by Craig Robertson
Monster Island
Designers: Bruce Harlick, Patrick Sweeney
Publisher: Firefly Games
32 b & w pages, with color cover and counters insert
$9.95
Bruce Harlick and Patrick Sweeney love giant
radioactive monsters, and it shows in their work.
Monster Island, their first release for Firefly Games,
covers the basics of monster-versus-monster duels. Using
a streamlined version of the Action! System, Harlick
and Sweeney have created a tightly-focused and
extremely playable game.
With practice, monster creation takes only five
minutes from concept to playable design. Almost any
monster imaginable can be created using four stats,
five derived attributes, and a list of special powers. The power list is complete and well-balanced, with
the exception of the Teleport ability, which is
overpriced compared to Tunneling and Swimming. In
less than half an hour, I was able to create a giant
mutant naked mole rat, a sentient oil slick, and a
magically-animated colossus.
Combat moves smoothly, and uses attributes and stats
efficiently. Attack rolls are easily resolved. Roll
3d6, add your Reflexes, then compare your roll to your
target's Evade rating. If you equal or exceed his
Evade, you hit. Damage is determined by your Strength
for hand-to-hand attacks, or by your Blast ability in
the case of ranged attacks. A good variety of holds,
body slams, and tackles are also described, each using
the same basic attack roll mechanic.
Much of the game's chrome is found in the power list,
but a couple of extra rules are included to capture
that authentic giant monster flavor. These special rules include
alliances, which require communication, something giant monsters are inherently bad at. When an alliance attempt fails, the monster(s) that missed the required Mind roll must immediately attack the creature he failed to ally with. Rules for intimidation, and a mandatory one-turn victory dance
after each opponent is defeated, extend the monster movie feel. In addition to a basic
setting outline, Harlick and Sweeney devote four pages
of the monster design section just to various monster
categories. The last three pages consist of a concise
and thorough filmography of the genre. This is in
addition to the many monster movie quotes scattered
through the rules. Terrain is covered briefly, yet thoroughly.
The rules are well-presented, with nice BW interior
art by Bryce Nakagawa, who also did the color cover.
Each illustration is clean and attractive, featuring
most of the pre-generated monsters. Distinguishing
subject headings from sub-headings was somewhat
difficult, however. The fifteen stand-up cardstock
counters are useful at first, representing most basic
monster concepts, but you may eventually want to
switch to miniatures. I have already started
collecting 1.5" Zoids and Digimon figures for use on
my old Ogre/GEV maps. The eighteen pre-generated
monsters are nice, giving good examples of monster
creation, but most players will enjoy designing their
own.
I would easiy rate this product as one of my favorite
releases of the year. The game does feel slightly
incomplete, since it only covers monster against
monster combat, but that should be corrected with the
release of Escape from Monster Island later this
month. However, I would have preferred a combined
edition, perhaps boxed with some plastic minis. Maybe
we'll see a deluxe edition someday. If we do, I'll be
first in line.