MOGO
INTRODUCTION
Fantasy version of Go.
(Mogo = Monster Go)
For 2 (or more) players.
THE BOARD
Use a 10 X 10 grid.
VICTORY
There are 3 main ways to win:
Tactical Victory: You win if you get 7 counters in a row orthogonally or diagonally.
Logistical Victory: You win if you Capture 20+ Enemy Counters.
Strategic Victory: When the Board is filled up, whoever controls the most Counters.
COUNTER SET
Players share a Common Counter Set
Keep the counters in a bowl (henceforth referred to as the Draw Pile).
Have another bowl for the discards.
There are 6 Types of Counters:
Units (Creatures)
Locales (Lands)
Relics (Objects)
Enchantments (Magic effects placed on the board)
Sorceries (Magic effects that are discarded when played)
Modifiers (Attach to Counters & enhance them)
STONES
Each player has a set of translucent colored stones of a unique color.
These are used to mark ownership of Counters.
DICE
Six sided dice are used occasionally.
SETUP
Each player draws 5 Random Counters from the Draw Pile to form their starting hand.
Roll high on 1D6 to see who goes first.
HANDS
Each player has a “Hand” of counters.
These can be kept so that other players can see how many, but not what they are.
ADJACENCY TERMINOLOGY
Counters that share a border are said to be bordering one another.
Counters that share a corner are said to be touching one another.
Counters that share a border or a corner are said to be adjacent.
TURN SEQUENCE
Players take turns.
Each turn has 5 Phases:
1. Fate Phase
2. Deployment Phase
3. Action Phase
4. Capture Phase
5. End Phase
FATE PHASE
Draw 1 random Counter from the Draw Pile & add it to your hand.
DEPLOYMENT PHASE
Play one Non-Sorcery Counter onto the grid into an empty space.
Put a Stone on the Counter you just placed to indicate you own (control) it.
This action is referred to as a Deployment.
You may only do one Deployment unless your counters allow you to do extra Deployments.
Some counters produce a special effect when they are deployed.
Modifier counters are placed directly onto a target counter
DEPLOYMENT RULES
You cannot deploy a Locale adjacent to another Locale.
You cannot deploy an Enchantment adjacent to another Enchantment.
You cannot deploy a Unit next to an enemy unit with a Higher Force Rating, unless
The Unit can destroy that type or is immune to it.
(If Force Ratings change, the smaller units are not removed)
ACTION PHASE
Certain Counters on the board can do actions such as Moving, etc.
You may have one such Counter do one action.
You may only do one Action unless your counters allow you to do extra Actions.
When moving, Units can only move Orthogonally.
Flying Units can also Move Diagonally.
CAPTURE PHASE
If you completely encircle an area with Counters that Border the area, all
Enemy Counters inside that area are Captured.
This includes corners & the sides of the board in the same fashion as the game of Go.
Place counters you capture into a separate “Capture” pile.
Note: Destroyed or Sacrificed Counters are discarded not captured.
END PHASE
Max hand size is 7 counters.
Discard excess counters.
SORCERIES
You may freely play Sorceries from your hand whenever appropriate.
Sorceries have a wide variety of effects.
ACTION TOKENS
Discard an Action Token to gain an Extra Action in Action Phase.
COUNTER LIST NOTATION
UX = Units (Creatures) X = Force of Unit
L = Locales (Lands)
R = Relics (Objects)
E = Enchantments (Magic effects placed on the board)
S = Sorceries (Magic effects that are discarded when played)
M = Modifier (placed on top of target counter)
F = Force
A = Action
Sacrifice = Discard Counter you control to produce action effect
Destroy = cause target Counter(s) to be discarded
Free Actions = Actions in addition to your one allowed Action
Flanker = Unit may Move as a Free action.
Teleport = Unit may as an action Move to any empty space
Push = When moving, this unit may push one enemy unit ahead of it
COUNTER LIST
Name: Type Notes:
Flag R Counts as 2 Counters for Tactical Victory
Goblin Balloon U2 Goblin; Flyer; Move = 1
Goblin Sneak U1 Goblin; Immune to all Units
Guardian U6 Adjacent Relics cannot be Stolen or Destroyed
Goblin King U3 Goblin; Control all Goblin Units on the Board
Red Dragon U7 Dragon; Fire; Flyer; A = Move 4
Dragon Slayer U5 Knight; Hero; A = Destroy adjacent Dragon
Loyal Steed M Place on Hero; Flanker; Hero gets Move = 2
Flood E All Locales lose their special abilities
Tornado E Sacrifice to Destroy all adjacent Fliers; Move = 3
Earthquake S Destroy target Locale or non-Flier
Pyramid L Draw a counter when you play a Sorcery
Armageddon S Destroy all Locales in play
Goblin Grenade S Sacrifice a Goblin to destroy adjacent Unit
Island L Only Water Units can be deployed adjacent
Plane Shift S Teleport target Locale
Invisibility M Place on Unit; Unit is Immune to all Units
Disenchant S Destroy target Enchantment counter
Diplomacy E All units gain Immunity to all other Units
Wrath S Destroy all Units in play
Dwarf Warriors U4 Dwarf; Force +4 when being deployed
Dwarf Lord U6 Dwarf; Control all Dwarf Units on the Board
Forger U2 Dwarf; Deploy an extra Relic on your turn
Giant Slayer U5 Dwarf; Hero; A = Destroy adjacent Giant
Steal S Take Control of target Relic
Shatter S Destroy target Relic
Disk R Sacrifice to destroy all adjacent counters
Shatter Storm S Destroy all Relics in play
Barbarians U6 Men; Sacrifice to destroy adjacent Counter
Phalanx U7 Men; Push; Move = 1
Forest Elves U5 Elves; Draw a Counter when deployed
Elf Archers U7 Elves; A = Destroy adjacent Unit of F = 3 or less
Orc War Band U3 Orcs; No Locale may be deployed next to Orcs
Frost Giant U8 Giant; Cold; No adjacent Unit may Move
Stone Giant U7 Giant; Stone; Move = 1; Push
Giants Playground L Control all Giant Units on the Board
Storm Giant U9 Giant; Air; Adjacent Locales are immune to sorceries
Titan U10 Giant; Air; A = Move adjacent enemy Unit 1 Space away
Castle L All you adjacent Units get Force +5
Jihad E All your Units get Force +1
Mine L All players draw an extra counter in their Fate Phase
Tome R Draw 2 counters in Fate phase & discard 1
Vise R Opponents max hand size is 4 counters
Time Walk S Get an extra turn after this one
Wheel S All players discard their hands & draw 5 counters
Conquer S Take control of target Locale
Juxtapose S Switch locations of 2 target Counters
Forest L You may deploy an extra Unit each turn next to Forest
Plains L All Adjacent Units get Move = 2
Swamp L Opponent may not deploy Units adjacent to Swamp
Mountain L Draw a Counter when deployed
Charm S Take control of target Unit
Altar R Sacrifice adjacent Unit to gain 3 Action Tokens
Fireball S Destroy up to 3 adjacent Units of up to Force = 3
Drain S Steal 2 random counters from opponent’s hand
Lizard Men U5 Immune to Dragons
Dragon Orb R Control all Dragons in Play
Mana Thief U1 Adjacent Relics do not work; Move = 2
Leper U1 Immune to all Units; Adjacent Units have Force –5
Mana Vortex E All adjacent counters are immune to Sorceries
Giant Bane M Attach to Hero; Action = Destroy Bordering Giant
Pestilence E No Units may be deployed adjacent to this
Desert L No adjacent units may move
Bazaar L A = Discard a Counter to draw a counter
Hag M Attach to Hero; Unit may not move & Force –3
Blizzard E No Units may Move
Weather Vein R Neutralize effects of adjacent Enchantments
Rain Dancer U1 A = Destroy adjacent Enchantment
Exorcist U1 A = Destroy adjacent Spirit; Immune to Spirits
Scout U2 Move =4; A = Look at opponent’s hand
Ghost U7 Spirit
Spectre U6 Spirit
Lich U10 Undead; Mage
Undead Champion U7 Undead; Hero
Blight E No Locale may be deployed adjacent to Blight
Necromancer U5 Mage; Control all Undead in Play
Long Journey S Teleport target Unit you control
Gate L A = Teleport adjacent Unit you control
Giant Fish U10 Water; Also counts as a Locale
Black Knight U5 No adjacent Unit may Move
Lure S Teleport Enemy Unit
Disintegrate S Destroy target Unit if you control a Mage, Air, or Fire Unit
Mermaid U1 Water; A = Move Enemy unit up to 2 spaces towards her
Ivory Tower L Your hand size +4
Rust Monster U1 A = Destroy adjacent Relic
Explorer U1 Hero; Move = 4; A = Deploy extra adjacent Locale
Sea King U9 Water; Control all Water Units
Atlantis L A = Deploy an extra Water Unit
The Abyss L A = Sacrifice a Unit to draw a counter
Possession S Take Control of target Unit
Shaman U1 A = Take Control of adjacent Unit
Rogue U4 Hero; A = Control bordering Relic; Move = 1
Merfolk U2 Water; Move = 3
Resurrection S Put Unit in Discard into your Hand
Convert S Put Captured Unit into your Hand
Assassin U2 Immune to all Units; A = Destroy Touching Unit
Maze L All Adjacent Units have F = 0
Kobold U0 Kobold
Sprites U0 Flyer; Teleport
White Knight U5 Knight; Hero; Move = 2; Push
Dark Ritual S Gain 1 Action Token
Mana Battery R All Adjacent Units get 1 Free Action in Action Phase
Well of Souls L Gain 1 Action Token every time a Unit is discarded
Warlord U4 All Adjacent Units get Force +3; Move = 2
Strip Mine L Sacrifice to destroy target Locale
Mox R Gain 1 Action Token in your Fate Phase
Zombies U2 Undead; If discarded put back in your hand
Time Twist S Undo the last 2 turns
Energizer Bunny U0 Flanker; Move = 1
Lightning Bolt S Do 3 Damage to target Unit
Wild Growth E Draw 1 extra Counter in your Fate Phase
Stone Rain S Destroy target Locale
Chasm L When placed destroy all adjacent Units
Enchantress U2 Deploy an extra Enchantment on your Turn
Tranquility S Destroy all Enchantments in play
Counter S Negate Sorcery just played
Sea Serpent U7 Water; Dragon
Recall S Put Counter in discard into your hand
Balance S Each player destroys any 3 target counters
Channel S Discard X counters to get X Action Tokens
Wraith U5 Spirit; Undead
Wolves U3 Move = 3
Circle of Protection E All Adjacent Units are Immune to Sorceries
Colossus U10 Giant; Metal
Twiddle S Move target Counter 1 Space
Wurm U7 Dragon; Insect
Jabberwocky U6 Dragon; Flyer; Move = 3
Crusade S Destroy all Units of a specific racial type
Egg U0 Sacrifice to replace with Unit from your hand
Cursed Land M Attach to Land; Land cannot use its Ability
Dancing Sword U4 Flyer; Also a Relic
Fog E All adjacent counters cannot use their Abilities
Giant Spider U5 Giant; Insect
Flying Carpet M Attach to Hero; Hero gets Move = 4 & Flanking
Minotaur U4 Immune to Counter Actions
Millstone R A = Opponent Must discard a counter from Hand
War Machine U8 Move = 4; Also a Relic
Phantasmal Terrain E Also counts as a Land, Move = 2
Gypsies U1 When deployed steal 1 random counter from opponents hand
Pirate Ship U4 Water; Move = 4
Binding E No Adjacent Units may move
Sleight S Gain control of target Enchantment
Plowshares S Destroy target Unit. Opponent draws a Counter
Mind Twist S Opponent must discard his hand
Troll U3 If discarded put back in your hand
Chaos Orb R A = Switch locations of 2 adjacent Counters
Berserk S Destroy 2 adjacent Units, one of which you control
Lotus R Sacrifice for 3 Action Tokens
Kudzu U0 A = Destroy bordering Locale
Gargoyle U5 Flyer; Move = 3; Earth
Doppelganger UX Duplicates any one Unit in play
Imp U0 Flyer; Move = 2; Demon
Sinkhole L To Deploy discard target locale & replace with this one
Unicorn U5 Immune to all Units
Wizard U6 A = Teleport Adjacent Enchantment
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