From: arcweld@universe.digex.net (arcweld) Subject: Re: Monsters Ravage America - impressions In article <6ognff$3et$1@winter.news.erols.com>, Brian Wade wrote: >Anyon played this one yet? Is it decent for B&P gaming? > Decent for B&P it certainly is! Here's some impressions based on playing a game at Origins: This is a game for the masses, on par both in component quality and lowbrow appeal with, say, Axis & Allies. A large, colorful hard- backed map of the lower 48 dotted with cities, military bases, monster dens and radioactive sites rife for the stomping. A score of monsters, tongue-in-cheek knock-offs of genre staples (our game included the Glow-worm, Konk the giant ape, Barnacle the sea monstrosity, and some giant lizard whose name eludes me) are represented by stand-up cardboard markers. There are various cardboard chits for the game board, and the military units are represented by an equal mixture of plastic pieces and cardboard (strangely, as if AH decided that they could only afford to go halfway on the pieces). Each person controls a giant monster and one branch of the military (army, navy, airforce, marines). Each monster varies somewhat in abilities, and each military branch has two, unique types of units (varying in strength, defense, abilities) at its disposal. The board is dotted with cities of various sizes, and the goal of the monster is basically to wander around "munching" on cities to gain strength, the amount gained depending on the size of the city. Peripheral options include stomping military bases and units, radioactive sites (to gain generally beneficial mutations), and popping in and out of dens to appear in other parts of the country. Sadly, monsters don't interact until the "monster challenge" at the end of the game. The second side of the game consists of building military units (from a limited pool) and moving them around to get in the way of an opponent's monster. Military units are largely ineffectual; they might possibly be used to slow down or channel the movement of monsters, but their main purpose (it seems) is to whittle down the monsters strength. When a monster ends the turn in the same space as military units, several rounds of battle ensue. This consistes of trying to roll over the "defense" values of units and monsters on six-sided dice. Military units are destroyed and monsters lose strength. On the whole, it seemed that military units had little effect unless a player amassed a large number of units over several turns, kept them out of harms way, and then descended en masse on a monster (a monster can only destroy a few every round, allowing the other units to get their licks in). When a pre-designated number of cities have been stomped, one monster issues the "monster challenge" and all other monsters converge on the site for a final battle royale. There is some room for jockying to be the one to issue the challenge, which seems to be a significant advantage. The challenger chooses one opponent monster to fight, they roll dice attempting to damage each other until one bites the dust. The winner adds the starting strength of its opponent to its own strength and turns to fight another monster, and so on until only one remains. Ideally, the original challenger gets bigger and bigger as it defeats one opponent after the next. There were a few "colorful extras" we didn't get to: special research by the military, giant robots that step in (after?) the final battle, Hollywood, etc., but the above seems to have been the core of the game. In short, nice colorful game with good quality components, not terribly complex, lending itself more to bravado than deep strategy (although some strategy is certainly involved). First impressions were that the "monster challenge" comes around a little too quickly (before a sufficient level of crush, stomp, etc. catharsis had been reached) and that the military would be a bit more interesting if it wasn't quite so weak. Finally, it *is* a little disappointing that you don't "create" your own monsters, although (since I didn't actually look at the rulebook) perhaps this is an option (and it really wouldn't be hard to throw together house rules for this in any case). Would I buy it? It really was good, clean, mindless fun. Mechanics are simple and clear, and the you can't go wrong on the theme. However... given that it's essentially a pretty shallow game, I might be reluctant to drop the $40-50 which I assume is list for the thing. For those without such monetary reluctance but a yen for simple pleasures, I recommend it. It was on sale at origins, so I assume it will be hitting the market shortly. From: Scott McGinnis Subject: Monsters Ravage America - First Impressions. Hi. I just got my copy of MRA and I have a few first impressions after reading the rules (note: I have NOT played it yet). Presentation: The map is nice but I have some issues. The entire game revolves around a sort of mish-mash of artwork types. There are small photos of military equiptment on counters for TOWs and M1 Abrams units; Computer Rendered images of "blobs" and some buildings and backgrounds; and cartoonish representations of monsters, national guards units and the cards used in the game. While none of this artwork is out right horrible, it gives the game a sort of strange mood (I'm very big on the atmosphere a games presentation gives). Unlike something like Ursuppe which has a consistant light, cartoonish atmosphere, or a military wargame with crisp clearly labled counters, or even Diplomacy with simple scematic graphics, the artwork in MRA varies greatly and kind of lends an air of crudeness to the game. Some of the monster representations look like they were drawn by an 8 year old. While the Military units have clear crisp photos of tanks and missle launchers. There are also plastic pieces to represent aircraft, and launched missles. The navy's submarines are represented by blue missle pieces, which do not have a nautical feel to them at all. Although I think a counter with a sub on it, which would change into a blue missle piece when launched would have served nicely, this is a very minor point. The map, as I mentioned is very nice, and the artwork seems to be more constistant here, or at least less noticable. Additionally, the game box is a dark, deep red with a sinister looking King-Kong type representation in black, with a much more serious feeling to it. It looks more like the artwork for a new Kong movie then the B&Ps game it actually is. Rules: I read the rules over, and I repeat, I have not played it yet. Basically, the game revolves around a max of four players who control a single monster "character" and one branch of the military (army, navy, airforce, marines). The object is to become the King of the Monsters by interfering with other monsters through use of your military while defeating your opponent's military to destroy cities and national landmarks. Combat is simple with rolls made directly against a unit's or monster's defense strength, and damage applied according to the units or monster's damage rating (in points of damage). Combat is in three rounds with some Monsters and Units having multiple attacks per round. Military can not kill monsters, only reduce their health factors to zero, which means they are captured, and sent to Hollywood. Here the monsters are able to heal health points, and if they reach one half their original or higher they "break free" to rampage again. Clearly, this means a player is never totally out of a game until the very last round. You can also buy new military units according to how many of your branch's bases are on the map, undestroyed by monsters. Technically you could take a branch out of action by smashing all it's bases. Monsters (apart from special monster units in the advanced game) are prohibited form engaging in one to one combat until the final challenge round. Once 20 or more cities (four player game) are destroyed then the monster to take out the 20th initiates the monster challenge round. Here monsters slug it out for the title of King of the Monsters. Monster combat is almost exactly like Monster/Military combat, with the challenger deciding what order he/she fights other monsters, and no combat rounds. Combat continues until someone loses. Advanced rules introduce Research which comes in the form of special units or combat bonuses for military branches, and Mutations which are special bonuses or "skills" for monsters (flying, extra attacks ect.). Research is paid for with a budget based on the number of active bases (same as buying units but more expensive), and Mutations come from special areas (Three Mile Island) or attacks (nuclear weapons). (Note: One thing AH should consider is adding a few extra blank Research and Mutation cards. Just reading the rules and having seen a lot of Godzilla flicks, I can think of two `or three new additions I'd like to add already. ) There are also rules for "goals" for each monster, usually in the form of destroying specific locations and "infamy" which is a sort of the 'reputation' your monster has based on what landmarks it's destroyed, which converts into combat bonuses (fear?). Finally, just reading the rules and I have a few ideas for variants. 1) "Destroy all Monsters": Open up Monster combat to anytime two monsters enter the same hex, and add all additional monsters (8) with each player playing two (tag team). Monsters reduced to zero though monster combat go to a lair and act like they are captured in Hollywood. 2) "Monster X": Add a fifth player who controls two (or more) monsters and no military. These are the "Mysterioids" from planet "X" whose goal is to destroy and conquere the earth with giant monsters. The Mysterioids receive one mutation for each Monster at the beginning of the game, and receive twice the infamy. I will try and play the game soon and post a review at that time. Scott. From: Zizka31058@aol.com Subject: Monsters Ravage America! I'd like to offer my spin on this fine new game from AH. I respectfully disagree with some of the earlier comments posted, because I think the artwork is superb--fun and colorful, and a real eye-pleaser. Gives the game an enjoyable feel like you're watching and participating in one of those grand old monster movies. 1. I bought this game, because I have five kids, three of whom are in the gaming age range. My seven year old girl and eight year old boy picked it up easily. I tried to pin down my 17 year old boy to make him play, but he dashed out of the house with his friends. Anybody seen him? 2. This game scores high with me for one overriding reason: GOOD RULES! No glitches or unanswered questions. 3. I also disagree with an earlier posting that said there isn't much strategy. Actually, if you play it, some unique and variable strategies come to light. For example, the US Marines' units are cheap and plentiful, making them the force of choice for massing suddenly against a monster. The navy, on the other hand, I believe does best by using their submarines with SSMs (not cruise missiles, generally) in order to engage and retreat the monsters, vice hitting big to attrit strength. Every time you retreat a monster (by surviving three rounds, which the subs can do pretty easily), you get a free shot at some research. 4. As for the monsters' strategies, there are plenty. You can range far and wide going for the big cities (especially New York and LA) in order to amass strength. Or you can hit the nuclear sites to try to get some good mutations. Or you can concentrate on killing bases, in order to get the military out of the picture. 5. In short, we love this game! It has tons of replay value for both kids and adults, and I've already gotten my money's worth watching my little princess stomp the heck out of Fort Hood, Texas, where we used to live! Bob Leonhard