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BattleRoyale Rules en HighDef

The document describes rules for battle royale and multiplayer cooperative ("co-op") Monsterpocalypse games with 3 or more players. It includes rules for turn order, setup, and gameplay for free-for-all and 2-vs-2 team games. It also provides adjustments for 3 or more player co-op games, such as designating a villain and adjusting certain cards.

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100% found this document useful (1 vote)
218 views6 pages

BattleRoyale Rules en HighDef

The document describes rules for battle royale and multiplayer cooperative ("co-op") Monsterpocalypse games with 3 or more players. It includes rules for turn order, setup, and gameplay for free-for-all and 2-vs-2 team games. It also provides adjustments for 3 or more player co-op games, such as designating a villain and adjusting certain cards.

Uploaded by

Zend
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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SCENARIOS

WIP...

2
IN P R O G R E SS...
WORK t the final version.
This is no

Battle Royale Format

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.

ALLY AND OPPONENT TRIUMVIRATE


(3 players map)
The other player on your team is your ally and each
player on the other team is your opponent. As normal, When playing Co-Op games with three or more
all models controlled by your opponents’ team are players, follow all the normal rules except the following:
enemy models.
• The Villain sets up on the crater feature near the
ALLIES AND ALLIED MODELS center of the map.

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

00100000 00110010 00110000 00100000 00110111


00110000 00100000 00110110 00111000 00100000
00110111 00110010 00100000 00110110 00110001
00100000 00110111 00110011 00100000 00110110

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

Advance the villain toward the target


00100000
01100101
00110111
00110110
00100000
00110101
00110101
00110110
00100000
00100000
01100110
00110110
00110110
00100000
00110111

monster.
SPD +3
00100000 00110110 00111000 00100000 00110010
00110000 00100000 00110110 00110001 00100000
00110110 01100101 00100000 00110110 00110100
00100000 00110010 00110000 00100000 00110111

If the villain is adjacent to the target


00110111 00100000 00110110 01100110 00100000
00110110 01100101 00100000 00110010 00110111
51.501330, -0.141798

00100000 00110111 00110100 00100000 00110010 -22.952018, -43.210713

after this move, it makes a brawl attack


00110000
00110110
00100000
00100000
00110101
00110010
00110110
00100000
00110000
00110111
00110111
00100000
00100000
00110100
00110110

against the target. The attack gains Beat


01100100
00110010
00100000
00110000
00110110
00100000
00110101
00110110
00100000
00111001

Back*. The target is moved in the direction of


00100000 00110110 01100101 00100000 00110010
00110000 00100000 00110111 00110100 00100000
00110111 00110010 00100000 00110110 01100110

maximum collision.
00100000 00110111 00110101 00100000 00110110
00110010 00100000 00110110 01100011 00100000
00110110 00110101 00100000 00110010 00110001
00100000 00110010 00110000 00100000 00110111

If the villain is not adjacent to the target


00110000 00100000 00110110 00111000 00100000
00110111 00110010 00100000 00110110 00110001
00100000 00110111 00110011 00100000 00110110

after this move, draw a card. Add two Power


00110101 00100000 00110010 00110000 00100000
00110111 00110100 00100000 00110110 00111000
00100000 00110110 00110001 00100000 00110111

Dice to the next attack the villain makes this


00110100 00100000 00110010 00110111 00100000
00110111 00110011 00100000 00110010 00110000
00100000 00110110 01100011 00100000 00110110

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

*If this model hits an enemy monster with this


00100000
00110000
00110110
00100000
00111000
00110110
00100000
00110001
00110010
00100000

attack, after the attack is resolved move the


00110110 01100101 00100000 00110110 00110100
00100000 00110010 00110000 00100000 00110111
00110111 00100000 00110110 01100110 00100000

monster hit up to two spaces in a straight line in


00110110
00100000
00110000
01100101
00110111
00100000
00100000
00110100
00110110
00110010
00100000
00110111
00110111
00110010
00100000

any direction. During this movement, the target


00110110
00100000
00110101
00110010
00100000
00110000
00110111
00100000
00110100
00110110

monster moves through and collides with buildings,


01100100 00100000 00110110 00110101 00100000
00110010 00110000 00100000 00110110 00111001
00100000 00110110 01100101 00100000 00110010

units, and hazards in its path. The target monster


00110000
00110111
00100000
00100000
00110010
00110111
00110111
00100000
00110101
00110100
00110110
00100000
00100000
01100110
00110110

stops moving if it collides with another monster.


00110010
00110110
00100000
00110101
00110110
00100000
01100011
00110010
00100000
00110001
00100000 00110010 00110000 00100000 00110111

5
00110000 00100000 00110110 00111000 00100000
00110111 00110010 00100000 00110110 00110001
00100000 00110111

MOST POWER DICE 3/32


- If the Villain is adjacent to two or more enemy Optional Rules
monsters, it makes a brawl attack targeting each
Listed below are several optional rules that will rein
enemy monster it can.
in some of the chaos of three monsters and/or three-
- If the Villain is not adjacent to two or more or-more-player games. You may wish to add one or
enemy monsters, it makes a blast attack targeting all of these rules to your games! When playing free-
each enemy monster it can. for-all games in which each player begins with two or
- If the Villain cannot attack two or more monsters, more monsters, it is recommended to play with the
it makes a rampage power attack that automatically Optional Rule: Retreat.
hits buildings 7 spaces in the direction of the target
OPTIONAL RULE: RETREAT
monster. After this rampage is complete, draw a
card. When a monster suffers 4 or more damage in the
same turn, that monster’s controller may immediately
The more players fighting the Villain, the stronger it
place that model in a space up to 6 spaces from its
needs to be. The suggested starting health on the
current position.
bonus health card for three players is 9 and for four
players is 12. Do not feel restricted to the 12 health OPTIONAL RULE: POWER SINK
of the bonus health card; adding even more can make
for a greater challenge. A player’s monsters may not perform more than 2
power attacks in a single turn.

Three-Monster Games This rule is intended for games


Three-monster games are often significantly more with 3 monsters per player.
chaotic than normal, with monsters flying every which
way! It is suggested to play two-player three-monster OPTIONAL RULE: BARREN LANDSCAPE
games on the QUADROPOLIS. When playing a two-
player three-monster game on either QUADROPOLIS At the end of any turn, if there are 8 or fewer buildings
or TRIUMVIRATE, the players’ force lists may contain in play, each player will place a Building. To do that,
16 buildings instead of 12. each still participating player (starting with the active
player and moving counter-clockwise) places one of
The first player chooses their deployment zone, and their buildings not currently in play on a foundation
the second player will take the opposite deployment without any models in it. Remove any tile that might
zone, leaving the zones to the left and right of the be in that foundation.
initial one empty.
OPTIONAL RULE: TURN-TO-ROUND CONVERSION

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

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