kaiju crackdown
Transcription
kaiju crackdown
KAIJU CRACKDOWN • Kaiju Crackdown is a game for two teams of two players each. One team are the “sentai,” do-gooding justicars who fight crime and the forces of evil. The other team are “kaiju,” evil monsters from space who want to destroy the city. Pictured in clockwise order: Kaiju 1, Sentai 1, Sentai 2, Kaiju 2 • The objective of the sentai is to kill the kaiju before the entire city is destroyed. The objective of the kaiju is to destroy the sentai before the sentai can defeat them. THE RULES • Players first separate into the kaiju and sentai teams. • They then roll two six-sided dice (hereby referred to as 2d6) to determine turn order. Out of both teams, whichever player gets the highest number goes first: he is, dependent on team, “Kaiju 1” or “Sentai 1.” The turn order then goes to the highest roll on the other team, then to the lower roll on his own team, then to the lower roll on the other team. As such, the turn order always goes K, S, K, S or S, K, S, K Each player is given 7 buildings to place on their first seven turns, which are not spent acting: 5 offices, 1 hospital, and 1 police station. The town hall always goes in the center of the roundabout on the Sentai side. • ACTIONS: Both teams can take the following actions: o MOVE: Movement goes before an attack. Therefore, a player can move, then attack, but not attack, then move. A player can move four spaces horizontally or vertically, and 1.5 spaces rounded down diagonally. Hence, a player has effectively one “free” diagonal move, but two diagonal moves counts as three horizontal or vertical moves. A kaiju can move freely through RUBBLE, spaces marked in red, whereas a sentai must pay DOUBLE MOVEMENT to navigate rubble. o ATTACK: Both teams roll 2d6 for damage. Kaiju can attack sentai or buildings, whereas sentai can only attack kaiju. Whenever a kaiju damages a sentai, the sentai is sent flying backwards in the opposite direction of the kaiju a number of spaces equal to the damage done. If he strikes a building, he will do any overlap of damage (thus if six damage is done, and he flies two spaces before hitting a building, he will do four damage to the building) to the building. If he destroys a building in this fashion, he will keep flying. o HEALTH VALUES AND SPECIAL RULES o KAIJU have 40 health, but when they die, they are gone for good. o SENTAI have 10 health, but when they die, they lose one turn before reappearing the sentai start zone. o BUILDINGS are as follows. When destroyed by a kaiju, they are removed and leave RUBBLE o OFFICES have 4 health • THE TOWN HALL has 20 health • HOSPITALS heal adjacent SENTAI for 3 points of damage at the end of the sentai’s turn, and heal a kaiju for HALF THE DAMAGE DEALT rounded down when attacked. They have 10 health • POLICE STATIONS have 6 health and deal 1d6 points of damage to a kaiju when attacked if not destroyed that turn. Keep track of health on a notecard: all buildings are numbered for this purpose. Happy smashing! The playtest board The final board