A KAIJU SURVIVAL GAME
Breakfast
in Tokyo.
The city is waking up. You’re hungry.
Take the city.
Keep the beast alive.
Move through your chosen city. Feed to recover.
At full strength, evolve into something worse.
Three monsters. Secret orders. One city.
PRIVATE MULTIPLAYER ROOM
Room
All three players must be ready. Refreshing reconnects your seat in this browser.
Tokyo Station
Select a dashed-border territory to move · Edge territories are entry / escape points
Field manual & prototype rules
Coach Ryan · Peoria only. Coach always starts in Sundance School Aztecs, with 1 health and no attacks. He has three movement actions every turn, flees visible player and rival monsters, crosses rubble, and never exits the map. Ordinary webs still stop his ground movement. Defeating him awards 50 points; eating him with feeding, automatic feeding, or a berserk bite also announces the monster and commanding player. Mechanicus retains its buildings-and-tanks diet.
Mega Attack. Evolve Extended range to unlock Mega Attack, including for Hydra. Spend one action and 7 energy to fire your current special weapon in your own hex and every adjacent hex. Hydra with more than 10 heads pays 10 energy. Each hex gets the normal special targeting, damage and effects, without additional energy costs. Wait four subsequent monster actions before using Mega Attack again. Underground monsters must surface first.
Mechanicus upgrades. Select a tank to feed for 1 damage and +5 energy per bite; tanks remain edible in rubble. Buildings remain an alternative food source. After Armored hide, evolve Reinforced armor to reduce incoming attack strength by 2 total. Infantry in the same hex combine their 2-damage shots into one attack against each visible monster in that hex; armor applies once to that combined attack. Police approach a monster only for firefighting or rescuing civilians trapped in rubble or webs.
Your rules. Base health and energy capacity: 20 each; capacity evolutions increase both. Movement costs 1 energy. Special attacks cost 2 energy. Claw attacks and feeding cost 0 energy. Healing restores up to 4 health per action at a cost of 1 energy per health point. If fewer than 4 health points are needed to reach your current maximum, restore and charge only that amount. At full health and energy, choose a new ability. Every monster can repeatedly evolve +1 Energy / Health: each use increases both maximums by 1 and adds empty segments without restoring current health or energy. Future healing, feeding and evolution readiness use the enlarged maximums. At 0 health, you die. Below 6 energy, a flashing Monster goes Berserk warning appears and the monster automatically uses its actions to reach the nearest edible food source and eat until energy recovers to 6 or more. Berserk movement and feeding spend no energy. This applies to rivals too. Underground Hydra automatically surfaces to feed. At 0 energy, lose 1 health at the end of every turn.
First-version balance. Start at 15 health and 14 energy. Feeding and feeding attacks are one action. Feed on a civilian, police officer, soldier, or rival monster in your territory: deal exactly 1 health damage and restore 5 energy. Feeding has no energy cost and restores energy only. Civilians, police, and soldiers each have 1 health. The target is consumed when its health reaches zero. Tanks cannot be eaten. Helicopters and scientists cannot be targeted by a feeding attack. Claws deal 2 damage and cannot hit helicopters or scientists. Atomic roar deals exactly 3 health damage to every enemy in the territory and destroys all civilian groups there. Helicopters and scientists can suffer only special attacks; a rival’s remains restore 2 health and 4 energy. Your monster gets two actions per turn, or three after the Third action evolution. After your final action, phases run in order: monsters, civilians, police, military, then scientists. Each move is animated across the board for two seconds; units moving in the same phase travel together. Sound effects accompany movement; use Sound on/off to mute. City fire growth follows the movement phases. Police deal 1 damage at range 0 when sharing the monster hex. Armored hide subtracts 1 from each incoming hit, with a minimum of 0 damage. Otherwise police take one action per turn to fight fires or rescue civilians; they prioritize fires, then civilian groups. Rival monsters take two actions, moving toward you or attacking. The initial rival has 6 health and 2 attack damage. Each new rival rolls its next delay: 20 turns plus or minus a random 1–5 turns. After the original rival, arrivals randomly use a playable monster. The second rival starts at 50% of 20 health with no evolutions; each later arrival adds 10 percentage points of starting health (capped at 100%) and one random evolution, limited to available abilities. Rivals cannot heal, including from feeding or remains. They use bites, claws and their monster-specific special weapons, and follow that monster’s movement and city damage rules. Scientists have 3 health and attack within range 1. At game start the first weapon rolls 1d2 total damage. Each later invention increases the die by one side: 1d3, 1d4, 1d5 and onward. Every new weapon randomly splits its rolled total between health and energy, including all damage to one meter. Both amounts remain fixed for that weapon. No military starts on the map. Reinforcements enter at an edge at the start of each turn: 0 on turns 1–10, 1 on 11–20, 2 on 21–30, increasing by 1 every ten turns. A d6 chooses infantry on 1–3, armor on 4–5, helicopters on 6. Each military unit gets one action per turn: attack if in range, otherwise advance one territory. Infantry: 1 health / range 0 / 2 damage. Armor: 3 health / range 0 / 3 damage. Helicopters: 2 health / range 1 / 3 damage. Civilians move farther from the monster every third turn; groups reaching an edge remain there until the next civilian movement turn, when they escape. New games start with three police officers in randomly chosen city territories. At the start of every turn, each territory rolls 2d6: 7 adds one civilian group; other results add nothing. Separately, one citywide d6 roll of 1 or 2 adds one police officer in a random territory; 3–6 adds none. Civilians that start with police receive an extra movement opportunity during the civilian phase, limited to one move per turn. Each scientist arrival rolls the next delay: 10 turns plus or minus a random 1–3 turns. New arrivals enter at a random edge, even if another scientist is present. It has two actions per turn: move, attack within range 1, or retreat. Scientists always invent until a weapon has rolled at least 4 total damage. After that, each arrival or laboratory return has a 50% chance to reuse the strongest weapon and a 50% chance to invent with the next larger die. After three shots it flies toward an edge, exits, and rolls a new 7–13-turn delay before returning. All recovery is capped. No passive energy loss except the scientist.
The Hydra. Starts with three heads. Each head deals 1 damage; grow another head whenever a new full-strength evolution is earned, with no head limit. Lightning has range 1 and targets scientists, then aircraft, then rival monsters, then random ground units. Heads keep hitting a target until it dies before moving to the next. Spend 1 energy for each group of up to 3 head attacks actually fired. Lightning causes 30% city damage and starts fires. Entering or leaving underground costs one action. Underground movement costs 1 energy, no health, and causes no city damage. Underground Hydra cannot attack, feed, or be attacked. Above-ground movement causes 10% damage and costs 1 energy. The movement button is white above ground and black underground on a gray panel.
Arachnoid. Movement causes no city damage and leaves a 10-HP web. Webs block civilian, police, infantry and tank movement until destroyed. Trapped civilians deal 1 web damage per group on a movement opportunity; police deal 1, soldiers 2 and tanks 3 per action spent clearing webs. Flying units and monsters ignore ordinary webs. Flaming Web Shooter deals 3 health damage to 1 priority target, evolving to 2 and then 3 distinct targets; it costs 2 energy, causes 30% city damage, ignites the sector and blocks ground movement through the next enemy movement phase, then expires. Scientist, rival, aircraft, then random ground targets are prioritized. Double Claw kills two ground targets. Feeding excludes armor and aircraft.
Mechanicus. Siege Walker feeds on city structures: 10% damage and +5 energy, with no feeding energy cost. Rubble cannot be consumed. Death Ray costs 2 energy per action and deals 3 health damage per strike. Death Ray does not start fires; existing fires remain until extinguished or the sector becomes rubble. Double Death Ray and then Triple Death Ray grant two and three strikes, targeting scientists, rivals, helicopters, then random ground units. Movement retains the ordinary 10% city damage. Target selection applies to feeding and claw attacks.
Balrog. Movement causes 10% damage and ignites the destination, unless it is rubble. Flaming Whip costs 2 energy and deals 3 damage per strike. Double Strike and then Triple Strike grant two and three strikes for each claw or whip action. Eligible targets are chosen in order: scientist, rival monster, helicopter, then random civilians, police, infantry or armor. Claws cannot hit scientists or helicopters. Remaining strikes continue against ground units. Double Feeding bites a selected rival twice if it survives the first bite.
Monsters. New rampage opens monster selection. Funguloid can move underground just like Hydra: entering and surfacing each take one action; tunneling costs 1 energy per move, causes no city damage, and grants invisibility and invulnerability. It cannot attack or feed underground. Above ground, Funguloid automatically feeds on arrival without an extra action or extra feeding damage; walking still causes 10% damage. Its Splat Attack kills one unit, with Double splat and then Triple splat evolutions increasing the target limit to two and three. Splat causes 10%, 20%, or 30% city damage for its current tier, costs 2 energy, and supports Extended range. Civilians are targeted first. Every claw attack causes 10% city damage.
Scoring. Earn 1 point for every percentage point of damage across all city sectors, including fire damage. Each sector contributes at most 100 points. Defeating a civilian earns 10 points; a police officer or soldier 20; a tank or helicopter 30; a rival monster or scientist 50. Units award points only when defeated, whether by feeding, claws, or a special attack. Escaping civilians and scientists leaving to rearm earn no points. New rampages start at zero. Existing saves retain their city damage score; unit points are tracked from this update onward.
Destruction. Entering a territory, feeding, or waiting adds 10% damage; a special attack adds 30% and ignites the territory, even if it has no targets. Burning territories gain 5% damage at the end of each turn until they reach 100% and stop burning. After that increase, each territory still burning rolls independently for each neighbor: damage divided by 10 gives the percentage chance of ignition (60% damage = 6%). Newly ignited territories spread and take fire damage starting on the next turn. A police officer entering or spawning in a burning territory extinguishes it. The overall city damage percentage is the average damage across all 61 hexes and is shown above the map. At 100% damage, the fire goes out and the hex becomes permanent brown rubble. Rubble cannot be repaired, cleared, or reignited. Damage caps at 100%. Civilians cannot enter or leave rubble unless a police officer is present in that rubble territory. Police open both entry and exit there. Military and police movement is unaffected. The red monster marks your position.
Evolution & navigation. Evolution is optional and free, once per visit to full health and energy; spend energy before evolving again. Choose armor, stronger claws, +2 energy per feeding target, Double feeding (up to two distinct units in one feeding action), Extended range (target your sector or one adjacent sector with the special attack), or Third action (one additional action now and three actions per turn thereafter). Each feeding target restores energy separately. With Extended range, select Aim atomic roar to change the pointer to an aiming reticle, then click your own or one adjacent highlighted hex to fire. Cancel aiming to return to movement. Ordinary special attacks use the selected monster’s cost, targeting and effects. Mega Attack uses its own fixed energy cost. A pulse at the map edge signals berserk mode: the next actions automatically follow the shortest available route to food without spending energy. Movement at zero energy is permitted during berserk turns. Choose Tokyo, New York, London, Los Angeles, Hong Kong, Mexico City, or Peoria, Arizona. Each board has a central landmark and 60 surrounding areas. Geography is approximate, including some neighboring districts outside city boundaries. Water and harbour sectors use normal movement rules. In multiplayer, only the host can change the city before starting; changing it clears everyone’s Ready status. This is a stylized game board, not a navigational map. No roads or subway layers.