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Monster
Island On-line Rulebook
(or at least the ones you
need so you don't get eaten right away)
Copyright 1991 © by Adventures By Mail,
Inc. All rights reserved.
HDS Ltd. (d.b.a. Adventure Guild) has
the exclusive license to moderate the
English language version of Monster
Island in The United States.
Introduction
MONSTER ISLAND is a strange game, unlike
anything you've seen. Throw away any preconceived ideas you may have; MONSTER
ISLAND has its own special feel and works in a very intelligent way.
MONSTER ISLAND is a fantasy role-playing
game. It is 100% computer-moderated, meaning that the computer makes all the
decisions. There are no actions evaluated independently by a person. Yet, this
game has a Gamemaster who checks all turns, watches for major events, helps
players who are confused, and so on. The Gamemaster stays in the background,
adding new things and improving existing ones.
MONSTER ISLAND is programmed to anticipate your character's future desires and
actions. As you play, you'll find new modules opening before your eyes.
The playing area is enormous: more than three times the size of Australia. The
programs that run the game are large and very sophisticated. But everything is
specifically designed so that the game is easy to learn and fun to play.
MONSTER ISLAND is constantly growing and improving. There is a tremendous amount
of knowledge to be discovered and acquired. For example, this rulebook lists
only 19 of the 100+ different orders, and more are being added all the time.
Unlike most games, MONSTER ISLAND has a humorous bent. Some things are even a
bit silly. But don't assume for a second that the game isn't taken seriously by
the players or the Gamemaster. Humor is in the game because it adds spice and
flavor, not to mention the occasional smile or guffaw.
Square One
Illudak, a small, unremarkable city and the only seaport on the eastern coast of
Ruk Domlak, is where it all began. Twenty years ago, the now-legendary explorer,
Colada No, returned from an historic voyage. Arriving in Illudak, he reported
the discovery of a vast land beyond the treacherous Sharktreus Sea.
This discovery stirred up much excitement among the youths. Faced with
overcrowding, sever food shortages, and an overflowing sewage system, the elders
challenged the youth of Illudak to trek to this land, explore it, and make it
their own.
Thousands of young Monsters accepted the challenge and set out in the marginally
seaworthy vessels they had built. Due to a general absence of sailing skills,
few survived the perilous journey. Most everyone either crashed into rocks, was
swamped in the high seas, or had his vessel ripped apart by vicious storms. Some
even fed the fishies. Many reached the shore of this wondrous island only to
succumb to the harsh environment. Yet more than a thousand survived and have
found excitement and rewards on MONSTER ISLAND.
Six months ago, Coloda No departed on a second trip and has recently returned.
The tales of his new adventures and his Dragonbone Sword (which he proudly wears
at all times) have started a wild scramble by young adventurers to secure
passage to MONSTER ISLAND.
How This Game Works
One great feature of this game is that you get to play it by e-mail, at your
convenience. You write your Monster's actions and Email it to Adventure Guild.
We input your orders into our computer system, process them, and return an HTML
file detailing your results. That's one turn of play! Play is fast or play it
slow, makes no difference.
You're a Monster
No, not Godzilla, Frankenstein, or a politician. Instead, you resemble a human,
orc, elf or hobgoblin. You are a member of one of the Seven Monster Races native
to the east coast of Ruk Domlak. These races have no real form of government,
nor any desire for one.
1. YOUR MONSTER IS AN ADVENTURER AND EXPLORER. Whether you'll be as successful
as Christopher Columbus, Captain Cook, or Piemur of Pern is entirely up to you.
You will find all sorts of creatures and treasure during your adventures. You'll
also make many new friends.
A Monster Is...
As a member of one of the Seven Monster Races, how do you differ from a human
adventurer?
Monsters are bigger, slower, hungrier, less stealthy, better bargainers,
thicker-skinned, vastly superior yellers, and they regenerate missing limbs.
They can carry lots of treasure and have a great sense of humor. Descriptions of
the Seven Monster Races can be found later-on in the rules.
Details, Details
MONSTER#
Although several Monsters may have the same (or similar) names, each
Monster has a unique Monster number. When you read about the actions of a
Monster, you may see the Monster's name followed by his Monster#.
KNOWLEDGE
This is your knowledge of the things on the island, mostly obtained
from BLURBS printed on your results printout. The more you know, the better off
you are. Some things only briefly covered in this rulebook have a BLURB giving
more info. You will acquire many BLURBS. Every item, creature, terrain, spell,
new order, structure, terrain hazard, voodoo concoction, ceremonial rite, quest,
significant plant, ruin, etc. has a BLURB. Is there a lot to learn on
Monster Island? You betcha. If you learned two new things a turn and ran a turn
every other day, it would take you four years to learn everything in the game
right now! And new things are added all the time!
PORTAGE
You have some limits concerning the quantities of items you can carry.
In general, you can carry one of each of the larger items, several of each of
the smaller items, and an unlimited quantity of the tiniest items. The BLURB
describing an item will tell you how many you can carry. As you progress,
you will learn new ways to increase the number of items you can carry...and how
to get rid of the ones you don't want.
CLOTHES
Your single outfit consists of a combination short-sleeved jumpsuit and
haversace: a haversuit. Fashion setter!
WEAPONS
You'll acquire at least one melee weapon right away. This will
automatically be equipped as your primary weapon and is the weapon you'll wield
in the melee rounds of battle. It is also a good idea to acquire a Missile
weapon. A smart Monster like you will probably come up with something quickly.
ARMOR
You have none. Hope you find or make some! You may not live long if you
don't. Fortunately all Monsters are covered with skin and some hair and this
does provide some protection. Skin toughness increases very slowly over time;
the rigors of living on MONSTER ISLAND have this effect. When this happens your
results printout will list this stat (scale of 1-??: most start at 2).
An early goal should be to acquire one of each type of armor with which you can
be equipped: Body Armor, Defensive Weapon (E.g. a shield), Helm, Gauntlets, and
Greaves. Some magical charms, amulets, and rings also add protection.
TOUGHNESS
This is how physically tough and big you are. Becoming tougher is
gradual and will someday peak. (Scale of 1-300: most start around 45.)
HEALTH
Your goal is to have a Health that equals or exceeds your Toughness. You
usually recover some Health by resting between turns. Health can be as high as
110% of your Toughness. Should your Health fall to less than 25% of your
Toughness, chances are you're going to die soon. Monsters regenerate lost hands,
arms, and legs, but not heads. (Scale of 1-330: most start around 30.)
BADNESS
This is how ugly and dangerous you look and is very important business.
You start just mildly bad - not bad enough to scare anyone but yourself.
However, the badder you get, the scarier you look to others, and the less likely
nasties will mess with you. (Scale of 1-300+: most start around 20.)
MUSCLE
Superior muscle has many benefits. among them are being able to carry
certain special items, equip with large shields, and dislodge large boulders.
(Scale of 1-3000: most start around 20.)
STEALTH
One of the keys to survival in this dangerous land is being seen only
when you want to be seen. Being able to hide well and sneak up on a foe are
important skills that are directly related to stealth. (Scale of 1-300: most
start around 10.)
APPETITE
Food to a Monster is anything from coconuts to filet of snake. The
amount eaten is measured in meals. A Monster who is new to the island likes to
eat at least 4 meals a turn.
MONSTERLINESS
This is a comprehensive rating of your Monster's statistics. It
is only used to facilitate comparisons between Monsters.
OTHER STATS
The above list, like this rulebook, is just enough to get you
started. We keep track of many, many other things, and sooner or later you will
grow more aware of them.
BRAINS
There's no stat for intelligence. We insist that you provide the brains
for your Monster.
Treasure
Monsters love treasure! Treasure is anything valuable to a Monster. Every item
in the game has SOME value. To quote the great philosopher Nada No (brother of
Coloda No), "Treasure is where you find it." Finding it is one of the challenges
you're about to face.
The World Map
When you join the game you will receive a rulebook showing a rough sketch of the
western portion of Monster Island and its regions. All monsters wash ashore
somewhere on the western coast. Each region farther eastward is progressively
more interesting and dangerous.
Mapping
The island looks like a grid with a zillion squares. North-south it runs between
250 and 400 squares. East-west, it's, well, VAST!
With each results printout you receive a detailed map. It shows terrain,
creatures, plants, tracks, trails/paths, special terrain features, the odd
structure, etc.
In a surprising stroke of realism, you won't find longitude and latitude
coordinates stenciled into the ground. However, your map is numbered, with
square (0,0) being the square in which you washed ashore. You should transfer
the mapping info from each printout onto a master map of your own making.
Each square has one predominant terrain type. Because the island is situated
mainly in a tropical region, the terrain types are somewhat similar to those of
equatorial Pacific islands.
Each square measures roughly five miles across. The size of the island in square
miles, is in the millions. It's a monster of an island.
Creatures
Besides Monsters, the island is inhabited by Creatures. You'll find plenty of
reptiles, birds and mammals. Creature carcasses are sometimes valuable not only
as food but also for a skin or body part which can be used to make something
useful. You'll automatically collect such parts for later use. Each
species of Creature with which you can interact is identified by a Creature#.
This is the equivalent of Race# for Monsters.
Battle
On MONSTER ISLAND a Monster usually fights only one Monster or Creature at a
time. Battles can occur at any time - either between turns or during your turn.
You can only do battle with a Monster or Creature that is in the same square.
In general, you should avoid battle with superior opponents. Your Monster can
get hurt and even DIE. Use the ATTACK order only if you know what you are
getting yourself into. If your Monster thinks that the next blow he receives
could be fatal, he will immediately disengage and run for his life. Creatures
are sometimes smart enough to flee too.
Try out every weapon you acquire. Each weapon requires a particular weapon skill
for effective use. Hitting with a weapon in battle increases weapon skill.
Remember, its better to be skillful with an ordinary weapon than incompetent
with an exotic one.
Order of Battle
Listed below are the five phases of battle. Battle damage is assessed
simultaneously. After the five phases are complete and neither side has died or
fled, the combatants break off and retreat (perhaps licking their wounds).
- Defensive Battle Spells are cast (beginning Monsters can't cast spells.
Follow a God someday and you'll be on the right path.)
- Missile fire.
- Offensive Battle Spells are cast.
- Melee round 1.
- Melee round 2.
When a Creature surprises you at close range (like dropping down from a tree
onto your head), you'll have to wrestle it instead of doing battle as described
above. You receive the wrestling blurb as part of your results after your first
wrestling bout. Success at wrestling requires hefty Muscle and wrestling
experience. Prodigious body slams, back flips, and bear hugs are what it is all
about.
How to get things done
Your Monster can do all sorts of things. The following sections contain a
STARTING LIST of orders you can issue. During play, your Monster will learn many
more orders. The details can be found in some of the BLURBS that you will
receive on your results printout.
Each description gives you a format, and explanation, and an example of how you
use the order. Some orders require numbers for specifying a quantity or some
other value. If so, the part of the order format shown in parenthesis is this
number.
Do not assume that because the order format are short and simple (concise!),
their programming is simplistic. The order formats are short so that you can
remember them easily.
ACTION POINTS represent your Monster's endurance. Each Monster has at least 100
Action Pts. Every turn your Monster can expend all of his Action Pts. Some
orders use a fixed number of Action Pts. while others allow you to select the
number of Action Pts. you wish to expend. Some will have no Action Pt. cost at
all.
With any Action Pts. not used during a turn, your Monster will automatically
Hunt and Forage in your ending square at the completion of your turn (during
"Make Camp").
If you issue an order that requires a specific number of Action Pts and your
Monster doesn't have that many left, the order is not attempted. If you issue an
order that allows you to specify the number of Action Pts and your Monster
doesn't have that many left, the number expended is reduced and the order is
attempted.
Movement Orders
There are five MOVEMENT ORDERS. You can move
in any direction, including diagonally. A square's terrain does not normally
hinder movement. Monsters always move at the same speed: slow but steady.
You may move no more than eight squares per turn.
Remember this!
Two of the orders allow you to specify a DIRECTION#. The Direction# is one of
the eight compass points: North is Direction #1, northeast is 2, east is 3,
southeast is 4, south is 5, southwest is 6, west is 7, and northwest is 8.
You'll find this conveniently diagrammed on each turn card.
T (1 or 2 Direction #'s)
Travel
This is the simplest movement order. It allows you to specify a move of one or
two squares by giving the Direction# to move. This will move you up to two
squares in the direction(s) specified, at a cost of 10 Action Pts per square
traversed. Indicate two Direction #'s if you wish to move two squares.
Example: T 3 moves you east one square and costs 10 Action Pts.
T 66 moves you southwest a square, then southwest again, at a total cost of 20
Action Pts.
H (0, 1, or 2 Direction #'s)
Hunt & Forage
This is the primo method for obtaining food. You'll spend extra time slaying
food animals and gathering edible plants. Unlike Creatures, food animals pose no
threat to a Monster and are unable to do battle. Any item in your possession
that will aid you in hunting food animals will be utilized for this (and need
not be equipped).
You can move zero, one or two squares while hunting and foraging. This order
uses 30 Action Pts regardless of how many squares are traversed. By specifying
zero for Direction#, you'll stay in the square you are in. This is a good idea
ONLY if you're in a great hunting and foraging location.
With all movement orders, some hunting and foraging occurs; that is, if an easy
opportunity for food comes along, WHOMP!
Example: H 23 uses 30 Action Pts and a-hunting you will go - one square
northeast, and one square east.
H 0 uses 30 Action Pts and you will hunt and forage in the square you are
currently occupying.
L (Race#, Monster#, or Creature#)
Track: LOCATE
This order has you track a target by moving 0, 1, or 2 squares toward the
target, assuming you find tracks to follow. Monsters are pretty good trackers.
If you find your target in the square you start in, it costs 6 Action Pts. If
you enter 1 square it costs 12 Action Pts. If you enter 2 squares it costs 24
Action Pts.
You can attempt to follow any set of tracks you come across except
unidentifiable ones. If tracking a Monster, you can specify a Monster# (if
known) or a Race#.
Use the Locate by tracking order if you're not looking for trouble and/or if you
wish to CAPTURE (see further below) a Creature. Creatures (other than mounts)
don't move from square to square quickly. To find one you previously spotted,
return to the square you spotted it in and Track. Most likely you won't leave
the square.
Note: if you specify a Monster#, realize that your Monster cannot differentiate
between tracks made by different Monsters of the same race. Upon reaching the
target, he may be able to determine if he's found the correct target. Don't
write a Monster# if you did not fin that Monster's Monster# on your last results
printout. Specify a Race# instead.
Example: L 101 will have you move up to two squares toward the last Creature
#101 you sighted.
S (Race# or Monster#)
Track: SNATCH
This order works exactly like the Locate order above, except that upon locating
your target you will attempt to steal items from him. You may still end up in
battle, but your goal is to get some booty from it.
Example: S 5 moves you up to two squares toward the last Fatblob (Race#5) you
sighted, and should you encounter a Fatblob, you will attempt SNATCH.
A (Race#, Monster#, or Creature#)
Track: ATTACK
This order works exactly like the LOCATE order, except that upon locating your
target you will attempt to enter battle. This is recommended for use against
targets that you wish to ...um, kill.
Example: A 144 moves you up to two squares toward Creature #144 to ATTACK
Creature# 144.
Standing Orders: The following orders remain in effect until you
issue the order again.
C (Creature#)
Capture
Some say this is really an intelligence test. With this order you can attempt to
capture a Creature of your choosing. However, are you smart enough to try to
capture something you can handle? And once you've got it, what are you going to
do with it?
After this order is processed, you will try to capture the Creature specified
when you next come across it. Upon a successful capture, this standing order is
no longer in effect. Issue this order with a new Creature # to change target.
Specify Creature# 0 to cease attempting to Capture a Creature. You can be on the
lookout for just one creature.
Example: C 101 has you attempt to capture Creature# 101.
F (Friendliness# and/or Riskiness#)
Friendliness
On a scale of 1-5, this is how friendly you are: 1 is downright nasty, 2 is
unfriendly, 3 is slightly unfriendly, 4 is guarded, and 5 is slightly friendly.
When you encounter a Creature or Monster, the Friendliness of each is compared
to determine how you will interact and what will happen next.
Note: Setting your Friendliness to 1 or 2 will likely lead to battles with other
Monsters.
Riskiness
This sets your willingness to take risks: 6 is minimal risk, 7 is average, 8 is
somewhat risky, and 9 is heavy risks (which can be foolish).
Example: F 38 sets your Monster's Friendliness to slightly unfriendly and
Riskiness to somewhat risky.
N (Race#, Group#, or Monster#)
No Attack
This prevents you from accidentally initiating an ATTACK or SNATCH against
either a Race, a Group, or a particular Monster. You begin with a No Attack set
for your race, and you can set up to nine such standing orders. To cancel a No
Attack, write the same order again.
Examples: N 13033 will prevent you from attacking Monster# 13033. Writing N 1
will prevent you from attacking all Bignoses (Race# 1).
Other Orders
E (Item#)
Equip
Use this order to change equipped items. Whenever you obtain an item belonging
to a category in which you are not currently equipped, you automatically equip
it. There are many categories of items with which you can equip. When an
equipped item is dropped, transferred, or sold, you will automatically unequip
it first. Additionally, you may wish to unequip your missile weapon. This can be
done by issuing an EQUIP order using the equipped missile weapon's item#.
Example: E 303 equips Item#303.
J (Action Pts)
Jazzercize Aerobics
This may be a lot of work, but it is a great way to improve your Muscle and your
Health. One risk is associated with this action, however. Due to the terrific
concentration required (daydreaming of watching Jane Fonda workout tapes on a
VCR?), a Creature might surprise you when ordinarily it would not. You may
Jazzercize for no more than 50 Action Pts at a time - any more would be
masochistic!
Example: J 17 Jazzercizes your bod, expending 17 Action Pts.
M (Item#)
Make Item
As you explore, you'll learn how to make useful items, including weapons, and
armor. You must have the appropriate knowledge BLURB in order to be able to make
the item. The BLURB indicates the components/ingredients and Action Pts needed
to make the item.
Example: M 1 tries to make Item#1.
Q (Action Pts)
Quest for Knowledge
Use this order to think about, grok, study, and search the square you occupy. It
can result in a BLURB, a discovery of something in the square, or perhaps
nothing! Don't spend more than 30 Action Pts on it. This order's usefulness
lessens after 40 turns or so.
Example: Q 21 spends 21 Action Pts poking your nose around the square.
RM
Recenter Map
Use this order to redesignate your current location as map coordinate (0,0).
This is NOT something you'll want to do very often.
Example: RM centers the coordinates that print on your map to the square you're
in when the order is processed.
R (Item#)
Rid
Use this order to drop an item. In most squares, the item will be found by the
first Monster who comes along. However, if you drop an item in a square having a
certain terrain hazard, the item is dropped into this hazard and is lost
permanently.
Example: R 25 leaves behind a coconut.
U (Item#)
Use/Consume Item
Some BLURBS tell you to use or consume an item. Issue this order for an item
only when its BLURB tells you to do so.
Example: U 25 eats a coconut. Yum!
X (Item#) (Monster#)
Xfer Item
Use this order when you want to transfer an item to another Monster in the same
square. You may only transfer one item per order. Yes, this is restrictive, and
yes, it is intentional.
Example: X 25 14315 transfers a coconut (Item# 25) to Monster# 14315.
Y (Yell#)
Yell Loudly
Monsters take pride in their tremendous yelling ability. Your yell travels one
square in all directions. This improves slowly with successive yells. However,
be careful not to yell more than once per turn as the chances are too good that
you'll become "yelled out". You will be unable to yell again until you recover
from this injury.
Yelling is usually done to let others know that you are nearby. Creatures that
hear you react immediately, if they react at all, but Monsters who hear a yell
aren't able to react for quite awhile..
Here is the starting list of yells. You'll learn more through play.
Yell# What is Yelled
1 (an
unintelligible noise)
15 DANGER HERE!
23 I'M WAITING HERE!
31 (a horrible sounding
noise)
80 I'M IN THE AREA!
81 I'M IN THE AREA AND
HEADING NORTH!
82 I'M IN THE AREA AND
HEADING NORTHEAST!
83 I'M IN THE AREA AND
HEADING EAST!
84 I'M IN THE AREA AND
HEADING SOUTHEAST!
85 I'M IN THE AREA AND
HEADING SOUTH!
86 I'M IN THE AREA AND
HEADING SOUTHWEST!
87 I'M IN THE AREA AND
HEADING WEST!
88 IM IN THE AREA AND
HEADING NORTHWEST!
Example: Y 23 yells "I'M WAITING HERE!". If you think another member of your
race is nearby and you wish to meet him, you should arrange to end your movement
in the square from which you yelled for the next two turns (so the Monster who
heard your yell has time to get to your location.)
Filling in the Turn Card
When you receive a results printout, it is time to complete your next turn card.
Start by filling in the Monster# and Account#. They can be found at
the top of each results printout. DON'T FORGET THIS PLEASE.
Next, fill in your orders. Orders are processed in the sequence in which you
write them. There is enough space for up to 15 orders, which is your limit. Be
sure to write your orders in their correct formats. Double-check the turn card before you send it to us. You'll receive your results
printout promptly. Simply repeat this cycle for as long as you wish to play.
Input Error
If we make a mistake inputting an order, please return your printout with a
short note explaining the problem. We'll correct it immediately.
How Much Yer Gonna Pay
Not Much!! All good things cost something, and this game is no exception. The rulebook, entry into the game, and your entry turn results are free.
Click here to see the current per turn pricing!
PAYMENTS
We accept Visa, Mastercard, Discover &
PayPal. If you wish to pay by check or money order, drop the GM an email at paul@adventureguild.net
and request the mailing address. There will be a $50 service charge on
all returned checks. I don't want to charge anyone the NSF fee, I just
don't want any rubber checks.
Each time you send funds, the money is
used to buy credits that are assigned to each individual monster. While we
don't mind juggling credits from time to time, lets not get silly about it.
The computer won't process your orders if you run out of credits.
ADDITIONAL MONSTERS
You can run as many monsters as you want as long as the
privilege is not abused.
SPECIAL CODES AREA
You can write the following codes in the
Special Codes Area of the turn card:
RS - to receive a Reference Sheet every turn at a cost of $2 per eight turns. If
you don't issue this order you receive a Reference Sheet only once every eight
turns.
FOREIGN PLAYERS
Foreign players are always welcome in the game. One of the
greatest things about the game is playing side by side with a buddy halfway
around the world!
Monster Calendar
When your Monster's turn is processed, no other Monster's turns are being
processed. They are camped, almost as if everyone is sleeping except you.
Turn cards are input and processed in the order they are received.
How to...
Justify Devoting Time and Money to this Game when Talking to Your Mother, Date,
Drill Sergeant, or Hairdresser.
By playing Monster Island you are going to improve yourself. You don't even have
a choice in the matter! You will learn to communicate better, improve your
organizational skills (unless you're real lazy), expand your imagination, and
sharpen your thought processes. Your mapping skills will drastically improve too.
This can translate into better SAT scores, higher-paying jobs, and a discerning
eye for quality games.
Your Goal
The ambitious might say, "Become King of the Island," but their grasp of reality
isn't rooted in knowledge. The lazy might say, "Putz around and bash heads at
will," but your head might be the one to get bashed. The greedy might say, "Grab
everything that's not nailed down," but suppose it's mostly junk? The fun-loving
might say, "If it moves, kill it," but suppose you can't? The wise might say,
"Learn as much as possible and take advantage of superior knowledge," but who's
to say what's worth knowing and what isn't? Nada No says, "Lead, follow, or get
off the island."
To Group...
As players meet and become friends, they can join a Group or form one of their
own. Groups are allowed to restrict their membership to a particular religion,
if they so desire. Most new Groups do so and are referred to as Dark Groups,
Light Groups, etc.
Forming a Group
First, assemble at least 8 Monsters in the same square who want
to form the group. The Leader submits a Group Setup card with his next turn.
This card lists the Group's name, totems, and more. The Monsters perform a
CEREMONY OF STRENGTH, and then you have yourself a group. Perform the ceremony
in a square having an altar stone or temple to make the Group a religious Group.
How to join an existing Group
First, convince
a member of the group to initiate you. Arrange to meet at the same square and
issue the JG order. Next, the group member conducts an Initiation Ceremony by
issuing the order I (your Monster#).
For example: Monster#3456 is a member of the XYZ group. A new friend of his,
Monster# 10123, wishes to join group XYZ. They arrange to be in the same square
and Monster#10123 (aspiring member) issues the JG order. Next, Monster #3456
(existing member) issues an I 10123 order, which conducts the Initiation
Ceremony. Benefits of being in a group: There are a bunch. Join one and find out. Write GS
in the Special Codes area of the turn card to receive a group setup card.
...or Not To Group?
That is the question.
You do not need to join a group to be successful in this game. Nor do you need
to rush into joining one. Join a Group only when you've met the right bunch of
people.
The Monster Island Database
This game is humongous. For instance, we keep track of more than 2100 statistics
for each Monster and more than 120 statistics for each of the quarter-million+
squares. The database can store 15,001 monsters. Monsters are assigned a random Monster#
as they enter the game.
Travel Hints
Remember that your early turns are totally exploratory in nature. You are
getting your feet wet and figuring out how things work. Don't worry about making
mistakes.
Try to TRAVEL 6-8 squares in each of your first few turns and, when possible, in
varying terrain.
In general, to get the most interesting results, spread your Action Pts over as
many squares as possible.
COMMUNICATE with other players when you encounter them. This is VERY important
because other players are the best sources of information. Additionally, many
worthwhile endeavors on Monster Island require several Monsters working together
to be successful. There are other benefits, not the least of which is that it
makes the game more fun.
Explore steadily eastward (northeast, east, southeast) for two reasons: There
are more sources of water to the east and more interesting places to exploit.
Once you've made friends, two (or more) of you can coordinate your exploration
and scout much more than you could alone.
The Gods of Monster Island
Scattered throughout the island are altar stones to the gods. Upon finding such
a stone, there is a possibility that you will learn how to become a Follower of
that god. If you choose to follow a god, it is a commitment that the god will
take very seriously. The God of Light, Kabuki, and the Dark God, Shroud, have resumed their conflict
after more than a thousand years of peace, and their Followers have begun to
attack each other. Deaths have occurred - and they're only getting warmed up.
Other gods do exist but are more difficult to discover.
Birth & Death
Female Monsters can get pregnant (Is this real life or what?) However, it will
be quite a while before a baby will be born. Death is far more complicated than it would seem.
Some Other Races
There are many races in the world besides the Seven Monster Races of eastern Ruk
Domlak. Below are the ones you're likely to meet first.
Knolltir
"Others describe these runty, armed
maniacs as "subnormal". All I know is that they like to fight and die. I use 'em
to keep my weapons sharp. They're found in all areas except in the Westlands."
Jossmen
"Thank goodness for the Jossmen! It seems that one of their Far
structures is always relatively nearby. Residing at each Far structure is a
family of Jossmen. Jossmen are friendly as long as you don't attack them.
Unfortunately, they're not too talkative. Still, they can give you some very
useful information." "The first Far structure you'll probably encounter is a Far Post (especially if
you're smart enough to follow the path or trail leading there). The Trader will
provide you with a list of items he trades. In the Jagged Mor region you'll find
the first Far Inns. They're wonderful. They even have beds! You'll definitely
want to stick around for several weeks to acquire some of the knowledge and
training available there. The Innkeepers also pay bounty for certain items that
usually come from the corpses of their enemies." (HINT: To acquire the Jossman
racial blurb stay at a Far Inn.)
Dragons
"Rulers of the Sky - I still haven't met anyone who's sure he's seen
one. But rumors of them are incredibly persistent."
The Seven Monster Races of Eastern Ruk Domlak
Bignoses
(Race#1) -Because they are fairly ungl and above average in size,
Bignoses think they are the BEST. And who's to argue? After all, they do seem to
be superior at battle, particularly in Sticks terrain. Also, they're quite adept
at building muscle. Their prominent proboscises assist them in finding exotic-semlling
things and places. The downside? They have a hard time noticing trapped pits,
holes, and the like.
Furrcats
(Race#2) - Yes, Furrcats are the coolest. They are the thinnest and
the best at hiding behind things. This gives them an advantage when hunting.
They are second to none at escaping from "difficult circumstances." They also
excel at training a mount. Unfortunately, they are the least muscular of the
races; infrequently this might hinder their success.
Mongers
(Race#3) - As expected, Mongers pride themselves on their ugliness.
They grow even uglier with time. When you're scary to look at, the nasty
creatures stay away. Mongers are superior wrestlers and pick up wrestling tricks
much faster than other races. They've become the most independent of all the
races and are the least communicative. They seem to have a knack for making
things with iron - that's the best thing you can say about them.
Normans
(Race#4) - Normans are distinguished by their red hair. They love to
work out and be physically fit. They gain the most from exercising and want to
be fantastic athletes. Their weakness is that some Creatures are more likely to
attack them than run away because they look tasty. The Normans are the tallest
race and tend to be the most skilled at battle. They're the least likely to be
affected by a poison.
Fatblobs
(Race#5) - They're the shortest and friendliest race. Sure they're
the fattest (pleasantly plump?) and yeah, they don't bathe regularly. So what!
While they sleep their fragrant body odor helps keep unfriendlies away. Being
crack foragers, they have more to eat. They also fart more often, which could be
valuable. A long term advantage is that they recover Spell Pts somewhat faster
than other races. Unfortunately, Fatblobs are not known for their speed, and in
cases where it's better to run than fight, they may sit down and have a snack
instead!
Mudwalkers
(Race#6) - They are of the riskiest, most sneakiest sort. They
pride themselves on their thieving abilities, as they are the best at stealing
treasure from other Monsters. Sometimes they get so greedy that they end up in
battles they might otherwise have avoided. They're keen trackers too. Their
favorite terrain is the Low Hills, where they toss mudpies at passers-by.
Vipers
(Race#7) - They are the toughest, the darkest, and the lowliest. Yes
Vipers are the lowest form of scum around. That's why they're the most likely to
dabble in voodoo (and that can lead to unimaginable dangers!). Vipers
particularly love the Jungle and fight quite well there. They have excellent aim
and are pretty good climbers. Vipers love to attack whatever moves. Not
surprisingly, Vipers have the most difficult time making friends with members of
the other Seven Monster Races
Rulebook Notes
This rulebook contains everything we want you to know at the start of the game.
Sure, we could have told you what happens when you encounter a Creature or how
to make a weapon. But the game is designed carefully and thoughtfully so that
you learn as you play. That's part of the fun!
By entering Monster Island you agree to abide
by all the decisions made by Adventure Guild that pertain to the game.
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