gretel's VP score is reduced to 9 but she has 6 Mega-Yen. Hansel now has 94 Mega-Yen and 9 VP.
These Victory Points, unlike most of the Victory Points earned and lost during the game, do not represent anything physical (a building, a populace unit, an attack) but can be thought of as "face" or debt.
VIII. PHASE 2: Bid On GODRAN
During this Phase, each player spends Mega-Yen on harebrained schemes in an attempt to control GODRAN. These schemes, and their cost in Mega-Yen, are described on the set of 6 bidding cards each player has.
To conduct the bid, each player must select 1 card to play. 2 PLAYER GAME: select 2 cards.
Reveal all selected cards simultaneously. The player with the highest bid wins the bidding and will control GODRAN during PHASE 6 of the current turn. All players must spend the amount they bid whether they win or lose.
In case of tied highest bids, each player involved in the tie must roll 1 die and increase her bid by a number of Mega-Yen equal to the die roll. This procedure is repeated until 1 player has the highest bid.
If a bidding tie occurs because everyone bid a zero Mega-Yen card then all players suffer a penalty: each loses her unit (military or population) on the map that's closest to GODRAN. Victory Points for units lost in this way are added to GODRAN'S total score. Resolve the tie by die roll as described above.
If a bidding tie can't be resolved by die roll (because all tied players have no Mega-Yen in excess of the card's bid amount), hold a new bidding round from scratch.
Once a scheme is tried (i.e., its card is used in a round of bidding) the card is set aside and cannot be used again until the player has used all 6 of her harebrained schemes 1 time. Once all 6 cards have been used, the entire hand becomes available again.
Harebrained Scheme Carry-Over to next turn: If Godran spends its action phase rampaging in 1 sector – beginning and ending its phase in the same sector without leaving it in the meantime - the player who controls that sector may carry-over her current harebrained scheme into next turn's bidding phase (in addition to another card, if she desires) without having to pay its cost in Mega-Yen because the scheme is still active (leave the card face up on the table).
IX. PHASE 3: Activate Military Units
Each player may activate as many of her available military units she wishes (and can afford) by paying Mega-Yen equal their activation cost.
Place all activated military units in the owning player's activation holding box on the game board. These units must enter the map during the movement Phase of the turn in which they were activated.
No player can exceed the counter limit of the military unit sets she controls (28 units in both 4 Player and 3 Player games; 56 units in 2 Player games). Destroyed units become available for activation – they are not removed from play.
X. PHASE 4: Research Origins
Each player writes down how many Mega-Yen she is spending to research GODRAN'S origin. Players are not required to spend any funds on research.
For every 25 Mega-Yen a player accumulates in her research fund, she may examine (and note) 1 Origin card from the group of 5 cards that were set aside during game setup.
Knowing GODRAN'S origin helps a player develop the most effective superweapon to combat the monster.
The possible origins for GODRAN, and the superweapon that works best against each possible GODRAN, are:
| Origin | Superweapon |
|---|---|
| Surface of the Moon | Heat Ray |
| Antarctica | Heat Ray |
| Heart of Mt. Fuji | Super-Freezer |
| Some Dismal Swamp, Somewhere | Super-Freezer |
| Beneath the Earth's Crust | Oxygen Destroyer |
| Bottom of the Pacific Ocean | Oxygen Destroyer |
Note that the All-Purpose Death Ray superweapon is equally effective against all possible GODRANS but not maximally effective against any.
XI. PHASE 5: Develop Superweapons
Each player writes down how many Mega-Yen she is spending on superweapon development. Players are not required to spend any funds on development.
When a player's development fund reaches 200 Mega-Yen, the player must commit to a specific superweapon. The player declares which of the 4 superweapons she is developing and places its counter face down in her activation holding box.
When the development fund reaches 300 Mega-Yen (2 PLAYER GAME: 500 MEGA-YEN) the counter is turned face up. It can enter play during PHASE 7 of the current turn, stacked with any helicopter, tank, or half-track unit currently in the player's activation holding box.
A player may develop more than 1 superweapon at the same time (keep a separate development fund record for each) or during the same game.
Designer's Note: Research & Development. Any superweapon is bound to be more effective than conventional tanks, guns and hurled rocks, and so players may wish to speed the process by skipping the research stage and rushing to develop their superweapons. Or, a player may move more cautiously, spending Mega-Yen to insure that the superweapon she develops is more effective than the rest. Research proceeds by process of elimination. That is, a team of scientists returns from - for instance - the Bottom of the Pacific Ocean - to report that Godran did not come from that direction.
XII. PHASE 6: Perform GODRAN Actions
GODRAN can perform 2 types of actions during this Phase: move and attack. The player who won control of GODRAN in PHASE 2 of the current turn (the Controller) can move GODRAN and use the monster to attack human units or buildings.
GODRAN has 10 Action Points (2 PLAYER GAME: 12 Action Points). Action Points (APs) are spent to move the GODRAN piece on the map and to buy combat dice (1 AP buys 1 combat die) to conduct attacks.
During this Phase the Controller can spend GODRAN'S AP on movement and combat dice in any order and combination she wishes. The Controller is not required to use any or all of GODRAN'S APs.
The Controller receives the same number of Victory Points that GODRAN earns during this Phase. The Controller can lose Victory Points for a poor performance as GODRAN. GODRAN never loses Victory Points.
At the end of this Phase flip GODRAN'S counter and Health markers to their normal sides if their Stunned or Annoyed sides (respectively) are face up.
GODRAN Movement
GODRAN must spend 1 AP to enter any adjacent area, including areas with Rubble markers. GODRAN may enter and leave areas occupied by human units without stopping and without extra AP cost.
GODRAN may move from one area to any adjacent area with 2 restrictions:
- Areas completely filled by a standing building cannot be entered;
- Areas partially filled by a standing building can be entered and exited except through a border that is entirely covered by the building graphic.
GODRAN may never exit the map.
GODRAN Attacks
GODRAN can attack human units (both populace and military) and buildings. GODRAN has 2 forms of attack against buildings: Smashing and Aiming. Human units and buildings can't both be the target of a single attack.
For all types of GODRAN attacks, the Controller may spend as many of GODRAN'S available APs to buy combat dice as she wishes.
GODRAN can only attack targets in the same or in an adjacent area. When attacking buildings in an adjacent area, the area GODRAN occupies must share a border with the target building's area that has the building's graphic on it.
Damage done to buildings is not accumulated from turn to turn. If GODRAN fails to smash a building in an attack then consider the building to be intact (GODRAN just broke a bunch of windows and scared the receptionists).
Godran Move & Attack Diagram: Godran can move into A or C. It cannot enter B (the building is blocking the entire shared area border). Godran can attack the buildings in B or C but not A (buildings must be on the shared area border to be attacked). Godran can attack human units in A, B, C, and the area Godran occupies. Godran can neither enter nor attack X and Y (areas are never diagonally adjacent). A players' tank and halftrack units have the same movement restriction as Godran does.
Attacks On Human Units: GODRAN may attack as many eligible human units belonging to one player in a single attack as the Controller wishes.
Human units belonging to more than one player cannot be attacked in the same attack. Units that are stacked in the same area must be attacked together unless they belong to different players.
Human units that are inside buildings may not be attacked – only the building they occupy can be attacked (though the units inside will be destroyed if the building is smashed).
For each attack that GODRAN makes against human units, the Controller:
- Designates the target unit(s) and totals the combat strength (note that infantry type military units in rubble areas double their combat strength when attacked);
- Spends GODRAN'S APs to buy combat dice then rolls them;
- Subtracts total combat strength of the target unit(s) from the combat dice roll total.
GODRAN inflicts the resulting number of Damage Points (DPs) on target unit(s), whose owner must immediately absorb the DPs by applying the following effects:
- RETREAT: Absorbs 1 DP per unit. The unit's owner moves it 1 area away from GODRAN. Populace units cannot retreat.
- FLEE: Absorbs 2 DPs per unit. Controller moves unit up to 3 areas. Populace and infantry-type military units may flee into buildings. Populace units may flee off the map (the owning player earns their evacuation Victory Points).
- DESTROY: Absorbs 3 DPs per unit. Remove unit from map. GODRAN and controller earn the unit's Victory Point value.
A unit that cannot retreat (i.e., a populace unit, a unit on a roof or surrounded by areas it could not legally enter during its own movement Phase) but which must absorb any DPs is destroyed but it absorbs only 1 DP.
A superweapon can absorb 1 DP but the superweapon is destroyed.
Owner of target units may distribute DPs among involved units as she wishes within these restrictions:
- All DPs must be applied; if not possible then max number must be absorbed;
- No unit may suffer more than 1 effect.
Attacks On Buildings: Smashing Buildings! For each Smashing attack that GODRAN makes against a building, the Controller:
- Designates the target building and declares a Smashing attack;
- Spends GODRAN'S APs to buy combat dice then rolls them;
- Subtracts the building's Victory Point value from the combat dice roll total (subtract 5 for buildings with no VP value, except for the Factory: subtract 15).
If result is a negative number, the attack has failed; there is no effect.
If result is zero or higher then building is smashed. Place a Rubble marker in the building's area. GODRAN and Controller both earn the building's Victory Point value.
A building that occupies 2 areas (e.g., the Stadium) is completely destroyed when one of its areas is smashed. Place a Rubble marker in both areas.
Any human unit inside or on the roof of a smashed building is also destroyed: remove the counter(s). GODRAN and the Controller earn the unit's VP value.
Any human unit (except helicopter) in a smashed building's area (but not inside building) is destroyed if GODRAN'S dice total is 10 greater than the sum of unit's movement points and combat strength (resolve each unit individually).
Attacks On Buildings: Aiming Buildings! An Aiming attack is performed like a Smashing attack but a successful Aiming attack sends debris from the smashed building into a secondary target area. The secondary target area is the space adjacent to the building that GODRAN is attacking in the direction of the attack (see diagram).
For each Aiming attack that GODRAN makes against a building, the Controller:
- Designates the target building and declares an Aiming attack;
- Spends GODRAN'S APs to buy combat dice then rolls them;
- Subtracts the building's Victory Point (VP) value from the combat dice roll total (subtract 5 for buildings with no VP value, except for the Factory: subtract 15).
If the result is a negative number, the attack has failed; there is no effect.
If the result is zero to 4 then the building has been smashed but there is no further effect. Place a Rubble marker in the building's area.
If the result is 5 or higher then the building has been smashed and debris sent flying: place a Rubble marker in the building's area and in the secondary target area unless it contains a building. If it contains a building, immediately resolve a modified Aiming attack against that building. The Controller:
- Rolls the same number of dice as she used in the initial aiming attack and adds the VP value of the smashed building to the total (add 5 if the smashed building had no VP value, unless it was the Factory: add 15).
- Subtracts the VP value of the building in the secondary target area from the dice and VP total of Step 1 (subtract 5 if the building has no VP value, unless it was the Factory: add 15).
If the result is 9 or less then there is no further effect. The building remains standing.
If the result is 10 or higher then the building in the secondary target area is smashed (place a Rubble marker) and a secondary target area for this building is created. Place a Rubble marker in the new secondary target area unless it contains a building. If it contains a building then resolve a modified aiming attack against that building. The procedure is the same as described above, but add 5 to the effects levels:
- If the result is 14 or less then there is no further effect. The building remains standing.
- If the result is 15 or higher then the building is smashed (and creates its own, new secondary target area).
As long as buildings continue to be smashed, the creation of new secondary areas and attacks continues, with 5 being added to each subsequent effect level.
GODRAN and the Controller both earn the Victory Point value for each building smashed during an Aiming attack.
Any unit inside or on the roof of a smashed building is also destroyed: remove the counter(s). GODRAN and the Controller earn the unit's Victory Point value.
Any human unit (except the helicopter) in a smashed building's area (but not inside the building) or in a secondary target area (with no building) that gets a Rubble marker is destroyed if GODRAN'S dice total is 10 greater than the sum of the unit's Movement Points and Combat Strength (resolve each unit individually).
Designer's Note: Aiming Buildings. As if it isn't enough that Godran can smash puny buildings, the clever monster can also sometimes use them as weapons. Normally, Godran destroys a building by punching it to bits, or by kicking out the bottom few floors and letting the entire thing collapse into a satisfying heap of rubble. However, if the Controller wishes, the Self-Appointed Emperor of Monsters can shove the building into the adjacent area directly opposite Godran.
Aiming Buildings Diagram: Godran makes an Aiming attack against the building in A; the secondary target area is B. If the attack succeeds, place a Rubble marker in both A and B. If a building were anywhere within B, a successful attack against A would cause an Aiming attack against B: the secondary target area would be C.
XIII. PHASE 7: Player Unit Movement
Each player, starting with the 1st Player and continuing in clockwise rotation, can move any or all of her units on the map during this Phase. Each player must complete all of her moves before the next player makes any. Military units that were activated in PHASE 3 of the current turn must enter the map during this Phase.
Units move by spending Movement Points (MPs). The number of MPs a unit can spend in 1 turn is printed on its counter. Superweapons have no MPs and must both enter and move on the map with a vehicle unit (see Transport Units below).
No human unit except a helicopter can enter the area that GODRAN occupies. A helicopter can enter and exit GODRAN'S area without penalty. A non-helicopter unit that begins its movement Phase in GODRAN'S area may exit the area (without penalty) if it can legally enter an adjacent area.
Populace units spend 1 MP to enter any adjacent area. They cannot enter an area containing a Rubble marker. The owning player must pay a populace unit's Activation cost in Mega-Yen each turn she moves the unit.
Helicopters spend 1 MP to enter any adjacent area.
Tanks spend 1 MP to enter an adjacent area; 2 MP if the area contains a Rubble marker. Tanks can enter any adjacent area with 2 restrictions:
- Areas completely filled by a standing building cannot be entered;
- Areas partially filled by a standing building can be entered and exited except through a border that is entirely covered by the building graphic.
Halftracks move with the same restrictions as tanks, but halftracks cannot enter an area that contains a Rubble marker.
Infantry-type units (troops, mortars, and paratroops) may enter any adjacent area by spending 1 MP; 2 MP if the area contains a Rubble marker.
Entering Buildings: Only populace and infantry-type military units may enter buildings. Units that enter an area entirely filled by a building are automatically considered to be inside the building. The cost to enter such areas is still only 1 MP. Units can enter a building that partially fills the area they occupy at a cost of 1 MP. (So if a unit entered an area partially filled by a building and immediately entered that building the unit would spend 2 MPs.) Rotate such units 180° as a reminder that they're inside the building. It costs 1 MP to exit the building (the units are rotated back but remain in the building's area – it would cost another 1 MP to exit the area). A unit inside of a building cannot be directly attacked by GODRAN, but if the building is smashed by GODRAN the unit is destroyed.
Climbing to Rooftops: Infantry-type units inside a building can climb its roof by spending 1 MP. Place an On Roof marker on such units as a reminder. Combat strength of a unit on a roof is doubled when it attacks GODRAN, but not when it's attacked by GODRAN. A unit on the roof is destroyed if it takes 1 Damage Point.
Sectors: Units can move into areas within all 4 sectors of the map. They are not required to stay within the sector that's controlled by their owning player.
Stacking Limits: Having more than 1 unit end the movement Phase in the same area is called stacking. Stacking limits do not apply during movement, only at the end, so units that cannot stack with each other can still move through each other.
- Up to 3 ground-based military units can stack together. A superweapon counts as 1 ground-based military unit for stacking purposes.
- A helicopter can stack with any other unit except another helicopter. A helicopter can stack with up to 3 ground-based military units.
- Any number of populace units can stack together and/or with up to 3 ground-based military units plus 1 helicopter.
Transport Units: All vehicle units have a transport capability. A halftrack unit can carry 1 infantry-type military unit (troop, mortar, paratroop) and/or 1 superweapon. A helicopter or tank unit can carry 1 superweapon.
A transport unit must begin the movement Phase in the same area as the unit it will carry or both may start in the Activated Units Box (this is the only way a superweapon can enter the map).
A unit being carried by a transport unit may remain with the transport unit throughout the transport unit's move or it may be "dropped off" at any point during the move. A unit that was carried (for any distance) cannot move on its own in the same movement Phase.
Both the transport unit and the unit it carried can attack normally during combat (PHASE 8).
Entering The Map: A unit in the Activated Units Box is placed on the map in any area on the outer edge of the owning player's sector that the unit can legally enter. The unit pays 1 MP to be placed in the edge area and may continue its move normally from there.
Paratroop units may be placed in any area (in any sector) that does not contain a building, rubble, or another unit (including another paratroop unit entering the map), except on the first turn. On the first turn paratroop units may only land in their controlling player's sector.
Exiting The Map: Military units may never move off the map. A populace unit in an area on the map edge may move off the map by spending 1 MP. When a populace unit exits the map it's considered to be safely evacuated and the owning player earns the unit's Victory Point value.
XIV. PHASE 8: Player Unit Attacks
Each player, starting with the 1st Player and continuing in clockwise rotation, can use her military units and superweapons to attack GODRAN during this Phase. Each player must complete all of her attacks before the next player makes any.
Players cannot attack another player's units. Population units cannot attack.
Each unit can participate in only 1 attack. Military units can combine their combat strengths to attack GODRAN. Military units and superweapons must make separate attacks against GODRAN.
All military units can participate in an attack if GODRAN is within the unit's range and, for units with a range greater than 1, the unit has a clear line of sight to GODRAN.
Range: Determined by counting the number of adjacent areas from the attacking unit to GODRAN. Count the area GODRAN occupies, but not the area occupied by the attacking unit. When counting range, remember that areas are not diagonally adjacent. Units with a range of 1 must be adjacent to GODRAN to attack.
Line Of Sight (LOS): An imaginary line drawn from the center of the attacking unit's area to the center of GODRAN'S area. LOS applies as follows to the units listed below when they attack from an area that is not adjacent to GODRAN:
- Helicopters always have a clear LOS.
- Tanks and the Deathray have their LOS blocked (and cannot attack) if the LOS intersects any building outline.
- Mortar Units can attack over one building so their LOS is blocked (and they cannot attack) only when their LOS intersects 2 buildings.
Mortar Units: Mortar units have 2 combat strengths: 2/3. When mortar units attack an adjacent area, they use the 2 (they're attacking with small arms, like troop units). When mortar units attack an area at a range of 2 or 3 they use the 3 (they're attacking with their mortars). Mortar units cannot execute ranged attacks if any human units occupy Godran's area.
Resolving Military Unit Attacks
For each attack a player makes against GODRAN, the player:
- Totals the combat strengths of all her attacking units (troop units on rooftops have their combat strengths doubled) and rolls that many dice;
- Subtracts GODRAN'S combat strength of 10 (11 if GODRAN occupies an area with a standing building) from the sum of the dice. The result is the number of Damage Points (DP) the player's military units inflicted.
If the DP score is negative or zero, the attack was a flop:
- All attacking units must retreat. Attacking troops on rooftops are eliminated.
- GODRAN (i.e., the Controller) may immediately destroy any 1 attacking unit (this is in addition to any troops who fell off the rooftops). Even a unit that attacked at a range greater than 1 can be destroyed (its shells rebounded off GODRAN, were caught and tossed back, or were redirected by his mighty breath). Both GODRAN and the Controller earn the destroyed unit's VPs.
If DP score is positive then the attack succeeded. On the table below, cross reference the attack's DP with the number of wounds GODRAN had at the start of this Phase. The result is the combat effect on GODRAN:
| Damage Points | 0 Wounds | 1 Wound | 2 Wounds | 3 Wounds |
|---|---|---|---|---|
| 1-8 | Annoyed | Pissed | Pissed | Pissed |
| 9-14 | Pissed | Retreat | Retreat | Retreat |
| 15-20 | Retreat | Stunned | Stunned | Stunned |
| 21-25 | Stunned | Wounded | Stunned/Retreat | Stunned/Retreat |
| 26+ | Wounded | Wounded | Wounded | KILLED! |
GODRAN begins the game in perfect health, defending on the 0 Wounds column. With each wound GODRAN sustains, the monster will defend 1 column to the right during subsequent turns.
GODRAN can only receive 1 wound in a turn: treat each subsequent Wounded result in the same turn as Retreat.
Combat effects are explained at the end of the Superweapon Attacks section below.
Resolving Superweapon Attacks
The section you have all been waiting for is here. The first time GODRAN is attacked with a superweapon, the attacking player reveals the card indicating GODRAN'S origin. The superweapon is matched to the origin to produce a column on the following chart, and the attacker rolls 2 dice to determine the result. The Death Ray attacks GODRAN on Column B, regardless of origin.
Only the Death Ray has a range (3 areas, subject to Line Of Sight limitation). All other superweapons must be adjacent to GODRAN to attack.
Unlike attacks by military units, superweapon attacks do not take GODRAN'S current Health (i.e., number of wounds) into account.
| Superweapon | Column A | Column B | Column C |
|---|---|---|---|
| Heat Ray | Mt Fuji or Earth's Crust | Pacific Ocean or Swamp | Moon or Antarctica |
| Oxygen Destroyer | Moon or Swamp | Antarctica or Mt Fuji | Pacific Ocean or Earth's Crust |
| Super-Freezer | Antarctica or Pacific Ocean | Moon or Earth's Crust | Swamp or Mt Fuji |
| Death Ray | — | All Origins | — |
| Dice Roll | Column A | Column B | Column C |
|---|---|---|---|
| 2 | GODRAN Healed! | GODRAN Healed! | No Effect |
| 3 | GODRAN Healed! | GODRAN Healed! | Really Pissed |
| 4 | GODRAN Healed! | Annoyed | Retreat |
| 5 | Annoyed | Annoyed | Retreat |
| 6 | Annoyed | No Effect | Stunned |
| 7 | No Effect | Retreat | Stunned |
| 8 |
Combat Effects
All attacks on GODRAN during a turn are considered simultaneous, although they are resolved in player order for simplicity.
GODRAN can only accumulate 1 wound in a single turn: treat each subsequent Wounded result inflicted in the same turn as Retreat. However, all players that inflict a Wounded result on GODRAN during a turn still receive 30 Victory Points.
GODRAN can accumulate 3 wounds. If GODRAN starts a turn with 3 wounds and is then wounded by a superweapon, the monster is killed.
When GODRAN is killed, his accumulated VP score is divided equally (drop fractions) among all players who received a killing result (whether by inflicting a 4th wound with a superweapon or a Killed! result) on GODRAN during the turn.
The Combat Effects are explained below. Effects that can only occur from a superweapon attack are indicated as "(superweapon only)".
- Annoyed: GODRAN felt the puny attack and was not amused. Flip GODRAN'S Health marker to its Annoyed side. Next turn, the monster adds 1 to each of its attack dice (both for attacks against units and against buildings).
- GODRAN Healed! (superweapon only): Your research was atrocious and you managed to give GODRAN a massage. GODRAN heals 1 wound. Move GODRAN'S Health marker to the next lower numbered space on the Health Track. If GODRAN has already received a killed result during combat then being healed does not raise the monster from the dead!
- Killed: Mighty GODRAN is laid low! The game is over, except for the gloating.
- No Effect (superweapon only): GODRAN did not notice your puny superweapon. Maybe it needs tuning or something.
- Pissed: GODRAN took a low blow and is just livid. The monster immediately makes a free Smashing attack on any adjacent building. If the Pissed result was inflicted by a military unit attack then GODRAN uses 1 die per DP inflicted on GODRAN. If the attack was by a superweapon, GODRAN uses 5 dice. If there are no adjacent buildings then GODRAN makes a free attack (using the same number of dice) on any adjacent unit(s) that participated in the attack. If there are none, GODRAN just fumes (no further effect).
- Really Pissed (superweapon only): GODRAN senses you have him by the shorthairs and doesn't like it. Treat this result as a combination of Pissed and Annoyed.
- Retreat: The attacking player moves GODRAN 1 area, away from the attackers if possible. GODRAN may move into an area containing 1 or more of the attacking units if no other area is available. GODRAN can neither be moved off the map nor into an area completely filled with a standing building. If no area for retreat exists, GODRAN is stunned instead.
- Stunned: Flip GODRAN'S counter to its Stunned side. Next turn GODRAN subtracts 1 from each of its attack dice rolled (to a minimum die roll result on each die of 1). Stunned results are not cumulative.
XVI. Victory Point Summary
Player Controlling GODRAN
| VP Awards | GODRAN Activity |
|---|---|
| +5 to +20 | Smash VP Building |
| +5 to +20 | Destroy Populace Unit |
| +10 to +30 | Destroy Military Unit |
| 50 | Destroy Superweapon |
| VP Penalties | GODRAN Failure/Fate on Current Turn |
|---|---|
| -10 | No building smashed |
| -25 | GODRAN Wounded |
| -50 | GODRAN Killed |
All Players
| VP Awards | Activity or Condition |
|---|---|
| +5 to +20 | Each un-smashed VP Building |
| +5 to +20 | Evacuate Populace unit |
| +30 | Wound GODRAN |
| + GODRAN'S VP score | Kill GODRAN |
Unit Values
The VP value is noted on the back of each unit.
| Military Unit | VP | Populace Unit | VP |
|---|---|---|---|
| Troop | 10 | Punk Rockers | 5 |
| Halftrack | 15 | Business Folk | 10 |
| Mortar | 25 | Old Folks | 15 |
| Paratroop | 25 | Tourist Groups | 15 |
| Tank | 30 | Visiting Dignitaries | 20 |
| Helicopter | 30 | ||
| Superweapon |