Power Rangers: Heroes of the Grid – Scenario Book 2
Power Rangers: Heroes of the Grid – Scenario Book 2 Rulebook
Table of Contents
Table of Contents
Scenario #15: Zedd's Monster Mash
Kickstarter Expansion Box
"The power of teamwork and friendship." Lord Zedd grouses. "Blasted idiocy. As though I could trust these idiot minions to throw a rock at a puppy without being foiled by a gang of teenagers."
"Well you know what they say, my Lord." Finster mutters quietly. "Good help is hard to find."
Lord Zedd glares at Finster. "Indeed, but we have bad help in spades on this blasted rock! Forget it, we'll do it their way. If we cannot find QUALITY in my minions then the Rangers shall have to deal with QUANTITY."
"What do you mean, my lord?" Finster swallows nervously.
"Fire up the monster machine and ready my staff." Lord Zedd laughs. "After all, there's no I in 'screams'."
Setup
Follow the normal Setup using Putty Patrollers and Z-Putty Patrollers as foot soldiers. Take the following 6 monster deployment cards: Pumpkin Rapper, Robogoat, Primator, Rhinoblaster, Eye Guy, and Finster. Randomly place two each on the bottom of piles B, C and D. Then, place the Lord Zedd Boss Deployment card on the bottom of Pile D.
Play
During Round 2 and 3 Deployment Step.
As if one monster isn't bad enough, now the Rangers must deal with double the trouble!
When two monsters are revealed from the Deployment deck, deploy them as paired monsters together, following the normal deployment rules. However, for the purposes of location figure limits, the paired monsters are treated as a single figure.
If any game effect would move one of the paired monsters to a different location after they have been deployed, both of the paired monsters are moved together. They should never be in different locations.
When both of the paired monsters are involved in a battle, draw two cards from each of their unique enemy decks. The lead Ranger decides which deck to draw from first. Place these cards in a single row in the combat sequence. If only one of the paired monsters remains undefeated, draw three cards from the remaining monster's enemy deck instead.
To defeat a paired monster, the Rangers must defeat two cards from their enemy deck. Once a paired monster has at least two enemy cards in their discard pile at the end of a battle, that monster has been defeated.
When a paired monster is defeated, the Rangers do not get to summon a Zord immediately. Place the monster figure and two hit tokens on the next three spaces of the experience track instead. These count toward summoning the next Zord.
Unlike for normal monsters, do not remove foot soldier figures from the current location at the end of the battle in which the first paired monster is defeated. This only occurs at the end of the battle in which the second paired monster is defeated.
During the Deployment Step of Round 4
Lord Zedd laughs. "Well, looks like they're softened up at least. Come then, Rangers. Tell Zordon I've built my own team, and they've got attitude to spare!"
When you deploy the two remaining monsters and Lord Zedd, all three of them are deployed to the same location, ignoring figure limits.
That location becomes panicked and is considered to be at its figure limit for the rest of the game.
Battle
When the Rangers initiate a battle in the location containing Lord Zedd, place two rows of three enemy cards each to form the combat sequence. Draw 1 card from each monster deck (in an order of the Lead Ranger's choice) and 1 card from Lord Zedd's enemy deck to form the first row, then repeat this process to fill the second row.
The sheet illustrates the following six enemy cards (health value, card name, monster, timing keyword, and printed text):
- Rhymin' Vines (Pumpkin Rapper), health 5, FAST: "Deal 2 damage. Deal 2 damage. Deal 2 damage."
- Lightning Horn (Rhinoblaster), health 4, no timing keyword printed: "The Rangers must discard a total of 4 cards, divided as they choose."
- Aura of Doom (Lord Zedd), health 6, PASSIVE: "While this card is in play, each time a Ranger plays a card with an energy cost greater than zero, deal 2 damage to that Ranger after the card resolves."
- Darkness Burst (Lord Zedd), health 7, FAST: "Deal damage to each Ranger equal to the number of cards in their hand."
- Hip-Hop Bomb Drop (Pumpkin Rapper), health 5, FAST: "Each Ranger must discard from their hand 1 card with an energy cost of zero."
- Water Mist Breath (Rhinoblaster), health 4, GUARD: "Each Ranger must discard 1 card from their hand."
Defeating Lord Zedd and the Monsters
At the end of the battle, if the Rangers have defeated a total of 3 enemy cards from each of the different enemy decks, the Power Rangers win the game!
Game End
If the Rangers Lose:
"Hm! There may be something to this teamwork business!" Lord Zedd rubs his metal chin as he looks over the Rangers crushed Zords. "Finster! Gather the others and we shall go to this 'Juice Bar' and steal some 'smoothies'! Then perhaps we'll blow it up along with the rest of this miserable town."
If the Rangers Win:
"Bah! I knew it! Teamwork doesn't do anything! This is all your fault, Finster!" Lord Zedd shouts as he retreats back to space. "But my lord, the Rangers defeated us using teamwork so one could say that-"
"Shut up!" Lord Zedd shouts. "I'm never listening to you idiots again!"
Scenario #17: Wrecking Crew
The forces of evil have arrived and they're playing for keeps this time. Where once, their plan was to sow chaos and panic throughout the Earth's cities, now they've come to simply destroy it all and rule over the ashes. Foot soldiers and monsters arrive en masse, destroying buildings and industrial centers in a terrifying show of force! You must stop them quickly!
Setup
Follow the normal setup rules for Power Rangers: Heroes of the Grid.
Play
During the game
During this scenario, figure limits are ignored and locations do not panic when monsters or boss figures are deployed.
This means it is possible for multiple Monster and Boss figures to occupy the same location. If the Rangers initiate a battle in a location that contains multiple monsters or a monster and a boss the Rangers must choose a single monster to engage in each battle, (deploying foot soldiers as normal.) The Rangers must defeat all monsters in a location before they can initiate a battle against the Boss.
At the end of each round.
Place 1 hit token on each location for every foot soldier figure remaining at that location. If a monster figure is in that location, place 2 additional hit tokens in that location. If a boss figure is in that location, place 3 additional hit tokens. Then, if the number of hit tokens equals or exceeds the location's figure limit, then that location falls.
All Rangers in a fallen location are immediately moved to the Command Center. (This triggers effects that occur when Rangers move to the Command Center such as power up.) All remaining enemy figures in that location are evenly distributed one at a time among the remaining non-fallen locations. Dispense the figures proceeding clockwise, in order starting with the foot soldiers, then monsters, and finally the boss figure.
Once all figures have been removed from the fallen location, place a panic token on the fallen location. For the rest of the game, Rangers cannot move or be moved to fallen locations. If an enemy figure would be placed on a fallen location, they are instead placed on the next clockwise location that hasn't fallen.
If 3 or more locations have Fallen at the end of the round the Power Rangers lose.
Each time a Monster is deployed,
Place 1 hit token in the monster's location and 1 hit token in each location connected to that location to its immediate left or right that hasn't fallen.
When the Boss is deployed
Place 1 hit token in each location that has not fallen.
Game's End
If the Rangers Lose:
After hours of hard fighting, you are forced to retreat before the onslaught of enemies. Buildings collapse and the streets are torn apart. Thankfully, you bought enough time to evacuate the civilian population of the areas. It'll take a long time to rebuild these regions, but there is always hope. Before they can begin to heal, you'll need to bring the bad guys to justice. Time to train for the next battle.
If the Rangers Win:
You rout the enemy forces before they cause too much damage. You assist in the minor repair efforts and humbly accept the praise and thanks of the civilians whose homes you've saved. No matter what foul strategies the forces of evil try next, you will be here to stop them.
Scenario #18: The Sword of Light
The Sword of Light was an ancient artifact linked to the Power Coins. Its unique connection to the Morphin' Grid allows it to transfer the powers of a Ranger from one user to another. However, the events of Shattered Grid have left the Morphin' Grid somewhat unstable, and Zordon, along with Alpha-5 and Billy, have decided to experiment with methods of helping Rangers share their powers in times of great need.
Of course, each Ranger has developed unique skills and techniques to use with their abilities and Power Weapons, so it may take some practice to adapt to the abilities of their friends.
During one of these training exercises, the forces of evil attack! The Rangers must now go save the world while cycling their powers and abilities!
Setup
Follow the normal setup rules for Power Rangers: Heroes of the Grid. You may use any combination of base game and expansion content.
Play
During the game
During this scenario, each time a Ranger places a card in their discard pile for any reason, they must place it into the discard pile of another player of their choice. This applies to cards discarded after being played, discarded for defense, or any other game effect that causes a card to be placed in the discard pile.
When a Ranger powers up or is defeated
If, after shuffling your hand and discard pile into your deck, you have fewer than 10 cards in your deck (20 in game modes where a player controls 2 Rangers), you must take 1 card from the top of another Ranger's deck and place it on top of your deck. Repeat this process until you have at least 10 cards in your deck (or 20 in game modes where a player controls 2 Rangers). Then, shuffle your combat deck.
Game End
If the Rangers Lose:
Unfortunately, the challenge of using each other's weapons and techniques proves too difficult to manage and you're forced to retreat and plan a new avenue of attack. Zordon notes that as a team you still have much to learn from each other.
If the Rangers Win:
The enemy was prepared to fight you in your normal forms, but your ability to rapidly swap techniques and weaponry proves too much for them to handle, and they are defeated, retreating in confusion. You've all learned a great deal about each other's strengths and weaknesses, and as you are returned to your own powers, you feel that these skills may be useful and improve the way you fight with your usual gear! Good work!
Scenario #20: Solo Mode
NOTE: This scenario is designed for Solo Play!
Setup
Follow the normal setup sequence for Power Rangers: Heroes of the Grid. However, in this mode, a single player controls 3 Rangers at once. Take their associated figures, character cards, energy tokens and combat decks. Keep each Ranger's deck separate.
Note: It is not recommended for a player to use multiple Rangers who share the same Ranger name, for example, Aisha Campbell (MMPR Yellow) and Trini Kwan (MMPR Yellow), or Jason Lee Scott (Zeo Gold) and Trey of Triforia (Zeo Gold)
The solo player begins the game with 5 action tokens. Then that player draws cards until they have a hand of up to 7 cards. These cards can be drawn in any order from that player's 3 Ranger combat decks.
Place 3 energy tokens in the command center.
Play
Ignore any Command Center location abilities during this scenario.
During this scenario, certain actions function slightly different. The MOVE action can be used to move all 3 Rangers. The 3 Rangers always move together.
The BATTLE action can be used to initiate a battle as normal.
The RECOVER action can be used to allow 2 different Rangers to each shuffle up to 6 of cards into their combat deck and add 1 energy token to their stored energy (if they do not already have one.)
During battle
Cards and effects that refer to "another ranger" or "you" apply based on the ranger playing the card. For example, Trini Kwan (MMPR Yellow) can only use her double strike ability on Mighty Morphin' Yellow cards. Similarly, Jason Lee Scott (MMPR Red) can not play another Mighty Morphin Red card after playing Team Tactics.
Rangers suffer damage as individual Rangers. If an effect would deal damage to 2 different Rangers, resolve the damage to one Ranger deck, and then resolve the damage for a second Ranger deck.
At the start of each battle
Assign the Lead Ranger token to a Ranger of your choice. Draw cards until you have a hand of up to 7 cards. These cards can be drawn in any order from the Ranger's 3 decks.
After you play a combat card.
Place that card in that Ranger's discard pile. You may immediately draw a card from the combat deck of a different Ranger.
When a Ranger is defeated during a battle
They do not move to the Command Center or Power Up. Instead, discard all of that Ranger's Combat cards from your hand. That Ranger's cards cannot be used until the end of the battle.
At the end of a Battle
If a Ranger was defeated, discard 1 energy token from the Command Center to allow that Ranger to Power Up. If there are no energy tokens remaining in the command center, that Ranger is out of the game.
If at any point all 3 Rangers are defeated, The Power Rangers lose.
Each time the player defeats a Monster
In addition to summoning a new Zord card, the player immediately gains an additional Action Token. That action token is in the ready position and can be used in the same round it is acquired.
Scenario #21: Monster Rush
Expansions with:
- 4 additional Monsters
- 4 additional Zord card
- 1 additional Megazord card
One of your Ranger allies jokingly says that they have been growing bored of beating up foot soldiers. Sometimes they wish the bad guys would mix it up a bit and send more monsters, just for a bit of a challenge. Well, no display of confidence goes unpunished, and the forces of evil have doubled down! You'll need more Power and more Zords than ever if you wish to take on these many foes!
Setup
Follow the normal setup for the base game. However, set aside four additional Monster enemy decks and figures in addition to the normal arrangement. Shuffle the four deployment cards for those monsters to create a Monster Rush deck.
Prepare a separate Bonus Zord deck with the 4 additional regular Zord cards shuffled and placed face down on top of the 1 additional Megazord card. Place this deck next to the Monster deployment deck.
At the start of the game, immediately summon the top Zord card of the Bonus Zord deck and assign it to any Ranger.
Play
During this scenario, Panic and Deployment function slightly differently.
Monster enemies do not automatically cause a location to Panic. (Bosses however still do.)
If a Ranger would initiate a battle in a location with multiple monsters, they must choose 1 monster to battle and battle them as normal (Foot soldiers participating as normal.)
The Rangers cannot initiate a Battle against the Boss until all Monster figures have been defeated.
Deployment Step
During the Deployment step, when you reveal a card depicting a 3-foot soldier deployment, instead of deploying those figures, discard the top card of the Monster Rush deck and deploy that monster to that location.
Defeating a Monster Rush Monster
Each time you defeat a Monster, if it was a Monster from the Monster Rush deck, summon a Zord from the Bonus Zord deck instead of a normal Zord card. This Zord card can be assigned to any Ranger. When the fourth and final Monster Rush card is defeated, immediately summon the Megazord from the bottom of the bonus Zord deck!
Game End
If the Power Rangers lose
Careful what you wish for! Even the additional Zords aren't enough to help the Rangers defeat so many monsters at once. You're forced to retreat and pull together a new strategy. Next time, you'll be more grateful when all you have to deal with are Putty Patrollers.
If the Power Rangers win
Despite the immense power of your foes, the Rangers have risen to the challenge. Coordinating all these Zords and TWO entire Megazords was tricky, but their combined might was enough to devastate even the strongest foes!
Scenario #22: Edge of Darkness
Requires: 3 pennies or other tokens (these will be referred to as Phantom Grenade tokens). Ranger Allies Pack #1.
NOTE: This scenario is designed for Solo Play!
Answering Zordon's call, the Phantom Ranger investigates the aftermath of an Empyreal attack. Only to discover their connection to an ancient evil he encountered long ago... which may have finally returned to threaten the entire universe.
Setup
Place any 2 location tiles in a serpentine pattern leading towards the command center. Phantom Ranger begins the game on the furthest tile.
The solo player takes the Phantom Ranger's character card, combat deck and 4 action tokens.
Prepare 2 random Monster type enemies and 2 different foot soldier types.
Set aside the Artillatron Zord and 1 additional Zord card of your choice.
Place 1 Phantom Grenade token on the Phantom Ranger's card. Set aside the remaining Phantom Grenade tokens to form a supply.
Objective
The Phantom Ranger's goal is to defeat all enemies and arrive at the command center.
Playing the Phantom Ranger
During this scenario, certain actions function slightly differently.
The MOVE action can be used to move the Phantom Ranger from the current location to his card as described on the Phantom Cloak character ability. The location he left is still considered the "current location" for the purpose of progressing through this scenario.
The BATTLE action can be used to initiate a battle as normal. In addition, the Phantom Ranger may initiate a battle in the current location while his figure is on his character card.
The RECOVER action functions as normal.
During Battle
The Phantom Ranger may use his Phantom Cloak maneuver to move his figure to his character card. The battle continues even though he is no longer considered to be in that location. The Phantom Ranger is immune to enemy card effects while he is on his card. However, he must return to the location (using his Cloaking Device character ability) in order to play combat cards, except for cards that can be played from any location such as Wraith Strike.
Each time the Phantom Ranger plays a combat card, he may immediately draw 1 card.
During any Ranger turn, instead of playing a card, the Phantom Ranger may discard 1 Phantom Grenade token to deal 1 to each enemy card. (You can use Phantom Grenade tokens even while the Phantom Ranger is on his card.)
If the Phantom Ranger would be defeated, instead immediately power up and gain 1 panic token.
The Phantom Ranger loses the game when he has 4 panic tokens.
Play
First Location
Zordon has entrusted you to safeguard a very important asset. Unfortunately, a full team of Power Rangers would draw too much attention and the forces of Master Vile are already on their guard. You'll need to use all your strength and cunning if you wish to fulfill this dangerous mission!
Place 6 foot soldiers in the starting location. (3 of each type)
When the last foot soldier in this location is defeated, the Phantom Ranger gains the Artillatron Zord card and an additional Phantom Grenade token.
When Phantom Ranger progresses to the second location.
You've managed to defeat Vile's minions and slip away from the rest, but he's placed a vicious guardian in your path. You'll have to fight your way through!
Deploy 1 random monster in the second location.
When the monster in this location is defeated, the Phantom Ranger gains the second Zord card, and an additional Phantom Grenade token.
When Phantom Ranger progresses to the Command Center
You've almost made it to safety. Just a little further. And one final hurdle. Another fearsome enemy with a small platoon of minions bars your way. You've made it this far. Push through!
Deploy 1 random Monster and 4 foot soldiers to the Command Center (2 of each type)
At the end of each round
If there are any enemy figures in the current location, the Phantom Ranger gains a Panic token. Otherwise, the Phantom Ranger progresses to the next location.
Game End
If the Phantom Ranger loses
Despite your best efforts, you cannot escape Master Vile's terrible grasp. You're captured and soon you will be brought before the terrible mastermind. Hopefully, Zordon can send someone to save you.
If the Phantom Ranger wins
Upon defeating the last foe you finally make it to the safety of Zordon's Command Center. Your mission is accomplished and you've delivered the asset safely. She thanks you for your hard work and you take this moment to indulge in a well-earned rest.
Scenario #23: Day of the Dinozords
Requires: Dino Thunder Pack. (Optional) Legendary Rangers Tommy Oliver Pack.
Hayley signals you through your morphers. "Rangers, the Dinozords are missing. Did you summon them? I haven't heard about any monster attacks." You quickly confirm that none of you had summoned your Zords. You try to, but they do not respond. "I just found them, but you aren't going to like it," Hayley reports. She sends you the coordinates.
You locate one of the Dinozords. A familiar figure perches on top of it: the evil clone of the White Ranger. "About time," he says. "Your Dinozords have a new master. If you want them back, you'll have to take them. May the best Rangers win!" With a gesture, foot soldiers surround you while the White Ranger escapes on the Dinozord. This day is going to get worse before it gets better…
Setup
Set aside the Evil Dino Thunder White Deployment card, enemy deck, and figure. Follow the normal Setup using any combination of Foot Soldiers and Monsters. Do not shuffle a Boss into pile D.
Players may choose any combination of Mighty Morphin' or Dino Thunder Rangers (from any expansion). Mighty Morphin' Rangers use their respective Zord from the base game. (Other Rangers with dinosaur-themed Zords, such as the Quantum Ranger and his Quantasaurus Rex, may also be included.) You may choose either the Dino Megazord or the Thundersaurus Megazord.
Play
During Each Round
During this scenario, when a Zord is summoned, place it next to the location board indicated by the back of the next card in the deployment deck. This is an untamed Zord. A single location can have any number of untamed Zords.
Rangers cannot use the ability of an untamed Zord. Untamed Zords count as in play for other purposes.
When a Ranger performs a Recovery action at a location with no Monster figures, each Ranger at that location can attempt to tame an untamed Zord at that location. When a Ranger attempts to tame a Zord, they roll 2 dice (or 3 dice if the Zord is that Ranger's associated color). If the total hits rolled is greater than the number of enemy figures at that location, the Zord is tamed; that Ranger gains the Zord.
Rangers cannot summon the Megazord until all other Zords have been tamed.
Before the First Turn of a Battle at a Location with an Untamed Zord
The White Ranger casts threads of energy around the untamed Zord. "You are under my command. Attack!"
Before the first turn of a battle at a location with an untamed Zord, resolve one of the following effects for each untamed Zord at the location, based on the Zord's color:
- Red: One Ranger suffers 5 damage.
- Blue: One Ranger suffers 3 damage. Then, they must either exhaust a Zord or discard 1 cards from their hand.
- Yellow: One Ranger suffers 3 damage. Each time they discard a card for defense as a result of this damage, drain 1 energy.
- Black or White: One Ranger suffers 3 damage. Reduce the shield value of the first card they reveal for defense as a result of this damage by 1.
- Other: One Ranger suffers 3 damage. They cannot activate star abilities while resolving this damage.
When playing with the Brachiozord from the Legendary Rangers Tommy Oliver pack
While the Brachiozord is untamed, when you would attach a Zord to it, set that Zord aside instead. When the Brachiozord is tamed, attach all set-aside Zords to it.
After All Zords (other than the Megazord) Have Been Summoned and Tamed
"Impressive, Rangers. But I don't need your Zords to defeat you," says the cloned White Ranger. He brandishes his Drago Sword. "I'm just getting started!"
Deploy Evil Dino Thunder White to the location board indicated by the back of the next card in the deployment deck.
EVIL DINO THUNDER WHITE IS TREATED AS A BOSS-TYPE ENEMY. THE RANGERS MUST DEFEAT 6 OF HIS CARDS TO WIN THE GAME.
Game End
If the Rangers Lose:
Your strength fails you and you collapse before the White Ranger. He laughs triumphantly. "Weaklings," he taunts. "That proves who really deserves the power of the Dinozords." The White Dino Gem on his wrist glows, and your Dinozords heed his call. You don't have the strength to get your Dinozord back under control.
If the Rangers Win:
With your Dinozords at your side, your attacks overwhelm the cloned White Ranger. He falls to one knee, clutching at his arm. "Well done…looks like you really are the strongest Rangers." With the evil clone defeated and your Dinozords reclaimed, you feel your bond with them has grown. Whatever tomorrow brings, you are ready for it!
Scenario 24: Grid Scramble
Another day, another monster attack—but when you try to morph, nothing happens! You hurry to the Command Center to find out what's wrong.
You find Alpha 5 frantically shuffling between blinking control consoles. "I'm sorry, Rangers! Something is scrambling your connection to the Morphin Grid. Ai-yi-yi…" After a few frantic button presses, Alpha returns his attention to you. "I have established a backup connection between your morphers and the Grid! You should be able to morph now, but your powers might be a little…scrambled."
Setup
Follow the normal Setup for the base game with the following changes:
Ranger Gear
This scenario scrambles the Rangers' powers, resulting in unexpected and unpredictable combinations. Players may choose any Power Ranger.
Players must divide their decks into 3 piles. The first pile contains each Ranger's 1-shield card with no duplicate in their deck. The second pile holds each Ranger's 3-shield card with no duplicate in their deck. The third pile has all remaining combat cards from each Ranger's deck.
For example, the Mighty Morphin' Red Ranger would contribute Blade Blaster to the first pile, Power Sword to the second pile, and the rest of his combat cards to the third pile.
Shuffle each pile. Then, each player takes 1 card from the first pile, 1 card from the second pile, and 8 cards from the third pile so that they have 10 combat cards. Important: Players may not look at their combat cards during this step.
Each player shuffles their 10 combat cards to form their combat deck. Then, each player draws as many cards as they wish from their combat deck, up to the maximum hand size of 5 cards.
NOTE: Some Rangers have unusual deck compositions, such as the Titanium Ranger, who has 2 unique 3-shield cards and no unique 1-shield cards. In this situation, place their cards in the appropriate pile and deal them the same number of cards that they contributed.
Deployment Deck
When preparing the Deployment deck, remove 1 copy of each of the 2-figure deployment cards from the Foot Soldier Deployment cards. For example, if playing with Putty Patrollers, remove 1 2-figure Deployment card with the Angel Grove Park back and 1 2-figure Deployment card with the Ernie's Juice Bar back.
Shuffle the 16 remaining Foot Soldier Deployment cards, then divide them into 4 face-down piles of 4 cards each.
Games With 2 Players
During Setup, deal 2 cards from the first pile, 2 cards from the second pile, and 16 cards from the third pile to each Ranger.
Play
Deployment
During the Deployment Phase, resolve 4 Enemy Deployments (instead of 5).
Shuffle the 16 remaining Foot Soldier Deployment cards, then divide them into 4 face-down piles of 4 cards each. Add your two chosen monsters and chosen boss to these piles as normal.
At the start of Round 3
"I might have a way to unscramble your powers!" reports Alpha 5. You feel a jolt, and you do feel a little different. "Oh, dear," Alpha moans. "That didn't un-scramble your powers… it rescrambled them!"
Shuffle all Rangers' combat decks together. Then, deal each Ranger the same number of cards they contributed. (Their hands and discard piles are not affected.)
Game End
If the Rangers Lose:
With your powers so erratic and unpredictable, you can't keep up with the monsters attacking the city. One by one your powers fail you…and Earth itself.
If the Rangers Win:
You stand triumphant once more against the forces of evil. As you take a much-needed breather, Alpha 5 contacts you once more. "Good news, Rangers! I've fixed your connection to the Morphin Grid. Your powers have returned to normal."
Oh, well. Better late than never…