Super Giant Monster Showdown Custom Cards |
These are our suggestions for additional SGMS cards. Some we feel are useful in accurately reproducing monsters from the movies, some seem like handy little additions, some are just for fun. Please write us if you have any suggestions. If blank cards become available, just use a felt-tip pen to add any of these to your set. We'll update this from time to time, so check back occasionally. |
Physical Modifiers | ||||
Genetic Adaptability In lieu of attack, deactivate this card and discard ONE Bio, Modifier or Powersource card then draw 5 cards of that type. Select a replacement and discard the rest. The replacement enters play in "active" state. |
Powerful Tail
Balance 2 Thwack 3 Swim 2 Special: +1 to any kick attack |
Quick Reflexes
Deactivate anytime to heal any other Physical Modifier card (does not count as Move, Attack or Heal). |
Thorns
Hold 3/Sting 1 |
Powers | ||||
Invisibility
Power used = Number of other cards that can be deactivated this turn. Note current MapCard position on notepad and remove avatar from board. Track any movement by type and position on notepad. While invisible, only vulnerable to anything that affects all in region without dividing (e.g., WMS and terrain effects). To maintain invisibility, must be first card deactivated on each subsequent turn. |
Telekinesis
Power used = Maximum range to target and destination MapCards. THROW target monster or defensive unit 1 MapCard in any direction (as if you'd been in their original MapCard). |
Special Ability Transformer During creation, keep twice as many Cyber cards as you have space for and at game start, divide them into 2 banks marking the "active" bank. Deactivate this card (in lieu of an attack) to change active banks. Cards are considered "out of play" while in the inactive bank. |
Grow Crystals
Range:0 Power used = number of Crystal counters placed (max of 4 in any MapCard). Whenever MapCard property is attacked, add the number of Crystals on it to the damage. YOU may count each Crystal in the MapCard as an Elec or Alien powersource when Power Healing. Crystals may be attacked (Prop: 1). |
Cybernetics | ||||
Invisibility generator
Cyber-Power = Number of other cards that can be deactivated this turn. Note current MapCard position on notepad and remove avatar from board. Track any movement by type and position on notepad. While invisible, only vulnerable to anything that affects all in region without dividing (e.g., WMS and terrain effects). To maintain invisibility, must be first card deactivated on each subsequent turn. |