Two days away.

Two days away.

Two days away.

Aquosia is ready!

So with MonCon right around the corner, here are the finalized rules for every event, as well as the updated schedule. We’ll be closing the Covenant Store at 7PM on Friday, all day Saturday, and we’ll be opening at 1PM on Sunday to allow for any late fliers to get one final piece of the action! We genuinely can’t wait to see you guys. It has been much, much too long.

Oh, and, introducing QUAD MONSTER!

Single Monster:

  • Single list event.

  • One (1) tournament legal monster with respective hyper form.

  • A single double-sided map of which the player may use either side.

    • The player who selects the map may choose a side of their opponent’s map.

  • Standard building (2-12) and unit (5-15) complement.

  • 5 Swiss-style rounds followed by Top 8 Single Elimination event.

    • Losers of Round 2 will play for 3rd Place.

    • Wildcard Round to determine seeds 7 & 8 from the top 10-7 players for the Top 8.

 

Cowboys & Indians:

  • Single list event.

  • One (1) tournament legal monster with respective hyper form.

  • Only one side of one map may be used.

    • The player who selects the map may not choose their opponent’s map.

  • This is a team event.  All teams must have 3 players.

  • At the beginning of each round, each team is paired against another team.

    • Once paired, each team sits across from its opposing team.

  • All 3 members of each team roll 5 Action Die during the “Showdown”.

    • The team that rolled the most strikes across all 15 Action Die plays the Cowboy.

      • The other team plays the Indian.

  • The Indian always chooses map and goes second.

  • A player playing as the Cowboy wins if all buildings are destroyed.

    • Indestructible buildings can be destroyed.

    • Installations can be attacked by allied figures. Standard attacking rules apply.

  • A player playing as the Indian wins if the Cowboy loses all health in both forms.

  • If the Indian loses all health in both forms, he or she is immediately placed in a legal Monster starting zone.

  • During gameplay, all other standard Monsterpocalypse rules apply.

  • Once time is called, the Indian gets two points per point of health missing from the Cowboy, while the Cowboy gets one point per building destroyed.   The highest point total wins.

Double Monster Attica:

  • Single list event.

  • Two (1) tournament legal monsters with respective hyper forms.

  • A single double-sided map from which the player may use either side.

    • The player who selects the map may choose their opponent’s map.

  • Standard building (2-12) and unit (5-15) complement.

  • There is no spawn tax. You can include any unit in your force at no penalty.

  • Any ability that refers to “FAC” or “AGN” instead refers to “Allied”.

  • Examples:

    • High Impact – If this unit is the same faction as your monster, this unit gains +1 Blast B-Die.

      • Becomes:  High Impact – If this unit is allied with your monster, this unit gains +1 Blast B-Die.

    • Blue Abilities – If an Ability is Blue, then every Figure in your Force that is the same Agenda as the Figure that has the Blue Ability gains the Ability.

      • Becomes:  Blue Abilities – If an Ability is Blue, then every Figure allied with the Figure that has the Blue Ability gains the Ability.

    • Quick – If this figure is the same Faction as your monster, this figure may advance without spending an A-Die.

      • Becomes:  Quick – If this figure is allied with your monster, this figure may advance without spending an A-Die.

  • Things that mention certain agendas specifically, like Underground Network and Superstructure do not change, as they don’t use the FAC/AGN terminology.

  • For gameplay, all other standard Monsterpocalypse rules apply.

Quad Monster:

  • Single list event.

  • Four (1) tournament legal monsters with respective hyper forms and different names. Monsters must be from the same faction. Morphers not allowed.

  • A single double-sided map of which the player may use either side.

    • The player who selects the map may choose a side of their opponent’s map.

  • Standard building (2-12) complement. Unit reserve of 5 units is allowed.

  • Before the game begins, both players choose two monsters to be their “Unit Side” monsters and two monsters to be their “Monster Side” monsters.

  • “Unit Side” monsters use the unit Action Dice pool. “Monster Side” monsters use the monster Action Dice pool. Both sides share the same Power Dice pool.

    • When you spend A-Die from your unit pool, they transfer to your monster pool, and vice versa. Standard.

  • During Monster placement, each monster must be placed in a monster spawn zone or with one square of its base occupying one square of a unit spawn zone of the appropriate color. A monster may not be placed on top of a building. If a monster cannot be legally placed, it must be placed adjacent to the back edge of the map.

  • At the start of your turn, you may roll up to 3A in order to power up. Gain 2 P-Die for each strike (a super strike would yield 4P).

  • You may only Hyper Up monsters during their respective turn. You may Hyper Up both monsters belonging to that turn.

  • Monsters with Actions that interact with units, such as Summon, can be used. When used, pull the unit from your unit reserve of 5. A-Die can never be spent on units, but abilities that interact with them (Swat, Command, Telekinesis) may be used.

  • Double Monster power attacks are legal.

  • The first player to kill all four of the opponent’s monsters wins the game.
Oh man. It’s gonna be crazzzzayyyy! See you in a few days!