Moongha Invaders: Two Player
Moongha Invaders: Two Player Rulebook
Table of Contents
Table of Contents
Introduction
Two player version of Moongha Invaders. One player takes control of the monsters while the other takes control of the five heroes.
Monsters have invaded Manhattan. The 'A' team has failed, so now it's down to the 'B' team to save the day. Various bits of weapons and kit from the first operation have been left behind.
Components
- Rules
- Board
- Monster pieces
- Hero pieces
- Monster cards
- Hero cards
- Monster display
- Hero display
- Hero weapon counters
- Bonus counters
- Dice
- Damage cubes (black)
- Rubble tiles
Starting the Game
Players select sides and takes pieces and cards. Place displays in front of position and place counters in the relevant spaces. Monster player places monster counters on board on red spots, face-down – one per spot. Hero player places heroes on blue spots. Turn monster counters face-up.
Each player shuffles his own deck of cards. Players draw six cards from their own deck. Place weapon counters on Hero display as indicated.
Shuffle the Bonus counters and place one on each space marked with a square. These remain face-down until a hero enters the space.
Playing the Game
Players take it in turns to have their turn. The Hero player goes first.
When it is your turn you can play as many cards as you wish from your hand. Once you have finished playing cards you draw three cards from your deck.
You can have a maximum of eight cards in your hand. You can discard cards as you wish. If your draw deck is exhausted you shuffle your discard pile to make a new deck.
When the monster player discards cards he can either place the card on his discard pile or he can permanently remove it from the game – place it back in the box. This may help to make his deck more 'efficient'.
Each card you play with hero/monster symbol on allows you to perform one action with the matching hero/monster. Each card will have two symbols on it, you can only use one of them. Some Hero cards are also marked 'Duck' and '+1'. The effects of these are explained below.
Actions are
Move – All heroes and monsters with the exception of Bloob have a movement rate of two. However, a hero/monster must stop moving if it enters a building or rubble space. Bloob has a movement rate of one space. You may move diagonally. You cannot move through thick black lines. You can move into enemy occupied space, which immediately instigates close combat. You cannot move through an enemy occupied space. Heroes can stack, up to two per space, but will all suffer same damage if hit by a range weapon (which is actually any weapon). Monsters can stack, up to two per space, with the exception of Mechoor, Moogre and the Bloob, who can never co-exist in the same space as another monster.
If a hero moves into space containing a face-down Bonus counter then he turns it face up and claims it. Monsters cannot take Bonus counters or destroy them. A hero can also pick up weapons and kit left by a dead hero. There is no limit to what a hero can carry. The only monster that can pick up a weapon is Kiddoo, as explained below.
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/pieces. Both players roll 2d6. Add any modifiers as indicated by the hero/monster. The highest total wins. Both players re-roll in the case of a tie.
The loser suffers one damage. The winner chooses one space to place the losing piece in. If the active player lost he can still continue his turn, which may include moving the defeated piece back into close combat.
Mechoor cannot be hurt by close combat, although he can still do damage if he wins close combat. Even if you win against it decides which space to move you to. [sic]
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 out of the space, without suffering any damage, after combat has been resolved.
If there are more than one hero or monster in the space then the active player (who can only have a single hero/monster in the space) chooses one to fight first. If he wins the first fight he then fights the second hero/monster. If he wins that he can fight the remaining hero/monster.
If a hero is killed in close combat then he is removed from the board and his weapons/kit are placed in the space the combat took place in. However, if a hero was killed by a Bloob then his weapons and kit are also lost (absorbed by Bloob).
Swapping Weapons – If two or more heroes are in the same space they can freely swap weapons and equipment. This is not an action. There is no upper limit to what a hero can carry.
Fire – Select one weapon to use. Each weapon counter has a range and a damage value. In a range attack you area always looking to roll a total of 7+ on two dice. Any weapon counter that is underlined is one-use only and should be discarded after use.
Line of Sight – To use a range weapon you must have a line of sight from the hero/monster that is firing to the target. A line of sight is always a straight line. LOS is blocked by buildings, Mechoor, and Moogre. Heroes and other monsters do not block LOS. Rubble will block LOS unless target is Mechoor or Moogre. You can fire into a building space, just not through one. Heroes can fire from a corner, so they can choose to have the line of sight start from any corner of the space they occupy, but it is still traced to the centre of the target space. A monster's line of sight must always be traced from the centre of its space, so no firing from corners.
Modifiers are:
- Target in building: -2
- Target in rubble: -1
If the target is hit then damage cubes (black cubes) are placed in the monster/hero box. The amount of damage that a monster/hero can take is shown in the black box. If this level is reached or exceeded then the monster/hero is eliminated. Remove monster/hero counter from board. Any weapons/kit belonging to a hero are placed in the space.
After rolling the dice the hero player can play one or more +1 cards to modify his score.
If the monster player successfully hits a hero the hero player can play a 'Duck' card to move the hero to an adjacent space (including diagonally) and avoid taking an damage. [sic]
If hero killed place all equipment in space he occupied.
If Mechoor fires heat ray at building space one rubble counter should be placed in an adjacent space, chosen by Mechoor player. Cannot have more than one rubble in a space.
Critical Hit – If a player rolls a natural 12 when firing then he does double damage to the target.
Running Out of Ammo – If a Hero rolls a natural '2' when firing a range weapon then he must discard the counter as it has run out of ammunition. He can reclaim the counter if he picks up the Ammo counter. A hero can always use a handgun if he has no other weapon. Handguns never run out of ammunition. A weapon use by Kiddoo can also run out of ammunition. Otherwise a monster can never run out of ammunition.
Bonus Action
The hero player only can take a chance on activating a particular hero. First indicate which hero is to be activated, then draw a card from the top of your deck. If the hero in question is on the card then that hero can perform one action. If not then you must discard that cardnd [sic: 'and'] another from your hand. You can do this multiple times but must stop first time you fail to draw hero symbol, ending your turn. You cannot have a bonus action if you have no cards in your hand.
Rubble
Rubble – Moogre and Mechoor can create rubble as one action, place rubble in same space as monster, must be adjacent to building. Whenever rubble is created it does not cause any damage to heroes or monsters in the same space.
Weapons & Kit
Ammo – reclaim weapon that has run out of ammunition OR ignore '2' when firing range weapon.
Bow – different tips, explosive, tracking device. Once tracking device is on monster it remains there for the rest of the game. This will give a modifier to air strikes (called in by radio).
Grenades (stun and shrapnel) – No modifiers apply to grenade attack, you just need to roll 7+ (you can still add card modifiers). If you hit with stun grenade you take an extra one card [sic: 'draw an extra card'] and your opponent loses one card with the symbol of the target monster on. If they do not have such a card then they must show you their hand. You can throw a grenade into a building space.
Radio – You call down an air strike. Roll 9+ to hit any space that the hero holding the radio has a line of sight to. If the monster is hit then it suffers five damage. Add two to the die roll if there is a tracking device on the target monster. No other modifiers apply. All spaces in and around monster that are orthogonally adjacent to buildings should have a rubble counter placed in them. A monster in a building can still be hit.
Dynamite – No range or terrain modifiers apply. Will create rubble if thrown into building. Place rubble counter in orthogonally adjacent space, choose space if more than one available.
Body Armour – Ignore next damage scored against hero.
Med Kit – reduce damage by one. This is an action to use.
EMP Device – generates electro-magnetic pulse which will confuse Mechoor for one turn – it cannot move. Range of three. Still require 7+ to hit, as may not work. Apply range modifier for close range. No modifier for rubble. This is an action to use.
Flame Thrower – Damage depends on target. One damage versus Mechoor, four damage versus Bloob, three damage versus any other monster.
Energy Drink – Pick up two cards when you use this counter, this does not count as an action.
Oxygen Tanks – If tanks in space occupied by monster and you manage to hit the tanks with a range weapon then the tanks explode and do damage as indicated. If you miss tanks remain in space.
Jeep – Can be occupied by two heroes. Doubles movement, so if heroes already in jeep can move four spaces, or two spaces if heroes spend one movement to move into jeep space (or vice versa). Can also place dynamite and drive at monster. Use 'Duck' card to exit vehicle before it hits. Roll 7+ to see if this succeeds (can be modified by +1 cards). Cannot enter building or rubble. Can exit jeep and leave it on the board and return to it later.
Monster Abilities
Drakoor – It cannot be damaged by range fire. It will only take damage as a result of close combat. However, will automatically be killed by silver bullet. +1 in close combat.
Mechoor – range weapon is heat ray. Range of eight and damage of two. If ray fired at building then rubble counter should be placed in orthogonally adjacent space, monster player's choice. Note that Mechoor still needs to roll to hit even if hero not in target space. Mechoor never suffers damage as the result of close combat, and even if he loses the hero should be placed in an adjacent space. Mechoor cannot enter a building space or one occupied by Moogre. Mechoor never runs out of ammo.
Kiddoo – can become concealed. +1 in close combat. Can stack with any other monster. This means both monsters could engage in close combat. Can also use weapons from dead heroes.
Bloob – Movement rate of one. Has three counters in all. As one action Bloob can place some or all of these, must be in orthogonally adjacent spaces. Can also retrieve some or all as action. Bloob counter. Bloob can still move when extended, just pick up one Bloob counter and place orthogonally adjacent to another Bloob counter. However, all Bloob counters must remain orthogonally adjacent to each other. Bloob cannot be fought in close combat, it always wins. If a hero is killed in close combat with the Bloob then all of his weapons and kit are absorbed by the Bloob, so discarded rather than placed on the board. Bloob ignores any one damage hits. Every three points of damage that Bloob takes permanently removes one Bloob counter from play.
Moogre – if on rubble space can throw rocks, range 3, damage 1. Otherwise reduced to close combat attacks. May create rubble as action if adjacent to building. Place in same space as Moogre.
Shaggoo – Heroes suffer -2 die modifier when trying to hit Shaggoo with range fire (grenades and dynamite are exempt from this modifier). Laser eye range weapon, infinite distance, one damage, .7+ to hit [sic: '7+'], modifiers apply.
Spectoor – Hypno-ray. All modifiers apply. If hits (7+, any distance) then target player must discard all cards with that hero symbol on. All modifiers apply. Can also control monsters in line of sight, which means you can use Spectoor card to perform actions with them.
Ending the Game
The hero player wins if he kills Moogre, Mechoor and the Bloob. The monster player wins if he kills all five of the heroes.
Weapon and Kit Reference Table
The following table is the separate two-player weapon/kit reference sheet, reproduced as printed. Where it differs from the rules text above, both are kept; the table's "Notes" column is the printed wording.
| Weapon/Kit | Ra. | Da. | Notes |
|---|---|---|---|
| Handgun | 2 | 1 | Default weapon if hero has no other weapon. |
| Bow / Tracker tip | 3 | 2 | If hit remains with monster for rest of the game. Will add two to dice if airstrike tries to hit monster. |
| Grenade / Shrapnel | 1 | 2 | No modifiers apply. |
| Grenade / Stun | 1 | X | No modifiers apply. If hit draw one card and opponent discards one card with monster symbol on, if he has one. |
| Dynamite | 1 | 4 | No modifiers apply. Will create rubble if thrown in building. Take one damage if in same space as the resulting rubble. |
| Flame Thrower | 1 |