TEXT: Introduction
  This is the official errata file for MONSTER ISLAND: THE
  GAME OF GIANT MONSTER COMBAT. It contains clarifica-
  tions and corrections to the rules printed in the book.
  This errata file follows the organization and format of
  the book for ease of use.
  About Monster Island
  MONSTER ISLAND: THE GAME OF GIANT MONSTER COMBAT
  is a 32-page game of creating and fighting giant
  monsters imprisoned on a tropical island by the UN
  Science Alert Corps. The game includes a cardstock
  insert of foldable color monster figures, or you can
  play using your own toy monsters, plastic dinosaurs
  or stuffed animals. Stock # FGS1001, ISBN 1-
  890305-37-5, SRP $9.95.
  About Firefly Games
  Firefly Games is the creation of game industry
  veteran Patrick Sweeney. Established in January
  2002, Firefly Games produces inexpensive, exciting
  games with broad appeal inside and outside the
  adventure game industry core market. Our products
  Monster Island
  The Game of Giant Monster Combat
  Rules Errata v1.0
  Credits
  Author: Patrick Sweeney
  Editor: Patrick Sweeney
  Graphic Design: Patrick Sweeney
  TM
  Monster Island: The Game of Giant Monster Combat and UN Science Alert Corps are trademarks owned by Firefly Games (www.firefly-
  games.com). Copyright ã  2002 by Firefly Games. All rights reserved under international copyright conventions.
  All situations, incidents and persons portrayed are fictional and any similarity without satiric intent to individuals living or dead is strictly
  coincidental.
  Action! System copyright 2001-2002 by Gold Rush Games (www.goldrushgames.com). All rights reserved. Action! System, Fast
  Action!, Action! Packed, Action! Ready, the Action! System logo and all associated marks are owned by Gold Rush Games and are
  used under license. Visit www.action-system.com for additional Action! System product and licensing information.
  are distributed under agreement by Gold Rush
  Games and fulfilled by Tundra Sales Organization.
  Check out the Firefly Games website at www.firefly-
  games.com.
  Rounding
  In MONSTER ISLAND: THE GAME OF GIANT MONSTER
  COMBAT, all fractions are always rounded up to the
  next full number to maximize the mayhem
  Example: A kaiju does half its Strength score in dice
  of damage in hand-to-hand combat. Since we always
  round up, a kaiju with a Strength 9 would do 5d6
  damage.
  Creating Monsters
  This chapter of MONSTER ISLAND: THE GAME OF GIANT
  MONSTER COMBAT explains how to create giant mon-
  sters.
  Powers
  This section addresses questions on the various
  Powers available during monster creation as well as
  
  including a Power inadvertantly omitted from the
  rules.
  Blast
  While the Power of Blast can only be used every
  other Turn in combat, a kaiju with two separate Blasts
  could fire one Blast one Turn,  then the other in the
  next Turn while the first recharges, and so forth.
  Entangle
  Other kaiju have a +2 to hit monsters that are
  Entangled.
  Damage done to an Entangle is cumulative -- that
  is, the trapped monster need not overcome the points
  in the Entangle all at once to break free.
  Example: Arachnea the giant spider shoots webbing
  at Kajiro. The attack hits, and Arachnea’s player rolls
  her monster’s Entangle 3d6 for 15 points. With a
  mighty roar, Kajiro attempts to break free using its
  strength and its player rolls 10 damage. Kajiro
  remains entangled, but the webbing now has only 5
  points left.
  An Entangled kaiju may be hit by more Entangles.
  However, subsequent Entangles add only 1 point per
  die to the strength of the Entangle. Otherwise, a kaiju
  could spend the entire game trying to break free of
  dozens of points worth of Entangles, which wouldn’t
  be much fun for anyone.
  Example: After Kajiro tries to escape, Arachnea
  shoots more webbing at the fierce kaiju. Since the
  original Entangle is still in effect at 5 points,
  Arachnea’s player does not roll her kaiju’s Entangle
  3d6. She instead adds 3 points to the existing En-
  tangle for a new total of 8. Kajiro must now overcome
  8 points to escape instead of 5.
  Hand-to-Hand Attack
  This Power normally provides bonus damage dice
  when your kaiju attacks using a certain maneuver,
  such as Strike or Ram. Some maneuvers, however,
  do no damage, requiring additional explanation:
  Buying this Power with a Grab action gives your
  kaiju bonus dice when determining damage from a
  squeeze. It also adds to the dice rolled to determine
  whether the grabbed foe breaks free.
  Buying this Power with a Shove gives your kaiju a
  bonus +2” per level to the distance that enemies are
  knocked back.
  Buying this Power with Throw adds +2d6 per point
  spent to the damage done by thrown objects, as
  normal.
  This Power cannot be purchased with Trip or Block.
  Running
           1/3”
  This Power was inadvertantly omitted from MONSTER
  ISLAND: THE GAME OF GIANT MONSTER COMBAT, although
  it is referenced elsewhere in the rules.
  Your kaiju can run faster than other giant creatures.
  This might represent sheer speed, multiple legs or
  extra-long strides.
  Running costs 1 point for every 3” of extra ground
  movement. Running adds to your kaiju’s Move score.
  Fighting
  This chapter of MONSTER ISLAND: THE GAME OF GIANT
  MONSTER COMBAT contains rules for fights between
  kaiju entrapped on the island.
  Movement
  Here are some additions and clarifications to the
  Movement rules.
  Facing
  Your kaiju can change its facing -- that is,  which
  direction it faces -- without expending any inches of
  movement. But it can only do so while moving.
  Example: Anne decides her kaiju is going to turn
  around and move to attack a different enemy during
  its Turn. Turning around costs her monster no inches
  of movement.
  After Anne finishes her monster’s Turn, another
  player’s kaiju moves up behind it for a sneak attack.
  Anne would like to have her monster turn around to
  negate the bonus for attacking from behind, but
  cannot since her kaiju is done moving this Turn.
  Flying
  For ease of play, a kaiju
  with the Power of Flying
  can take off or land in-
  stantly -- that is, without
  spending movement inches
  gaining or losing altitude.
  When a monster begins
  flying, it moves immediately
  to 6” altitude. When it
  lands, it moves immedi-
  ately to ground level.
  Landing ends a flying
  Hey, did you see that? His heat ray’s
  gotten stronger.
  -- Godzilla vs. Destroyer (1995)
  Right now we’re
  just the flying
  turtle patrol.
  -- Gamera:
  Guardian of the
  Universe (1985)
  
  kaiju’s Turn. A monster cannot fly, land,  then begin
  flying again in the same Turn.
  A flying kaiju cannot rest to recover lost Life points.
  Monsters must land to rest.
  Leaping
  A kaiju with the Power of Leaping can try to land on
  another monster, injuring it. Treat this as a Ram
  attack.
  Wading
  Wading rules are covered in the ESCAPE FROM
  MONSTER ISLAND expansion.
  Actions
  Here are some additions and clarifications to the
  Movement rules.
  Block
  Your kaiju can only attempt to block one attack per
  Turn. Subsequent attacks are unaffected by the
  block. After all, it’s a 100-foot-tall monster, not a
  martial arts action star!
  I think the worst is over.
  -- Godzilla vs. Destroyer (1995)
  
SOURCE: textdata/thevault/Deduped  Shit/Monster Island/Action System - Monster Island Errata.pdf