Finally! A MONSTER movie where
the MONSTER wins!
YOU and three opponents choose and control one MONSTER, with
its own special abilities, and one branch of the military! YOU
DECIDE where your MONSTER will go to increase its health - by
destroying cities! You gain extra attack markers as your MONSTER
achieves INFAMY by destroying historic landmarks. If your military
weakens a MONSTER enough, it's sent to Hollywood to make B movies!
If your military only retreats the MONSTER, you may get a breakthrough
in military research - like the Blonde Lure! YOU DECIDE how and
where to deploy your military EACH TURN. You'll be more successful
with four or more units, but single units can BLOCK the MONSTER
from reaching big cities. ANY player can place unmovable National
Guard units on intact cities. But BEWARE - if you fire a cruise
missile, the MONSTER may MUTATE and get even STRONGER! And just
as you close in with a massive force to attack - the MONSTER
can DISAPPEAR off the map, reappearing in one of its lairs! BUT
WAIT - that MONSTER in Hollywood has gradually been getting stronger
- it has BROKEN FREE to RAVAGE AGAIN!!!
WHEN will this horror end???? The MONSTER that destroys the
20th city issues a CHALLENGE to the others. They scramble to
get to a Challenge Site to steal the chance to strike first!
The MONSTERS weigh in...whoever controls the Challenge chooses
who to fight first. The winner adds the loser's beginning health
score to whatever it has left after the battle and chooses the
next opponent. Controlling the Challenge is the weakest player's
best chance of winning. The last MONSTER standing is the KING
(or QUEEN) of the GIANT MONSTERS and wins the game!
RAVAGE vs MENACE: Hasbro's Avalon Hill/Wizards of the
Coast republished Ravage as MONSTERS Menace America
in 2005. The default version to be played in the tournament will
remain MONSTERS Ravage America, but either game can be
played in the heats. Menace can be played in the semi-final
games or the Final only if all players agree. The Menace version
is the better choice for a pick-up game. It often finishes within
90 minutes and even within one hour, with experienced players.
Ravage has more terrain effects and sometimes takes three hours
with adept use of the military.
The most overlooked Menace rules overlooked by Ravage players
(1) A roll of 6 by either the military or a MONSTER is
a Smash, causing an extra point of damage to a MONSTER.
(2) During the military deployment phase, the player may remove
up to three units from the map and redeploy them IMMEDIATELY
on intact bases, as a substitute for normal deployment. This
makes disappearing much less effective, since the military can
catch up to them faster.
(3) The cards sometimes have the same names as Ravage, but different
effects in Menace.
(4) A MONSTER that FLIES in Menace is NOT required to STOP and
fight military units. Gargantis CANNOT be blocked, so the military
can only attack him.
(5) The maximum health is 40 by rule, except it's 30 for Toxicor
(the Bronacle clone.)
(6) Most players forget that Zorb can choose to take 3 infamy
instead of a low health roll.
(7) Gargantis' moves 3 but can discard mutation cards at any
time for 3 health (handy and deceptive, when you get to the Challenge!)
(8) The military MONSTERS must be attacked last in the Challenge
and are weaker than in Menace. They win 3% of Ravage games, but
are best used for attacking during Menace games.
TOURNAMENT HOUSE RULE: For each turn a player's MONSTER
is in Hollywood, place a stomp marker on Hollywood (although
it's still useable they'll film no matter what!) Play is
otherwise slowed by disappearing and going to Hollywood, since
nothing is stomped. The National Guard may be used to create
a 5-player game, but only to accommodate an extra player after
fout players are assigned to all other boards. The GM may remove
markers from the to-be-stomped group, to speed up boards that
are too slow or start late.
TOURNAMENT HOUSE RULES for MONSTERS Ravage America:
1. Remove Brain Rot from the Mutation deck! (Hooray!)
2. When a MONSTER breaks out of Hollywood, it can go to either
Los Angeles or to one of its lairs (replacing the written rule
that required disappearing instead. This speeds play.)
2. There are handouts to place over the western corner of the
map to move the El Toro Marine Base in the Los Angeles grid.
3. There are handout replacement military cards for military
units to improve game balance consistent with the changes in
4. Retreats - If a MONSTER is to be retreated in a battle with
multiple military branches, then a branch controlled by the MONSTER
has no say on the retreat route. If other branches cannot agree
on the retreat route, settle it with a die roll. Unless a player
holds the Guard Commander research card, all players except the
MONSTER make the choice for surviving National Guard units.
TOURNAMENT ADVANCEMENT: Up to 25 winners will advance,
but non-winners will only advance to get 16 players in the semi-final.
If more than 16 winners advance, 5-player boards will be used
with a National Guard player and 5th MONSTER. Advancing 17 to
20 winners will result in a 4-player final. Over 20 winners will
result in a 5-player final. If more than 25 winners appear for
the semi-final, (which is unlikely unless attendance exceeds
100 players), winners will be eliminated based on the method
used by Brittania (most wins and then combined score sheets,
to break ties among players with the most tries before they won.)
Top seeds will be separated and given the preference to play
at any available 4-player boards, if they want it. Seeding is
based on multiple wins during this tournament (which is rare,
maybe 1 to 3 players), then former MRA champions, then score
sheet totals. Score sheets are snapshots measuring how strong
each MONSTER is before they fight each other in the Challenge,
using mutations usable in the Challenge, infamy, and health.
The score sheets contain tiebreakers that reward fast play, providing
the game copy, and stomping opponents' bases, (and yes, the option
of making your MONSTER sound). Players who faced each other in
heats will be separated in the semi-final if possible. (They
should tell the GM if they've played each other.)
Love will also offer a Juniors tournament on Friday at 2 PM in
the Heritage room for those 12 and under. See http://www.boardgamers.org/yearbkex/jnrpge.htm