06 September 2011

Gridlock

Last night we played a hilarious Monsterpocalypse game made up by rules on the spot. The new guy we have playing wanted to play a Four Player game, as there were enough of us playing that night.

So we started making up rules. Monsters only with no units, to start. We figured it would be too easy to play a game where we could just access each other. So we said we had to choose a map littered with buildings. But we also figured there was a problem with figures being able to jump over buildings and get to each other quicker than others.

Doesn't seem particularly fair. So we figured you couldn't move through buildings. They were infinitely high, and infinitely deep and you couldn't jump off or climb them.

Then I piped up with "All Buildings Have NO FLY ZONE". Which does exactly what we wanted. Choosing the map was surprisingly easy.

Earlier on we were talking about a particular map that scotty and I disliked using. He doesn't like it because people could easily disrupt his power base, and he could easily disrupt his opponents. But I remember looking at it ages ago and realised that there's no easy way to move a monster that doesn't have any skills that allow him to move around buildings across the map. So we played Killer Canals.



For those who aren't in the know: The squares with Yellow and Green borders are where you place your buildings. The dotted red and blue borders are where monsters are placed. The rest isn't important. Those are for units.

As an added silliness, we included Mega Armodax into the mix who has a ranged attack which will randomly shoot someone and shunt figures into nearby fires and buildings. we had a few reasons why he was present, my favourite was that he was strapped to an orbiting satellite and he's roaring down angrily at everyone on the map.

We also put the Privateer Press Building in the middle of the map covering 9 squares instead of 4 because the map is an odd number of sides. Since it's indestructable, and that Armodax strapped to a satellite was a bit too silly (pfft, whatever) we put Armodax on top of the building. And we can stop him from attacking next turn by attacking the PP Building. But in turn, for each building that was destroyed outside of his turn, he gained a Power Die. That was probably a bit excessive, but it was funny none the less. It added Tactics, according to Scotty.

So we had a Lord of Cthul, a Planet eater, a Guard Robot and a Shadow Sun Syndicate Ninja, being shot at by an angry Anklosaurus on a building. I think out of the large number of foundations we had, there was 1 building left not including the PP Building.

It was a good game and we may play it again.

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