MEGAZILLA







INTRODUCTION Megazilla attacks Tokyo!!!!!!! One player is Megazilla, the other is the Japanese military trying to defend the city. VICTORY The JDF (Japanese Defense Force) wins if Megazilla is ever at 75 or more points of damage. Megazilla wins if he makes it to the opposite end of the map and reduces at least half of the city blocks to rubble. THE MAP The map of Tokyo is divided into spaces called blocks. There are 3 types of blocks: Water, City, & Rural. There should be around 50 city blocks. The city is surrounded by water & rural blocks. COUNTERS One counter or figure is used to represent Megazilla. The JDF has 80 counters to represent its various units available. A set of 12 Artillery Attack counters are needed. A set of 50 Rubble counters are needed. CARDS The deck contains 60 special cards used by the Megazilla player. The deck contains 5 of each of the 12 cards listed. SETUP The JDF player draws 20 random counters from his pile. Police counters may be placed anywhere in the city. Navy ships & Coast guard boats may be placed in any water blocks. Army units may be placed in any rural blocks. The player holds onto helicopters, jets, nukes, and cruise missiles. After the JDF sets up, Megazilla starts in any water block on the edge of the map. TURN SEQUENCE The turn is divided into 9 phases: 1. Megazilla Orders Phase 2. JDF Move Phase 3. Artillery Declaration Phase 4. Missile Declaration Phase 5. Reveal Megazilla Phase 6. Damage Phase 7. Destroy Phase 8. JDF Recruit Phase 9. Megazilla Draw Phase MEGAZILLA ORDERS PHASE Take the Megazilla counter off of the map. The Megazilla player secretly writes down, on a piece of scrap paper, which block Megazilla is moving into, and which blocks he is moving through to get there. Megazilla can move up to 2 blocks per turn. If Megazilla has taken 50+ points of damage, he can only move a base of 1 block/turn. JDF MOVE PHASE All non-missile units have a movement allowance. The JDF unit may move some, all, or none of these units. Water units can only move in water blocks. Ground units can only move in ground blocks. Air units & hovercraft may move over any block. There is no limit to unit stacking. Jets must move at least 4 blocks away from their starting position. ARTILLERY DECLARATION PHASE All long range units declare their attacks in this phase. Navy ships may attack. Ground artillery that did not move this turn may attack. Place one Artillery attack counter on a block that is in range of the unit. MISSILE DECLARATION PHASE The JDF player may place some, all, or none of his cruise missile counters and nuke counters directly onto map blocks. REVEAL MEGAZILLA PHASE The secret message is revealed. Place the Megazilla counter back onto the map on the indicated block. DAMAGE PHASE If there are any artillery attack counters in the same block as Megazilla, then Megazilla suffers 3 points of damage per counter. If there are any cruise missile counters in the same block as Megazilla, then Megazilla suffers 5 points of damage per counter. If there are any Nuke counters in the same block as Megazilla, then Megazilla suffers 10 points of damage per counter. If there are any Nuke counters in a block adjacent to Megazilla, then Megazilla suffers 5 points of damage per counter. If there are any non-missile unit counters in the same block, or a block adjacent to Megazilla, then Megazilla suffers damage equal to the damage rating of the unit as shown in the counter list. Place a rubble counter on all blocks that were hit by artillery and cruise missiles. Place a rubble counter on all blocks that were hit by a Nuke or were adjacent to a block hit by a nuke. All missile units on the map are removed from play. All artillery attack counters are removed from the map to be used again. If Megazilla has 100+ accumulated damage, he is killed. Megazilla may play certain cards to avoid damage. DESTROY PHASE All units in the same space as Megazilla are automatically destroyed. Megazilla may play certain cards to destroy specific types of adjacent units. Place a rubble counter on all blocks that Megazilla has moved into or through. JDF RECRUIT PHASE The JDF player draws no new counters on the first 2 turns. The JDF player draws 1 new counter on the next 2 turns. The JDF player draws 2 new counters on the next 2 turns. The JDF player draws 3 new counters on the next 2 turns. The JDF player draws 4 new counters on the remaining turns. Missile units must be held onto. New non-missile units may be held onto or deployed. Deployed units are placed onto any block at the edge of the map that is not within 4 spaces of Megazilla. Ground units must be placed on ground, and water units in water. MEGAZILLA DRAW PHASE Megazilla may draw up to 4 cards. Megazilla may keep a maximum of 6 cards in his hand. Excess cards are discarded. If the deck runs out, shuffle the discard and draw from it. JDF COUNTER LIST Unit Name Nmbr Move Range Dam Type Police 10 1 1 1 G Army Soldiers 18 1 1 2 G Tanks 10 2 1 3 G Hovecraft 2 2 1 1 GW Artillery 8 1 8 3 GL Navy Ships 4 2 8 3 WL Coast Guard Boats 6 2 1 1 W Helicopter 7 4 1 3 A Jet 6 4-8 1 3 A Cruise Missile 6 X X 5 M Nuke 2 X X 10/5 M The Scientist 1 2 1 X G Nmbr = the number of that type of chit G = Ground unit L = Long range unit W = Water unit A = Air unit M = Missile unit MEGAZILLA CARD LIST Card Name: Effect: Tough Hide Avoid any one attack this turn. Energy Breath Destroy any 1 adjacent stack of units. Stomp Destroy 1 adjacent ground unit. Tail Sweep Destroy all soldiers & police in 1 adjacent stack. Dodge Avoid one cruise missile or Air attack this turn. Regeneration Play in Orders Phase to heal 3 damage. Swat Destroy 1 adjacent Air unit. Topple Building Destroy 1 stack of ground units 2 blocks away. Tidal Wave Destroy 1 stack of adjacent water units. Skyscrapers Avoid any one long range attack this turn. Megahustle Megazilla may move 1 extra space this turn. Domino Effect Triple the effect of another card just played. SURPRISE FACTOR The JDF cannot deploy helicopters until turn 2. The JDF cannot deploy Jets until turn 3. The JDF cannot attack with missiles or nukes until turn 3. THE SCIENTIST If the scientist is within 2 spaces of Megazilla, he may look at the Megazilla players hand and the next 3 cards in the deck during Recruit phase.






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