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Courtesy Fireside Games
Kaiju Crush is a light strategy game with limited grid movement, shared objectives and intransitive combat on a modular board designed by Tim Armstrong and our own Justin De Witt.

Kaiju Crush is a game about giant monsters smashing city buildings and fighting each other. Monsters try to muscle in on more territory to claim more points. It accommodates two to four players and lasts 45 minutes. The game contains a grid movement system using cards. There are also special powers, victory point objectives and a rock, paper, scissors-style combat system.

Start

Each player takes one of four unique Kaiju monsters to play and a cardboard figure. A monster tile is added to a set of beautifully illustrated city block tiles. They are randomly assembled in a 7 x 6 grid (for four players). Monsters are placed on their start tiles. Each city tile is worth between one and five points.

Four objective cards are drawn and displayed for all players. These cards represent extra scoring opportunities if players can collect or smash city blocks in certain patterns.

Each player also gets a special ability card to play during the game. Once it is used, that's it. So use it wisely.

Movement

Each turn, a monster must move. Its movement is determined by a movement card. Movement cards come in many flavors such as moving only one space diagonally, moving like a chess piece or moving two spaces in a straight line.

Whatever movement is done, a player must end up on a space with another monster or a city block tile that has not been smashed. If movement is not possible, that player must pass. Passing is not good because it limits you from scoring points.

When a player lands on a city tile, the player smashes it and takes it for point collection. The player then places a territory marker indicating he or she is the owner of that tile. Sometimes extra points are given for collecting certain tiles. There are tiles from four different groups, so there are some strategic decisions to make.

An interesting thing about movement is that in addition to a player's movement card there is a shared movement card. If you use your own card, you must swap it with the shared card at the end of your turn. If you use the shared card, it remains in play for other players to use. So no hoarding the good cards.

Fight

If a monster ends its turn on the same or an adjacent tile of another monster, they will fight. Each player has a set of cards used specifically for battle. Each player draws five cards from their deck and chooses one to play. The attacks are firebreath, tail, claw, kick and spikes. The winner is determined by checking a chart that shows which attacks trump another. Win a fight and gain a victory point. Combat is simple and feels very much like rock, paper, scissors.

Another cool thing about fights is that the winner can exchange an enemy territory with one of his or her own. This helps change the layout of the city and the possible points awarded at the end of the game for tile ownership.

Scoring

When all the monsters are unable to move, the game ends. Points are awarded for city tiles claimed, fights won and objective cards completed. The monster with the most points wins.

Opinion

Potential owners of this game should be aware that it is light. And I would also mention that the components of the game are light too. Monster figures are cardboard as well as the city tiles. Cards are on the thin side. Purchase price is $20, though.

Gamers hoping for a complex, highly strategic monster fighting game will be disappointed. The game consists of moving, gathering a tile, fighting a monster, moving, gathering a tile, etc. This game fits in the easy to learn, good for families and doesn't take a lot of time categories.

Be aware that it is frustrating sometimes to have a turn and not be able to move while a fellow player continues to move and collect points. However, the game works. Make sure to check it out before purchasing to see if it's right for you. Kaiju Crush by Fireside Games.