Overview
In the Godzilla Game, players control Earth’s most fearsome Kaiju – Godzilla, Mothra, King Ghidorah, and Megalon – battling for dominance as the most terrifying monster in Japan. Players destroy buildings and vehicles to gain Energy, then use that Energy to unleash devastating attacks on opponents. Once humans deploy the Oxygen Destroyer, the game ends, and the most dominant Kaiju claims victory.
Components
- 4 Kaiju miniatures (Godzilla, Mothra, King Ghidorah, Megalon)
- 1 miniature stand
- 120 Kaiju cards (30 per Kaiju)
- 13 game board hex tiles
- 1 Damage Track mat
- 4 Kaiju mats
- 6 Event cards
- 13 building miniatures (Radar Dish, Power Plant, Military Bunker, Tower, Small Buildings)
- 74 tokens
- 1 Oxygen Destroyer marker
- 5 tracking cubes
Setup
Board Setup
- Place center hex tile in the middle of the play area.
- Randomly select and arrange tiles in a shape determined by player count (2-player, 3-player, or 4-player layout).
- Insert correct tiles into Large Building bases and place buildings on letter-designated spots.
- Place Damage Track within reach of all players; put Oxygen Destroyer marker on Start space.
- Choose 2 Event cards and place above/below the Damage Track. (First game: use Armored Assault and Rush Hour.)
Player Setup
- Each player chooses a Kaiju and places its figure on the closest starting location. If a Large Building is there, rotate that tile so the Large Building is no longer in the starting location.
- Place Kaiju Mat in front of you; set Energy Tracking Cube on the “2” space.
- Shuffle your Kaiju deck, place face down to the left of your mat. Draw 5 cards.
- Randomly choose a player to receive the King of Monsters token (plays first).
Turn Structure
The game is played in Rounds. Each Round has 4 phases:
Phase 1: Oxygen Destroyer Phase
- Skip on the first round.
- Move the Oxygen Destroyer marker 1 circle space forward on the Damage Track.
Phase 2: Action Phase
- Starting with the King of Monsters token holder, players take turns performing one action:
- Play a Kaiju card from hand
- Play your Kaiju’s Discard Action
- Pass
- Play continues with additional turns until all players pass consecutively.
- A player who passed earlier may still play cards on subsequent turns.
Phase 3: Refresh Phase
- Discard any number of cards from hand.
- Draw cards until you have 5 in hand.
- Activate end-of-turn effects (Kaiju abilities, Enhancements, building effects).
Phase 4: Event Phase
- Activate and resolve Event cards in order.
- Move or place Vehicles if required by Events.
- Check if the game has ended.
Actions
Playing Kaiju Cards
Pay the Energy cost (top-right corner) by reducing your Energy Tracking Cube. If you cannot pay, you cannot play the card.
Card symbols:
| Symbol | Effect |
|——–|——–|
| MOVE | Move up to the number of spaces shown. May move through water, Vehicles, Small Buildings, or other Kaiju. May move through Large Buildings but cannot end there. |
| ATTACK | Card’s Attack Value for attacking other Kaiju |
| DEFEND | Blocks damage equal to the number shown |
| MOMENTUM | Play an additional card or take Discard Action after this card |
| RANGE | Attack a Kaiju up to the specified distance (damage only, cannot target Vehicles/buildings) |
| ENHANCEMENT | Placed below your Kaiju Mat; benefits remain until removed |
Attacking Other Kaiju
- Must be in the same space as target unless card has Range.
- After choosing a target, decide to throw or damage it.
- Ranged attacks only deal damage and cannot target Vehicles or buildings.
Vehicles
- When throwing a Vehicle, choose a space within max distance for it to land.
- Destroys the thrown Vehicle AND one Small/Large Building or Vehicle in the landing space.
- Alternatively, throw the Vehicle into a Kaiju within range, dealing 1 damage and destroying the Vehicle.
Destroying Buildings
- Destroying buildings and vehicles generates Energy for your Kaiju.
Scoring / Victory Conditions
- The game ends when the Oxygen Destroyer marker reaches the end of the Damage Track.
- Each Kaiju card has a Dominance Value – this contributes to determining the most dominant Kaiju.
- The Kaiju with the most accumulated dominance at game end wins the King of Monsters crown.
Special Rules & Edge Cases
- The Oxygen Destroyer Phase is skipped on the first round.
- A player who passes may resume playing cards on later turns in the same Action Phase; the phase only ends when ALL players pass consecutively.
- Momentum cards chain: you may play multiple Momentum cards in succession on your turn.
- Enhancement cards stay in play until specifically removed.
- Large Buildings block movement endpoints but not movement through them.
- Range attacks cannot target Vehicles or Buildings.
- For first game, recommended Kaiju are Godzilla and Megalon; recommended Events are Armored Assault and Rush Hour.
Player Reference
Round Phase Order:
- Oxygen Destroyer Phase (skip Round 1)
- Action Phase (play cards until all pass consecutively)
- Refresh Phase (discard/draw to 5, activate end-of-turn effects)
- Event Phase (resolve Events, check game end)
Starting Energy: 2
Hand size: 5 cards (refilled during Refresh Phase)
Actions per turn: Play 1 card, use Discard Action, or Pass (Momentum extends this)