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  GinGerbread Kaiju
  It’s Christmastime in Tokyo, and sirens are blaring. Men, 
  women, and children put aside work, school, shopping, and the 
  many distractions that life in modern Japan offers. They move 
  quickly, but calmly to the nearest emergency shelters, for they 
  know only too well what these klaxons mean. Soon the air will 
  be filled with the smell of freshly baked dough, cinnamon, and 
  nutmeg—the kaiju are coming!
  Gingerbread Kaiju is a none-too-serious board game where 
  each player takes on the role of a kaiju—a giant monster of 
  incredible destructive force—that happens to be made entirely 
  of gingerbread cookies. As anyone who has seen a Godzilla or 
  Gamera movie will tell you, kaiju do not generally get along 
  very well . . . and they ALL hate Tokyo!
  In this game, your kaiju will smash up the city to gather 
  power, then unleash this confectionary wrath on the other 
  monsters in hopes of destroying them all and being crowned 
  the King of the Kaiju!
  THE GAME
  In order to play Gingerbread Kaiju, you will need*:
  •	
  1 Kaiju per player
  •	
  Assorted candies, cookies, and baked goods
  •	
  Decorative icing
  •	
  1 Deck of standard playing cards
  •	
  1 or more d12s
  * In point of fact, you don’t need all of these things. Any of 
  the edible items can be replaced by standard, inedible game 
  markers (meeples, chits, colored chips, etc.), but then you’ll 
  miss out on the fun of literally devouring your opponents. 
  Alternatively, you can replace the high calorie items with 
  healthier choices (celery sticks, baby carrots, hummus, etc.).
  BEFORE THE GAME
  In preparation for a game of Gingerbread Kaiju, you will have 
  to do the following:
  Make Kaiju—First and foremost, you must make the kaiju 
  themselves. Since this involves baking a batch of gingerbread 
  cookies, it is the most time consuming and complex part of the 
  process. Details (including a recipe and how to use the kaiju 
  cookie templates) are in Appendix II: Monster Creation.
  Sort the Cards—Separate the playing cards into two 
  decks—the Ward Deck and the Karma Deck. The Ward Deck 
  contains 20 cards (the 10, Jack, Queen, King, and Ace of all 
  four suits). The Karma Deck should have 34 cards (the 2–9 
  cards of each suit, plus two Jokers). Details on what each 
  of the cards in the Ward and Karma decks stand for are in 
  Appendix I: The Card Decks.
  Prepare a Resource Bank—Gather the candies, baked goods, 
  and other treats you will use as markers during the game and 
  set them aside in a neutral spot on or near the table. You will 
  probably get hungry during the game, and it will be important 
  to be able to tell in-game resources from available snacks.
  
  3
  You will also want to come to an agreement at this time about 
  what	specific	resources	the	different	treats	represent.	There	are	
  four different resource types in Gingerbread Kaiju—Buildings, 
  Equipment, UFOs, and People. We recommend the following 
  edible representations:
  •	
  Buildings—Full-size candy bard, brownies, lemon bars, 
  and other non-round baked goods
  •	
  Equipment—Fun-size candy bars, fudge, caramels, large 
  sucking candy
  •	
  UFOs—Cookies, crackers, other round baked goods
  •	
  People—M&Ms, Reese's Pieces, Skittles, candy corn, 
  small sucking candy
  SETTING UP THE BOARD
  Gingerbread Kaiju can	 be	 played	 on	 any	 table	 or	 flat	 area	
  large	enough	to	hold	a	standard	board	game.	Shuffle	the	Ward	
  Deck and deal the cards out face down in a 4x5 grid (that is, a 
  rectangle	made	up	of	four	rows,	each	containing	five	cards).	Be	
  sure to leave space between the cards since each represents a 
  Ward—a whole neighborhood in the Tokyo area—and may be 
  visited by one or more kaiju at a time.
  As the game begins, the kaiju are approaching Tokyo, which 
  means they are not yet on the board. Kaiju generally do not get 
  along well, so if there are 4 or fewer players each kaiju must 
  approach the city from a different direction and enter play on a 
  different side of the board. In a two-player game, the kaiju must 
  start on opposite sides of the board.
  Have each player roll 1d12 (reroll ties). In the order of the die 
  results (highest to lowest), the players pick which Ward their kaijus 
  will use to enter the city and place their kaiju cookies atop that card. 
  Note that the players should not yet look at what is on the Ward Card. 
  Kaiju cannot start the game in identical or adjacent Wards. 
  There must be at least one empty Ward between all kaiju at 
  the beginning of the game. If, when a player's turn comes, it 
  is impossible to give her kaiju a legal starting position, the 
  blocking opponent whose turn it was most recently must move 
  his kaiju so that a legal position becomes available.
  When all the kaiju have been assigned their starting Wards, 
  flip	over	those	Ward	Cards	(and	only	those	Ward	Cards)	and	
  use the Resource Bank to populate them as indicated.
  PLAYING THE GAME
  Once the board is set up and the starting Wards have been 
  populated, it's time to start the game. May the mightiest kaiju win!
  Winning the Game: The goal of 
  the game is simple—to be the last 
  kaiju standing or, barring that, the 
  last kaiju to fall. If at any point there 
  is only one kaiju left, that kaiju 
  wins. If all the remaining kaiju die 
  in the same turn, the one that died 
  last is considered the victor.
  Who Goes First: The player who 
  has most recently watched a kaiju 
  film	gets	to	take	the	first	turn.	In	case	
  of ties, have the tied players each roll 
  1d12—the highest result wins. Reroll 
  ties until a winner is determined.
  On Your Turn: When it is your 
  turn,	the	first	thing	you	must	do	is	
  discard Karma Cards until you hold 
  no more than your maximum hand size. Your maximum hand 
  size is equal to the number of body parts your kaiju currently has. 
  If	your	kaiju	is	in	a	Ward	that	has	not	yet	been	revealed,	flip	the	
  Ward Card and use the Resource Bank to populate it as indicated.
  Apply any effects indicated on the Ward Card for the Ward 
  which your kaiju is currently in.
  Once that is done, you may spend up to two (2) action points 
  on the following maneuvers.
  •	
  Move (1 action point)—Move your kaiju to a neighboring 
  Ward. Diagonal movement is illegal unless the kaiju has 
  a	Special	Ability	that	specifically	allows	it.	If	that	Ward	
  Card has not yet been revealed AND you still have one or 
  more	action	points	left	to	spend,	flip	the	Ward	Card	and	
  use the Resource Bank to populate it as indicated. Do not 
  apply any effects indicated on the Ward Card (that only 
  happens at the start of a turn). If you have no action points 
  unspent, leave the Ward Card face down.
  •	
  Stomp (1 action point)—This is how kaiju do damage to 
  the buildings, people, and equipment in the Ward around 
  them. (See the special rules for "Stomping and Biting.")
  •	
  Bite (1 action point)—This is the basic way that kaiju 
  do damage to each other. In order to Bite another kaiju, 
  both creatures must be in the same Ward. (See the special 
  rules for "Stomping and Biting.")
  •	
  Activate Special Power (2 action points)—All kaiju 
  have at least one Special Power (see Appendix II: 
  Monster Creation). If the body part that controls a 
  Special Power is rendered useless, the kaiju may no 
  longer use that Special Power.
  •	
  Mutate (2 action points)—Under certain conditions 
  a kaiju can Mutate, gaining new Special Powers. This 
  maneuver may only be used in conjunction with a Ward 
  or Karma Card that generates mutations. (See Appendix 
  II: Monster Creation.) 
  Once per turn you may play a single Karma Card from your 
  hand. You may only spend Karma Cards on your turn, though 
  if you’ve already played “Tiny Singing Women” on the table in 
  front of you, you may activate it during another player’s turn. 
  (See Appendix I: The Card Decks.)
  When you are done spending action points, draw a card from the 
  Karma Deck and add it to your hand. Drawing this card marks the 
  end of your turn. It now becomes the turn of the player to your left.
  
  4
  SPECIAL RULES
  The following special rules apply when the indicated situations arise.
  Stomping and Biting: When a kaiju performs a Stomp or 
  Bite maneuver, the following rules apply unless a Karma Card, 
  Special Power, or Ward description dictates otherwise.
  The player whose kaiju is performing the maneuver rolls 1d12.
  In the case of a Stomp, the kaiju does the indicated amount of damage 
  to the resources in the Ward. If there is more than one resource in the 
  Ward, the player decides what order they are damaged. To destroy 
  a resource marker takes 1 point of damage for a Person, 2 points of 
  damage for Equipment, and 4 points of damage for a Building. You 
  cannot do partial damage to a Building or Equipment—they must 
  be destroyed in full. If there is nothing left in the Ward that can be 
  damaged by the remaining Stomp damage, the Stomp is over.
  The Stomping player should remove the destroyed resources 
  from the Ward and place them in her kaiju's Power Pool. (Do 
  not eat them! That comes later. If you eat the resources now, 
  your kaiju cannot use those points later.)
  In the case of a Bite, the kaiju does the indicated amount 
  of damage to another kaiju (or a UFO). The defending 
  kaiju's player decides how to apply this damage. The 
  choices are as follows.
  •	
  Power Pool—The player may pay for some or all of the 
  damage with resources from her kaiju's Power Pool.
  •	
  Body Part—Any damage not paid for with resources 
  from the Power Pool must be applied to one of the kaiju's 
  body parts. Each body part can take only a certain amount 
  of damage before it is rendered useless. (See Appendix II: 
  Monster Creation for details.) Once a body part is rendered 
  useless, the kaiju suffers no more damage from that attack.
  Resources consumed by a Bite are not added to the attacking kaiju's 
  Power Pool. Remove them from the game (preferably by eating them). 
  When Kaiju Can See Each Other: At the beginning 
  of your turn, if there are kaiju in one or more of the Wards 
  adjacent to the one your kaiju is in (including those that are 
  diagonally connected), you must spend at least one (1) action 
  point to Move toward or attack one of them. Any remaining 
  action points may be spent as you desire.
  When Kaiju Meet: If, at the beginning of your turn, one or 
  more kaiju is in the same Ward with yours, you must spend at 
  least one (1) action point to attack another kaiju. Any remaining 
  action points may be spent as you desire. 
  Alien Invasion: When you play the “Alien Invasion” Karma 
  Card, put a UFO marker into the Ward of your choice. Make 
  a note so you can remember which UFO is the original one—
  more may be arriving soon. (Or you can use one type of cookie 
  for the original UFO, and different cookies for future UFOs.) A 
  kaiju can target a UFO with a Bite or a Special Power. It takes 
  5 points of damage to destroy a UFO. When a kaiju destroys a 
  UFO, add one Equipment counter to that kaiju’s Power Pool.
  When a kaiju starts his turn in a Ward with a UFO (or moves 
  into a Ward where there is a UFO), the kaiju takes damage equal 
  to the total number of UFOs in the whole city. If there are two 
  UFOs in the Ward, the kaiju takes that damage twice. If there are 
  three UFOs, the kaiju takes the damage three times, and so on. 
  (Apply the damage as if each UFO had made a Bite attack.)
  At the start of each of your upcoming turns, if the original UFO 
  is still on the board, it summons another UFO, which you can place 
  in any Ward adjacent to one that already has a UFO in it. Once the 
  original UFO is destroyed, no more UFOs will be summoned.
  
  5
  THE WARD DECK
  Card
  Ward
  Bldgs
  Ppl
  Eqpmt Notes
  10♥
  Tokyo Tower
  1
  4
  0
  J♥
  The Diet Building
  1
  2
  3
  Q♥
  Shinjuku
  3
  6
  0
  K♥
  Shibuya
  2
  8
  0
  A♥
  Meiji Shrine
  1
  5
  0
  10♣
  Ginza
  2
  4
  1
  J♣
  Tokyo Station
  1
  4
  2
  Q♣
  Yokohama
  3
  4
  0
  K♣
  Tokyo Bay
  0
  0
  6
  A♣
  Toho Studios
  1
  2
  4
  10♦
  Hanaeda Airport
  1
  3
  4
  If a kaiju ends its turn in this Ward, roll 1d12. If the result is 8 
  or higher, remove 1 equipment marker and all people markers 
  from the Ward as desperate citizens escape by plane.
  J♦
  Yokosuka Naval Base
  0
  6
  6
  If the “Battleships Attack” card is played on a kaiju in this 
  Ward, it does double damage.
  Q♦
  JSDF Headquarters
  0
  6
  6
  If a kaiju ends its turn in this Ward, it takes 1 point of damage 
  for every 2 equipment markers here.
  K♦
  Research Lab
  1
  2
  4
  If there is at least one person marker in this Ward, any kaiju 
  that begins its turn here takes 2 points of damage for every 
  equipment marker here.
  A♦
  Nuclear Power Plant
  2
  0
  2
  If there are no building markers remaining in this Ward, any 
  kaiju that begins its turn here can Mutate.
  10♠
  Maser Tank Battery
  0
  0
  8
  If a kaiju ends its turn in this Ward, it takes 1 point of damage 
  for every equipment marker here.
  J♠
  Massive Power Lines
  1
  0
  4
  If the “JSDF Jets Attack” card is played on a kaiju in this 
  Ward, it does double damage.
  Q♠
  Panicked Crowd
  0
  10
  0
  If a kaiju ends its turn in this Ward, remove 1 people marker 
  as citizens start to take cover.
  K♠
  Oil	Refinery
  4
  0
  0
  If there are no building markers remaining in this Ward, any 
  kaiju that ends its turn here takes 1d12 damage.
  A♠
  Psychic Research Center
  1
  6
  1
  When a kaiju enters this Ward, it 1 point damage for each 
  person marker here. A kaiju that begins its turn here takes 2 
  points of damage for each person marker.
  As described in the Before the Game section above, you must 
  divide the cards into two decks—the Ward Deck and the Karma 
  Deck. Once that is done, simply refer to the following charts to 
  find	the	specific	meaning	of	any	card.
  The Ward Deck contains the 20 Wards (neighborhoods) of the 
  greater Tokyo area. Half of them are real-world locations that 
  offer no special game effects. The other half are a mixture or 
  real	and	fictional	locales	that	each	cause	a	slight	rules	variation	
  that occurs whenever a kaiju is present.
  aPPendiX i: THe Card deCKS
  
  6
  The Karma Deck contains 34 cards that players may use to 
  increase	the	fortunes	of	their	kaiju	or,	more	often,	inflict	pain	
  THE KARMA DECK
  Card
  Effect
  2♥
  Battleships Attack— Play this card on a kaiju. That kaiju takes 3 points of damage.
  3♥
  Battleships Attack— Play this card on a kaiju. That kaiju takes 3 points of damage.
  4♥
  Battleships Attack— Play this card on a kaiju. That kaiju takes 3 points of damage.
  5♥
  JSDF Jets Attack—Play this card on a kaiju. That kaiju takes 3 points of damage.
  6♥
  JSDF Jets Attack—Play this card on a kaiju. That kaiju takes 3 points of damage.
  7♥
  JSDF Jets Attack—Play this card on a kaiju. That kaiju takes 3 points of damage.
  8♥
  Maser Tanks Attack— Play this card on a kaiju. That kaiju takes 6 points of damage.
  9♥
  Maser Tanks Attack— Play this card on a kaiju. That kaiju takes 6 points of damage.
  2♣
  UFO Attacks— Play this card on a kaiju. That kaiju takes 6 points of damage.
  3♣
  UFO Attacks— Play this card on a kaiju. That kaiju takes 6 points of damage.
  4♣
  JSDF Patrol—Add 2 pieces of equipment to any single Ward.
  5♣
  JSDF Patrol—Add 2 pieces of equipment to any single Ward.
  6♣
  JSDF Assault—Add 3 pieces of equipment to any single Ward.
  7♣
  JSDF Last Stand—Add 5 pieces of equipment to any single Ward.
  8♣
  Panicked Crowd—Add 10 people to any single Ward.
  9♣
  Panicked Crowd—Add 10 people to any single Ward.
  2♦
  Burst of Speed—Your kaiju gains 1 addition action point to spend this turn.
  3♦
  Burst of Speed—Your kaiju gains 1 addition action point to spend this turn.
  4♦
  Tiny Singing Women—Play onto the table in front of you. Discard to reroll any single die roll. You choose which 
  result to use.
  5♦
  Tiny Singing Women— Play onto the table in front of you. Discard to reroll any single die roll. You choose which 
  result to use.
  6♦
  Psychic	Kid—A	psychic	kid	likes	your	kaiju	and	creates	a	mental	link	with	him.	You	may	look	at	one	unflipped	Ward	
  Card.
  7♦
  Where’d He Go?—Despite your kaiju’s vast size, humanity loses track of him until he reappears somewhere else. 
  Move up to 1d12 spaces.
  8♦
  Stompy Montage—While the movie’s theme song plays, each kaiju can perform a Move and, if the Ward it ends up in 
  has	already	been	flipped,	the	kaiju	may	also	perform	a	Stomp.
  9♦
  Nuke!—Select	a	Ward	that	has	already	been	flipped.	Destroy	all	resources	in	the	Ward.	All	kaiju	in	the	Ward	must	roll	
  1d12. Rolls 1d12 for the nuke. If the nuke’s roll is equal to or higher than a kaiju’s, that kaiju takes 6 points of damage. 
  Kaiju that rolled higher than the nuke can Mutate during their next turn.
  2♠
  Kaiju Maniacs—1d12 people (giant monster fans) appear around every kaiju, snapping photos and looking incredibly 
  delicious.
  3♠
  Noble	Police	Officer—Select	a	Ward	that	has	already	been	flipped.	Move	all	of	the	people	in	that	ward	into	an	adjacent	
  Ward.
  4♠
  Earthquake!—Select	a	Ward	that	has	already	been	flipped.	Discard	1d12	points	of	resources	from	that	Ward.
  5♠
  Earthquake!—Select	a	Ward	that	has	already	been	flipped.	Discard	1d12	points	of	resources	from	that	Ward.
  6♠
  Lightning Storm—Play immediately. All kaiju add 5 points to their Power Pool.
  7♠
  Alien Death Ray—Play immediately. All kaiju take 5 damage.
  8♠
  Alien Death Ray—Play immediately. All kaiju take 5 damage.
  9♠
  Oxygen Destroyer—Play immediately. All kaiju take 1d12 damage.
  Joker
  Alien Invasion—Place a UFO into the Ward of your choice. See “Special Rules” for details. 
  on other players’ kaiju. When a Karma Card does damage to 
  a kaiju, apply the damage as described for the Bite maneuver.
  
  7
  Gingerbread Kaiju requires, even more than in most games, that 
  you put a good deal of effort in to creating your characters—
  as in you have to bake the critters from scratch! Before you 
  can do that, though, you must decide which kaiju you’re going 
  to create. There are 8 templates for you to choose from—
  Bakedzilla, King Konk, Cocoonra, Terrordon, Giddy Ra, Ultra-
  Mech, Turtlesaurus, and Globby.
  Every kaiju has two or more Special Powers, each one 
  associated with one or more body parts. The Special Powers 
  are explained in full on the template cards. If the body part that 
  a Special Power is associated with becomes rendered useless, 
  the power is deactivated and the kaiju can no longer use it.
  Once you’ve decided which kaiju you want to use in play, 
  begin mixing up a batch of gingerbread cookies (see the sidebar 
  for our favorite recipe). When the dough is ready, use copies of 
  the appropriate Kaiju Cookie Cutter Templates to trim it into 
  the proper shapes. Make as many as you can, so you can play 
  the game as often as you like.
  When the baking is done, use icing to mark off each of 
  the kaijus’ body parts (for easy reference during play). In 
  preparation for the game, players can also use gumdrops, 
  candies, sprinkles, and other edible decorations to give your 
  kaiju	an	appropriately	fierce	continence.	You	may	want	to	put	
  an extra special decoration (perhaps a Hershey’s Kiss) on any 
  body part that is associated with a Special Power. This will help 
  you to remember that having that body part be rendered useless 
  has an added effect, too.
  Using Special Powers: Some Special Powers are defensive 
  in nature and are active all the time (such as King Konk’s 
  “Monkey Dancing” ability). Others are offensive in nature and 
  cost 2 action points to activate (such as Bakedzilla’s “Atomic 
  Halitosis” power), as opposed to just 1 action point to perform 
  a Bite or Stomp maneuver. What’s more, offensive Special 
  Powers also consume energy from the kaiju’s Power Pool.
  For example, if Terrordon wants to use his Sonic Screech ability 
  to	attack	a	kaiju	in	a	neighboring	Ward,	his	player	must	first	spend	
  2 action points and consume 3 points worth of resources from the 
  kaiju’s Power Pool (and in this case, we DO mean “consume”—
  feel free to gobble them up). If the player does not have enough 
  action points or enough resources in the Power Pool, Terrordon 
  will have to take some other course of action.
  When a Special Power does damage to a kaiju, apply the 
  damage in the same manner as described for the Bite maneuver.
  Mutating: Under certain circumstances, a kaiju can perform 
  the Mutate maneuver. (See the “Nuclear Power Plant” Ward 
  and the “Nuke!” Karma Card for details.) When this happens, 
  the kaiju consume 10 resources from its Power Pool in order to 
  gain a new Special Power from the list below. Each mutation 
  must be associated with a particular body part (just like regular 
  Special Powers are). You must assign a mutation a body part 
  that currently has no Special Powers associated with it, if your 
  kaiju has any. In other words, you cannot have more than one 
  Special Power associated to a single body part until ALL body 
  parts have at least one Special Power.
  •	
  Armor—The kaiju develops a thick carapace that 
  subtracts –2 points from any damage he receives. This 
  ability requires no action point cost per use—it applies 
  to all attacks the kaiju suffers.
  •	
  Breath Weapon (3 power points)—The kaiju can use 
  this breath weapon to attack targets that are in adjacent 
  Wards (not diagonal) or the one that the kaiju is currently 
  in. This attack does 1d12 damage. If the kaiju already 
  has a breath weapon, that attack instead becomes able 
  to target opponents in diagonal Wards and gains +6 to 
  damage.
  •	
  Counter-Attack— Any time the kaiju is the target of a 
  Bite attack, the attacker also takes 2 points of damage. 
  This ability requires no action point cost per use—it 
  applies to all Bite attacks the kaiju suffers.
  •	
  Flight—The kaiju may Move diagonally from Ward 
  to Ward. This ability requires no action point cost per 
  use—it applies to all Move actions the kaiju makes.
  •	
  Frenzy—The kaiju is in the constant grips of battle lust, 
  and gains 1 additional action point to spend every turn. 
  If the kaiju already has Frenzy, increase the number of 
  additional action points by +1 (do not assign different 
  Frenzy Special Powers to separate body parts). This 
  ability requires no action point cost per use—it applies 
  on every turn the kaiju takes.
  •	
  Healing—The kaiju can consume up to 5 power points 
  and target one of its body parts. For every power point 
  consumed, the kaiju heals one point of damage from that 
  body part. The body part must currently be active (in 
  other words, a kaiju cannot Heal a body part that has 
  been rendered useless).
  •	
  Regeneration—The kaiju can consume up to 10 power 
  points and targets one of its body parts. For every 2 
  points consumed, the kaiju heals one point of damage 
  from that body part. This can be used to revive body 
  parts that had previously been rendered useless. If any 
  Special Abilities were assigned to that body part, they 
  become active again, too.
  •	
  Web Spinning (3 power points)—The kaiju can target 
  an opponent in the same Ward and covers him with 
  sticky webs. That kaiju cannot take Move or Stomp 
  actions until the webs are destroyed by 4 points of 
  damage from Bite or special attacks. If the kaiju already 
  has web spinning, the attack instead becomes able to 
  target opponents in adjacent or diagonal Wards. 
  aPPendiX ii:MOnSTer CreaTiOn
  
  8
  BAKEDzILLA—KING OF THE GINGERBREAD KAIjU
  5 body parts (head 4, arms 4, tail 4, feet 4, and torso 4)
  High-Fructose Rage (torso)—Because he is fueled by nuclear rage (and sugar) any 
  time Bakedzilla is the target of a Bite attack, the attacker also takes 2 points of damage.
  Atomic Halitosis (5 power points) (head)—Bakedzilla can use this breath weapon 
  attack targets that are in adjacent Wards (not diagonal) or the one that Bakedzilla is 
  currently in. This attack does damage equal to 1d12 + the number of body parts that 
  Bakedzilla currently has.
  COCOONRA—GUARDIAN OF ALL BAKED GOODS
  2 body parts (head 10, torso 10)
  Butterfly	
  Effect—Once 
  Cocoonra’s 
  torso 
  has 
  been rendered useless, he 
  transforms from a giant worm 
  into	a	giant	butterfly	and	he	
  gains Flight—Cocoonra may move diagonally from Ward to Ward.
  Our Savior—Becaue Cocoonra is well known as the “good monster,” 
  human forces never attack him all out. Subtract –2 from all damage 
  caused by battleships, jets, maser tanks, and people.
  Web Spinning (3 power points)—Cocoonra target a kaiju in the same 
  Ward and covers him with sticky webs. That kaiju cannot take Move or Stomp actions until the webs are destroyed by 4 points of 
  damage from Bite or special attacks. 
  GIDDY RA—THE DRAGON WHO CAN’T MAKE 
  UP HIS MIND
  7 body parts (left head 2, right head 2, left wing 4, right wing 4, left foot 1, right foot 
  1, and torso 6)
  Electro Sneeze (5 power points) (both heads)—After traveling through the frigid 
  depths	of	space	to	get	to	Earth,	Giddy	Ra	has	come	down	with	the	cosmic	flu.	As	a	
  result, he can sneeze out bolts of lightning that attack targets in adjacent or diagonal 
  Wards, but not the Ward Giddy Ra is currently in. This attack does 2d12 damage. Both 
  of Giddy Ra’s heads must be rendered useless in order to deactivate this power.
  Flight (both wings)—Giddy Ra may move diagonally from Ward to Ward. Both of 
  Giddy Ra’s wings must be rendered useless in order to deactivate this power.
  GLOBBULON—jUST 
  A BIG, ICKY BALL OF 
  SLIME
  1 body part (torso 20)
  Slimy Tactics—Because	he	has	no	identifiable	weak	spots,	or	internal	organs	of	
  any kind, Globbulon is tough to hurt. He subtracts –3 points of damage from any 
  attack done against him.
  Here’s Sludge In Your Eye—Because of the high acidity in his slimy body, 
  any time Globbulon is the target of a Bite attack, the attacker also takes 2 
  points of damage.
  
  9
  KING KONK—THE EIGHTH WONDER OF THE 
  COOKIE jAR
  6 body parts (head 4, right arm 3, left arm 3, right leg 3, left leg 3, torso 4)
  Prop Flinging (3 power points) (both arms)—If King Konk begins his turn 
  in a Ward that currently has one or more equipment markers, he may use one of 
  them as a projectile weapon. This can be used to attack targets that are in adjacent 
  Wards (not diagonal) or the one that King Konk is currently in. The attack does 
  1d12 damage, and the equipment marker is removed from play. Both of King 
  Konk’s arms must be rendered useless in order to deactivate this power.
  Monkey Dancing (torso)—King Konk is surprisingly nimble and able to leap out 
  of the way of danger. Subtract –3 points of damage from any attack made against 
  him as he partially avoids the blow.
  TERRORDON—SUPER-
  SONIC SUGAR BOMB
  5 body parts (head 4, left wing 5, right wing 5, legs 2, and torso 4) 
  Flight (both wings)—Terrordon may move diagonally from Ward to Ward. Both of 
  Terrordon’s wings must be rendered useless in order to deactivate this power.
  Sonic Screech (3 power points) (head)—Terrordon can emit a piercing cry that can 
  attack targets that are in adjacent or diagonal Wards, or the one Terrordon is currently 
  in. This attack does 1d12 damage.
  TURTLESAURUS—THE FAvORITE SNACK OF 
  CHILDREN EvERYWHERE
  6 body parts (head 3, right arm 3, left arm 
  3, right leg 3, left leg 3, and torso 5)
  Shell Game (torso)—If Turtlesaurus’s 
  torso is his only remaining functioning 
  body	part,	he	begins	to	shoot	fire	from	all	the	holes	in	his	shell.	This	adds	+2	damage	
  to all of his Bite and Stomp attacks.
  Fiery Breath (3 power points) (head)— Turtlesaurus can use this breath weapon 
  attack targets that are in adjacent Wards (not diagonal) or the one that Turtlesaurus is 
  currently in. This attack does 1d12 damage.
  ULTRA-MECH—
  ROBO-WARRIOR 
  FOR PEACE AND 
  DESTRUCTION
  5 body parts (head 4, left arm 4, right 
  arm 4, legs 4, and torso 4)
  Ultra-Recovery (torso)—Once per game, when one of Ultra-Mech’s body parts 
  is rendered useless, his self-repair systems automatically return it to full working 
  order. You may choose when to activate this power.
  Give Them The Finger (3 power points) (right arm)—The	 fingers	 on	 Ultra-
  Mech’s right hand are actually short-range missiles. He can use them on any target 
  in the same Ward that he is in. This attack does 1d12 + 3 damage (roll 1d12, and add 
  3 to the result). Once used, the missiles must be reloaded. The next time Ultra-Mech 
  wants	to	use	them,	roll	1d12.	If	the	result	is	even,	the	missiles	are	ready	to	fire	again.	
  If the result is odd, they are not.
  
  10
  MaKinG yOur Kaiju
  You are welcome to use premade gingerbread cookie dough, 
  if	you	can	find	it	in	your	local	grocery	store.	However,	if	you	
  can’t, here is our delicious gingerbread kaiju recipe, perfect for 
  stompy goodness.
  When cutting out your monsters, we recommend you use a 
  sharp, smooth-edged knife, or a small rolling cutter. Have fun!
  GinGerbread Kaiju reCiPe
  This recipe makes about 24 normal sized cookies. There is 
  more than enough to make 8 kaiju. You could easily make 12, 
  or even 16, if you’re particularly good at Tetris.
  Also, you’ll need to start the day before. The dough needs to 
  sit overnight (or at least four hours if you start early).
  INGREDIENTS
  The dry:
  3	c		
  all-purpose	flour
  1 tsp baking soda
  1 tsp ground cinnamon
  2 tsp ground ginger
  1/4 tsp ground nutmeg
  1/4 tsp salt
  The wet:
  3/4	c	 brown	sugar,	firmly	packed,	no	lumps
   
  (okay, it’s not wet, but it belongs with these ingredients)
  3/4 c butter, softened
  1 
  egg
  1/2 c molasses
  1 tsp pure vanilla extract
  DIRECTIONS
  •	
  Mix up “the dry” ingredients in a medium bowl and set aside. 
  •	
  Beat	together	the	butter	and	brown	sugar	until	it’s	fluffy	
  and lighter in color.
  •	
  Add in the rest of “the wet” ingredients and mix well.
  •	
  Add in “the dry” mixture, about a half cup at a time, 
  scraping down the sides, until it’s all integrated.
  •	
  The	dough	should	be	very	firm.	Ball	it	up	and	squash	it	into	
  a	flat	disk.	Wrap	it	in	plastic	and	chill	for	at	least	four	hours.
  •	
  When you’re ready to begin, cut your dough in half and 
  put the rest back in the fridge.
  •	
  Preheat your oven to 350°F. 
  •	
  Roll	out	your	dough	on	a	lightly	floured	surface,	to	about	1/4	
  inch	thickness.	This	will	be	difficult,	just	have	patience	and	
  don’t let your eagerness to destroy cities destroy your dough!
  •	
  Using the patterns provided, cut out your kaiju, being 
  careful not to tear off extremities just yet!
  •	
  Place them about 1 inch apart on a parchment-covered 
  baking sheet.
  •	
  Bake for 8 minutes, or until just brown. Cool for a couple 
  of minutes, then move them to wire racks.
  •	
  Once they’re cooled, go to town on the decorations. Use 
  whatever you like! These guys will stay fresh in a sealed 
  container for several days, maybe a week. 
  •	
  If you’re feeling really industrious, you can attach spare 
  triangle pieces to the backs of your monsters to make them 
  stand, though this will require some drying time. 
  •	
  Happy smashing!!
  CrediTS
  Game Design: Stan!
  Based on a Concept by: Marcum Curlee and Melanie Lyon
  Additional Design: Owen K.C. Stephens
  Editing: Owen K.C. Stephens
  Illustrations: Stan!
  Graphic Design and Typesetting: Lj Stephens
  Pastry Chef: Lj Stephens
  Produced by: Rogue Genius Games
  Contents Copyright Rogue Genius Games
  Special Thanks: The Alliterates, Daiei Pictures, Ed Healy, 
  Ishiro Honda, Kaijucast.com, Legendary Pictures, 
  Ben Meyer, John Rateliff, Stephen Sullivan, Toho Studios
  Rogue Genius Games Logo created by Lj Stephens using designs by Claudio 
  Pozas. Used with permission.
  Trade Dress created by Lj Stephens, derived from Fat Goblin Games’ Publisher’s 
  Choice Quality Stockart - Blood Throne (Page Backgrounds). Fonts used in 
  trade dress: Crom - created by Rook543. Free for Personal and Commercial 
  use. Used with permission Folkard™ - created by The Scriptorium. Purchased 
  for Commercial use. Used with permission.
  For more information about Rogue Genius Games, follow us 
  on Facebook: www.Facebook.com/RogueGeniusGames
  on Twitter: @Owen_Stephens
  All logos are the trademark of Rogue Genius Games
  All rights reserved
  GO rOGue!
  
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SOURCE: textdata/thevault/Collections/Anime & Cartoon RPGs/3) Common Tropes & Themes/Mecha & Kaiju/Gingerbread Kaiju.pdf