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Giant Monster Rampage Deluxe Playing Field and Sequence of Play Overview 01/23/2012
 
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It’s time for this week’s Giant Monster Rampage Deluxe overview. This week we take a look at two chapters, Chapter 6: The Playing Field and Chapter 7: Sequence of Play.

First up is Chapter 6: The Playing Field. The playing field is the name given to the area the game is going to be played. It’s important to fill the playing field with different types of terrain to help set the atmosphere for the game as well as provide obstacles and objects for the monsters to destroy, use and maneuver around. There are three different types of terrain used in Giant Monster Rampage.

Normal terrain represents things that can hinder a monsters movement or line of sight. Examples of normal terrain include forests and rubble. 

Blocking terrain represents things that can block a monsters path and line of sight. Examples of blocking terrain include buildings and objects.

Treacherous terrain represents things that can harm a monster if it moves through it. Examples of treacherous terrain include flaming rubble and sludge.

There are 15 different and variant terrain types detailed in Giant Monster Rampage Deluxe along with simple instruction on how to create them.

Now it’s time to talk about Chapter 7: Sequence of Play. The sequence of play is the order that things are done during a round and a player’s turn. There are some things that all players take part in at the beginning of each round such as determining initiative and atomic power then there are things that only a player can do during their
turn.

A player’s turn is broken down into phases. A player must progress through the phases in order before the next player gets to take their turn.

During the military strike phase a player must roll to see if his monster is the target of the cities defense forces.

During the movement phase a player can move his monster, use movement powers, and/or movement type combat maneuvers.

During the ranged combat phase a player’s monster can use ranged combat powers, throw objects, and/or use ranged combat type combat maneuvers.

During the close combat phase a player’s monster can use its natural attacks along with attached close combat powers as well close combat type combat
maneuvers.

During the recovery phase a player gets to roll to see if his monster heals any
damage.

This chapter also details the basic conditions that can be used to determine which monster emerges as the victor as well as a scenario that allows the game to be played solo.

When designing the deluxe version of Giant Monster Rampage we wanted to add as many optional rules as possible so that players could customize the game to suit their style of play. The sequence of play chapter includes several optional rules which feature an alternate way to gain atomic power points, an increasingly hostile military
strike phase, and a turn sequence that allows players to pick the order of their monster’s phases.
                
That’s all for this week, join us next week for our final overview where we will talk about Chapter 8: Combat as well as Chapters 9, 10, and 11 which feature several optional rules.


 


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