View Full Version : Arrrgh! Massive card misprint - need card text!
egarvue
04-28-2005, 11:36 PM
Let me start by saying that I NEVER impulse buy - I always research a game before I buy it. Except in this case. Monsters Menace America looked so cool, I just had to get it on the spot. Bought it and had all the members of my regular gaming group anxiously waiting for me to finish punching out the the die cut parts.
Then disaster - the deck of cards was very very badly miscut - every card has about half its rules text chopped off at the bottom, and there's no way to infer what the actual card text it. Picture's there, card title's fine, but no complete rules.
I know that AH customer service will straighten this out; very friendly help desk person assured me of that last night. However, my friends and I don't want to wait however long it takes for them to send me a replacement deck - we wanted to start playing this awesome-looking game now!
Is there any way that the rules text of all the cards can be posted online as some kind of eratta sheet so that we can get about the business of giving Chicago and Seattle a proper monster stomping?
Da Black Gobo
04-29-2005, 10:07 AM
2nd Generation: You can deploy 1 extra unit each turn (from your branch or from the national guard).
Anti-Mutagen: At the start of any battle involving your units, the monster loses 1 health for each mutation card it has.
Antimatter: Use on any of your turns at the start of a battle involving your units. Discard this card after use. Military units deal double damage in the first combat round. Each time the monster is damaged this way, roll 1 die. The moster mutates on a roll of 1.
Blonde Lure: Use on any of your turns. Discard this card after use. Choose a monster and a space adjacent to it, that monster must end its move on that space during its next turn.
Captain Colossal: You control the captain colossal giant military unit. Place its piece on one of your bases and take its record tile. When captain colossial reache 0 health, remove it from the game. Discard this card after use.
Chopper Lift: Use on any of your turns. Discard this card after use. Roll 1 die, move ta monster up to that many spaces. It loses 1 infamy. It cannot end this move on a space containing another piece, on a sea space, or on an unstamped city, base or infamy site.
Cutbacks: Use on any of your turns. Discard this card after use. Remove a Research card from play.
Defense Satellites: Use on any of your turns. Discard this card after use. Roll 1 die for ach monster on the game board. That monster takes that much damage. This doesn't affect Captian Colossal or Mecha-Monster.
Fusion Cells: Add 1 to the move value of all your units.
Guard Commander: You can move and redeploy Gurard units. Tanks have 3 move(land only). Fighters have move 5(fly). Other players can't deploy Guard units.
Laser Fence: Use at any time when a monster ends its move, but before battle. Discard this card after use. The monster must expend 2 infamy tokens or retreat to a unoccupied adjacent space. It doesn't encounter the new space).
Mecha-Monster: Your control the mecha-monster giant military unit. Place its piece on one of your basea nad take its record tile. When Mecha-Monster reaches 0 Health, remove it form the game. Discard this card after use.
Scientific Analysis: At the start of any batlle involing your units. the monster loses 1 health.
Molecular Cannon: use on any of your turns at the start of a battle involving your units. Discard this card after use. Roll 1 die. The monster takes that much damage and immediately appears on one of its laires (your choice).
Stabilizer Ray: Use on any of your turns at the start of a battle involoving your units. Discard this card after use. If you damage a monster during this battle, choose and discard 1 of its mutation cards.
X-Fighters: Place the 2 balck x-fighers pieces on this card. You may deploy an x-fighter instead of a unit from your branch (but not instead of a guard unit). Remove destroyed x-fighters from the game. (Discard this card after both are destroyed). Move: 6(fly) Defense:5 Damage:2.
Winged Horror: +1 move. You fly now.
Whip Tentacles: Whenever you get an attack roll of 6. You immediately make 1 extra attack (you also smah, if applicable).
War Spikes: Each of your hits deals 4 damage instead of 3.
Son of a Monster: Discard this card at any time during a battle you're in to get 2 extra attacks and 1 die of health.
Radiation Field: Any time a military unit gets an attack roll of 1 against you, it destroys itself (you still draw mutaions cards, if applicable).
Kinda Friendly: You can move through spaces occupied by national guard units. If you end your move on a space with any national guard units, return theose units to the national guard record tile without fighting them.
High-Octane Blood: +1 move During the Moster Challenge, you attack first even if you're not the challenger.
Fins and Gills: You can cross water barriers. +1 defense in a space with a water barrier.
Berserk: Discard this card for 5 extra attacks at any time during a battle you're in.
Atomic Breath: You get 1 extra attack in the first combat round of each battle.
Armored Scales: +1 defence, -1 move.
Iron Stomach: Whenever you stomp a military base, you may gain 3 health instead of 1 Infamy.
Atomic Recovery: At the beginning of your turn, your health returns to its starting value if it was lower.
It is a Robot!: Each time a moster misses you during the Moster Challenge, it takes 1 damgae from electrocution.
Laser Beam Eyes: +2 to hit cruise Missiles.
Ramgage: You can move on the same turn you emerge from a lair.
Have fun!
Sean
egarvue
04-29-2005, 10:27 AM
YOU ROCK!!!!!!!!!!!!!!!
Thank you very much, you've made my day!
Keldar
04-29-2005, 05:36 PM
Way to go, Da Black Gobo!!!!!
Very nice thing to do. That took some work!! :)
holywolfman
04-29-2005, 09:29 PM
Yeah...that was mighty "kind" of you Sean!- ;) ...I just got done lamenating my cards...will try it out tomm. afternoon!
(The "New" artwork and graphics are really nice-I am really impressed...GOOD JOB: AH!)-
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