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Mothra Vs Godzilla Tsukuda Hobby Rules (EN)

English-translated rules for Tsukuda Hobby's Mothra Vs Godzilla wargame

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0% found this document useful (0 votes)
223 views32 pages

Mothra Vs Godzilla Tsukuda Hobby Rules (EN)

English-translated rules for Tsukuda Hobby's Mothra Vs Godzilla wargame

Uploaded by

Madison
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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GAME

for
ADULT

MOTHRA VS. GODZILLA


if…
What if Godzilla appears in Tokyo Bay -----!?

• Godzilla, the giant monster of the century has appeared again.


• Will he reach Mothra's egg before it can hatch?
• Will the battle between the two great monsters, Mothra and
Godzilla, ever be finished!?
Table of Contents

I. GAME PART I (MOTHRA VS. GODZILLA)


- Game Description ............................................................................................................................. 3
- PART I Scenario ............................................................................................................................... 3
1. Gameboard ..................................................................................................................................... 3
2. Scenarios......................................................................................................................................... 4
3. Preparation for game....................................................................................................................... 5
4. Game Procedure ............................................................................................................................. 5
5. Comprehensive Ability..................................................................................................................... 6
6. How to Use the Godzilla Cards ....................................................................................................... 6
7. Movement of Godzilla...................................................................................................................... 7
8. Atomic Breath Ray Attack ............................................................................................................... 7
9. Fire .................................................................................................................................................. 8
10. Spreading of Fire........................................................................................................................... 8
11. Attack of Godzilla .......................................................................................................................... 9
12. Defense Corps Movement............................................................................................................. 9
13. Attack of Defense Corps ............................................................................................................... 9
14. Civilian Movement ....................................................................................................................... 10
15. Panic Movement.......................................................................................................................... 10
16. The Shobijin Piece ...................................................................................................................... 10
17. Placing the High-Voltage Towers................................................................................................ 11
18. Mothra's Egg ............................................................................................................................... 11
19. Hatching of Mothra's Egg ............................................................................................................ 11
20. Mothra Movement ....................................................................................................................... 12
21. Attack of Mothra .......................................................................................................................... 12
22. Grapple Combat .......................................................................................................................... 12
23. Defense Cards ............................................................................................................................ 13
24. Procedures for Grapple Combat ................................................................................................. 13
25. Grappling: Additional Rules......................................................................................................... 13
26. Playtest........................................................................................................................................ 14
27. Victory Conditions ....................................................................................................................... 16

II. GAME PART II (GAME FOR ONE PLAYER)


28. Preparation and procedure ......................................................................................................... 17
29. Rules ........................................................................................................................................... 17
30. Victory Conditions for Part II ....................................................................................................... 18

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

MOTHRA VS. GODZILLA


- Original Story........................................................................................................................ 27
- Cast and Crew...................................................................................................................... 28

Designer's Notes ............................................................................................................................. 28

Translator’s Notes........................................................................................................................... 29

SPECIFICATIONS / CONTENTS

Gameboard 2 Godzilla Cards 16


Monster Pieces (3D solid) 9 Defense Cards 12
Skyscraper Pieces 9 Monster Check Boards 8
Shobijin Piece 1 Combat Results Table 2
Defense Corp Counters 23 Turn Display Table 1
Civilian Counters 56 Piece Stands 11
Egg Counter 1 6 Sided Dice 2
Destruction Tiles 16 Marker Pens 2
Fire Chips 63 Manual 1

* For the marker pens, you may substitute pens available on the market used for whiteboards.

2
1. GAME PART I (MOTHRA VS. GODZILLA)

● Game Description 1. Gameboard


"Mothra vs. Godzilla" is a game based on one of the 1. The two gameboard pieces are connected to form
"Godzilla" series of special effects films made famous a single board. The side showing a city is used in
worldwide by Toho. The game is divided into three Part I and Part II. The island side is used in Part III.
parts. There are various geographical features on each
that limit the movement of the pieces (explained in
Part I portrays the metropolitan confrontation between full in later sections).
Godzilla and larva Mothra, based on the main story of
the film "Mothra vs. Godzilla". The first half of the game
is designed in such a way as to reproduce the
offensive and defensive battles and city destruction
that was a theme of the early Toho Co., Ltd. giant
monster series.
In Part II, you can enjoy a one person solitaire game
using the rules of Part I.
Part III features the confrontation between Earth's
monsters and monsters controlled by space aliens -- a
theme that has been a feature of the films since "King
Kong vs. Godzilla". Four scenarios are provided for
each of the appearing monsters.
Also, the rules for Parts I, II and III are enjoyable and
simple, even for a beginner. After browsing this rule 2. The six-sided, angled hexagon shapes on the
book in general, choose a favorite part and start gameboard govern how pieces move and their
playing a game. position. These are hereafter referred to as hexes.
As a rule, the game is designed to be played by 2
sides. However, 3 or more people can play, simply by
allotting additional monster pieces to other players.

● 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 Cards Defense Cards Turn Display Table

5. As for the gameboard, it is divided by colors into


distinct geographical features. There are various Check Boards Fire Chips Destruction Tiles
limitations in movement through areas, governed
by the geographical features. (Explained later in
the description of each area)
Combat Results Table Skyscraper Pieces (and stands)

3. Place the 3D pieces


representing Godzilla,
Mothra, etc. so that the
Reclamation Park Airport City Skyscraper
front is always facing one
side of a hex.
* Because the cardboard
counters have no classification
Road Bridge River Sea for front, back, left and right, you may place them
facing in any direction.
2. Scenarios
1. In Part I, the players divide into the Godzilla side
4. There are Movement Point and Attack Power
and the Mothra side. The pieces that each uses
ratings unique to each of the pieces. (description
are as follows:
follows)
Godzilla Side: Godzilla
5. As a general rule, the stacking of pieces (two or
Mothra side: Mothra, Defense Corps, Civilians, the more on a single hex repeatedly) is not allowed.
Shobijin, and Mothra's Egg (with the exception of the Shobijin)
6. The Fire Chip is used to show when a fire has
occurred in one Area.(refer to 9-2)
7. The Destruction Tile is used to show when a
when a bridge has been destroyed. (refer to 7-7,
Mothra (larvae) 20-5)

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. Preparation for game


1. The game board is prepared (city side facing
up).
2. Place the Skyscraper Pieces (set in stands Place Shobijin within a range of three areas of Mothra’s Egg
indicated in 1-9) on the gameboard. Arrange
them according to the numbers on their bases, 8. The Godzilla player shuffles the Godzilla Cards
including the TV Tower piece. Match them to well, and selects 5 cards from the top of the
the numbered Skyscraper hexes on the pile. Set the remaining cards to the side of the
gameboard. gameboard.

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.

4. When the Comprehensive Ability of a monster


becomes "0", the combat efficiency has been
lost, and the monster if removed from the
game board immediately.
6
2) Atomic Breath Ray
- this attack has a
range of two or
less, on any one of
the forward hexes
(detailed in Section
8-1).

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.

7. Movement of Godzilla 8. Godzilla may advance even if the Defense


Corps and Civilians are in the way. In this case,
1. Movement Points: The Movement Point value
Defense Corps and Civilians are assumed to
shown on the check board according to the
have been crushed by Godzilla and their
current status represents the maximum
counters are removed from the board.
number of hexes Godzilla can move. (In Part I
of the game, however, Godzilla is restricted by * Whenever a Civilian counter is removed, one
the value shown on the current Godzilla Card). point of Comprehensive Ability is returned to
Godzilla at once. (see 5-5)
2. Monsters may only advance in a forward
direction, unless (with the exception of Rodan
in Part III) they are monsters in flight such as 8. Atomic Breath Ray Attack
Adult Mothra and so on.
1. Godzilla may use his Atomic Breath Ray
3. To change direction within a hex, one once per turn, directly on any one hex within
Movement Point is used with 60° change (that his forward range (below) of two hexes. The hit
is, per hex side) in facing. For example, in is automatic.
order to change facing to the rear (180°), three
Movement Points would be required.
7
2. In the area where a fire occurs, place a fire
chip with its back side (blue flame) up in the
center of the area.
3. Defense Corps and Civilians who are inside
the area where fire occurs are assumed to
have been engulfed in the flames, and their
counters are removed from the board.
4. Fire does not occur in the areas of the forest,
2. When the Atomic Breath Ray is directed upon the park, the airport, or the reclamation ground.
Defense Corps or Civilians, they are 5. The fire in a fire area is assumed to be one
considered destroyed and their counters are that doesn't burn in hexes where there is a
removed immediately. Skyscraper (including the TV Tower), forest,
3. When this attack is conducted against Mothra, park, or bridges.
one die is rolled. If the result is a 4, 5 or 6, 6. Defense forces and civilians who are in the
Mothra has been damaged. Subtract 3 points hexes listed as exceptions in 4 and 5 do not
from Mothra's Comprehensive Ability on the receive damage from the fire.
check board. Godzilla himself consumes 1
point of his Comprehensive ability each time 7. When Skyscrapers become a target, fire
he uses his Atomic Breath Ray. occurs in the area, but the buildings are not
removed.
* This rule is the same and extended to all
monsters, excluding Mothra, in Part III of the game.
Fire Chips
4. The line between the center point of the hex
containing Godzilla, and the center point of the
hex containing the target of his Atomic Breath
Ray is called the Firing Line.
5. If the Firing Line would pass through or next to
Front (Red Flame) Back (Blue Flame)
a hex containing either Mothra or a Skyscraper,
the Atomic Breath Ray cannot strike the target.
10. Spreading of Fire
When an area is on fire due to the Atomic Breath
Ray, the fire may spread to adjacent areas.
1. Spreading does not occur in the areas of forest,
parks, the airport, or the reclamation ground.
2. When all hexes which touch the fire area are
Skyscraper area, forest, park, river, or bridge,
the fire does not spread.
3. It is determined whether the fire spreads in the
The Atomic Breath Ray cannot strike hexes A, B or C
turn that follows that in which the fire started.
6. The Atomic Breath Ray may be used from (see 4-1)
inside or through areas containing fire. 4. To determine if the fire spreads, the Godzilla
* Regarding Fire, see Section 9 side player rolls one die, and if the result is a 5
or 6, the fire will spread to the surrounding
areas.
9. Fire
5. In the area determined to be spreading, turn
1. When Godzilla targets a hex with his Atomic
the Fire Chip in the center over to show the
Breath Ray, and it is a general urban area
front (red flame).
(plain), a fire results that may engulf the entire
7-hex Area. 6. When the phase of fire spreading
determination ends, Fire Chips are placed face

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.

11. Attack of Godzilla


1. Attack Power is the numeric rating that shows
the monster's combat ability.
2. In the case of Godzilla, it is a maximum of 6.
This decreases over time as the
Comprehensive Ability itself decreases (refer
to the Godzilla check board).
Rocket Launcher Unit using 3 Movement Points along a road.
3. Using Attack Power, Godzilla makes his attack
on the enemy; in addition, his protection from 4. Defense Corps units cannot enter nor pass
the attack of an enemy is modified according through hexes containing other pieces (with
to the direction from which the attack is coming. the exception of the Shobijin).
5. The Defense Corps cannot not go into nor
cross rivers other than through hexes with a
bridge.(A destroyed bridge cannot be entered
Godzilla Attack nor crossed)
Power Modifications
(Refer to the Godzilla 6. Defense Forces may not enter sea hexes nor
Check Board)
hexes engulfed in flame.

13. Attack of Defense Corps


1. The Defense Corps can attack Godzilla once
4. In other words, though Godzilla can use "basic per turn according to their range distance
Attack Power +2" to the monster in his front, rating.
he can only use "basic Attack Power -1" to an
enemy at his rear. * Range Distance value = number of hexes (not
counting your own)

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.

9
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.

5. There is no obstacle to attack even if other


Defense Corps units and Civilians are in the
Firing Line.

14. Civilian Movement


1. Civilian units have 2 Movement Points. When
moving along the road, it is the same as the
Defense Corps; that is, 2 hexes per one
movement point. (12-3)
2. Civilians may not occupy nor pass through Direction indication mark
hexes of river, the sea, skyscraper, or fire area,
nor those occupied by the Defense Corps. (12- The die is rolled and 2 is the result for the direction of movement.
4, 5, 6)
5. If the move results in another condition of
3. Civilians cannot move under the following panic, the panic procedures will be repeated in
circumstances: the following turn.

1) If Godzilla invades an adjacent area. 6. If panic movement results in Defense Forces


or Civilians moving into hexes of sea, fire, river,
2) A fire occurred in the next area. skyscrapers, Godzilla or Mothra, the pieces
are removed for the board immediately.
3) Inside the same area, Defense Forces
outnumber the civilians 7. Both parties' pieces are removed from the
board when forced by movement panic into
4) Panic has broken out in the area (see
hexes where other Defense Forces or Civilians
Section 15 regarding Panic Movement)
already exist.
* If as a result of movement, any of the states of 1-4
8. Civilians or Defense Force units that exit out
are encountered, you may not move any further.
the edges of the gameboard are considered to
4. When Civilians are killed in panic, by Godzilla, have escaped, and no longer appear in the
or by fire, one point is returned to Godzilla's game.
Comprehensive Ability at once (remove mark
from the check board). 16. The Shobijin Piece
1. The Shobijin piece (representing the tiny twin
15. Panic Movement priestesses of Infant Island, and guardians of
1. When 3 or more civilians occupy the same Mothra’s Egg) has 2 Movement Points. 2
area, panic ensues in the area. However, hexes per one movement point are advanced
panic does not start when three or more when moving along the road.
Defense Corps units are in the same area.
2. Only the Shobijin can stack on or pass through
Civilian or Defense Force counters. They may
10
move with Defense Forces when stacked on
them.(i.e., movement power of 3 can be
18. Mothra's Egg
achieved if they ride on the rocket launcher) 1. Mothra's Egg does not appear the game at
first. The Mothra side player only records the
3. They can neither enter nor pass through hexes hex in which it has been hidden. (see 3-4)
of sea, river nor fire areas. (They can enter
and pass through hexes of Skyscrapers). 2. Counters other than Godzilla may not enter
this hex; however, even if the area including
4. The Shobijin cannot go any further than 3 the hex becomes engulfed by fire, the Egg
Areas away from Mothra's Egg (see 3-4). They doesn't undertake damage.
are spending their turns praying to Mothra’s
Egg, trying to make it hatch. 3. Nothing damages Mothra's Egg other than a
direct hit to the hex from Godzilla's Atomic
5. When the Egg of Mothra is hatched, the Breath Ray or the intrusion of Godzilla himself.
Shobijin counter is removed from the
gameboard. 4. Unless it was destroyed, the larva of Mothra is
born from the Egg once conditions for its
6. The Shobijin are never involved in panic. hatching have been met (as described in 19).
7. They cannot leave the gameboard as long as 5. When Godzilla has entered the area adjacent
Mothra has not hatched. to the area which contains Mothra's Egg, the
Mothra player places the counter of Mothra's
8. The Shobijin counter is removed from the
Egg (2-1) onto the gameboard for the first time.
game if Godzilla enters their hex, blasts his
Atomic Breath Ray into their hex, or are
involved in a fire. If the Shobijin are removed 19. Hatching of Mothra's Egg
before seven turns have passed, the Godzilla
1. Beginning at Turn 8, the Mothra side player
side player wins.
begins to attempt the hatching of Mothra's
Egg in the last stage of each turn. Note: as the
17. Placing the High-Voltage Towers game begins, on the Mothra (larva) check
board, mark off one point of Comprehensive
1. The Mothra side player can set up a line of
Ability each turn (starting at 28) to mark the
High-Voltage Towers, over 5 consecutive
passage of each of the 8 turns.
hexes, in the hexes numbered 1-22 along the
coastline, as a trap against Godzilla should he 2. The Mothra side player rolls one die at each
enter them. turn, and notes the total of the eyes.
2. When you have decided where to place the * Please track the running die roll total on the Mothra
towers, write the locations on a piece of paper (larva) check board.
and keep it secret from the Godzilla side player.
3. When the total of the die rolls exceeds 13, the
3. You may not place Civilians or Defense Corps Egg of Mothra hatches and Mothra (larva)
in these hexes. appears the following turn. The game moves to
the second stage at this time.
4. Should Godzilla enter a hex containing a High-
Voltage Tower, the Mothra side player 4. When the hatching has been achieved, the
declares it and shows the paper. In this case, Mothra side player shakes one dice again.
Godzilla suffers from three hits against his
Comprehensive Ability. 1) On a roll of 1, 2 or 3, one Mothra (larva)
emerges.
5. Because the High-Voltage Towers become
unavailable across all 5 hexes once Godzilla 2) On a roll of 4, 5 or 6, two Mothra (larva)
contacts one, going into and through those emerge (twins).
hexes is now possible for the Defense Corps
and Civilians. 5. On the following turn, place the 3D Mothra
(larva) figure(s) in the hex that contained the
6. Should a fire break out in an area including a Egg.
hex with a High-Voltage Tower, the entire
chain of High-Voltage Towers becomes 6. Each Mothra (larva) has its own
unavailable. Comprehensive Ability score (refer to the
Mothra (larva) check board).

11
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

3. When the attacking monster wishes to initiate


Within front 3 hexes
a grapple attack against the defense, it is
2. When Godzilla is the target, one die is rolled necessary that the attacker be within
and if the result is a 5 or 6, the result is 5 movement range of the defender, and move
points of damage against Godzilla. If the result into the defender's Combat Area.
is 10 points of damage (2 on target hits),
4. The attacker does not have to initiate a grapple
Godzilla suffers an immediate 1 point penalty
attack simply because it moved into the
to his current Movement Points. (record on the
check board)
12
combat area of the defender, and may pass if 7. The Attack Power of the defense is subtracted
the attacker does not wish to attack. from the Attack Power of the attacker, and the
difference is noted.
23. Defense Cards 8. The player on the attack side rolls one die, and
1. When the attack side wants to begin hostilities, correlates the result on the Combat Result Table
it declares it to the defense side. card.

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.
13
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.

14
Step 7

Step 5 7. The Mothra side chooses to declare the movement


attack for both A and B this time. The G side player
5. The Mothra side declares a movement attack for A,
chooses a Defense Card. A uses 4 Movement
and B will attempt the Thread attack this time. G
Points to position its front face against G's left rear
side chooses one defense card (In this case, it is
face, and B uses 3 to attack G's right forward face
not effective against the Thread attack). The
with its own front. G will receive the attack because
Thread attack of B results in a die roll of 6. When
he chose the "Stop" defense card.
added to the damage G received in step 3, it
becomes a total of 10, and G loses one point from
In this case, the Attack Power of A and B are 3
his Movement Points (from now on he does not
each, with a + 1 modifier for each because they
recover this damage). A was going to use 4
use their front face: 6+2=8 total Attack Power.
Movement Points to attack the right rear of G with
Because G has an Attack Power of 6 with
its own right forward, but G used the "One Step
modifiers of -1 (attack from left rear) and 0 (attack
Retreat" card and it becomes a frontal attack.
from right front), his modified Attack Power is 6-
Because of the unexpected movement, A is
1=5. The Attack Power difference is +3. The
attacking with its front with a +1 to its base attack
Mothra side player rolls a die and gets a 4. When
power 3, 3+1=4. This results in an Attack Power
cross referenced against the Combat Results
difference between the two of "-2". Mothra rolls a 6.
Table the result is D3R, meaning G takes damage
Cross-referenced against the Combat Results
of 3 to his Comprehensive Ability and is forced to
Table, neither takes any damage.
retreat one hex.
8. The game proceeds as above, but here are some
items worth noting:
1) There are two kinds of attacks, such as
movement attack (grapple combat) and
Special Attacks (Atomic Breath Ray and
Thread attack)
2) Only one action can be taken within a turn. In
other words, it is not possible to execute both a
Special Attack and a movement attack
combination in the same turn.
3) The Defense Card is not used in the Special
Attack. As shown in Step 5, the Special Attack
Step 6 takes precedence.

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.
15
27. Victory Conditions

-- Godzilla Side Victory Conditions


1) Within 7 turns, the Shobijin are destroyed.
2) Mothra’s Egg is discovered and destroyed before
Mothra hatches.
3) Mothra’s Comprehensive Ability is reduced to 0
-- Mothra Side Victory Conditions
1) Godzilla’s Comprehensive Ability is reduced to 0

* The second stage of the game may be limited to 10


turns (to shorten the game time) after Mothra hatches;
the victory conditions above would be modified as
follows.
Godzilla Side 1 (3):
Take 16 of Mothra’s Comprehensive Ability points
within 10 turns (if facing the Mothra twins, it would be
16 total points between the two).
Mothra Side 2 (1):
Take 6 of Godzilla’s Comprehensive Ability points in 6
turns or less.
Otherwise, the game is considered a tie.

16
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).

(Figure C: Movement example of rolling a 6 and Godzilla’s direction)

4. When a card with Atomic Breath Ray is pulled, and


a Defense Corps unit is within range, designate
that as the first target (when multiple Defense
Corps units are within range, choose the one
closest to the Egg).
5. When there are no Defense Corps units within
striking distance, roll one die and use the Figure D
Figure A below to determine a target hex.

1) On a roll of 1-5, change direction accordingly


and move in that direction one hex. After that,
use any remaining Movement Points to turn

17
Figure D

6. When drawing the card for both movement and


attack, move first then use the Atomic Breath Ray.
7. Other rules correspond to those in Part I.

30. Victory Conditions for Part II

The victory condition for the player is to defend


Mothra’s Egg from Godzilla for 15 turns. If Mothra’s
Egg can survive and hatch within 15 turns, it is a win
for the player.

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.)

● Introduction 32. Godzilla


Game Part III, uses the decisive battles between giant
monsters as its theme, consists of four scenarios.
Comprehensive Ability ...........40
1. The Island side of the gameboard will be used. Maximum Attack Power ...........6
Maximum Movement Points.....5
2. Including Godzilla and Mothra (larva) from Part I, 9
monsters will be available. 1. Atomic Breath Ray Attack
3. Defense Corps, Civilians and the Shobijin are not 1) Atomic Breath Ray is fired
used. from the mouth.
4. The new monsters here have Comprehensive 2) The target is 1 hex; the range is 2 hexes or
Ability, Attack Power and Movement Points just as less forward.
Godzilla and Mothra do (see sections 5 and 7),
and the grapple combat rules are similar to those 3) When used, roll one die. On a 4, 5 or 6, the
in sections 22 through 25. target monster takes 3 points of damage to
Comprehensive Ability.
5. Like Mothra (adult), Rodan and so on, monsters
that can move using flight appear here as well. 4) Regardless of the success or failure of the
attack, Godzilla loses 1 point from his
Comprehensive Ability.
31. Flight Movement
1. Flight movement uses 1 Movement Point per hex.
2. With flight movement, direction can be changed
without using a Movement Point. In short, it is
possible to take off and fly away in any direction,
regardless of initial facing, without using additional
Movement Points. Similarly, it is possible to land
facing in any direction.
3. With flight movement, it is possible to pass through
hexes occupied by other monsters.

The range of the Atomic Breath Ray is 2 hexes or less forward.

* The Godzilla Cards used in Parts I and II are not


used here.

33. Mothra (Larva)

Comprehensive Ability…………28 (20 each for twins)


Maximum Attack Power ...........6
Maximum Movement Points.....5
1. Thread Attack
1) Mothra (larva) sprays a sticky Thread,
Range that a monster with 5 Movement Points can aiming at one hex within a forward range
move through flight within 1 turn of 3 or less hexes, which restricts the
movement of the enemy.

19
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.

Range of the Thread attack is within 3 forward hexes.

2) Roll one die against the target monster; on


a result of 5 or 6, the target monster takes
5 points of damage. Once 10 points (2 hits)
of damage from the Thread Attack are
taken, the enemy loses one Movement
Point (record on the check board).
* The Thread Attack reduces Movement Points, but
does not reduce Comprehensive Ability.
* Other rules for Mothra (larva) are similar to those Range of Flapping Attacks, all hexes inside the forward
range of 3 hexes.
outlined in sections 20-21.

34. Mothra (Adult) 35. Anguirus

Comprehensive Ability............30 Comprehensive Ability ...........35


Maximum Attack Power............6 Maximum Attack Power ...........5
Maximum Movement Points…..4 Maximum Movement Points.....6
(flight movement only) Anguirus has no Special Attack.
1. Flapping Attack
1) Within all of the forward 3 hexes, Mothra
36. Rodan
can cause a gale from flapping her wings.
2) Roll the dice (one for each monster in Comprehensive Ability ...........35
range) and on a roll of 4, 5 or 6, the target Maximum Attack Power ...........5
is hit, pushed back 1 hex (without Maximum Movement Points…..4
changing direction) away from Mothra, and (flight movement only)
lose 2 points of their Comprehensive
Ability. Mothra loses 1 point of 1. Flapping Attack
Comprehensive Ability when executing the 1) The method, area of influence and effect is
Flapping Attack. the same as that of Mothra (adult).
2. Poisonous Powder Scales Attack (includes the
Flapping Attack)
1) In addition to the Flapping Attack, this
method releases a scaly, poisonous
powder from her wings. Though the area
of influence is the same as the Flapping
Attack, this method can only be executed 3

20
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.

Lightning Ray Attack is within the range of surrounding 2 hexes

38. Mechagodzilla
Mechagodzilla Attack: twice, within a range of surrounding
2 hexes surrounding.

Comprehensive Ability............38
Maximum Attack Power............6
Maximum Movement Points .....4

21
* 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:

1. Laser Attack 1) Monsters cannot pass through marsh


hexes, other than through flying. Monsters
1) The laser can be which are forced into marsh because of
aimed at any one hex within a forward 2 retreat cannot move or change direction
hex range (monsters cannot be forced to retreat into
marsh due to the Flapping Attack).
2) Roll one die and on a 5 or a 6, the target
suffers a hit of 3 points to their 2) Monsters stuck in a marsh can roll one die
Comprehensive Ability. each turn to escape during their movement
phase. On a roll of 3 or more, they are
3) Gigan loses 1 point of Comprehensive moved to the nearest land hex.
Ability for each Laser Attack, regardless of
success or failure. 3) 2 points of Comprehensive Ability are
deducted for every turn spent in marsh.
40. Gameboard 4) In the turn following escape from a marsh,
1. The Island side of the gameboard is used the monster may move normally.
5. Special Attacks and Defense based on
topography:
1) Godzilla Stones & Rocks Attack (rocky
and rocky path areas): When Godzilla is in
a rocky area, he can use his tail to strike
an enemy with flying rocks. The target is 1
hex; the range of the attack is 3 hexes or
less from the rear side. Roll one die and on
a 5 or a 6, the target suffers a hit of 1 point
to their Comprehensive Ability.
2) Sand Attack of Mothra (adult) and Rodan:
1. The effectiveness of Mothra and
Rodan’s Flapping Attack increases in
the sand. Monsters (with the exception
2. The island features seven kinds of of Mechagodzilla and Gigan) that
geographical features: plain, forest, sand, receive the Flapping Attack may be
marsh, rocky path, rocky area and sea. temporarily blinded by sand.
2. The attack works if the attacking
monster is in sand, even if the target is
not (the same 3 hexes forward range
still applies).
3. Roll one die and on a result of 4, 5 or 6,
Plain Forest Sand the target monster in range becomes
blinded and cannot move.
4. Even in a state of blindness, a monster
may turn in place up to its available
Movement Points.
5. In the next movement phase, the
Marsh Rocky Path Rocky Area blinded monster can try to recover by
rolling a 6 on one die.

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.
23
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.

5. K uses the “Stop” Defense Card and does not


move. The G side’s combined and modified
Attack Power is 11+3=14 against GG’s Attack 7. Now G uses 5 Movement Points to move out
Power of 5, resulting in a difference of 9. G of the attack range of R, who will use the
rolls and gets a 5, resulting in 7 points of Flapping Attack. Because R rolls a die for each
damage to GG’s Comprehensive Ability. As a target in range, and gets a 4 and a 5, both K
result, GG’s Comprehensive Ability becomes and GG fall back one hex and in addition take
21 and Movement Power falls to 3. 2 points of damage to their Comprehensive
Ability. R loses 1 point of Comprehensive
Ability.
8. The game proceeds as above.

24
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.

25
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!

1) The Godzilla player places the Control Tower in any


random hex, other than sea, marsh or sand.
2) Place Godzilla, Anguirus, Rodan, and Mothra (larva)
within 3 hexes or less surrounding the Control Tower.
3) Roll a die each for each of the Space Monsters to
determine the numbered hexes to place them on.
* If the roll is the same for two or more monsters, they
may share the starting hex in the first turn (only).
4) Mothra (adult) is coming to the rescue from Infant
Island (setting of "Large Duel in the South Sea").
Beginning on the 15th turn, the Godzilla player can
start rolling for "Mothra Rescue Request" in the
movement phase. Roll one die each turn, and when a
total of 13 is achieved, Mothra (adult) will appear at
once. Roll one die to determine on which hex she will
appear.
4. Victory Conditions
If the Control Tower is destroyed in 25 turns or less, it
is a win for the Space Monster side. If it's not possible,
the Godzilla side wins.
* When the Control Tower receives 25 damage points,
it is destroyed. Refer to Section 47 on "The Base and
Conning Tower Rules".

47. Base and Control Tower Rules


1. Because the Base and Control Tower are
protected by a barrier, it is first necessary to
destroy it.
2. Monsters can only attack the structures in a
frontal assault, from a hex adjacent to them
(attacking from their side or rear faces is not
allowed).
3. The attack and hit are automatic, simply roll 1
die to determine the damage, and keeping a
running total from turn to turn.
4. In Scenario C, the base is destroyed after 20
points of damage; in Scenario D, the Control
Tower is destroyed once it has received 25
points of damage.

26
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.

The next day, Kumayama barges into Torahata's room and


demands Torahata to give him his money back that Torahata
had recently swindled from Kumayama. The two get into a
While the three are discussing the egg at a hotel, they fistfight and Kumayama knocks Torahata down. Kumayama
discover Kumayama checking in. Sakai wonders aloud if crawls into Torahata's money cabinet and begins to steal the
somebody else may be working with Kumayama and money from it. Torahata wakes up and sees Godzilla
investigates the matter. Kumayama walks into Mr. Torahata's approaching the hotel. He then grabs a gun and kills
room, the head of Happy Enterprises. As the two are Kumayama. Torahata tries to escape with his money but
discussing the billion-dollar tourist attraction, two tiny twin Godzilla destroys the hotel, killing Torahata in the process.
girls, known as the Shobijin, interrupt them. The Shobijin
explain that they are from "Mothra Island" (known in later Godzilla walks towards the egg and tries to destroy it until
Godzilla movies as "Infant Island") and that the egg belongs Mothra shows up. The two fight a tough battle where Mothra
to a monster named Mothra who lives there. Torahata and seems to have the upper hand. While on the ground, Godzilla
Kumayama ignore the girls' pleas and try to capture them. fires his atomic ray into Mothra's face and kills her. Mothra
dies with her wing resting on top of the egg. Godzilla walks
The Shobijin escape the room and meet with Sakai, Junko, away. The Shobijin then explain to Sakai, Junko, and Miura
and Professor Miura outside the hotel. The girls beg them to that the egg can be hatched today. The tiny twins soon begin
bring the egg back too and the three promise to try as hard to sing.
as they can to bring the egg back to Mothra Island. The girls
explain that if the egg is not returned, a larva will hatch and Meanwhile, the military tries to fight Godzilla by electrocuting
will cause great destruction to its surroundings. Sakai tries to him with "artificial lighting" but fail. The Shobijin continue
write editorials but "...public opinion is powerless against the singing and the monster egg finally hatches with not one, but
law." two Mothra larvae. The Mothra larvae follow Godzilla to Iwa
Island and use cocoon spray on Godzilla to wrap the giant
The girls soon leave and even though they could not get the monster up in a cocoon. Godzilla struggles as he becomes
egg back, they thanked Sakai, Junko, and Miura for their fully wrapped up and plunges into the ocean. The Mothra
kindness. While the three are testing for radioactivity in an larvae celebrate and return to their island.
industrial area, Godzilla suddenly pops out of Kurada Beach
(where he had been blown ashore by the storm and buried
under mud) and begins to attack Nagoya.

The editor of Sakai's newspaper believes that the military


cannot do anything against Godzilla and discusses it with Source: Wikipedia entry for the film at:
Sakai and Junko. Jiro, another reporter who loves to eat http://en.wikipedia.org/wiki/Mothra_vs._Godzilla
eggs, walks in and suggests that Mothra might be able to

27
● 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

Haruo Nakajima ...............................Stunt Choreographer

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.

28
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
29
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!

Robert Saint John – robert@robertsaintjohn.com


San Francisco, CA – October 2007

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.

Last Update: October 2007

31

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