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 will 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 losers beginning health score to whatever it has left after the battle and chooses the next opponent. Controlling the Challenge is the underdog’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 will be MONSTERS Menace America, but either game can be played in the heats. Ravage can be played in the semifinal games or the Final only if all players agree. The Menace version is the better choice for a pickup 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 by Ravage players are:
- A roll of 6 by either the military or a MONSTER is a Smash, causing an extra point of damage to a MONSTER.
- 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.
- The cards sometimes have the same names as Ravage, but different effects in Menace.
- 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.
- The maximum health is 40 by rule, except it is 30 for Toxicor (the Bronacle clone).
- Most players forget that Zorb can choose to take three infamy instead of a low health roll.
- Gargantis moves 3 but can discard mutation cards at any time for three health (handy and deceptive, when you get to the Challenge!).
- 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 on attack during Menace games.
TOURNAMENT HOUSE RULE: For each turn 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 four 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:
- Remove Brain Rot from the Mutation deck! (Hooray!)
- 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.)
- There are handouts to place over the western corner of the map to move the El Toro Marine Base in the Los Angeles grid.
- There are handout replacement military cards for military units to improve game balance consistent with the changes in Menace.
- 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,
- Stomp 16 cities/bases instead of 20 to speed play.
TOURNAMENT ADVANCEMENT: Up to 25 winners will advance, but non-winners will only advance if necessary to get 16 players in the semifinal. 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 semifinal, (which is unlikely unless attendance exceeds 100 players), winners will be eliminated based on most wins and then high score sheet)
Semifinal seating was random the last two years. Top seeds may be separated based on multiple wins, 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 opposing bases, (and yes, the option of making your MONSTER sound). Family members and players who faced each other in heats will be separated in the semifinal if possible. (They should tell the GM if they have played each other.)
Additional Prizes: Monster movie prizes!