Monkey, Ninja, Pirate, Robot
MONKEY, NINJA, PIRATE, ROBOT
by Chad Underkoffler
ATOMIC SOCK MONKEY PRESS
< http://www.atomicsockmonkey.com >
MONKEY, NINJA, PIRATE, ROBOT
©2003 Chad Underkoffler
ATOMIC SOCK MONKEY PRESS
http://www.atomicsockmonkey.com
MONKEY, NINJA, PIRATE, ROBOT
− Roll again on the Atomic Radiation Chart.
A venerable cabal bent on world-domination has sent one of
− Shift a Token from one Meter to another (from the
their greatest champions to steal the reactor core... but so have
Mojo Meter to the Attack Meter, for example).
their enemies.
− Make an Attack (see below, Attacking).
Bathed in atomic radiation, these champions -- Monkey, Ninja,
− Use relevant Special Powers (see below, Special
Pirate, Robot -- fight to the death, in order to claim the sweet,
Powers).
sweet uranium for their people... and victory!
After a player's three Actions, his Turn is over, and the next
player goes.
What's Needed to Play MNPR?
− 2 to 8 players.
Attacking
− An MNPR Card for each player. Cut the following
Attacks may not be made until each player has had one Turn.
pages of Cards in half along the dotted lines.
When a player makes an Attack, he selects one of the other
− Three six-sided dice (3d6).
players to beat on. The Attacker rolls a number of dice equal to
−
the number of Tokens currently in their Attack Meter, the
Lots of Tokens (a roll of pennies would work
Defender rolls a number of dice equal to the number of Tokens
admirably).
in their defense meter, and the sum of each player's dice rolls --
also called the Total -- are compared.
What's the Object of the Game?
The highest Total wins, and the loser must remove some
Destroy your enemies!
Tokens. (In case of a tie, both players must roll again until there
is a clear winner and loser.) If the Attacker loses, he removes
Tokens from his Attack Meter and places them in the Token
How to Play MNPR
Pot. If the Defender loses, he removes Tokens from his Health
1. Each player takes a MNPR Card. They may select
meter and places them in the Token Pot.
one, or pick one randomly. (Multiple types of the
The difference between the Totals determines how many
same card may be in play, if you've printed out
Tokens are lost:
enough copies.)
− 1 through 6, one Token is removed.
2. Set all the Tokens in the center of the playing area.
−
This is the Token Pot.
7 through 12, two Tokens are removed.
3. Each player takes 4 Tokens from the Token Pot and
− 13 or higher, three Tokens are removed.
places one each on their Meters (Attack, Defense,
Health, and Mojo).
If a successful Attack is made on a player with no Tokens on
4. Decide which player goes first by rolling a die,
his Health Meter, that player is now out of the game.
highest wins. Re-roll in case of ties.
5. Starting player takes his Turn (see below, Taking a
Special Powers
Turn).
Each type of MNPR Card has a separate Special Power.
6. Play continues to the right, at least at the beginning
of the game.
− Monkey: On Monkey's Turn, it may add 1 Token to
the Mojo Meter as an action.
7. The game is over when one player is left standing;
they will be able to take the radioactive core back to
− Ninja: If attacked, Ninja may make one Shift before
their compatriots and rule the world! Ha ha ha ha ha!
the attack is resolved.
− Pirate: On Pirate's Turn, it may steal 1 Token from
Taking a Turn
another player's Mojo Meter to place on its own as an
action.
On a player's turn, he first rolls on the Atomic Radiation Chart,
−
and suffers its effects. (A Meter may be completely emptied by
Robot: Robot has bigger meters than Monkey, Ninja,
the result; lost Tokens return to the Token Pot. If told to add a
or Pirate.
Token to a Meter that is already full, there is no effect.)
Then, he can take three (3) Actions. Possible Actions are:
Monkey, Ninja, Pirate, Robot
©2003 Chad Underkoffler
Attack Meter
ATOMIC SOCK MONKEY PRESS
http://www.atomicsockmonkey.com
Defense Meter
Monkey
Health Meter
On Monkey's Turn, it may add 1 Token
to the Mojo Meter as an Action.
Atomic Radiation Chart (3d6)
Atomic Radiation Chart (3d6)
3: Direction of play reverses after current Turn.
11: Current player loses 1 Mojo Token.
4: Al players pass their Attack Tokens to the left.
12: Current player loses 1 Attack Token.
5: Al players gain 1 Mojo Token.
13: Current player loses 1 Defense Token.
6: All players may Shift 1 Token now.
14: All players must Shift 1 Token.
7: Al players pass their Defense Tokens to the left.
15: All players lose 1 Mojo Token.
8: Current player gains 1 Health Token.
16: Al players pass their Mojo Tokens to the left.
9: Current player gains 1 Attack Token.
17: Al players lose 1 Health Token.
10: Current player gains 1 Mojo Token.
18: Direction of play reverses after current Turn.
Mojo Meter
Monkey, Ninja, Pirate, Robot
©2003 Chad Underkoffler
Attack Meter
ATOMIC SOCK MONKEY PRESS
http://www.atomicsockmonkey.com
Defense Meter
Ninja
Health Meter
If attacked, Ninja may make one Shift
before the attack is resolved.
Atomic Radiation Chart (3d6)
Atomic Radiation Chart (3d6)
3: Direction of play reverses after current Turn.
11: Current player loses 1 Mojo Token.
4: Al players pass their Attack Tokens to the left.
12: Current player loses 1 Attack Token.
5: Al players gain 1 Mojo Token.
13: Current player loses 1 Defense Token.
6: All players may Shift 1 Token now.
14: All players must Shift 1 Token.
7: Al players pass their Defense Tokens to the left.
15: All players lose 1 Mojo Token.
8: Current player gains 1 Health Token.
16: Al players pass their Mojo Tokens to the left.
9: Current player gains 1 Attack Token.
17: Al players lose 1 Health Token.
10: Current player gains 1 Mojo Token.
18: Direction of play reverses after current Turn.
Mojo Meter
Monkey, Ninja, Pirate, Robot
©2003 Chad Underkoffler
Attack Meter
ATOMIC SOCK MONKEY PRESS
http://www.atomicsockmonkey.com
Defense Meter
Pirate
Health Meter
On Pirate's Turn, it may steal 1 Token
from another player's Mojo Meter to
place on its own as an Action.
Atomic Radiation Chart (3d6)
Atomic Radiation Chart (3d6)
3: Direction of play reverses after current Turn.
11: Current player loses 1 Mojo Token.
4: Al players pass their Attack Tokens to the left.
12: Current player loses 1 Attack Token.
5: Al players gain 1 Mojo Token.
13: Current player loses 1 Defense Token.
6: All players may Shift 1 Token now.
14: All players must Shift 1 Token.
7: Al players pass their Defense Tokens to the left.
15: All players lose 1 Mojo Token.
8: Current player gains 1 Health Token.
16: Al players pass their Mojo Tokens to the left.
9: Current player gains 1 Attack Token.
17: Al players lose 1 Health Token.
10: Current player gains 1 Mojo Token.
18: Direction of play reverses after current Turn.
Mojo Meter
Monkey, Ninja, Pirate, Robot
©2003 Chad Underkoffler
Attack Meter
ATOMIC SOCK MONKEY PRESS
http://www.atomicsockmonkey.com
Defense Meter
Robot
Health Meter
Robot has bigger Meters than
Monkey, Ninja, or Pirate.
Atomic Radiation Chart (3d6)
Atomic Radiation Chart (3d6)
3: Direction of play reverses after current Turn.
11: Current player loses 1 Mojo Token.
4: Al players pass their Attack Tokens to the left.
12: Current player loses 1 Attack Token.
5: Al players gain 1 Mojo Token.
13: Current player loses 1 Defense Token.
6: All players may Shift 1 Token now.
14: All players must Shift 1 Token.
7: Al players pass their Defense Tokens to the left.
15: All players lose 1 Mojo Token.
8: Current player gains 1 Health Token.
16: Al players pass their Mojo Tokens to the left.
9: Current player gains 1 Attack Token.
17: Al players lose 1 Health Token.
10: Current player gains 1 Mojo Token.
18: Direction of play reverses after current Turn.
Mojo Meter