BattleRoyale Rules en HighDef
BattleRoyale Rules en HighDef
WIP...
2
IN P R O G R E SS...
WORK t the final version.
This is no
The Battle Royale format is a catch-all term for the different types of Monsterpocaplyse games that have
three or more players. It also includes additional rules for 1v1 games with three monsters and multiplayer Co-
Op games on the larger three- and four-player maps.
Free-for-All Games
These rules are intended for use in free-for-all games, where each player treats all other players as their
opponents. Unless otherwise stated in this section, three- and four-player games follow all of the standard rules.
Rules for three- and four-player games are designed for the new maps TRIUMVIRATE and QUADROPOLIS.
The new maps have more foundations and a larger grid to make games with additional players possible.
TRIUMVIRATE
(3 players map)
QUADROPOLIS
(4 players map)
3
TURN ORDER
When the players are deciding who goes first, each
player rolls all ten of their Action Dice. The player
with the most strikes chooses which start zone they
want, then second chooses, and so on. If two or more
players are tied, those players roll off. Once players
have selected their starting zones, the player who
selected their starting zone first becomes the first
player. The player that controls the starting zone to
the first player’s left is the second player, regardless
of their first turn roll, and so on around the table.
Play order will continue clockwise for the remainder
of the game.
SETUP
After deciding turn order, the first player sets the first
building as normal. Each player sets up one building
in turn order until all the foundations are full. Players PLAYER PLAYER MONSTER DEPLOYMENT
SPAWN POINT FOUNDATION ZONE
must place buildings in the green foundations first
followed by the yellow foundations.
RULES: YOUR OPPONENT
Once all of the green and yellow foundations are full,
each player in turn order fills all three foundations Whenever a rule refers to “your opponent(s)” (except as
that match their starting zone color. During setup, stated above), replace that text with “each opponent.”
players may only place buildings on foundations that
match their starting zone color and green and yellow 2-vs-2 Player Games
foundations. If you are playing on a map that has more
starting zones than players, the foundations matching These games have two teams of two players face off
those zone(s) colors go unfilled during setup. against each other. Games played with this format use
the {NAME OF 4 PLAYER MAP}. When playing these
Players then place their monsters in turn order so games, use all of the rules for three- and four-player
that their monsters’ bases are completely within their free-for-all games except as noted below.
starting zone.
Once setup is over, play starts with the first player 2V2 QUICK MATCH
and continues clockwise.
Players wishing to play a shorter game,
PLAYERS LOSING THEIR LAST MONSTER may create a force of 1 monster and 10 units each.
When a player takes a Unit Turn, they have access
Once all of the monsters controlled by one player to their ally’s Unit Reserves as well.
have been destroyed, that player will cease to take (May be played on the 1v1 maps)
part in the game. Remove all units controlled by that
player from the map, and that player’s turn is skipped.
TURN ORDER AND START ZONES
If only one player has monsters on the map, that
player wins. Each team rolls off using 5 Action Dice to determine
who will go first. The team that wins chooses one
RULES: OPPONENT’S UNIT RESERVES starting zone and another to either the left or the
Whenever a rule refers to “your opponent’s unit right of the zone chosen. Then, the other team uses
reserves” replace the “your opponent’s” with “the the two remaining starting zones. Each team’s players
enemy unit’s controller’s.” decide among themselves which zones each player
will use for the duration of the game.
4
The team that won the first turn roll chooses one Three- and Four-Player Co-Op
of their players to go first. That player becomes Games
player one. Then, the team that lost the first turn roll
chooses one of their players to become player two.
The remaining player on the team that won the roll
to go first becomes player three, and the remaining
player on the team that lost the roll to go first becomes
player four.
Setup and play begin with player one. Player two
THE CRATER FEATURE
goes second, player three goes third, player four goes
fourth, and then play order repeats with player one
taking the fifth turn and so on. Turn order will remain
consistent until one player loses the game. Once a
player has lost, all of that player’s units are removed
from the map just as in free-for-all games; however
the remaining player on that team begins to take turns
whenever the losing player’s turn would come up in
the turn order.
Once a team controls the only remaining monsters in
play, that team wins.
Models controlled by your ally are considered allied • Unit reserves are separate for each player. Each
models. You do not own or control any models player may only spawn units from their reserve.
controlled by your ally. • Players each select a color zone to set their monster
In order to secure a building, you must have at least up in. Throughout the game, they may only use
one allied unit you control adjacent to that building. the selected color’s spawn points and any neutral
spawn points they control to spawn units from their
You only hold objective spaces when an allied model unit reserves.
you control is on that objective space.
• All players are allies as described in the Ally and
You cannot use your ally’s spawn points. Opponent and Allies and Allied Models section.
• Whenever the players choose the Villain’s target,
they must choose from the monsters that qualified
as potential targets.
• Use the following version of the card “All-Out
Attack”.
• Increase the SPD value on all cards in the villain
deck by 3.
BEAT BACK
6
SPD
5 5
00110101 00100000 00110010 00110000 00100000
00110111 00110100 00100000 00110110 00111000
00100000 00110110 00110001 00100000 00110111
00110100 00100000 00110010 00110111 00100000
00110111 00110011 00100000 00110010 00110000
00100000 00110110 01100011 00100000 00110110
01100110 00100000 00110110 01100101 00100000
00110110 00110111 00100000 00110010 00110000
monster.
SPD +3
00100000 00110110 00111000 00100000 00110010
00110000 00100000 00110110 00110001 00100000
00110110 01100101 00100000 00110110 00110100
00100000 00110010 00110000 00100000 00110111
maximum collision.
00100000 00110111 00110101 00100000 00110110
00110010 00100000 00110110 01100011 00100000
00110110 00110101 00100000 00110010 00110001
00100000 00110010 00110000 00100000 00110111
activation.
01100110 00100000 00110110 01100101 00100000
00110110 00110111 00100000 00110010 00110000
00100000 00110110 00110101 00100000 00110110
01100101 00100000 00110110 01100110 00100000
00110111 00110101 00100000 00110110 00110111
5
00110000 00100000 00110110 00111000 00100000
00110111 00110010 00100000 00110110 00110001
00100000 00110111
1ST PLAYER
Any rule that usually occurs once per turn can only
DEPLOYMENT ZONE occur once per round instead. This includes any rule
with the words “Once per turn” and all actions. For
each player, the round ends at the end of every turn
they take. It is also suggested to apply this rule to
Power Sink despite it not having the rules text “Once
per turn.”
2ND PLAYER
DEPLOYMENT ZONE