Moongha Invaders 2 Player Rules – English

TWO PLAYER RULES
Introduction
Congratulations on purchasing the Kickstarter version of Moongha Invaders. Your reward
is a two-player game pitting a team of heroes against a horde of rampaging monsters.
Manhattan has been occupied by the crazy creations of a mad scientist. The government
has sent the ‘A‘ team in, and heard nothing. That means it’s down to the ‘B‘ team to save
the day. All that stands between humanity and extinction is a bunch of misfits and overthe-hill ex-mercenaries. This may be time to look for a quiet island to settle on!
Overview
The two-player game is fought between five heroes and seven monsters, with the two players deciding which side they
wish to fight with.
The starting positions of the heroes and monsters is determined randomly. Each player has his own
set of cards, from which he draws a starting hand of six cards.
Play alternates between the two players, with the Hero player going first. During their turn a player
can play as many cards as he wishes, each card allowing one piece to be activated. Every card has
a number symbols on it, corresponding to the pieces controlled by that player. The Hero player has
hero symbols on his cards, while the Monster player has monster symbols on his. When a card is played the player
chooses one symbol and activates the corresponding piece on the board, which can now perform one action.
There are only three actions in the game:
MOVE
RANGED-ATTACK
DESTROY BUILDING (only monsters can perform the third action)
Pieces generally have a movement allowance of two spaces (Kiddoo can move three
spaces, while The Bloob can only move one). Close-combat occurs when a piece moves
into a space occupied by an opposing piece. Heroes can pick up Equipment counters
(left by the ‘A’ team).
All heroes and some monsters have the ability to make ranged-attacks against targets that they have a clear line-of-sight
to. Weapons come in two types, aimed and area-effect. Aimed weapons are more likely to hit but suffer modifiers if the
target is in a building. Area-effect weapons are harder to hit with but do not suffer any modifiers, so are good against
targets in buildings.
Destroying a building is as simple as playing the right card and then reducing an adjacent building to rubble.
The Monster player wins if he destroys all twelve buildings or eliminates all five heroes. The Hero player wins if he eliminates Mechoor, Moogre, and The Bloob.
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Components specific to this game
The Board
Equipment counter spaces
Random Starting
Positions
Monster boxes
Open space
Building space
Hero boxes
Orange lines block
movement
Twelve Starting Position counters
Twenty black
Rubble pieces
Twenty-five Hero cards
Twenty-nine Monster cards
Fourteen Equipment counters
Additional components from the standard game
The monsters indicated should be in the same colour, of your choice.
Twelve Rubble
pieces in colour
matching that of
the monsters.
Five Hero pieces.
Four dice.
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Starting the Game
Playing the Game
Randomly determine who gets to pick their side first. The
board should be orientated so that the side they have selected is closest to them, i.e. the Monster player should have the
Monster boxes closest to him.
The game is played over an unlimited number of turns. The
Hero player takes the first turn, then the Monster player. Turns
are repeated in this fashion until the end-game conditions are
met.
Players take the pieces for their side and place them in the
corresponding boxes shown on their side of the board.
The Hero player wins if he manages to eliminate Mechoor,
Moogre, and all three Bloob pieces.
Each player takes the deck of cards associated with their side.
The monster player starts with twelve Rubble pieces in their
colour.
The ‘A’ team left a lot of kit behind after their abortive mission, which is available to be picked up by the Hero player.
Shuffle the Equipment counters face-down
and place one in each space indicated on
the board. These counters remain facedown until a hero enters the space.
Shuffle the Starting Position counters face-down. The Monster
player takes one counter at a time and assigns it to one of his
monsters before revealing the number on the counter.
The Monster player wins if all five hero pieces are eliminated
or he destroys all twelve buildings.
When a player has his turn he can play as many cards as he
wishes from his hand, using them to perform actions with
his pieces. Once he has finished playing cards he draws three
cards from his deck. A player can have a maximum of eight
cards in his hand. If he goes over this hand limit then he
must choose cards to discard to bring his hand down to eight
cards.
If a player exhausts his draw deck he shuffles his discard pile
to make a new draw deck.
MONSTER PLAYER ONLY: When the Monster player discards
he can either place the card on his discard pile or he can
permanently remove it from the game – placing it back in
the box. This option allows him to get rid of cards that may
be of no use any more, due to the demise of the monsters
represented there.
That monster is then placed in the corresponding numbered
space on the board. Once the monster player has placed all
seven of his monsters (two Bloob pieces remain in The Bloob
Monster box) the hero player performs the same process with
the remaining five Starting Position counters to place his five
Hero pieces.
Each player shuffles his own deck of cards, places it face
down in front of his position and then draws a starting hand
of six cards.
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Each card has a number of symbols on it. Some
Hero cards are also marked ‘Duck’ and ‘+1’.
The effects of these are explained below. Some
Hero cards are marked ‘x2’ which means that
hero can perform two actions. Some monster
symbols also have a rubble image marked next
to them, indicating that the card can be used
to destroy a building. In all cases only one
symbol can be used on a card. When a player
plays a card he selects one symbol and performs an action with the corresponding hero/
monster (or two if so indicated).
A hero/monster can perform more than one action in a turn.
However, the piece must complete one action before proceeding to the next action.
When you move a piece it can move to any orthogonally or
diagonally adjacent space. This counts as moving one space.
There are three actions that a hero/monster can perform,
which are:
MOVE
RANGED-ATTACK
DESTROY A BUILDING (Monster player only)
These actions will now be explained in more detail.
ACTION: MOVE
A piece must stop moving as soon as it enters a building
space.
Mechoor and Moogre cannot move into building spaces.
A piece cannot move through orange lines or into a destroyed
building (one that contains a Rubble piece).
All heroes and monsters, with the exception of Kiddoo and
Bloob, have a movement rate of two spaces.
A piece can move into a space occupied by an opposing
piece, which immediately instigates close combat. It cannot
move through a space occupied by an opposing piece, it must
stop and fight as soon as it enters such a space.
Two pieces cannot end up in the same space. Pieces can
move through spaces occupied by pieces on the same side.
A piece can temporarily stop in a space containing another
friendly piece if the player then activates that piece again to
continue moving it.
The Bloob has a movement rate of one space.
If a hero moves into space containing one or more Equipment
counters (whether face-up or down) then he picks them
up and places them in the corresponding Hero box. If the
counter was face-down then he keeps it that way, although
he can still look at the counter. If the counter was face-up
then it remains face-up in the Hero box. There is no limit to
the number of Equipment counters that a hero can carry. Note
that picking up Equipment counters does not cost movement
points or an action.
Monsters can move into an Equipment counter space but they
cannot take or destroy the counter (with two exceptions, as
described below).
Kiddoo has a movement rate of three spaces.
If Kiddoo moves into a space containing one or more face-up
Equipment counters then it can chose one to pick up and
place in its Monster box. If Kiddoo already has an Equipment
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counter then it can choose to swap one counter for another,
leaving the first counter behind in the space.
If The Bloob moves into a space containing one or more faceup Equipment counters then they are all removed from play.
If a hero passes through a space occupied by another hero
then those two heroes can freely exchange Equipment counters.
CLOSE-COMBAT
Close-combat is a function of movement, in that for it to
occur a player has to move a piece into a space occupied by
an opposing piece.
Both players roll two dice each, summing them after rolling.
Players add any modifiers as indicated by the hero/monster.
The highest total wins. If the combat is tied then both players
re-roll their dice.
Example
The Hero player activates Raven and moves her into the
space occupied by Kiddoo, which instigates close-combat.
The losing piece suffers one damage. This is marked by
placing a black Rubble piece in the associated Hero/Monster
box. The losing player chooses one empty adjacent space to
move his piece to (which may be orthogonally or diagonally
adjacent). He cannot move through an orange line or into a
destroyed building (one with a Rubble piece in it).
If the player cannot move into a space then he does not move
out and close-combat is repeated. If the active player lost
he can still continue his turn, which may include moving the
defeated piece back into close-combat.
Mechoor automatically wins close-combat and inflicts two
points of damage.
Not only does The Bloob automatically win close-combat,
it also absorbs the hero and any Equipment counters, thus
killing him straight away (tip: stay away from The Bloob).
The Hero player can play one or more +1 cards
after the dice have been rolled to modify his
total. He can also play a ‘Duck’ card to move
the hero to an empty adjacent space, without
suffering any damage, before or after combat
has been resolved (even if he instigated the
combat). A player can also use a ‘Duck’ card to
escape from close-combat with Mechoor and
the Bloob. If the hero player plays +1 cards to
force a re-roll, i.e. tie the totals, then these cards
do not add to the next total, i.e. these cards are
one-use only.
The Hero player rolls eight, while the Monster player also
rolls eight. Raven gains +1 in close-combat, making a total
of nine. Kiddoo suffers one damage and must move to an
adjacent empty space, the options are indicated here.
If a hero is killed in close-combat then he/she is removed
from the board and any Equipment counters held by that hero
are placed in the space the combat took place in. However,
if the hero was killed by The Bloob then his/her Equipment
counters are also lost (absorbed by Bloob) and removed from
the game.
It decides to move closer to Moogre, for obvious reasons.
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ACTION: RANGED-ATTACK
A ranged-attack is one where a hero or monster uses a weapon to fire from one space to another space.
You can activate a hero or monster and declare that they
wish to make a ranged-attack. The hero/monster must have
a weapon that allows a ranged attack. This will be indicated
in the Hero/Monster box or on the Equipment counter in the
following manner:
The first box shows the range of the weapon. The second box
shows how much damage it inflicts if it hits. The icon above
indicates whether the weapon is aimed or area-effect.
A hero can only fire one weapon at a time, so if he or she has
more than one available then you must select one to use. An
Equipment counter with underlined text (which is nearly all of
them) is one-use only, so must be discarded after use.
The line-of-sight for a monster is a straight-line traced from
the centre of the space presently occupied by the monster to
the centre of the space occupied by the target.
If the line passes through part of a building space (even a
destroyed one) or one occupied by another piece then it is
blocked.
LINE-OF-SIGHT
Example
There is no line-of-sight between Joe and Moogre as the line
crosses part of a building space.
You can fire into a building space, just not through one.
You can fire from a building space in to an adjacent building
space, as long as there is no orange dividing line in-between.
ROLLING TO HIT
There are two types of range weapons, which are:
Aimed weapons
and
The firing piece must have a clear line-of-sight to the target.
The rules covering line-of-sight are different depending on
whether it is a monster or hero doing the firing.
The line-of-sight for a hero is a straight-line traced from one
corner in the space presently occupied by the hero to the
centre of the space occupied by the target. The Hero player
chooses which corner he wishes to trace the line of sight
from. Note that this means that a hero can effectively fire
around the corner of a building.
Area-effect weapons.
In both cases you roll two dice, summing the two numbers.
To hit with an aimed weapon you must roll seven or more.
However, you may need to apply the following modifiers:
Target in building space -2.
Target is Shaggoo -2.
To hit with an area effect weapon you must roll eight or more
on two dice. No modifiers are applied to this total.
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After rolling the dice the hero player can play one or more
+1 cards to add to his total.
A hero can avoid a successful hit against them if the Hero
player can play a card with the ‘Duck’ symbol on it. He then
moves the hero to an adjacent empty space (including diagonally) avoiding any damage inflicted. If the hero cannot move
to an empty space then they cannot avoid being hit.
If the target is hit then damage is recorded using the black
Rubble pieces. You will need to look at the weapon or equipment counter to see how much damage is inflicted, or in the
relevant Monster box.
A monster or hero is eliminated if the total amount of damage equals or exceeds the damage capacity of the monster/
hero. This capacity is indicated in the black box.
If a monster or hero is eliminated then you need to remove
the piece from the board. If a hero is eliminated then any
Equipment counters they were carrying should be placed in
the space previously occupied.
Example
The Monster player plays a card with Mechoor’s symbol and
decides to activate it. Mechoor has a clear line-of-sight to
Arnie and so attempts to hit him with its heat-ray. This is an
area-effect weapon, so eight or more is required to hit. No
modifier is applied due to Arnie being in a building space.
The Monster player rolls nine, which is a hit. At this point
Arnie should be dead, but the Hero player plays a card with
a ‘Duck’ symbol on it and moves Arnie to an adjacent space.
Mechoor cannot fire on him again as it no longer has a clear
line-of-sight to Arnie.
In this example Skull has a clear line-of-sight on Shaggoo. He
decides to use his SMG, which is an aimed weapon. Normally he would need seven or more to hit but Shaggoo has
camouflage, which increases the total required to hit to nine
or more. The Hero player rolls seven in all, which is a miss.
However, he decides to play two ‘+1’ cards to bring the total
to the required nine. Shaggoo is hit and suffers one point of
damage.
ACTION: DESTROY A BUILDING
If the Monster player plays a
card and activates a monster
by which the rubble symbol
appears then he can destroy
one building orthogonally
adjacent to that monster.
This symbol is linked to the monster it appears next to, not
both monsters on the card.
To show the building has been destroyed he places one of
his Rubble pieces on it. The whole building is destroyed, not
just one space there, so the Rubble piece should be placed as
centrally as possible to indicate this.
Any Equipment counters in the building should be removed,
unexamined.
Any heroes or monsters in the building are killed (although
‘Duck’ cards can be played to allow heroes to escape this
fate).
Example
The Monster player plays a card showing Mechoor marked
with a rubble symbol. This allows it to destroy one of the
buildings orthogonally adjacent to it. The Rubble piece is
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placed as centrally as possible, to indicate that all six building
spaces have been destroyed. The Equipment counter is
removed from play, unexamined. The Hero player must play a
‘Duck’ card for Joe, otherwise he is killed.
Raven – Raven gains a +1 modifier
when engaged in close-combat.
HERO BONUS ACTION
The Hero player has the option to take a chance on activating a particular hero. First indicate which hero the attempt
is to be made for, then draw the top card from the deck. If
the symbol for the hero in question is on the card then that
hero can perform one action (or two, if the x2 card for that
hero comes up). If the symbol does not appear then the Hero
player must discard one card from his hand. This immediately
ends the Hero player’s turn. Whatever happens, the card
drawn is placed on the discard pile.
The Hero player can do this as many times as he wishes, at
any point in his turn, mixing with regular actions. However,
he must end his turn the first time he fails to draw the necessary hero symbol.
The Hero player cannot attempt a bonus action if he has no
cards in his hand, he must have the capacity to lose a card if
he fails.
Ending the Game
The hero player wins if he eliminates Moogre, Mechoor and
all three Bloob pieces.
The Hero player should also notice that the frequency of hero
symbols varies from hero to hero. Raven has the opportunity
to take the most actions, while Arnie is the slowest of the
team.
MONSTER ABILITIES
Each monster has its own special abilities
and weapons, as described here:
Kiddoo – Kiddoo has a movement rate of
three spaces per move action. Kiddoo can
pick up one face-up Equipment counter.
It uses the weapon in the same way that
a hero would. Kiddoo can pick up another Equipment counter but would have to
discard the one it presently holds, placing in
the space it occupies.
Shaggoo – Shaggoo has the powers of
HERO ABILITIES
camouflage and laser vision. Any hero using
an aimed weapon against Shagoo suffer a -2
die modifier. Shagoo can use its laser vision
as a ranged-attack weapon. It has a range
of fourteen spaces, inflicts one point of damage, and is an aimed weapon (so subject to
modifiers).
Each hero has their own special ability (or
disability in one case).
The Bloob - The Bloob is slower moving
The monster player wins if he eliminates all five of the heroes
or manages to destroy all twelve buildings.
Joe – Joe has the ability to give covering
fire. If Joe uses his MMG against a monster
then each hero adjacent to Joe (orthogonally
or diagonally) can take one free move action.
Arnie - Arnie suffers a -1 modifier when
engaged in close-combat, the result of too
many cheeseburgers!
than its fellow monsters, having a movement rate of one space.
There are three pieces in all for The Bloob.
The game starts with one of these on the
board and the other two in The Bloob Monster box. Instead
of moving The Bloob the Monster player can place one or
both of these additional pieces on the board. The additional
pieces must be placed orthogonally adjacent to each other
(not just the initial piece on the board).
Billy - Billy has cool shades.
Alternatively the Monster player can retrieve one or two
Bloob pieces and place them back in its Monster box, but
only if they are all connected orthogonally to each other
when removed. One Bloob piece must always remain on the
board.
Skull – Skull is the leader of the ‘B’ team.
If Skull has a clear line-of-sight on one or
more monsters then you can discard a card
with Skull’s symbol on and pick up two
cards. You can only use this ability once
per turn.
The Bloob can still move when extended, just pick up one
Bloob piece and place it in a space orthogonally adjacent to
another Bloob piece (which must have started the action in
contiguous contact with the piece you picked up). The pieces
can also split from each other and move independently. If
there is more than one Bloob piece on the board then the
Monster player has to indicate which one is being activated
(he cannot activate more than one with a single card).
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The Bloob cannot be defeated in close-combat, it automatically wins. If a hero is killed in close-combat with The Bloob
then any Equipment counters are also absorbed by The
Bloob, and so discarded rather than placed on the board.
Mechoor automatically wins close-combat and inflicts two
points of damage in the process.
If The Bloob enters a space containing face-up Equipment
counters then they will be destroyed and removed from the
game.
EQUIPMENT COUNTERS
The Bloob cannot destroy face-down Equipment counters.
The Bloob ignores any damage from aimed weapons, it can
only be damaged by area-effect weapons.
Every four points of damage that The Bloob takes permanently removes one Bloob counter from play (either from the
Monster box or the board, depending on the situation). If two
or more Bloob pieces are in play then the one being targeted
should be removed from play first.
Spectoor – Spectoor has the ability to
control other monsters. Any monster
that is in clear line-of-sight to Spectoor
can be activated if the Monster player
plays a card with Spectoor’s symbol on,
e.g. if Spectoor had a line-of-sight to
Mechoor then the Monster player could
use a card with Spectoor’s symbol on it
to move Mechoor.
Drakoor – Drakoor is a vampire and
cannot be damaged by ranged-attacks
(with one exception). It still suffers
damage in close-combat.
Drakoor gains a +1 modifier when
engaged in close-combat.
Drakoor is automatically eliminated if
hit by the silver bullet.
Moogre – Moogre’s main strength
is in close-combat, where it gains a
+3 modifier and inflicts two damage
rather than one if it wins.
It also has the ability to throw rubble. This is an area-effect
weapon with a range of three spaces and inflicting 1d6 damage (i.e. roll a die, that’s how much damage is done).
Moogre cannot enter a building space
Mechoor – Mechoor is the
heavy tank of the monster
team. It has a ranged-attack
weapon, which is a heat-ray.
This has a range of eight spaces
and inflicts six points of damage (i.e. it’s lethal). This is an
area-effect weapon.
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Mechoor cannot enter a building space.
With one exception (the chainsaw) all of the following pieces
of equipment are one-use only. After a hero uses an Equipment counter it should be removed from play.
Airstrike – The hero with the counter has
to have a clear line-of-sight to the target,
but there is no range limit. This is an area-effect weapon If you hit then roll 2d6 to
determine the amount of damage inflicted.
‘+1’ cards can be applied to the die roll to
hit, but not the one to determine damage.
Body Armour – The hero who possesses this counter ignores the next point of
damage received.
Chainsaw – The hero carrying this
gains +1 in close-combat. This counter is
retained rather than discarded.
Dynamite – Area-effect weapon .
EMP device – This device generates an electro-magnetic pulse which
will confuse Mechoor. The device
has a range of three spaces and you
do not need a clear line-of-sight, so
the distance can be traced through
building spaces. It costs one action to
use the device and you do not roll the
dice to see if it hits, it is automatically
successful. The monster player must
discard from his hand all cards with the
Mechoor image on. He must show you
his hand of cards to indicate all such
cards have been removed.
Energy drink – The Hero player can
hand this in at any point during his turn
and pick up two cards. This does not
count as an action.
Flame Thrower – The flame thrower
is an area effect weapon. The amount of
damage that it inflicts depends on the
monster in question. If it hits Mechoor
then it inflicts one point of damage. If it
hits the Bloob then four points of damage
are inflicted. Against all other monsters it
inflicts three points of damage. Drakoor is
not harmed by this weapon.
Medical kit – Instead of moving a hero
you can discard one point of damage
from his/her Hero box.
Rocket Launcher - Ranged-attack
weapon with a range of eight spaces,
inflicting four points of damage. This is
an area-effect weapon.
Silver bullet – The only ranged-at-
tack weapon that can affect Drakoor.
The hero must indicate before firing
that they intend to use this Equipment
counter. They then fire one of their
weapons (must be one that can be
aimed). If Drakoor is hit then it is killed
outright.
CREDITS
Game designed by Martin Wallace.
All artwork by Tim Huesken.
Sculptures by Gary Hunt and Anton Ducrot.
Graphics by Tim Huesken.
Playtested by Andy Ogden, Simon Bracegirdle, David Blowers, Luke Badger, Steve Owen, Richard Vickery,
Brad Thompson, Kirstin Donaldson.
Thanks to Julia Wallace, Adam Jones, John Howe...
The rules to ‘Two-Player Moongha Invaders’ are © Martin Wallace 2012.
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