NOTE: MOST ART IS PROTOTYPE ARTWORK ALL ART SUBJECT TO CHANGE
The story thus far... The Island of Nacob is in peril! There are some Big Angry Monsters fighting each other and destroying the island for all the power it contains! Each monster wants to destroy, maim, hurt, kill the other monsters so it can suck all that power down and become even stronger! Then the monster will cross the oceans and start bringing doom to the rest of the world! Which monster are you? Monster Profiles: Kaipora: From the depths of the ocean an ancient egg buried in rock stirred. Shaking, trembling, vibrating the giant egg hatched! A monster from another time came swimming out, and with the waste from Nacob this beast grew to a monstrous size! Now it wants more power, straight from the source and won t stop until it has consumed everything! Dave: Dave was a nice fellow, a kind smog technician near a zoo. He loved his job and loved watching the apes swing from tree to tree while he checked cars. But this is not a happy tale. One day the station Dave worked at had a catastrophic explosion! Dave was caught in the blast, and through some weirdness and strangeness, he crawled out and turned into an ape that grew and grew! Now Dave The Ape wants to be bigger, stronger And the power on the Island of Nacob has it! Nosh-Akhuhg: Sleeping in his sunken city, The Great Old One sensed titanic-sized creatures were heading to a great power source. This power, something the puny humans had discovered was able to transform creatures into even bigger monsters! With a groan that stretched throughout space and time, The Great Old One stretched and climbed out of his sunken city to join in on the fight! Humanscraper: The people of Nacob found out about the monsters coming, and in haste built a robot the size of a skyscraper to help protect the city! In the quickness of building and programming the robot, some things were not done to best of abilities. The Robot has a tendency to smash and consume power just like one of the monsters, and the humans are unable to stop it so they can reprogram it! Yobtar: A small sewer rat of no importance came across a drain one day. Flowing from the drain was a strange, glowing goop that the rat did not understand. It did not know why, but it felt the need to step in it and try to eat some of this stuff. The rat did, and poof! It started to grow! The sewers could not contain its size and it crawled out, grew to huge proportions and wanted more of that green goo! Now it rampages through the city to eat and grow, so it can make the world its nest! Seebo: Seebo loved horror movies, especially anything dealing with werewolves. He would watch horror flicks all day and all night; he would torture his parents with cardboard costumes made out to look like werewolves. His father worked at the nuclear site on Nacob, and one day he had gotten some of the new, special green slime o n him. The father did not know, and came home, where Seebo pounced on him and bit his hand! It was the same hand that had the slime on it, and it infected Seebo. That night Seebo s parents thought he was ill, but he was starting his transformation into a giant werewolf! The next day Seebo s parents woke up to a large bang, pop, crash and screams. They rushed to Seebo s room but the walls were gone, and they could see a giant werewolf stomping off towards down town! Xoxa: Dave The Ape was not the only one that was affected by the freak smog station explosion. Just enough of the blast caught a single panda in the zoo. None of the zookeepers knew it had happened, they thought Xoxa was sick. She was taken to the veterinarian to get all fixed up, but she started to grow! The zoo watched in horror as the once lovable, kind panda turned into a giant monster that crashed its way out of the zoo and stormed off into the city! Now Xoxa wants to be bigger and stronger, to rule the world while munching on radiated bamboo! Big Angry Monsters is a board game where players assume the roles of Giant Monsters trying to be the last Monster standing by destroying each other and the Island of Nacob in the process. Players start the game by building the Island of Nacob by randomly placing city tiles on the board, then placing their Monsters in the City Roads or Ocean waters. Monsters will then duke it out with a press your luck dice rolling mechanic where monsters can attack other Monsters and buildings, do Super Moves, gain Power to buy crazy upgrades and effects in order to be the last Monster standing.
Game Parts Monster Profile Card This is what you will be using to keep Track of your Monsters Health, Power, and Level. Power Card Anatomy Back of Card Die Results HIT: Counts as 1 Hit SIDE STEP: Monster may move 1 additional space at the end of their turn POWER UP: Monster Gains 1 Power If 3+ are rolled gain a level as well as Power Front of Card BLOCK: Only used during defense rolls. Blocks 1 Damage from an attack. POWER DRAIN: Drains 1 power from adjacent enemy monster and attacker gains 1 Power If defending monster does not have enough power to drain health is drained but the attacker still only gains Power Tile Descriptions There are 3 types of tiles that are all double sided (Building): These block Line of Sight (Effect): These can be moved onto but Monsters suffer effect listed, they also do not block Line of Sight Line of Sight: A clear line of sight is where you can draw a straight line from the tile your monster is in to another object that does not go through a tile that blocks Line of Sight. Apartments (Building) 2 Hits to Destroy Gain 3 Life Office (Building) 2 Hits to Destroy Gain 3 Power Bank(Building) 3 Hits to Destroy Gain 5 Power Skyscraper(Building) 3 Hits to Destroy Gain 4 Power Spire (Building) 3 Hits to Destroy Gain 2 Power A Monster Thrown or Suplexed into the Spire Building takes 1 additional collateral damage Science Lab (Building) 2 Hits to Destroy Nuclear Plant (Building) 4 Hits to Destroy Gain 6 Power A monster can only gain building benefits when they themselves destroy the building while adjacent to it. If a monster is moved onto a (Building) tile in any way they suffer 1 unblockable collateral damage. When placing tiles for scenarios always place them (Effect) side down unless the scenario states otherwise. When a tile is destroyed by any means you will flip the tile over (leaving it where it was at)so the effect side is now face up. Park(Building) 1 Hit to Destroy Gain 3 Health Road (Open) No Effect. Rubble (Effect) No Effect can walk on as normal Fire (Effect) A Monster that enters or ends on this tile takes 1 Damage Nuclear Waste (Effect) Once per turn a Monster that enters or ends on this tile gain 1 power Teleport Vortex (Effect) A Monster may spend one movement to teleport to another Vortex tile or switch places with a Monster on another Teleport Vortex Tile.
Game Setup: Before the game begins, players will build the Island of Nacob according to the scenario they have chosen. See page 7 for Scenarios. Player s will then each choose a Monster and set their Monster s profile card to have 10 health and 0 Power (For a longer game you can increase the amount of starting health). To determine who goes first each player rolls 6 dice and the player with the most Hit results will have the initiative in the case of a tie whoever tied shall roll again. The player with initiative will Deploy their Monster in any water space or road tile on the map unless the scenario specifies otherwise. The remaining players then take turns clockwise, placing their monsters on the island, at least 3 tiles away from another monster. Setup the Power Stream by shuffling all the Power Cards and then flipping over the top 4 cards, laying them out face up next to the Power Card deck. A Player s turn consists of 2 phases: Phase 1. Movement/ Action Phase Phase 2. Power Up Phase Phase 1 Movement Each Monster has a base of 2 movement. For each movement a monster may move to 1 adjacent non building space. A monster may use it s base movement any time before or after it takes its action. (For example a monster may move 1 space take an action then move it s remaining space, or move 2 spaces and take an action) A monster s base movement may be increased via cards and or levels. On each Player s turn they must declare the action their Monster is taking. Here is the list of available actions. Power Up When rolling the die [Hit] and [Power Drain]on the die are not counted Attack another Monster A Monster May attack another monster or building within a number of spaces away in a straight line equal to or less than its attack range and has line of sight. Attack a building Monster may attack a building, but only gains building destruction benefits when adjacent to the building(see Tile Descriptions on page 4 for effects) Attempt a Super Move A Monster may perform a Super Move against an adjacent Monster (see page 6 for Super Moves) A monster targeted by an attack or Super Move by an enemy monster may make a defense roll. See below for How to make a Defense Roll. How to Roll the Dice! When a Monster declares which action they will take they will then roll the dice as follows. The player will roll a base of 6 dice, you may then re-roll any or all of the dice up to two times. Dice can be kept or rerolled on any of the rolls. You will then use all of Dice results of the final roll. See Page 4 for Dice Results (Roll example) Dave is going to attempt to destroy an Office Building On his first roll he rolls [Hit][Block][Block][Block][SideStep][SideStep] He needs 2 Hits to destroy the Office Building so he decides he is going hold onto the [Hit] and the [PowerUp] die so he can also gain some power. He then rolls the 4 remaining dice and rolls [Block][PowerUp] [SideStep][SideStep]. Still needing one more hit to destroy the building he decides to hold onto the new [PowerUp] so now he has [Hit][PowerUp][PowerUp] in reserve. He rerolls the 3 remaining dice and rolls [Hit][Block][SideStep] So his final result is the following: [Hit][Hit][PowerUp][PowerUp][Block][SideStep] With Dave s final result he will have enough Hits to destroy the building, he will also gain 2 power and can make 1 SideStep movement at the end of his turn. The Block result has no effect on an active player s turn unless they have a specific card effect. How to make a Defense Roll. When a monster is targeted by an attack or Super Move and there is at least 1 successful [Hit] and or [PowerDrain] result, either by dice or Card Effects, you will make a defense roll. To make a defense roll a player takes the base 6 dice and makes 1 roll and only counts the [Block] and [PowerUp] results. For every [Block] rolled it then blocks and reduces the amount of damage taken by 1 per [Block] result. For every [PowerUp] rolled it blocks and reduces the amount of power drained. When attempting to block a level drain you must roll at least 3 [PowerUp] results to stop from loosing a level When a Monster reaches 0 Life the monster that caused the final last life point to be lost wether it by by an attack, a power card effect, collateral damage or otherwise gains a level and may take one Power Card from said monster.
Levels and Power Moves: A Monster gains access to additional abilities and Super Moves as they gain levels. Mere is a list of the levels and their benefits Monsters gain all benefits from all levels they have earned. Level 1 Attack range 1, No Super Moves Level 2 Attack range 1, May make a Suplex Super Move Level 3 Attack Range 2 May make a Throw Super Move that can throw up to 2 spaces away Level 4 Attack Range 3 May make a Throw Super Move that can throw up to 3 spaces away May make a Slam Super Move that can slam up to 3 spaces away Level 5 You are now in Super Form and gain the following: 1 Extra base movement. 1 Extra Die when attacking and defending Super Moves cost 1 Power less Super Moves explained Note: Monsters do not get to attempt a block roll for damage after a successful Super Move Suplex You spend 1 Power to attempt to suplex an adjacent enemy monster. You then roll dice as normal and if at least 1 [Hit] goes unblocked you move the enemy monster to any space adjacent to you on the map destroying any building tile it moves to, the enemy suffers all unblocked [Hit] results as well as any collateral and or effect damage from hitting any building it may land on Throw You spend 1 Power, plus 1 Power for each space you wish to throw an adjacent enemy monster up to your maximum throw range. You then roll dice as normal, if at least 1 [Hit] goes unblocked, move the enemy monster to any space equal to the number of spaces you spent Power for, the enemy suffers all unblocked [Hit] results as well as any collateral and or effect damage from hitting any building it may land on. Slam You spend 1 Power plus 1 Power for each space you wish to Slam an adjacent enemy monster up to your maximum Slam range. You then roll dice as normal and if at least 1 [Hit] goes unblocked you move the enemy monster through any space directly away in a straight line from you the number of spaces you spent Power for, the enemy suffers all unblocked [Hit] results as well as any collateral and or effect damage from hitting any building or tile it moves through. If at any time a Monster is Suplexed, Thrown, or slammed into another monster, both monsters will take 1 damage and the monster being thrown,slammed or suplexed into moves to any open adjacent tile. If there are no open tiles you must destroy an adjacent tile and take any collateral damage as if you were slammed into it. If you cannot move to for any reason both monsters stay where they are but still suffer the damage. Phase 2 During this phase a monster may purchase any do any of the following as many times as they want. Purchase an Power Card A monster may purchase any of the Power Cards in the Power Stream buy spending the amount of power listed on the card s cost. - If the card is Labeled Upgrade you place it in front of you and is a permanent upgrade that is used while you have the card in front of you. The Card s Ability Text is in play as long as you have the card. - If the card is labeled Discard it s ability is used immediately and put into the discard pile. Reset the Power Stream A Monster may spend 2 power to refresh the Power Stream to discard all Power Cards in the stream and replacing it with 4 new cards. Once a Monster has finished all Power Card purchases replace any cards purchased from the Power Stream with cards from the top of the Power Deck. Then it is the next Player to your left s turn. End of Game The game is over when the scenario objective is met. See page 7 for scenarios
Scenarios The Following are a list of scenarios you may play when playing Big Angry Monsters!!! We recommend you play Battle Royale before playing any of the other Scenarios. Battle Royale: Scenario Description: For the Battle Royale Monsters will fight each other to be the last Monster standing. Setup. Place the following tiles into the bag as Follows: 2 players 3-4 Players 5+ Players Road 10 15 21 Office Building 3 4 5 Apartment Building 3 4 5 Spire Skyscaper 1 2 3 Regular Skyscraper 2 3 4 Oil Refinery 0 1 1 Bank 1 1 1 Park 2 3 4 Science Building 2 2 4 Nuclear Power Plant 1 1 1 total 25 36 49 The player with the initiative goes first. Randomly draw a tile and place it with the Building or Open side face up, anywhere in an open space on the board. There is only one exception, a road tile must be placed adjacent to another road tile on the map. If there are no road tiles or open spaces next to a road tile, then it may be placed on another open space. Once all the tiles have been placed the players will then place their monster in turn order into any Open Tile or Water Space at least 3 spaces away from another monster. Once all Monsters are placed. The Battle Royale Begins. Victory Condition: Be the last Monster alive