Mothra Vs Godzilla Tsukuda Hobby Rules (EN)
Mothra Vs Godzilla Tsukuda Hobby Rules (EN)
for
ADULT
1
III. GAME PART III
- Introduction ..................................................................................................................................... 19
31. Flight Movement.......................................................................................................................... 19
32. Godzilla........................................................................................................................................ 19
33. Mothra (Larva)............................................................................................................................. 19
34. Mothra (Adult).............................................................................................................................. 20
35. Anguirus ...................................................................................................................................... 20
36. Rodan .......................................................................................................................................... 20
37. King Ghidorah ............................................................................................................................. 21
38. Mechagodzilla ............................................................................................................................. 21
39. Gigan ........................................................................................................................................... 22
40. Gameboard ................................................................................................................................. 22
41. Game Procedure ......................................................................................................................... 23
42. Playtest........................................................................................................................................ 23
43. Scenario A................................................................................................................................... 25
44. Scenario B................................................................................................................................... 25
45. Scenario C................................................................................................................................... 25
46. Scenario D................................................................................................................................... 25
47. Base and Control Tower Rules ................................................................................................... 26
Translator’s Notes........................................................................................................................... 29
SPECIFICATIONS / CONTENTS
* For the marker pens, you may substitute pens available on the market used for whiteboards.
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1. GAME PART I (MOTHRA VS. GODZILLA)
● PART I Scenario
A large-scale typhoon strikes the isolated Infant Island
in the South Sea, and the giant egg of Mothra has
fallen into the sea. The egg flows along a current to
Japan, only to be found by a corrupt businessman who
brings it to a large city and conceals its location.
At the same time, the monster Godzilla has perceived
the existence of the egg, and by animal instinct has
emerged from the bottom of the sea on the other side
of the city, intent on destroying the egg. As Godzilla's 3. Note the center point in
appearance is reported, martial law is declared across the hex. It uses it to judge
the entire metropolitan area. Civilians seek shelter and whether the Firing Line is
the Defense Corps line up along the coastline. interrupted when attacks
such as the Atomic
Now, chasing the egg, two small priestesses (the
Breath Ray are used
Shobijin) from Infant Island have no choice but to
(refer to 8-4).
appear, and desperately pray for the egg to hatch and
Mothra to emerge to protect the citizens from the
attack of Godzilla.
Can Mothra's egg and the city be saved from the
invasion of Godzilla?
3
4. The district where seven hexes are enclosed in a Check boards and pens for Godzilla and Mothra (larva),
bold line is called an Area. Godzilla Cards, Defense Cards, Fire Chips,
Destruction Tiles, Turn Display Table, Combat Result
Tables, and Skyscraper Pieces.
* The Shobijin and Skyscraper pieces are placed
upright in the stands.
Godzilla Shobijin 8. One Check Board for each monster will be used in
(in stand) Part I for Mothra (larva) and Godzilla. This is used
to record the increase and decrease of
Comprehensive Ability, including the attack power,
the Movement Points, and the number of cards
(Godzilla only) for each monster.
Mothra’s Egg
Civilians Defense Corps * The surface is laminated, can be marked with the
included pens, wiped clean with tissue paper
dampened with water, and reused many times. Oily ink
2. Additionally, the following items are used: cannot be erased (do not use it, please).
4
9. The Combat Results Table is used to extrapolate Voltage Towers, or river hexes which do not
the results of combat between the monsters. have a bridge. Of course, they cannot be
(description follows) stacked (per 2-5) on other counters.
10. The Godzilla Cards are used only for part I and II, 7. The Mothra side player the Shobijin counter on
to limit Godzilla's range of actions. (detailed in 6) the gameboard within a range of three areas or
less from Mothra's Egg (refer to the figure
11. Defense Cards - When the monsters engage in below). The Shobijin may be stacked with
hand-to-hand "grappling" combat (22-24), you use other pieces.
the Defense Cards. There are two groups of 6
cards, one group for each of the two players.
(detailed in 23)
12. The Turn Display Table notes the progress of the
game. When one turn ends, cross off the turn
number with a marker pen.
3. Civilian counters are arranged by placing them 9. The Godzilla player rolls one die, and places
in the hexes where there are dots with yellow Godzilla in the sea hex that contains the same
circles. number as the die roll result. He may face any
direction the player wishes.
4. The Mothra side player secretly chooses one
of the numbered (A1 - H2) hexes of the
forested area on the gameboard to hide 4. Game Procedure
Mothra's Egg. Write the number on a scrap of The first turn starts here, and each turn advances in
paper and keep it hidden from the Godzilla phases in this order:
side player.
1. Spreading Fire (Godzilla side player) - Check
5. The Mothra side player chooses five to see if fires started in the previous turn
consecutive hexes from amongst those spread to other Areas (see section 10).
numbered 1 through 22 along the coastline, to
set up a trap of High-Voltage Towers to use 2. Panic Movement (Godzilla side player) - The
against Godzilla (refer to 17-1). Write the Civilian pieces that fell into a state of panic in
locations on a scrap of paper and keep it the previous turn are moved (see 15-4).
hidden from the Godzilla side player. 3. Civilian Movement (Mothra side player) -
6. The Mothra side player places each of the 23 Civilian counters are moved.
Defense Corps counters in arbitrary hexes 4. Shobijin Movement (Mothra side player) - the
around the gameboard. However, they may counter representing the “small beautiful
not be placed in hexes which contain the High- women” of Infant Island is moved.
5
5. Defense Corps Movement (Mothra side 5. When a Civilian piece is lost due to area fire
player) - Defense Corps counters are moved. (9-3), the spread of fire (10-7), being crushed
by Godzilla (7-8), or panic (15-6), Godzilla
6. Defense Corps Attack (Mothra side player) - recovers 1 point of Comprehensive Ability.
The Defense Corps that are in range of
Godzilla may attack him.
6. How to Use the Godzilla Cards
7. Godzilla Movement and Attack (Godzilla side
player) - Pull one Godzilla card and carry out 1. The Godzilla Cards are used in Part I and II,
the actions described (detailed later). but not used on Part III.
8. Mothra Hatching Attempt (Mothra side player) 2. To determine Godzilla's actions within a turn,
- Once 8 turns have passed you may begin the the Godzilla player pulls a card from his hand
process of trying to emerge from the Egg (19- of five Godzilla Cards. Each card lists the
1). action(s) that may be taken in that turn. When
the player uses one card, he draws a new one
9. Mothra Movement and Attack (Mothra side from the Godzilla card set (the player always
player) - takes place in the second stage of the has a hand of 5 cards).
game, once Mothra has hatched.
3. When the current pile of Godzilla Cards has
This is the end of a turn. Please check off the turn on been used completely, the player creates a
the Turn Display Table whenever ending a turn. new pile by shuffling the used cards.
4. When Godzilla's Comprehensive Ability (as
5. Comprehensive Ability recorded on the check board) falls to 30, the
1. Comprehensive Ability is the numeric rating number of cards held is reduced to 4. When it
which displays the current mental and physical falls to 20, the number of cards held is reduced
power which the monster has. As this gets to 2. When it falls to 6, the number of cards
closer to "0", it reflects the fact that the held is reduced to 2. When it falls to 2, the
monster becomes fatigued and that its player may only hold (and draw) one card at a
aggressive desire has decreased. time. This is described clearly on the Godzilla
check board.
2. The numeric value of Comprehensive Ability is
different depending upon the monster, with 5. When Godzilla's Comprehensive Ability falls to
"40" being the maximum (in the case of a regulated number, the Mothra player takes a
Godzilla). When Godzilla, receives the damage random Godzilla Card from the Godzilla player,
from the attack of the other monsters and from the pile of used cards.
Defense Forces, and when he uses his Atomic 6. The contents of Godzilla Cards are as follows:
Breath Ray attack, his Comprehensive Ability
decreases. 1) Move up to the
listed
3. As Comprehensive Ability decreases, the Movement
amount of Attack Power and available Points - Move
Movement Points also decreases (in Part I, Godzilla up to
only applies to Godzilla) or less than the
number of
Movement
Points shown
on the card.
Note that this number may be
overridden by the movement rating
associated with the current status on
the check board.
3) Movement Points
2 and Atomic Illustration of example movements when Godzilla uses
Breath Ray - Both four Movement Points (the top of the "G" is the front
actions are face).
possible within the
one move, used 4. Godzilla may move unaffected through hexes
sequentially. Either representing sea, river and road; Movement
action may be Points are neither increased nor decreased at
taken first, but the all.
Ray attack may not be used in the
middle of movement. 5. In areas where a fire is taking place (refer to
Section 9), Godzilla may pass freely and may
even stop, unharmed.
4) Stop - When this
card is used, 6. Godzilla can invade hexes occupied by
Godzilla does Skyscrapers. He cannot pass through them,
nothing during that but when he enters an adjacent hex, roll one
turn. die. If 4, 5 or 6 is the result, the Skyscraper is
destroyed and the building piece removed. The
hex is now treated as a standard, empty hex.
Regardless of success or failure of the roll,
Godzilla loses 3 points from his
Comprehensive Ability (enter on the check
7. When fighting against Mothra in the second board).
stage of the game, you will still use an
additional set of cards. The Godzilla side 7. A bridge which Godzilla crosses through is
player will have two kinds: the Godzilla Card considered to be destroyed entirely. A
and the Defense Card used in grappling (refer Destruction Tile (see 2-2) is placed on the hex
to Section 23). of the bridge, and Defense Forces and
Civilians may no longer cross it.
8
up on the surrounding areas (with the front, red 2. The Defense Corps may advance in an
flame face up). arbitrary direction by 1 hex for each movement
point. In other words, tanks and atomic heat
7. Defense Corps and Civilians in the areas ray vehicles can move up to 2 hexes per turn,
where the fire spread are removed from the and the rocket launcher up to 3 hexes in one
board. movement phase.
8. Spreading is generated only from the Area 3. When moving along a road, Defense Corps
where Godzilla's Atomic Breath Ray hit, and units may double their speed (2 hexes per
spreads out only by one degree. movement point).
* It never spreads there even if Godzilla uses his
Atomic Breath Ray again in the fire area.
9. A fire that occurs by one degree doesn't
disappear while playing a game.
12. Defense Corps Movement 2. Two dice for each attacking piece are rolled. If
the combined result of a roll equals 9 or more,
1. There are three types of Defense Corps pieces: it is an effective hit and one unit of Godzilla's
Tanks Rocket Launcher Atomic Heat Ray Comprehensive Ability is taken. (marked off on
the check board)
3. If the line connecting the points of the hexes
(the Firing Line) between the attacking
Movement Range Movement Range Movement Range Defense Force unit and Godzilla is occupied
Points Points Points by 2 or more hexes of a Fire Area, the attack
* Each piece represents multiple units on Godzilla is not possible.
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2. If Defense Corps (2 pieces or less) are in the
area that became panicky, they become
involved in the panic.
3. Until the panic subsides, neither movement nor
attack from the Defense Forces and Civilians
in the area is possible.
4. In any area where panic occurs, the Godzilla
side player rolls one die to determine the
direction that all pieces will move out, then
moves all pieces in the area move 2 hexes in
that direction.
Only C and D can attack Godzilla in his position in an Area on fire. * For the direction that the pieces will exit the area,
4. When the Firing Line is interrupted by refer to the Direction Indicatory Mark on the
Skyscrapers, attack is not possible. gameboard corresponding to the die roll.
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7. In the case of twins, please treat "A" and "B" * The Comprehensive Ability itself of Godzilla does
individually (refer to Figure 1 earlier in the not fall due to a Thread attack, but his available
manual) and record their status separately on Movement Points drop by one for every 10 points
the shared check board from now on. of hits.
8. The twins move separately hereafter. 3. The Firing Line of a Thread attack (as with the
firing line of Godzilla, detailed in 8-4) cannot be
obstructed by hexes with Skyscrapers.
20. Mothra Movement
1. In the case of Mothra, its movement is not 4. The Thread attack cannot be aimed into or
restricted by Godzilla Cards. It can move freely through a fire area.
within its movement range. 5. Mothra cannot move in a turn when the Thread
2. It may enter and cross through hexes attack was executed.
containing sea, river, and road, but its
movement is neither increased nor decreased 22. Grapple Combat
by these types.
Grapple combat between Mothra and Godzilla is a
3. Mothra may enter, pass through or stop inside part of the game in the second stage, once Mothra's
an Area occupied by fire. Egg has hatched.
4. Mothra may not enter nor pass through a hex Grappling is the “movement attack” of the monsters
occupied by a Skyscraper. distinct from their Special Attacks (Godzilla's Atomic
Breath Ray and Mothra's Thread) and is commonly
5. A bridge that Mothra has entered or passed known as wrestling or hand-to-hand combat.
through is considered destroyed.
1. First of all, the Mothra and Godzilla players
* As with Godzilla, a Destruction Tile is placed on the should each have their set of Defense Cards
bridge. (2-11) ready.
6. Mothra may not move while executing a 2. In order to initiate grappling with the other
Thread attack. monster, it is necessary that the hexes in
which they're located be adjacent to each other.
21. Attack of Mothra At this range, the territorial aggression of the
monsters increases.
1. Mothra (larva) has a Special Attack of spraying
a sticky Thread, aiming at one hex within a
forward range of 3 or less hexes, which
restricts the movement of the enemy.
Combat Area
2. The defense side determines from which * Locate the difference value as determined in step 7
direction the other party is attacking, and above on the horizontal axis of the table, and cross-
chooses how to move their monster piece reference it with the result of the die roll.
using one of among six Defense Cards. Explanations of the resulting instructions are as follows:
The contents of the Defense Card are as follows. D (number) - means that the defense side
1) Advance One Step - Move forward one undertook damage. Subtract the figure from
hex. It isn't possible to move when other the Comprehensive Ability of the defense.
monsters are ahead. A (number) - means that the attack side
2) Retreat One Step - Move backward one undertook damage. Subtract the figure from
hex. It isn't possible to move when other the Comprehensive Ability of the attacker.
monsters are behind. R - The side that received the damage is
3) Turn to Right - Change direction 60° to the forced, without changing direction, to retreat 1
right. hex, into another of the 6 hexes of its Combat
Area. The player who did the damage decides
4) Turn to Left - Change direction 60° to the into which hex the retreat is forced. However,
left. the player cannot be forced to retreat into an
enemy's Combat Area. In case there is no
5) Stop - No movement from current position suitable hex into which the retreat can be
6) Anti-Air Defense - You can use your own forced, the injured party suffers an additional 1
Attack Power +1 against the flight attack of point of damage against their Comprehensive
the enemy. Neither your position nor Ability.
direction changes. (Because monsters that -- No damage to either party.
fly do not appear in Part I, this card is not
used until Part III)
25. Grappling: Additional Rules
* Options 1 through 6 do not consume Movement
Points. 1. One monster cannot initiate grappling against two
or more enemy monsters. Choose your attack
against only one enemy, even if the positions of
24. Procedures for Grapple Combat the pieces make it possible.
1. Attack side declares intent to initiate a movement 2. Two (or more) monsters can start attacking one
attack (that is, to grapple) to the defense side. monster at the same time. Nevertheless, still only
2. The defense side chooses one Defense Card and one Defense Card can be drawn.
lays it face down. 3. When undergoing an attack from two or more at
3. The attack side moves, and enters the Combat the same time, all modifiers based on the direction
Area of the defense side. of the attacks are totaled and added to the basic
attack power of the defense.
4. The defense side reveals the face of the card, and
moves the monster according to the instruction. The attack side totals the attack power of all
monsters that started the attack (basic attack
5. As a result, the grapple combat only continues if power + modifiers) and from that total subtracts the
the attack side and defense side are still within the defense attack power. The result is cross-
Combat Area. referenced against the die roll on the Combat
Results Table.
6. The modification to Attack Power based on the
facing of the monsters relative to each other is 4. There are scenarios in Part III where two or more
calculated, and each modified Attack Power is grapple fights occur at the same time. The attacker
compared. (11-3, refer to the check board) extrapolates the results from combat at this time.
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The Defense Card is returned to the pile and can
be re-used immediately.
26. Playtest
The following is an example of a battle between Mothra
(larva) and Godzilla, tracking the figures and explaining.
Code
Mothra (twins) = A and B; Godzilla=G
The top of each code/letter represents the front of the
monster figure.
In the playtest, all of the values for Comprehensive
Ability, attack power and Movement Points of the Step 3
monsters are assumed to be in optimal condition.
3. The following are the attacks of the Mothra side. A
and B execute a Thread attack on G (because this
1. Let's assume that Godzilla is attacking here first. is a Special Attack, the Defense Card is not used).
First of all, the G side declares the movement or an A and B roll a die each, and A gets a 2 and B gets
attack (either A or B). G declares movement a 6. G receives 5 points of damage from the
attack on A. The Mothra side chooses a Defense Thread attack of B, which hit (enter onto the check
Card from the pile and, without showing it to G, board).
lays it face down.
Step 2
Step 4
2. G attacks, placing his front face against Mothra's
left/front face, using 5 Movement Points. However, 4. In the second turn, G makes an Atomic Breath Ray
the Defense Card the Mothra player chose was attack on A, but when the G side player rolls the
"One Step Retreat" and, as a result, moved outside die, he gets a 2. G takes a minus one against his
of the Combat Area for G and avoided G's assault. Comprehensive Ability.
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Step 7
6. In the third turn, G makes a movement attack on B. 4) Damage received due to a Thread attack is not
The Mothra side chooses a "One Step Retreat" recovered in the game. At 10 points,
Defense Card. G uses 4 Movement Points (he Movement Points are decreased by -1, and at
usually has 5, but the Thread attack decreased it 20 points, they are decreased by -2.
to 4), but because the Mothra side used "One Step
Retreat", the attack is disengaged.
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27. Victory Conditions
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GAME PART II (GAME FOR ONE PLAYER)
Using the system outlined in Part I, it is possible for and advance toward Mothra’s Egg. As in Part I,
one person to enjoy a solitaire version of the game. it costs 1 Movement Point to turn 60° (refer to
The preparation and procedure are as follows, though Figure B).
only first stage of Part I is part of the game.
2) On a roll of a 6, move backward by 1 hex and
change facing toward the Egg. Then continue
28. Preparation and Procedure moving directly toward the Egg (refer to Figure
1. The player plays the side of Mothra and the C).
humans.
2. First of all, place the counter for Mothra’s Egg in an
arbitrary hex. Arrange the Civilians and Defense
Corps as outlined in Part I. The Shobijin do not
appear in Part II.
3. Choose the locations of the High-Voltage Towers
as in Part I.
4. Shuffle the Godzilla Cards well, and set them aside
face-down in a single pile.
5. The player rolls one die to set the location where
Godzilla appears in the sea.
29. Rules
(Figure B: Movement example of rolling a 5 and Godzilla’s direction)
1. Godzilla’s actions in the game are governed
entirely by the Godzilla Cards. When it is the
Godzilla Movement and Attack phase of the turn,
the player turns one Godzilla Card over and follows
the instructions.
2. Godzilla basically advances toward the Egg.
3. When the card directs Godzilla to move, roll one
die and use the guide below to determine
Godzilla’s direction (refer to Figure A).
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Figure D
18
GAME PART III
(Please read Sections 1, 2, 5, 7, 8, 11, 22, 23, 24 and 25 first before proceeding to the Part III game and rules.)
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times within one game (record on the
check board).
2) Roll one die and on a roll of 5 or 6, any
monsters that are in range of the attack
are pushed back 1 hex (without changing
direction) away from Mothra, and lose 5
points of their Comprehensive Ability. If a 4
is rolled, the result is the same as if it had
been a regular Flapping Attack as detailed
above in 1-2.
3) Mothra loses 3 points of Comprehensive
Ability when executing the Scales attack.
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1. Missile Strike
37. King Ghidorah
1) This robot monster has multiple weapons
that emanate from the body, such as
Comprehensive Ability................38 missiles, a heat ray, and an optical beam;
Maximum Attack Power..............7 the term "missile strike" is used generically
Maximum Movement Points….. .5 for all here.
(flight is possible)
2) The target is 1 hex; the range is any of the
1. Lightning Ray Attack 2 hexes surrounding.
1) The Lightning Ray can be fired from three 3) Mechagodzilla can attack twice per turn,
mouths. either two times against the same target
hex, or two different targets.
2) The target is 1 hex; the range is any 1 of
the surrounding hexes within a 2 hex 4) Roll one die for each attack, and on a 5 or
range. a 6, the target suffers a hit of 3 points to
their Comprehensive Ability.
3) When Attack Power is 5 - 7, three attacks
per turn are possible; at Attack Power 3, 5) Mechagodzilla does not get the usual
two attacks per turn; at Attack Power 1, 1 deduction to Comprehensive Ability for
attack per turn is possible. each attack performed.
4) King Ghidorah may combine multiple 2. Check of Antenna
strikes against the same target, or attack
separate targets instead. 1) Mechagodzilla’s abilities are decreased
substantially if his antenna is damaged,
5) Roll one die for each attack, and any roll of because he is controlled through radio
5 or 6 is a hit. Each hit results in a loss of 2 waves by aliens. Whenever damage is
points of Comprehensive Ability to the received a check against the status of his
target. antenna must be performed.
6) King Ghidorah loses 1 point of 2) The antenna check is done once his
Comprehensive Ability for each Lightning Comprehensive Ability is reduced to 20 or
Ray Attack, regardless of success or less (and his Attack Power is 4). From that
failure. point, anytime he takes two or more hits of
damage, two die are rolled. If the results
are a 1/1, 1/2, 5/6 or 6/6, he takes an
additional 7 points of damage against his
Comprehensive Ability.
38. Mechagodzilla
Mechagodzilla Attack: twice, within a range of surrounding
2 hexes surrounding.
Comprehensive Ability............38
Maximum Attack Power............6
Maximum Movement Points .....4
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* Please refer to explanatory notes on the board.
39. Gigan
3. Monsters can only move 1 hex per turn
through sea or sand hexes (does not apply to
Comprehensive Ability............38 flight movement).
Maximum Attack Power............5
Maximum Movement Points .....4 4. Marsh rules:
22
6. Mothra can combine this with her In the first turn, K is going to attack G and GG
Poisonous Powder Scales Attack (see is going to attack R. NOTE: K need not declare
34-2). whether the attack will come from the ground
or from the air. That’s declared when the
3) Rocky Path Defense: Because Mothra attack comes. G selects a Defense Card and
(larva) is short, it can hide its body within lays it face down, hidden from K.
the rock paths. If Mothra (larva) is attacked
by other monsters, subtract 1 from the 2. As it turns out, K attacked the left front of G
attacker’s Attack Power. When targeted by using its own left front, using 5 Movement
any form of Ray-based Special Attack in Points along the ground. G reveals his
these circumstances, only a 6 is Defense Card; the defense is not effective
considered a hit. because he chose "Anti-Air Defense", and he
undergoes K’s attack.
41. Game Procedure With an Attack Power of 7 and a modifier for
Each scenario advances turn by turn in the following the left front of +1, the Attack Power of K is 8 in
order: total. G has an Attack Power of 6 with no
modifier for his left front, so the Attack Power
1. First player may move his piece or attack with difference is +2. The K side player rolls a die
a Special Attack (Ray, Flapping, etc.). with a result of 5. Cross-referenced on the
2. Alternately, the player declares a grapple Combat Results Table, the result is D3R,
attack to another player. meaning G takes a 3 point hit against his
Comprehensive Ability and is forced to retreat
3. The player under attack selects and lays down 1 hex. Gigan attacks next. The side chooses a
a Defense Card in preparation for the Defense Card again. GG uses 4 Movement
movement attack. Points to attack R, front to front. However, G
side chose “One Step Retreat”, and R avoids
4. The attacking player moves into the defender's the attack and leaves the Combat Area.
Combat Area, and the result is checked
against the combat results table.
5. In the same order outlined above (1-2-3-4), the
next player(s) carries out attacks.
6. Check off each turn as it is completed in the
Turn Display Table.
42. Playtest
The following is an example of a battle between
Godzilla and Rodan vs. King Ghidorah and Gigan,
tracking the figures and explaining.
Code 3. The following are the movements and attacks
of the G side. G side applies a combined
Godzilla = G Rodan = R barrage on GG with both G and R.
King Ghidorah = K Gigan = GG
The K side selects a Defense Card.
* The top of each code/letter represents the front of the
monster figure.
G uses 4 Movement Points rotate and move to
* “G side” means Godzilla and Rodan, and “K side” attack the right rear of GG, and R takes to the
means King Ghidorah and Gigan. air to move behind GG. R will execute a frontal
attack on the left rear. K shows the Defense
In the playtest, all of the values for Comprehensive Card, “Turn to the Right”, meaning G will put a
Ability, attack power and Movement Points of the frontal attack on GG’s front right.
monsters are assumed to be in optimal condition.
Because G’s Attack Power is 6+2=8, and R’s
1. Let's assume that the K side is attacking. is 5+1=6, their combined Attack Power is 14,
against GG’s 5-1+1=5. The Attack Power
First of all, K side declares the movement or Difference is +9. G rolls a die and gets a 6,
the attack of both K and GG.
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meaning GG takes an 8 point hit against 6. The third turn begins, and the K side decides K
Comprehensive Ability and is forced to retreat will use a multiple Lightning Ray Attack and
1 hex. This ends the first turn. Key thing to GG will add to the barrage on G with a
note: when the Attack Power difference is -4 or movement attack. The G side chooses a
less, or +8 or above, it corresponds to -3 and Defense Card (not effective against the
+7, respectively. Lightning Ray Attack). The K side rolls three
dice for his Ray Attack, because a Special
Attack takes priority, and gets a 1, 4 and a 5.
As a result G loses 2 points, but K loses 3
points Comprehensive Ability (each Ray Attack
cost 1 point) as well. Next GG puts a frontal
assault on G using 3 Movement Points, but G
avoids the attack having drawn the Defense
Card “One Step Retreat”, moving out of the
Combat Area.
4. The second turn begins, and K and GG are
going to attack R only. G side chooses a
Defense Card. K flies and uses 5 Movement
Points to position itself forward in R’s front hex,
and GG uses 4 Movement Points to turn and
move into R’s rear left hex. G’s Defense Card
is “Advance One Step”, invalidating K’s attack.
R’s Attack Power is 5+0=5, GG’s is 5-1=4, a
difference of -1. The die is rolled resulting in a
2, cross-referenced on the Combat Results
Table is A2, so GG takes 2 points of damage
to Comprehensive Ability.
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43. Scenario A 45. Scenario C
--- Godzilla vs. Mechagodzilla --- Godzilla vs. Gigan
1. Scenario 1. Scenario
The robot monster Mechagodzilla has appeared on a The Space Hunter Nebula M Aliens have constructed
remote island as the advance guard of the their forward base on an isolated island. In order to
extraterrestrials who scheme terrestrial invasion. In destroy it, Godzilla and Anguirus land on the island.
order to defeat it, Godzilla of the earth monsters has The aliens mobilize the space monsters King Ghidorah
appeared in the sea. The mortal combat of the and Gigan to confront them.
monsters begins here!
2. Pieces
Only two monsters appear in this scenario, the
simplest of the game setups. - Gigan side (attacking first): Gigan and King
Ghidorah
Before playing the game, please become accustomed - Godzilla side (second): Godzilla and Anguirus
with the rules. - Base: Use one of the Skyscraper pieces from Part I
2. Pieces 3. Arrangement
- Godzilla side (attacking first): Godzilla 1) The Gigan player places the Base in any random
- Mechagodzilla side (second): Mechagodzilla hex, other than sea, marsh or sand.
3. Arrangement 2) Place Gigan and King Ghidorah within 3 hexes of
the base.
Place Godzilla in hex #3 on the game board. Place
Mechagodzilla in hex #4 on the board. 3) Roll a die each for Godzilla and Anguirus to
determine the numbered hexes to place them on.
4. Victory Conditions
* If the roll is the same, Godzilla and Anguirus may
Within 10 turns, defeat the enemy. Or, the one with the share the starting hex in the first turn (only).
most remaining Comprehensive Ability wins.
4. Victory Conditions
44. Scenario B If the Base of the space aliens can be destroyed in 20
--- Mothra vs. Godzilla turns or less, it is a win for the Godzilla side. If it's not
possible, the Gigan side wins.
1. Scenario
* When the barrier receives 20 damage points, the
Adult Mothra has been defeated and Godzilla, space alien base is destroyed. Refer to Section 47 on
retreating from an attack by the Defense Corps, "The Base and Control Tower Rules".
crosses the sea to Kojima in the Izu Islands. Two
larvae of Mothra, having just hatched, follow after him...
46. Scenario D
2. Pieces --- The Great Monster War
- Godzilla side (attacking first): Godzilla (with his 1. Scenario
Comprehensive Ability reduced to 30, as he is already
considerably fatigued) The real invasion of the extraterrestrials who aim for
- Mothra side (second): Mothra larvae (twins) Earth has started. The aim is Monster Island, where all
of Earth's monsters have gathered. When the control
3. Arrangement tower of this island is destroyed, the radio wave that
Place Godzilla in hex #4 on the game board. Place controls the Earth's monsters will turn off, and place
Mothra A in #3, and Mothra B in #5. them under the space aliens' rule. Betting the Earth's
fate here, the greatest decisive battle has begun!
4. Victory Conditions
* There is no direct relation to the movie "The Great
If Godzilla's Comprehensive Ability is reduced to 6 or Monster War" (aka "Godzilla vs. Monster Zero"); only
less within 15 turns, Mothra wins. Otherwise, Godzilla the title has been borrowed
wins.
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2. Pieces 5. Only one monster per turn can attack a
structure.
- The Space Monster side (attacking first): King
Ghidorah, Gigan and Mechagodzilla 6. The Base, Control Tower and other monsters
- Godzilla side (second): Godzilla, Anguirus, Rodan, cannot be attacked at the same time.
Mothra (adult) and Mothra (larva, one)
- Control Tower: Use one of the Skyscraper pieces
from Part I * While playing these scenarios, think of yourself as
3. Arrangement your favorite monster!
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MOTHRA VS. GODZILLA
● Original Story
A news reporter named Sakai and his photographer Junko
defeat Godzilla. Sakai and Junko are skeptical that the island
take pictures of the wreckage caused by a typhoon. Later on
would agree because atomic testing had destroyed most of
that day a giant egg is discovered on the shore. The local
their island, and they had failed to return the egg to them.
villagers salvage it, and scientists come to study the egg.
The two go to Mothra Island anyway with Professor Miura.
While Sakai and Junko try to ask Professor Miura questions
They are captured by the local villagers and are brought to
about the egg, an entrepreneur of Happy Enterprises named
the tribe’s chief. The three ask for assistance but, as
Kumayama scurries the scientists off and explains that he
expected, are turned down because of the atomic testing that
bought the egg from the local villagers. Instead of letting
destroyed their island, and Japan's failure to return the egg.
scientists study the egg, Kumayama wants to make it into a
large tourist attraction. Sakai, Junko, and Professor Miura are The Shobijin are heard singing and everyone walks towards
disgusted and believe that Kumayama has no right to keep them. Sakai, Junko, and Miura ask the Shobijin for Mothra's
the egg. assistance but they are also turned town. Junko then pleads
to all the villagers that not everyone from Japan should be
blamed for what happened to their island. Godzilla is killing
everyone and refusing their country assistance Sakai then
adds that "we're all human" and that everyone is connected
and must help each other. Mothra's screech is soon heard
and the Shobijin ask everyone to follow them. They convince
Mothra to help Japan but the monster is weak. Even if the
fight between Godzilla and the monster is over, the monster
will have no power to return to the island.
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● Crew ● Cast
Ishirô Honda .........................................................Director Akira Takarada ..................................................Sirou Sakai
Shinichi Sekizawa ....................................................Writer Yuriko Hoshi.................................. Junko “Yoka” Nakanishi
Hiroshi Koizumi .................................................... Dr. Miura
Produced by Yuu Fujiki ...................................................Jirou Nakamura
Sanezumi Fujimoto ............................ Executive Producer Yoshihumi Tajima..............................................Kumayama
Tomoyuki Tanaka ...............................................Producer Kenji Sahara...................................Banzo (Shiro) Torahata
Jun Tazaki........................................................ Editor Arota
Akira Ifukube.............................................. Original Music
Emi Itō and Yumi Itō ........................................ The Shobijin
Hajime Koizumi....................................... Cinematography
Yoshio Kosugi ........................................ Infant Island elder
Ryohei Fujii .................................................... Film Editing
Takeo Kita............................................ Production Design
Godzilla ..................................................... Haruo Nakajima
Special Effects by
Hiroshi Mukoyama .......................Special Effects Opticals
Teruyoshi Nakano.................. Asst. Dir. of Special Effects
Teizo Toshimitsu................. Special Effects Suit Designer
Eiji Tsuburaya .......................... Director of Special Effects
Akira Watanabe ................. Art Director of Special Effects
Visual Effects by
Teisho Arikawa ................... Director of SFX Photography
Kuichiro Kishida ........................... Special Effects Lighting
Yukio Manoda................................. Optical Photographer
Minoru Nakano ......................... Optical Effects Animation
Yoshiyuki Tokumasa.........................Optical Photography
Sokei Tomioka ......................Special Effects Cameraman
DESIGNER’S NOTES
Although this game shares the name and underlying themes of the Toho Co., Ltd. film, it is not exactly the same.
My original -- somewhat greedy -- intention was to include scenarios for and capture the essence of all the films in the Godzilla
series, from “Godzilla” to “Counterattack of Mechagodzilla”. In the end we had to settle for two games with a total of five scenarios
within one release, “Mothra vs. Godzilla”. This is not a large work, and it is positioned as “For the Beginner”, but I hope it is
possible for the person familiar with the series to enjoy it, though it strayed from its original intention.
I find Part I unsatisfying because there is no confrontation between Godzilla and the adult Mothra. But the main theme of Part I is
Godzilla’s destruction of the city, and if I’d included adult Mothra, I’m afraid the balance of the game would suffer so, regrettably, I
had to abbreviate it.
The city (on the gameboard) that is the stage of the fight is not Nagoya because I either love or hate Nagoya, and by destroying it
I might betray my feelings.
One aspect of the game that became necessary: the inclusion of the Shobijin. This was done at the request of fellow designer “Mr.
O”, who is a big fan of them, even though “Mr. K” is not. (“Mr. K” proposed an optional rule that “at the time you are trying to hatch
the egg, you must sing “Mothra’s Song” accurately”).
I think there may be some objections to the relative strength of the monsters. I drew from my impressions based on the movie
itself but, without accurate data, it had to be adjusted to meet the feelings of our design group and, ultimately, result in a balanced
game. If you feel “Godzilla must be stronger” or “King Ghidorah is too strong”, please correct the power accordingly and play.
Moreover, the rules were designed to be very accessible to the beginner. If manic die rolls alone are unsatisfactory, create
optional rules such as those for larva Mothra to fly on Rodan, or for adult Mothra to drag Godzilla about.
For reasons of budget and trademark, it was not possible to include all of the monsters from the entire Godzilla series. To the fans
of Varan, Minilla, Gorosaurus, Kamacuras, Kumonga, Manda, Baragon, Megalon, Titanosaurus, King Kong and Hedorah, please
forgive me.
As this is a game in which Godzilla is the theme, don’t think that this is the end. New Godzilla games will succeed this one, as long
as there are Godzilla fans in this world.
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TRANSLATOR’S NOTES
Two lifelong passions of mine are Godzilla movies and wargames, especially Science Fiction and Fantasy counter-
and-hex games. I didn’t discover the latter until 1978, with the release of Steve Jackson’s brilliant $3.00 microgame
“Ogre” from Metagaming. I was only 12, so it was the perfect entry for me into the world of simulation wargaming. A
year later, as more publishers started cashing in on the growing popularity of SF/F games, SPI released Greg
Costikyan’s “The Creature that Ate Sheboygan”, in which a player could unleash a single monster to wreak havoc
against a city and it civilians, police, fire fighters, and the army. In my mind, Sheboygan always became Tokyo and
the giant lizard was Godzilla. I fondly remember spending many summer days, school nights and weekends
recreating the great battles of the Toho classics I loved so much.
Still, “Sheboygan” was rather light, and I’ve been looking for perfect giant monster simulation game ever since. Sadly,
the time of the wargame seemed to have peaked in the early eighties, soon overshadowed by “Dungeons &
Dragons” and, soon thereafter, home videogames. Few people seem to have the patience for hexes and dice and
combat result tables, let alone battles that take minutes instead of seconds. There have been a few giant monster
games over the decades; for the most part, truly awful ones that fail both to capture the feel of kaijū eiga, let alone
work as balanced, fun games. Two recent exceptions that stand out are Firefly Games’ “Monster Island: The Game
of Giant Monster Combat” and Mystic Eye Games’ “Giant Monster Rampage” series. They capture the spirit of the
genre (and certainly go further than this game), and do as much as possible without actually licensing the actual
Toho properties. Nevertheless, I was still looking for that non-existent Avalon Hill published game featuring the true
King of the Monsters…
Little did I know of the Bandai “if” Series of Japanese wargames of the early eighties, and their 1982 game “Mothra
vs. Godzilla”! Turns out that today’s largest manufacturer of plastic Godzilla toys had dabbled in publishing
wargames in Japan, along with others like Tsukuda and Hobby Japan. Fortunately, I ran across listings for some of
these games on the BoardGameGeek website, many of them added to the database by Matt Boehland, the
Minnesota proprietor of Wolfgames, a seller and collector of wargames, card games and videogames from Japan,
and maintainer of The Japanese Wargame Database. In Bandai’s “if” Series (as in, “What if…?”), there were a
number of excellent, officially licensed Japanese SF/F titles: “Mothra vs. Godzilla”, “Ultraman”, “Space Battleship
Yamato: Final Yamato”, a handful of Gundam titles, “Arcadia of My Youth” (Space Pirate Captain Harlock) and even
“The Sinking of Japan”. Bandai also published another Godzilla title, “Godzilla Electronic Wargame”, around the
release of THE RETURN OF GODZILLA (Gojira, 1984) that appears similar to the “Mothra vs. Godzilla” game, but
includes an electronic device that replaces the dice and combat result tables usually used to resolve combat.
Unfortunately, they are long out of print, and only a few Japanese wargames, such as Hobby Japan’s SF3D (based
on the Maschinen Krieger universe created by Kow Yokoyama), ever made it over to the States, let alone got
translated or republished.
But based on the description and the images Matt posted, I knew I had to track down Bandai’s “Mothra vs. Godzilla”
and find out if it was the game which I’d been seeking for decades. Surely I knew Godzilla and gaming well enough
that I could figure out how to play it. And, well, if I couldn’t, I could always use the “Sheboygan” rules. So I added it as
a daily search on eBay, and forgot about it…
…until 3 weeks later when I got a notice that “Mothra vs Godzilla boardgame / wargame Bandai Japanese” had just
been listed. And by Matt, no less! He was selling a big batch of boxed Japanese wargames from his collection, all of
them complete and in immaculate shape. Not only had he listed “Mothra vs. Godzilla”, but “Ultraman” as well. Oh yes,
they would be mine.
A week later the games arrived, and I was not disappointed. The quality of the components was very high. The
mounted color gameboard map is two-sided, featuring a seaside metropolis on one side, and a small island on the
other. Counters for the military, skyscrapers, Mothra’s egg and even the Shobijin seemed to promise a game that
would closely match the movie itself (my favorite of the Godzilla films, by the way). Particularly fascinating were the 9
molded rubber game pieces representing the monsters: Godzilla, two Mothra larva, Mothra (adult), King Ghidorah,
Gigan, Mechagodzilla, Rodan and Anguirus. Based on the year the game was published, these familiar precursors to
SD style Godzilla toys were re-released and repackaged many times during the eighties and nineties, and their use
in this game may very well have been the first time they appeared. Also included were a 23 page rulebook and
numerous game cards (all in Japanese, of course) that indicated a game of moderate-to-easy complexity, as far as
wargames go. It’s bit more complex than “The Creature that Ate Sheboygan”, but it’s certainly not “The Amazing
Colossal Advanced Squad Leader” (if you’re a gamer, you’ll get it).
I have a little -- very little -- Japanese under my belt from a few courses and some technical work related to my day
job. In addition, I’ve done Godzilla-related translation over the years for Sci-Fi Japan and Monster Zero with a little
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help from a handful of online resources. It occurred to me that if I could get a good scan of the manual and
components, and run the scans through a good OCR (optical character recognition) application that supported Asian
characters (in this case, it turned out to be Adobe Acrobat 8), I might be able to translate the whole thing. At the very
least, I could translate just enough to get the basics of the game onto paper.
So began a two week obsession to translate each and every word of “Mothra vs. Godzilla”, and I have to say I’m
pleased with the results and impressed by the game. Both were more than I expected, and I found that the game was
full of enough little pleasant surprises that it pushed me to capture every nuance of the rules. Within days, I decided I
was going to do a complete translation of the rulebook and components so that I could enjoy the game to its full
extent, and share the results with both the Godzilla fan and wargaming communities. In the end, this was the game
I’d spent years looking for.
If you have the game, I hope this is your chance to finally enjoy it and play it as it was designed. If you don’t, but find
the game as intriguing as I do, I hope you’ll be able to track it down and own it yourself. I should warn you that I
suspect that, 25 years after its publication, it’s not an easy collectible to find. It does appear to show up occasionally
on Yahoo! Japan Auctions, and you may find that occasionally Googling the terms “モスラ対ゴジラ バンダイ if シリ
ーズ” (“Mothra vs. Godzilla Bandai if Series”) may help lead you to a copy. If nothing else, there are a lot of games
out there waiting to be translated, so I hope the rules and these notes may help inspire and guide others to give it a
try!
The following websites were invaluable for everything from general translation to narrowing down the one obscure
meaning (out of 50 possibilities) of a character I needed:
Excite Japan Japanese/English Translation: http://www.excite.co.jp/world/english/
AltaVista’s Babelfish: http://babelfish.altavista.com/tr
Tokyoahead Kanji Dictionary: http://tokyoahead.com/main/staticpages/index.php/kanji
Hiragana and Katakana tables: http://kanjidict.stc.cx/hiragana.php?src=7
Although the rules have a few idiosyncrasies, I never came across any typos or circumstances where I thought
something needed to be changed to work. That’s not to say I’ve extensively playtested the game yet, I haven’t. What
I did do a few times, though, was add clarifications or repeat the text of an earlier rule later on if I thought it would
help the reader. In general, the rules appear to have been well written and organized, but there were a few places
where I felt that a concept introduced early on wasn’t clarified until toward the end, and a few extra words connecting
the two would help (examples: the purpose of the Shobijin, the use of the high-voltage towers, and the hiding of
Mothra’s egg). I should also point out that this document went through two drafts, the second of which was to clean
up some of the clumsy grammar that resulted from the direct translations. Still, if you were to hold up this document
side by side with the original Japanese rulebook, you’ll find that they follow each other paragraph for paragraph, if not
word for word.
The rules generally seem to follow English conventions for wargame terminology and rules organization, though this
led to a few challenges. The words “hex” and “hexes” don’t translate into Japanese very well, and translate back to
English even worse! There were a few examples of this, almost always in katakana. After a few days, I learned to
spot them and take them out before sending to machine translation, which led to better results.
There were certain words or terms on which I made personal judgment calls, and provided an alternate translation
because it was either more familiar to English-speaking Godzilla fans, or easier to write. Examples are:
o Shobijin (小美人), as opposed to little beauties, small beautiful women, tiny priestesses or fairies
o Atomic Breath Ray ( 熱線放射), as opposed to the more literal heat ray radiation or heat wave emission
o Hatching (孵化), literally incubation. I can’t even tell you how frustrating this one word was until I figured it out!
o Mothra larva (モスラ子) and Mothra adult (モスラ親) or imago, or parent; I know the constant use of
parentheses for something like Mothra (larva) may be annoying to non-hardcore Godzilla fans, but that’s
pretty much how we differentiate the two. It was either that or just call them “The Turds” like my wife does.
o Civilians, as opposed to citizens. In translation, “citizens” is more accurate, but I felt “civilians” sounded better
o Radon (ラドン) vs. Rodan… the former is how the Japanese refer to The Flying Monster (and how the
spelling actually translates), but we know better, don’t we?
30
o Grapple, as opposed to wrestling or hand to hand. “Grappling” was generally the direct translation, and
although it’s not a word we use much in English and felt a little clumsy, I thought it was a much better
description of combat between guys in suits than the other translations.
o “Second Bat”, and other baseball terms occasionally show up in Japanese wargames, as in “King Ghidorah
is second to bat after Godzilla”. I stuck with conventions usually seen in wargames with the exception of
“Scenario E – Monster Complete World Series in the South Sea”
o The Movie Section – Originally, this was a fairly prosaic monogatari, a Japanese essay recounting the plot of
the film. My translation wasn’t working at all well, and I was focused on the game rules. In the end, I simply
copied and referenced it from the online Wikipedia entry for the film. Nicely written and pretty much says the
same thing, if not more.
o Speaking of The Designer, I’ve tried very hard to find the poor man’s name. If I ever do find it, I will post it in
a future draft of these rules. I’m not trying to steal his thunder at all, I’d really like to know his name and stick
it right up front. Unfortunately, Bandai didn’t seem to think it was all that important.
That’s about it. As I indicated, I will update these rules if new discoveries or errors come to light. I’m even thinking
about expanding them, perhaps creating some new scenarios and accessories. Of course, there’s still the “Ultraman”
game to translate as well! It looks similar to “Mothra vs. Godzilla”, but lighter on the rules and much heavier on the
scenarios. It appears to outline a scenario (and provide pieces) for all 39 episodes of the 1966-67 series! For now,
though, I’m going to take a break.
Finally, I’d like to thank Matt Boehland for the games, and to BoardGameGeek for pointing the way. I’d also like to
send a nod of appreciation to Steve Jackson and Greg Costikyan, whose fine work sucked me into this hobby nearly
30 years ago, and inspire me to eventually design my own game. Thanks also to my friends and cohorts at Sci-Fi
Japan and Monster Zero, who remind me that there’s still always great things to research and write about kaijū eiga
and a great audience waiting to read it. Finally, thanks to my lovely wife Barbe, who for two weeks took this as
seriously as I did, left me alone when I was focused on it, and gave me encouragement when I needed it (and does
so all the time). I dedicate this to her, if for no other reason that it’s been awhile since I did something worth
dedicating.
Enjoy!
DISCLAIMER: MOTHRA VS. GODZILLA (“モスラ対ゴジラ バンダイ if シリーズ“) is an unofficial fan translation of the Bandai simulation
boardgame originally published in 1982. It is not sponsored, licensed, or approved by either Toho Co., LTD. or Bandai Co., LTD. This translation is
not intended to infringe the copyrights of either Toho Co., LTD. or Bandai Co., LTD. This translation is copyright Robert Saint John
(robert@robertsaintjohn.com), and it may not be republished or distributed for any purpose without prior written consent from the author. Godzilla
and all related characters are registered trademarks of Toho Co., LTD.
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