Unmatched Adventures: Teenage Mutant Ninja Turtles – Shredder and Krang
Unmatched Adventures: Teenage Mutant Ninja Turtles – Shredder and Krang Rulebook
Table of Contents
Table of Contents
Contents
Krang
- 30 action cards
- 1 character card
- 1 health dial
Shredder
- 30 action cards
- 1 character card
- 1 health dial
Required from the base game
- 1 Krang miniature
- 1 Die of Ultimate Destruction
- 3 Doomsday Machine tokens
- 1 Shredder miniature
- 24 Foot soldier tokens
- 1 Bebop & Rocksteady token
- 1 Bebop & Rocksteady health dial
This set also includes
- 60 action cards
- 2 character cards
- 2 hero health dials
Special Rules for This Set
Krang: DOOOOOM
Krang is an inscrutable mastermind who uses three Doomsday Machines to power the implements of destruction.
During setup, place your three Doomsday Machine tokens near your character card. Set one to active and the other two to inactive. Whenever you use an action card that activates a machine, flip one of your inactive machines to active. (If all three are already active, ignore this effect.)
Your move value each turn is 1 plus the number of active Doomsday Machines you have.
Ultimate Destruction
When you resolve any effect with an Ultimate Destruction icon, roll the Die of Ultimate Destruction and use the number rolled. Rolling an X counts as a zero and means no effect is resolved.
If you don't like a result you rolled, you may deactivate one of your active Doomsday Machines (flip it to inactive) to reroll. You may reroll the die multiple times before resolving an effect, provided you have enough active machines.
If an action card has more than one Ultimate Destruction icon, make a separate roll for each.
Shredder: Master of the Clan
Shredder uses his legion of Foot soldiers to do his bidding.
You start the game with 24 Foot soldier tokens in your supply, and can deploy them with your special ability or by playing Bebop & Rocksteady's Gruff Escort action card.
When you deploy a Foot soldier, place it on a path between two spaces, with the purple icon face up. Each path can only have one Foot soldier.
Both Shredder and Bebop & Rocksteady can attack any opposing fighter who is directly adjacent to a Foot soldier. Foot soldiers can also empower some of your action card effects. Opposing fighters may freely move through Foot soldiers and do not take damage when doing so.
Removing Foot Soldiers
When an opposing hero maneuvers and boosts, they may remove any number of Foot soldiers they move through.
Movement effects can't be used to remove Foot soldiers, and only heroes can remove them, not sidekicks. All removed Foot soldiers return to your supply.