Showing posts with label Godzilla. Show all posts
Showing posts with label Godzilla. Show all posts

Monday, April 29, 2013

Reader feedback

Since I started this blog I have managed to coax enough interest out of some people for them to post responses to my ramblings. For the most part, these responses have come from the several Google Plus Communities that I have joined. I have discovered that I have not only found kindred spirits on this social media platform, but a large group of highly intelligent peers who share a passion for gaming.

Communities like Savage Worlds Fast! Furious! Fans!, Gamecraft, Role Playing Game Designers and Board Game Design are incredible resources for feedback on story and design ideas.  I am in your debt and hope that you all continue to follow Plus Ten to Awesome and all of our strange ideas and ramblings.

In this post is all about the evocative and thought provoking responses I have gotten on Google Plus to my posts.  The title will have a link to my post and below that will be a reply to my post then followed by my further thoughts.

Action Vs. Reaction: A discussion about martial arts mechanics in RPG's


+Mark Brown: Love the interview!!! Extremely informative, too!!! But I probably would fiddle with fighting in Savage Worlds too much though..

+Ten to Awesome: Mark, I can see what you mean. More to the point, Savage Worlds is a fantastic system that does a great job of creating a fecund environment for storytelling adventure. As much as I do not want to “fix what ‘aint broken”, it simply provides me with a basis to modify instead of generating something completely new. The Savage Worlds basic die step mechanic and more narrative mechanics like the Wild Cards and Bennies give me a basic framework to work with as I try to experiment with a new style of combat system. Most likely this will end up developing into something that is completely unrelated to Savage Worlds, but for now I will just tinker with it to develop my ideas a little more fully.
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+Erik McGrath: The only RPG I have made that I could call complete has initiative in combat being very fluid. If you succeed in your action you have it so if your attack works you get another one but if you successfully defend you take the initiative until eventually you are out of dice and must reset. You can check out Celestial Warriors…

+Ten to Awesome: I didn’t want to share your link here since it’s really not mine to share, but having read through it I like how the combat is based on opposed rolls.  I also like the way you allot for distance, especially since its supposed to simulate those wonderful aerial combats like we see in the Wu Shu movies. You have your initiative as a simple Agility roll though and thats one of the things I want to expound upon.  I also want to have events dictate a change in initiative instead of a simple tick or action/reaction determiner.  All in all this looks like a fun game and I particularly liked your Pairing Method for dice resolution.
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+Stephen Gunnell - +Ten to Awesome: Stephen, your response was amazing and exactly the kind of feedback I was hoping for when I threw this out into the internet “ether.” Just to give you a little more background on Kay, he has been training primarily in Eibukan Goju-Ryu Karatedo and is an instructor 5th Dan. He is also a 1 Kyu practitioner of the Covina Kendo Dojo. Most of his training has been from close family. Since his practice of martial arts has always been from not only a Dojo perspective, but from a family perspective, his training has been extremely intimate and uniquely Japanese. That is to say that it has led not only to a practice of martial arts but very much a lifestyle within his close family circle.

Since this discussion was not originally intended to be a post, but was more of a discussion between a complete layman and his better educated friend, I had to edit it into something legible to a larger audience. Your response, was also very much in the same vain, so I had to do some working to continue as both a discourse and something digestible by the reader of this blog, so please bear with me. It is not my intent to create any kind of clash between Stephen and Kay, I just thought that the discussion was interesting and merited posting. (Besides these guys seem to know a lot more about this stuff than me and I wouldn't want to get caught between them.)

I won’t re-post your comment in its entirety here due to length, especially when I add +Kay Sakaue’s response, but will simply frame it in the same manner as the title of the post.

Action: Stephen

Very interesting. Your friend’s comments also match what I have heard from experienced SCA fighters. However there are some points to be aware of. Firstly is the difference between Kendo and Kenjutsu. Any Japanese martial art with a -do suffix is a display or sport skill. The movements of the sport skill are simplified and stylized over the corresponding -jutsu or combat skill. That said, over time the lines become less distinct as the top -do practitioners push the boundaries and the -jutsu practitioners are no longer honed by survival.

Reaction: Kay

I’m not sure how traditional you want to get. Yes… there is a big difference between Kendo and Kenjutsu… however I’d like to point out a flaw in his thinking about the suffix “do”. “Do” or the “Path” is comprised of two different characteristics. 1) Longevity and 2) Neck. Combine those two characters together you get the kanji “Michi” or “Do.” “Do” is the same for Tao in Chinese. It is to symbolize the dedication for your art. You would practice in the “do” but when it really needs to be used it is considered a jutsu. Longevity stands for just that…. And neck stands for your resolve. Meaning that you are willing to follow the path with your neck on the line. It’s not as simple as it seems. In Kendo’s sake the “do” came after the jutsu because of peace time. If no wars are being fought then there is no reason for actual use. People would get hurt… which is why Kendo was developed. I understand where he is coming from by talking about jutsu… but I think he’s looking at it too literally. While Kenjutsu is definitely older than Kendo… Kendo is not only practiced as a sport as the reply alludes to. It’s not only the point sparring… but there are definitely some areas that are derived from Kenjutsu. My style of kendo from the Covina Kendo Dojo practices Kendo with roots from the Hokushin Ittou Ryu Kenjutsu (Mori ToraoàHori SenseiàM. Sakaue/K. Chinen). Stephen needs to understand that regardless of it being Kendo or Kenjutsu… the art is alive and it continues to grow and mature as any living being. There always will be a question between the sport aspect and the “jutsu” aspect but believe me when I say this… there is no difference between the “do” and the “jutsu”, they are definitely interchangeable especially looking at it from a spiritual and philosophical view. (most kenshi spend hours working on Iai and Kendo Kata which is pulled from their kenjutsu roots.) The difference is definitely understood. Off note… there are definitely some Kenjutsu senseis left out there but most of the legacies have passed on to either Iaido or Kendo… their “jutsu” lives on. Just because there is a “do” doesn’t mean that they do not practice the “jutsu.”

Action: Stephen

The movements of the sport skill are simplified and stylised over the corresponding -jutsu or combat skill. That said, over time the lines become less distinct as the top -do practitioners push the boundaries and the -jutsu practitioners are no longer honed by survival.

Reaction: Kay

In Karate, what the replier is alluding to is more definitely realized. I have conversations and debates over this issue constantly with other practitioners over the world as well as people here in the US. (Goju Ryu Network) What he is saying is true… in sport, technique is flushed out, smoothed out, and speed becomes the driving force. However, speed is nothing without technique. Where is technique flushed out? Traditional training. Martial combat in the form of Martial Art… there is a balance of both. A true practitioner understands this and doesn’t debate the effectiveness until faced with it him or herself. I think this is what Stephen was alluding to… not between the “do” and the “jutsu.” If the above statement were true then juijutsu would have never lost out to Judo. Again… the evolution of martial arts.

Kano Jigoro, the founder of Judo declared that he would not lose to Jiujutsu. In a demonstration in front of the Emperor, Judo went undefeated against some of Japan’s best jiujutsu fighters who clung on to the classical training feeling that their techniques were unbeatable… again… the confidence that “jutsu” would never fall to a “do” (not exactly… but only using those terms to show the difference in stylizations) Yes… the root of the techniques are from jutsu… but they failed to realize that jiujutsu has evolved. Regardless to say we may have seen another paradigm shift in jiujutsu and judo with the evolution of MMA.

Action: Stephen

Secondly in Kendo and Karate the user completely dominates the "weapon" whereas with pole-arms or two handed swords the weapon dominates the user and the wielder must adapt all of their actions to the dictates of the weapon.

Reaction: Kay

We have to be clear of what Stephen is alluding to here. If we are going to lump in Katana and Nunchaku with Broadswords and Lances… then we are completely comparing apples and oranges. Looking at this from a eastern philosophy… yes… in Karate, better yet Kobudo, and Kendo… the karateka and kenshi is measured on the control of their weapon. Attacks are precise and calculated. Western philosophy is completely different as strategy and tactics were different. Both philosophies have polearm disciplines… again apples and oranges if you compare a Naginata or a Yari to a Halberd or a Lance. While they are all polearms they had complete different uses. One thing I do have agree with Stephen… for both Eastern and Western philosophies… the wielder is at the mercy of the weapon regardless of mastery.

Action: Stephen

The final outcome of a one on one battle can often be decided at this time before any blows are struck. Important questions are answered (or not) at this time. Does my opponent have restrictions about how they can move? Do they know their kill zone? Do they know my kill zone? Do I understand their weapon and its kill zone? Are any apparent weaknesses real or false? Can I sucker them with a false weakness? Can I maneuver to a position of advantage? I see this as a straight skill vs skill with bonuses for perception and style/weapon familiarity.

Reaction: Kay

I’m not sure if he knows… but he may already have an understanding of Zanshin. All the questions above are about Zanshin.

Action: Stephen

I don't yet have a good mechanism for reactive combat and I haven't described closing to effect, reversals, charging and other actions. My thought is that a single good strike will end a combat and the combat is about denying your opponent the opportunity to make that strike while setting up your own opportunity

Reaction: Kay

Reactive combat in game situation is hard to see because it’s a “chicken or the egg” kind of situation and how can you put that on to paper.

Summation: Kay

Overall… I understand what Stephen is saying however, I hope he understands that there is a place for the “do” and the “jutsu” Oh… and the argument of which is more effective for Kendo, traditional vs current… wish I could tell you… there haven’t been any sword carrying a-holes around so I haven’t been able to test my skill. For Karate… a balance of traditional training an evolved training has yielded the best results for me.

Helping PC’s create characters for an evil game

+David Berg: I dig the advice about identifying motives and traumas! I actually use something similar in my own supervillain RPG (if you'd like to read/play, just lemme know!), but I've found it handy to start with a Want, and then identify how the villain Suffers from not having what they want (needn't be trauma-based, but many players opt for that). So then it's easy to connect the dark psychological stuff to concrete actions (pursuit of the Wants).

Have you played any games using the approach in your post? If so, how'd it go?

+Ten to Awesome: David, you never sent me your info on the Supervillain RPG you have. Our next Gamex convention coming up here in a few weeks is comics superhero themed and I would love to maybe even run a one shot as one of our RPG events!

I tend to look at character creation from the point of view of an actor. Not that I am an actor per se, (not everyone from Los Angeles is an aspiring actor) but I have had some training in Drama. From that point of view I can tell you that there is some difference between a Want or a Goal and a Motivation. They both drive a characters actions but “Wants” can be more easily resolved than Motivations. When a character wants something, they can actively go out and try to attain that goal. A Motivation is much more internal. It’s an emotional lens by which you interpret interaction.

For example, if a character is motivated by Lust, it will taint their interaction with every person they meet. Can this person be seduced? What are these people’s proclivities? Can I manipulate them to sate my desire? Something like this cannot be a goal because there is no end to it. Unless they deal with the central reason as to WHY they feel this emotion they can never remove that motivation from their actions. They why can be a trauma or variable other reasons. If players develop a motivation behind a want, it gives the characters action greater gravitas.

If a player simply states that their character wants to have sex with every person they find interesting or attractive, it is a far more two dimensional statement. Without some sort of rationalization as to why they seek this “carnal knowledge” it becomes a robotic response to stimulus without any underlying motivation behind it.

I played an Aeon character that was a shape shifter, but the side effects of her powers were that her real physical appearance was hideous. Her primary motivation was to be appreciated for her physical beauty so much so that it became an obsession to find her “perfect form”. This took some villainous overtones as she became very similar to a Snow White Queen type character. When she started to fall in love with another PC, she started to lash out at him because he was getting to close and may actually ask what she really looked like. There was some intense roleplay as the two characters struggled to love each other despite her insecurities and hatred of herself. It was pretty intense and one of the most rewarding RP experiences I ever had for several reasons. I was really in her head and felt the way she felt because I identified with her motivation!

Damage Location Track for my King of Monsters vs. League of Righteousness!



+Mike McGannon: Is that the main board for the game or are there other monsters as well?

+Ten to Awesome: The main board of the game is actually a 4x6 table with 20mm scale buildings and a 1.5 foot tall Godzilla model representing the monster. Like in most Kaiju or Giant Monster films there is one singular monster, although I do plan on expanding the game to have a Giant Monster vs. Giant Monster element like in Godzilla vs King Kong. The Damage Location Track, which is what I posted here is a big 24 x 36 poster with a metal back so I can place the damage cards directly on the board with magnets on an easel. I could have easily made it much smaller or used a dry erase board of some sort, but I wanted everything about the Monster to be on a large scale. You can see the eight “Superheroes” cards which I have on a 6x3 inch handout card.

Breaking into narrative systems

+Stephen Gunnell: I've seen games flounder because half the players became too narcissistic and failed to make any attempt to drive the game forward. The GM and those of the players who did want to solve the problem got bored and the whole thing ground to a halt.

On the flip side of the coin most good GMs have the sense to let the physics slide in favor of progressing the story.

Narrative driven and physics driven rulesets are largely equivalent in the hands of a good GM.

+Ten to Awesome: I am quickly becoming a fan of Stephen Gunnell. If you are ever in L.A. look me up and I will buy you a beer. Truer words have never been spoken. It’s the GM that sets the tone for the game. Being a rules arbitrator and storyteller only skims the surface of the art of GM’ing. The real art of it comes in the careful balance of player needs, mechanical adjudication and being at the helm of the narrative. No one aspect can overcome the other or it will spell disaster. The most brilliantly concocted ruleset will never compensate for a poor GM, but a good GM can turn a game of Gangbusters into Shakespearian tale of triumph and woe.

+Shawn H Corey: Narrative games will not take over the industry. They appeal only to one segment of it. There are people who prefer the more mechanical versions.

+Ten to Awesome: I agree with you Shawn, but that really isn't the purpose of my post. +X2A isn't a proponent of any one style of play. What we are about is promoting the idea of exploration. If there is some element of a game style or system that would make you shy away from trying something new, we are all about providing ways for you to simply explore and see if that’s the kind of thing you would like to dive into more seriously. The game industry is constantly in flux and at the mercy of fad as any other, but as long as it evolves and provides new and interesting things to do, it will always keep the interest of old and new players alike.

+Winchell Chung: +Shawn H Corey more to the point, the majority of players would rather passively consume entertainment generated by the game master, only a few want to be narrativist and actually generate their own entertainment.

In fact, very similar to the proportions of people want to be game masters vs. people who want to be players

+Ten to Awesome: Many would say that this disparity is only right since you only need one GM per 1-6 individuals. I prefer to have the attitude of challenging people to do more. At the heart of every cynic is a disappointed idealist. Please don’t kill me, it’s just my opinion.

+Shawn H Corey: "Drama is anticipation mingled with uncertainty." -- William Archer

I would say some people prefer more anticipation and others, more uncertainty.

+Ten to Awesome: You can't have Drama without tension and you can’t have tension without some kind of unforeseeable outcome. Yet, I would rather have the unforeseeable outcome have meaning, unless the whole point of the story is that the outcome is meaningless, but I never got fully into nihilism.

Friday, April 19, 2013

Damage Location Track for my King of Monsters vs. League of Righteousness!

One step further on finishing all I need for this game.  Here is the Damage Location Track for the King of Monsters.  Its basically a 24 x 32 peice of sheet metal in a poster frame.  This is my playtest poster, but the real one will also by 24 x 32.  It allows me to post up the damage cards to the locations while up on an easel for easy viewing.  I didn't want it down on the table and in the way of the action.


I have the full rules up here and with images for the Hero Cards here.

Friday, April 5, 2013

King of Monsters vs. League of Righteousness - Hero Cards

I just finished re-tooling my Hero Cards.  I put the first batch together in a hurry the day before my first playtest.

The cards include a picture of the model I intend on using for the Hero, a short bio, the Heroes' special rules and a sidebar that will remind the players of the special rules given by all the Zones that are not destroyed by the KoM.









Due to my last playtest I decided to get rid of the Hospital and Metrorail locations.  It seemed like the characters have little need of moving around as much once I took out the need to heal in the Hospital.  Characters now resurrect at the HQ which works fine.

Wednesday, April 3, 2013

King of Monsters vs. The League of Righteousness!



Welcome. This board game is about comic book superheroes versus a monster from Kaiju style movies like Godzilla and Gamera. Here the King of Monsters is attacking the Isle of Righteousness which is the headquarters of the superhero team “The League of Righteousness.”

The leagues new Unobtanium Reactor has sent out waves of strange radioactivity that has attracted the King of Monsters to the island. The creature seems to be enraged by this radiation and seeks to destroy it at the source! Problem is that if the reactor is destroyed, it will cause a catastrophic chain reaction that could well destroy all life on our little blue/brown spinning marble.

The Island is separated into several zones that the King of Monsters will try to destroy while the League attempts to push the beast back into the primordial waters whence it came. The game uses two decks of Uno cards for resolution. Divide the decks into Action and Combat decks as listed below. Please try to keep the decks separate as one will belong to the Heroes and the other to the KoM (or King of Monsters).

Each Zone has unique properties that will aid the Heroes, but once the Zone is destroyed those benefits are lost and it therefore becomes more challenging for the Heroes to beat back the KoM.

Each Hero has a unique special power that, when used in conjunction with the other Heroes powers can make it much easier to beat back the KoM. This is a cooperative game for the most part with all 8 Heroes having to use their powers together to beat the massive beast.

Cards

This game runs off two decks of Uno cards. Divide the decks as follows.

Action Deck
· 8 Draw 2 cards
· 8 Reverse Cards
· 8 Skip Cards
· 4 Wild Cards
· 4 Wild Draw 4 Cards

Combat Deck
· 19 Blue 0-9 Cards
· 19 Green 0-9 Cards
· 19 Yellow 0-9 Cards
· 19 Red 0-9 Cards

Zones

Ocean: If the KoM is pushed back to this zone, the Heroes win!
  • Breakthrough Rating – 0
  • Color – Blue
  • Special Rules – If the KoM is pushed into this Zone the Heroes win!
Beach: This is the KoM’s starting zone. There are no objectives on this zone so he will only spend one turn here.
  • Breakthrough Rating – 0
  • Color – Yellow
  • Special Rules - None
Power Lines: The power lines from the Hydroelectric Dam feed Hero City. Once they are destroyed, the Heroes are forced to rely on power from the Unobtanium Reactor.
  • Breakthrough Rating – 15
  • Color – Green
  • Special Rules – The Power Lines entangle and enrage the KoM. In order to move into this Zone the KoM must draw one less card into its Combat Hand the turn it enters.
Motor-pool: The United Nations guard post keeps its tanks and artillery stored in the motor pool. As long as this Objective is alive Heroes can call upon these men and vehicles to help them in the fight.
  • Breakthrough Rating - 17
  • Color - Red
  • Special Rules – Since the UN soldiers are helping with the fight, all Heroes can choose to discard one Combat Card and draw a new one at any point in their Hero Phase.
Metrorail: This light rail system can be used to shuttle people and items to and from any zone in the game.
  • Breakthrough Rating – 19
  • Color – Blue
  • Special Rules – As long as the monorail is running, Heroes can transport to any Zone in one Turn by discarding a single card that matches the color of the destination Zone.

Airstrip: The airstrip can be used to call in air strikes.
  • Breakthrough Rating – 21
  • Color – Yellow
  • Special Rules – As long as the Airstrip is active any Hero can call in an air cover. This will cancel one “Skip” card per turn for a single Hero.
League of Righteousness HQ: The headquarters for our heroes. As long as this is not destroyed, new heroes can be called up to join the fight.
  • Breakthrough Rating – 23
  • Color – Green
  • Special Rules – The HQ is the nerve center of the League. It provides C&C support from sidekicks and second tier heroes. The HQ allows the Heroes to discard one Action Card result and re-draw once per Zone. Heroes that have been injured and removed from play may re-enter play from the HQ.
Science Lab: The science lab can be used to replenish special abilities and keep the heroes superpowers from dwindling.
  • Breakthrough Rating – 25
  • Color – Blue
  • Special Rules – The Science lab allows each Hero to store a single unspent Combat Card at the end of the Hero Phase. Set the card aside as it is not counted as part of your hand. This card can be discarded and replaced with a new card at the end of every Hero Phase. The Combat Card can be added to the Heroes hand whenever he/she tries to use a Special Attack. See Below.
Unobtanium Reactor: The Unobtanium Reactor had to be activated to power the city. Now that it is up and running it’s a powder keg waiting to blow!
  • Breakthrough Rating – 30
  • Color – Any
  • Special Rules – The Unobtanium Reactor does not confer any special benefit other than allowing every other Zone to function. If it is destroyed the game is over and the world falls into a nuclear winter. Life as we know it ends and the KoM rules over an irradiated landscape of death. Good times.
Heroes

The League of Righteousness started as a Fantasy Football League run by The Linebacker back in the 1980’s. Later it grew into the largest collection of super powers known to man. The A list Heroes include:

Anvil – Genius, playboy, philanthropist, billionaire and Hero, Anvil is a symbol of super technological might. The Anvil suit is armed with sophisticated weapon systems, incredible physical strength and speed.
o Color – Yellow
o Special Rules – Anvil is incredibly powerful and can single handedly suppress an area with rockets, bullets, flairs and the Graviton Hammer. He can force the KoM player to replace any card on the Damage Location Chart with a random card from the KoM’s Combat Deck immediately after the Draw Phase.

Artemis – Once a Greek archeologist, Artemis discovered an ancient shrine that held the Sword of Artemis. The moment she touched the sword she was imbued with the power of the Ancient Goddess of the Hunt. All but invulnerable, able to fly and given superhuman strength and agility, she has become the most powerful female superhero in the world. Often known for activism in children and women’s rights she is a high profile Hero and high ranking member of the League.
o Color – Red
o Special Rules – Artemis is the goddess of the hunt. She can stalk prey and sense its weakness. During the Move Step of the Hero Phase, Artemis can look at any face down card on the Damage Location Chart.

Bamf – Bamf was marked by a Dark Lord of the Abyss, but managed to keep his faith and escape the evil to which he was bound. Now Bamf works hard to redeem himself and subdue his demonic nature.
o Color – Blue
o Special Rules – Bamf can move at incredible speeds and teleport. During the Move Step Bamf can move twice into any Zone on the board by discarding a card from his hand that matches the Zone moved into. He can also attack any Hit Location regardless of color.

Brick Dropper – Brick was a researcher in mood altering drugs. Experimenting on himself, he accidentally changed his brain chemistry to turn him into an unstoppable machine of destruction. Whenever he feels embarrassed, awkward or generally butthurt, he is imbued with incredible strength and stamina.
o Color – Green
o Special Rules – Brick is unstoppable. Whenever Brick is taken out simply put the model on its side in the Zone that he is in. Next turn, he automatically gets back up in the Hero Phase Move Step. He is also known for Dropping Bricks. If Brick is next to any building during his Fight Step he can Drop Bricks once per Turn. When he does so, he can choose any Combat Card that is currently damaging the Zone. He can then immediately search the Hero Combat Deck and place an identical card on the Damage Location Chart.

Dr. Ibis – Nobody knows the Doctors true name or where he came from. All that is known is that he is the master of the Arcane! Dr. Ibis has incredible powers unknown to mortal man.
o Color – Yellow
o Special Rules – Dr. Ibis is a master of the art of Magic and can bend reality. During the Clean Up Phase Dr. Ibis can look at the top card of either Action Deck and can choose to discard the card or keep it on top of the deck.

Dynamo – Once Dynamo was a Special Forces commando who volunteered for a special program run by the government. Treated with special Zeta energy, Dynamo was given powers and abilities far beyond that of a mortal man.
o Color – Red
o Special Rules – Dynamo is unstoppable. Whenever Dynamo is taken out simply put the model on its side in the Zone that he is in. Next turn, he automatically gets back up in the Hero Phase Move Step. Dynamo is a powerhouse and can put a Power Token on any face up card on the Damage Location Chart during his Fight! Step. This token gives that card a +1 to its value. He can do this once per Turn and can place multiple tokens on any card.

Science Ninja – The Science Ninja is a master of the Shinobi arts. On top of this he packs a grip of gadgets and technological marvels to increase his powers. He is also a gifted investigator and leader.
o Color – Blue
o Special Rules – After the Draw Phase, Science Ninja can allow any Hero to trade one card with another Hero due to his superior leadership skills. No Hero can trade more than once.

The Grey – The Grey is an alien from a fallen civilization. He has shape shifting and telepathic powers and has dedicated himself to preventing humans from destroying themselves like his people did.
o Color – Green
o Special Powers – The Grey can use his telepathic powers to help Heroes prevent catastrophe. Once per turn The Grey can change the numeric value of any card played by replacing it with the numeric value of a card played from his hand. The value is changed immediately but the card reverts back to its original value in the Clean Up Phase. Note this does not change the color of a card.

The Game Turn

The Game Turn is divided in to 4 Phases. Setup, Draw, Rampage, Hero and Cleanup. Each Phase has several Steps. All together they make up the Game Turn.

A) Setup Phase.  In this phase the KoM player sets up his Damage Locations on the Damage Location Chart.  See image below


There is one Row per color and four Columns per Row. Attacks and other effects are resolved from left to right starting with Column one and ending with Column 4.  At the start of the game and again whenever the KoM moves to a new Zone the KoM player must place cards on the Damage Location Chart.  The KoM player will draw cards from the Combat Deck until four cards are drawn for each color.  Only the first four cards drawn for each color will be placed on the DLC all subsequent cards of the same color that are drawn are discarded.  Once all 16 cards are drawn the KoM player then places them on the DLC.  Cards must match the color of the Row they are placed in and are placed from lowest numerical value to highest starting with Column 1.  If the KoM moves into a new Zone, these cards are placed face down and not revealed to the Hero players.  If the KoM is pushed back into a previous Zone, the cards are placed face up.

B) Draw Phase.  All players, including the KoM player may first discard any cards and then draw up to a hand size of 5 from the Combat Deck, but may never end the draw phase with more or less than five cards exactly.

C) RAMPAGE! Phase.  The KoM goes on a rampage.  In this phase the KoM player follows these steps.

     1) Action Deck Step – Draw one card from the Action Deck
          a) Draw 2 Card:  If the Draw 2 Card is pulled draw 2 cards from the Combat Deck may only attack Heroes during his RAMPAGE! Phase.
          b) Reverse: This card reverses the order of the face down cards in a row on the Damage Location Chart.  The row that is changed corresponds to the Reverse card color drawn.  Hero attack cards that are placed face up on top of these cards are not re-ordered.
          c) Skip: The KoM may only attack Heroes this RAMPAGE! Phase.  The KoM also looses his Move Step during this RAMPAGE! Phase.
          d) Wild: The KoM player can choose to either place this as a fifth card on any Damage Location Row with a value of 9 or they may choose to keep it in their combat hand.
          e) Wild Draw 4:  Immediately draw four cards from the Combat Deck and add it to your hand.  Place this as a fifth card on any Damage Location Row with a value of 9.

     2) Fight Step!
          a) The King of Monsters can choose to damage the Zone or the Heroes and can attack any number of targets as long as he has the cards to do so.
          b) If the King of Monsters chooses to attack the Zone he must play any combination of cards and add their numerical value together.  This total is compared to the Breakthrough Rating of the Zone.  This may be done cumulatively over several Turns or in one Turn.  Wild Cards count as nines for damage.  Once the total damage value meets or exceeds the Breakthrough Rating of the Zone the Zone has been destroyed at the end of the Fight Step.
          c) If a Hero is attacked, the KoM must choose a card color that corresponds to the Hero.  Each Hero has a color value.  The Hero may then play a card of the equal value or of the same color.  In turn the KoM may play a card of the equal value or color (note color may change here but will still damage the Hero as long as the initial card of the attack was the correct color.) This goes back and forth with the player who played the last card being declared the victor.  If the KoM wins the Hero is taken out!  Once taken out the Hero must discard his hand and my re-draw up to five in the Draw Phase.  The Hero is taken out for the rest of the following HERO! Phase, but will recover at the beginning of the next Turns HERO! Phase starting in the League of Righteousness HQ and must spend cards in the Move Step of the HERO Phase to return to the fight..  (Rules on Hero zone movement will follow later on).

     3) Move Step!
          a) The KoM may move on to the next Zone if the following conditions are met.
               i) The KoM has destroyed the Zone objective.
               ii) The KoM does not draw a Draw 2 or Skip Card in the beginning of the Action Deck Phase.
               iii) The KoM must have a card in his hand that is the same color as the Zone being entered.

D) HERO! Phase. Now the Heroes get to beat on their invader.  Red Heroes go first.  Each Red Hero draws from the top of the Combat Deck.  The Hero with the highest number goes first and the Hero with the lowest number goes last.  Repeat then for Green, Yellow and Blue in that order.  Once we know who goes when, we can start whoopin radioactive monster butt!

     1) Move Step – A Hero can move from Zone to Zone.  The Hero must discard a card that matches the color of the Zone being entered.  A Hero can do this as many times as he/she has cards.
          a) Draw 2 Card:  The Hero has the choice of drawing two cards from the combat deck and loose the rest of the HERO Phase or the Hero may allow the KoM to draw two cards.  If the KoM draws two cards the Hero may continue with his/her HERO Phase.
          b) Reverse: This card reverses the order of the face up cards in a row on the Damage Location Chart.  The row that is changed corresponds to the Reverse card color drawn.
          c) Skip: Lose the rest of the Hero Phase.
          d) Wild: The Hero can place the wild card face up on any Damage Location immediately.  The Wild card matches all colors and has a value of 9.
          e) Wild Draw 4:  Immediately draw four cards from the Combat Deck and add it to your hand.  The Hero can attack any Location that turn without having to shift Locations.

     2) Fight Step!
          a) The Heroes can attack the KoM using their fabulous superpowers.  They can attack the Location that matches the Heroes color.  They can discard a Combat Card from their hand to move one Location up or down as many times as the Hero has cards to discard.
          b) The Hero can make a normal attack on the Location by placing a Combat Card whose color matches the Location color face up on top of the first unoccupied Location from left to right.  Only a single face up card can be placed in each Column of the DLC.  If the Hero has more cards to play, they can spend cards to move Locations and place as many cards in their hand on as many Locations as they can.  Otherwise, they can save cards to power up for a “Special Attack”.
          c) Once all the cards in a Location have been covered by an attack card a Hero can choose to do a Special Attack to disable that Location. A Hero cannot do regular attacks on a Location Row in the same turn as he/she does a Special Attack.
               i) First the Hero must determine if the location has been weakened enough to be able to be taken out.  Starting from left to right compare the face down card with the face up card.
                     (1) If the face up card is of higher or equal value compared to the face down card, the cards are then removed from play.  Continue on to the next column.
                     (2) If the face down card is higher than the face up card, the Heroes have failed to damage that Location column and all face up cards are removed.  All remaining face down cards are then shifted to the next left most open position.  The card that was formerly face down remains face up.
                     (3) If all the cards are removed from play, the Location has been defeated.
               ii) Once the Location is defeated a Hero can try a Special Attack.  Special Attacks are handled as follows.
                     (1) The KoM player draws a card from either his hand or the top of his Combat Deck.
                     (2) The Hero must then match either the color or the number on that card.
                     (3) Both sides keep playing cards from their hands until one side cannot match.  (Note:  The KoM player is not restricted by Disabled Locations for the purposes of this fight.) The last side to match being the victor.  If the Hero wins, the Location is Disabled.
                     (4) If the Hero fails to match then the Location automatically replaces the left most card face up on that location with a card from the KoM’s Combat Deck.
               iii) If a location is Disabled the KoM player cannot use that color card for any actions including Damage and Attack.  Once the KoM can no longer play any color cards, it is moved back one Zone.  Once moved back it replaces all its Hit Location cards lowest to highest just as described in the Setup Phase, but all cards are placed face up so the Heroes can see them and is automatically considered to have drawn a Skip card on its next Action Card Step removing a card from a Location determined randomly but pulling a Combat Card for a color.
          d) When the KoM is down to the last Location Card, it goes into a FRENZY!!  The KoM player immediately draws one card per active Hero.  The KoM player can then.
               i) Play any or all of the cards he can against the Zone and resolve that damage immediately.
              ii) Attack any Hero or Heroes with whatever cards he can.  Follow up cards can be of any color but the initial attack must be of a color the KoM can use.  Resolve immediately.
              iii) Discard entire hand to draw one card from the Action Deck.  If a Wild card is drawn it can be placed on any of the left most positions on the Damage Location Chart with a value of 9.  If a Wild Draw 4 is drawn the Wild Draw 4 card is placed anywhere on the Damage Location Chart with a value of 9 and the KoM player can draw 4 cards from the Combat Deck and resolve damage as in steps i and ii above.

E) Clean Up Phase
  1. All Combat Decks are shuffled.
  2. Any Hero in the Hospital is now healed and ready to start next Turn.
  3. If a new Hero is being drawn from the Hall of Righteousness his model is placed there at this time.
  4. All cards on the DLC are moved to the left most unoccupied position.
This is the end of the Turn.  If the KoM has not moved into a new Zone skip the Setup Phase and move on to the Draw Phase.