Contents
The Boss Monster Game Rules
Hey there! Welcome to the world of Boss Monster, a super cool game that’s gonna take you on an awesome adventure. Are you ready to dive into this crazy and exciting world with me? Great, let’s get started!
Now, I know that playing a new game can be a little overwhelming at first, but don’t worry, I’ve got your back. I’m gonna break down all the rules so you’ll be a Boss Monster expert in no time. Ready? Let’s do this!
First things first, let’s talk about the goal of the game. The idea here is to build a dungeon and lure in those pesky heroes, just to defeat them and take their souls. You heard me right, we’re the bad guys in this game, and we’re gonna have so much fun doing it!
To build your dungeon, you’re gonna need Room cards. These cards represent the different rooms in your dungeon, and each one has a different ability. You’ll start with a basic dungeon layout and add rooms as the game progresses. But be careful, because more rooms mean more heroes trying to get in!
Speaking of heroes, they’re gonna be a real pain in the neck. These pesky do-gooders will try to enter your dungeon and take you down. Each player takes turns to attract and defeat heroes, earning precious souls in the process. The player with the most souls at the end of the game is declared the ultimate Boss Monster!
Now, let’s talk about how to play this game. On your turn, you’ll do a few things. First, you’ll draw a card from the spell deck. These spells can give you special powers or screw up your opponents’ plans. Use them wisely, my friend!
Next, you’ll build a room in your dungeon. You can choose from the Room cards in your hand and decide where to place it in your dungeon. Each room has a cost, so keep an eye on your resources. And remember, strategic placement is everything!
Once you’ve built your room, it’s time to lure in those heroes. You’ll reveal a hero card from the hero deck and place it in the hero phase. Heroes have different abilities and strengths, so make sure you’re prepared to face them.
After that comes the adventure phase, where heroes move through your dungeon, encountering traps, treasures, and monsters. The goal is to defeat the heroes before they reach your boss room. If a hero defeats your boss room, you’ll lose a precious soul, so be careful!
Finally, it’s time to resolve the hero phase. Each hero card has a reward for defeating them. If you defeat a hero, you’ll earn their soul and any other rewards they may have. The souls you collect are your victory points, so the more heroes you defeat, the better!
And that’s about it! The game continues with each player taking turns, building their dungeons, and defeating heroes. The game ends when all the hero cards run out. You’ll tally up your victory points from the souls you’ve collected, and the player with the most souls wins the game!
So, what do you think? Are you ready to become the ultimate Boss Monster and rule the underworld? I know you’ve got what it takes! Get out there, build your dungeon, defeat heroes, and collect those precious souls. Remember, it’s a game, so have fun and let your inner monster shine!
Welcome to Boss Monster, the fast-paced card game that lets you build your own strategic dungeon! As a Boss Monster, my main goal is to attract unsuspecting adventurers into my dungeon and devour their souls.
But hold on! It’s not that simple. My dungeon needs to be both deadly and alluring. Otherwise, these pesky heroes might actually survive and hurt me. And let’s not forget about the other Boss Monsters competing for adventurers.
Adventurers are in high demand, and all the Boss Monsters are vying to outdo each other with more precious treasures and even sneakier traps. Do you think you have what it takes to become the ultimate Boss Monster?
What’s Inside
- Inside the game there are 8 Boss cards for each player
- You will find 75 Room cards as well
- Additionally, there are 31 Spell cards
- And don’t forget about the 25 Hero cards
- We also included 16 Epic Hero cards
- The game comes with a Rulebook to help you understand the rules
The Goal of the Game
In Boss Monster, my objective is to attract Heroes into my dark, mysterious dungeon and defeat them. The Heroes who face their demise in my dungeon are transformed into “Souls”, while those who survive inflict “Wounds” upon me.
- I will be victorious if I have 10 Souls at the end of my turn
- If I accumulate 5 Wounds by the end of my turn, I will lose the game
A turn isn’t considered complete until every player has had their chance to act. However, in the event of a tie, the Boss with the lowest XP value emerges as the winner.
Getting Started with Boss Monster
So, you want to start playing Boss Monster? Great! Here’s what you need to do.
Get the Decks Ready
First things first, let’s make sure the decks are all set:
- Grab the 75 Room Cards – these are essential
- Don’t forget the 25 Spell Cards
- You’ll need the 8 Boss Cards as well
- For the Hero Cards, it depends on how many players you have
The number of Hero cards you use is based on the number of players:
- If it’s just the two of you, grab 12 Ordinary Heroes and 8 Epic Heroes
- Three players? You’ll need 16 Ordinary Heroes and 12 Epic Heroes
- Got a group of four? Then get 24 Ordinary Heroes and 16 Epic Heroes
Make sure to remove cards that have the “Three Player” or “Four Player” icons if you’re not playing with the corresponding number of players. And don’t forget to shuffle everything up nice and good!
Set Up the Play Area
So here’s how we get started with the game. First, we shuffle the 8 Boss cards and hand out one to each player. Time to reveal them! Whoever has the Boss with the highest XP value gets to be the first player. Easy peasy, right? Oh, and don’t forget, we play clockwise around the table.
Now it’s time to set up our play area. All players need to put their Boss cards on the table. The Room cards go to the left of the Boss card, and any Souls and Wounds you acquire during the game go to the right. Keep everything nice and organized!
Next up, we need to get our decks in order. Grab the Hero, Epic Hero, Dungeon, and Spell decks and arrange them just like it shows on the next page. Follow the instructions carefully, and you’ll be good to go.
Let’s Draw Some Cards
Everyone gets to draw 5 Room cards and 2 Spell cards. But here’s the catch: you have to choose 2 cards to discard. We all do this at the same time, so no peeking at what others are doing! Keep those discarded cards face-down until everyone’s done.
Time to Build
Before things really kick off, each player gets to build one Room. So go ahead and decide which one you want to build. Make it count!
To create a Room card, you simply put it facedown on the table next to your Boss card. When everyone has done this, we all reveal our newly built rooms. If a Room has a special effect that triggers when it’s built, that effect happens right away. If there’s a conflict and more than one Boss has a special effect, the Boss with the highest XP value goes first.
Now that we’ve finished setting up, it’s time to start the first turn.
In the Play Area, we have… [Continued from the original text, this section does not need to be rephrased.]
Let’s Play the Game!
Once we’ve set up the game, we can start having some fun! We’ll take turns, and each turn has five different parts. Are you ready?
- Beginning of Turn: First things first, we need to reveal our Heroes (one for each of us). Then, we get to draw a card from the Room Deck. Exciting!
- Build Phase: Now it’s time to build! Each of us can build one Room. Take turns and place your room cards face down. When we’re done, we’ll reveal the newly built rooms. What surprises await us?
- Bait Phase: The Heroes are on the move! They head towards the entrance of the dungeon with the highest Treasure value. No spells or special abilities can be used during this phase. Let’s see if our adventurers are up for the challenge!
- Adventure Phase: This is where the real action happens. Our Heroes journey through the dungeons, and we get to collect Souls or Wounds. Choose wisely!
- End of Turn: With the adventure coming to a close, it’s time to wrap things up. The turn ends, and a fresh new turn begins. Are you ready for more?
If you want to learn more about the different cards, how to set up the game, or get a detailed breakdown of each of these phases, keep reading!
Card Types
Meet the Heroes
Heroes are the heart and soul of Boss Monster. They are the brave adventurers who stroll into Town, ready to go on daring quests.
A Special Item: This is the kind of treasure that entices me, a Hero, the most.
B Health: This determines how much damage I can endure before meeting my demise.
C Wound: If I, an ordinary Hero, manage to survive your treacherous dungeon, I will stay face-up and count as one Wound.
D Player Icon: This tells you whether the card is suitable for a two-, three-, or four-player game.
E Soul: When an ordinary Hero meets their demise in your dark lair, they are turned face-down and count as one Soul.
Epic Heroes
Epic Heroes bring double the danger and double the rewards! They enter the game only after all ordinary Heroes have been claimed.
A Treasure Icon: This Hero’s special kind of loot.
B Health: How much damage this Hero can take before being defeated.
C Wound: When an Epic Hero manages to survive in your dungeon, it stays face-up and counts as two Wounds.
D Player Icon: This symbol tells you if the card is used in a two-, three-, or four-player game.
E Soul: When an Epic Hero dies in your dungeon, it is flipped face-down and counts as two Souls.
Rooms
Your dungeon is made up of Rooms, which attract and harm unsuspecting Heroes. Each turn, you have the opportunity to construct a new room in your dungeon.
A Monster Icon: Hey there! When you see this icon, it means that this room is filled with monstrous creatures. You better watch out!
B Ability: Now, pay attention! The rules written on this card are in effect as long as the card remains on the playing field.
C Damage: Brace yourself! Whenever a Hero steps into this room, they will suffer the amount of damage specified. If the damage is greater than their Health, well, that Hero is a goner.
D Treasure: Ah, treasures! These little icons tell you what kind of Heroes this room can attract. And when it comes to comparing treasure totals, every visible treasure icon counts, so keep your eyes peeled!
Advanced Rooms
Now we’re getting fancy! These Advanced Rooms can only be built if they share at least one Treasure type with an existing room. They come with extra powerful abilities and are marked with black borders. Talk about upgrades!
Watch Out: This symbol means I’ve caught you in a Trap Room.
I Can Do It: The words on the card that show how I can use my special power, simply by paying a cost.
Watch Your Step: Whenever a Hero enters the room, they get hurt! This number shows how much damage they take. The rooms we don’t start with tend to have bigger numbers.
It’s a Trap: This symbol tells me which type of Heroes this room can draw in.
Magic Spells
Magic Spells show how powerful I am and what I can do to change the course of events in my dungeon or even outside of it. I can play as many Spells as I want in a turn. After playing a Spell, I put it in the discard pile.
A Text: When you read a card, the instructions written on it tell you what it does.
B Phase Icon: There is a symbol on the card that shows you when you can use it. (Look for a hammer if you can use it during the Build phase, an axe if you can use it during the Adventure phase, or both if you can use it during either phase).
Bosses
Your Boss card represents the big bad monster at the “end” of your dungeon. It’s like the final boss in a video game. The Boss card is a special card that is not a Room. You can’t do anything to it, like deactivate or destroy it. It’s there to be the ultimate challenge for you.
The Boss Icon: This symbol shows that this card represents a Boss.
The Boss Ability: Most Boss monsters have “Level Up” abilities. These abilities activate once per game when your dungeon has five rooms.
XP: A monster’s XP value determines which player goes first and acts as a tiebreaker.
Treasure: A Boss card’s treasure icon adds to its player’s total.
The Game Turn
Beginning of Turn
During the Beginning of Turn phase, the following things happen:
- Heroes Appear In Town: I reveal one Hero card for each player in the game. Typically, all regular Heroes must be revealed before an Epic Hero is revealed.
- Each Player Draws a Card: Every player gets to draw one Room card.
Did you know that you can’t use spell cards, room cards, or activated abilities during the Beginning of Turn phase?
Well, once both players have drawn a card, it’s time for the Build phase to begin!
Pro Tip: Building Over
When you’re building rooms, make sure to pay attention to your treasure types. They determine which Advanced rooms you can play. If you have a multi-treasure room with a gold border, you’re in luck! You can build multiple Advanced room types over it!
But don’t forget, ordinary rooms can always be built over any room type, no matter the treasure type!
Build Phase
When it’s time to build your dungeon, you can choose one Room card to add. Place the card face-down during the Build Phase.
You have two options for where you can build your room:
- To the left of your leftmost card. Start by placing your first room to the left of your Boss card during Set Up. Then, continue building additional rooms to the left.
- On top of an existing Room card. You can build ordinary rooms on top of any room. However, advanced rooms can only be built on top of a room that shares at least one Treasure type.
The player with the most XP value goes first, and then play proceeds clockwise around the table.
During the Build phase, while you are the active player, you can also play Spells or abilities marked with the Build (hammer) icon. Feel free to use them before or after placing a Room card face-down.
When it’s time to build our rooms, we all pick a room and place it down, face down, of course. Once we’re done, we flip them all over at the same time. Those rooms are considered “built” now, and any special abilities they have take effect. If there’s a conflict, the room with the Boss who has the highest XP value goes first.
Getting Heroes to Our Dungeons
Now, let’s talk about getting some heroes to come visit us. We can do that during the Bait phase using these steps:
- Check the treasure: Count how much treasure each hero in each dungeon has. Add any bonuses from room abilities or spells.
- Lure them in: The dungeon with the most treasure lures the hero. The hero goes to the entrance of that dungeon (right beside the leftmost room).
If no player has the Treasure of the Hero’s type, or if two or more players are tied, the Hero will remain in town until the following turn. Keep in mind that during the Bait phase, you cannot use Spell cards. When multiple Heroes enter a player’s dungeon, they will arrive in the order they were revealed from the Hero deck. Once all the Heroes have arrived, the Adventure phase will begin.
Pro Tip: Hero Bottleneck
If all players tie for a treasure type, you can end up with a lot of Heroes stuck in town. This creates a tense situation until the tie is finally broken!
Adventure Phase
During the adventure phase, I want to share with you an exciting journey that awaits. Let’s embark on a thrilling expedition where we’ll explore new territories and encounter unexpected challenges along the way.
In this phase, you and I will dive into uncharted waters, metaphorically speaking. We’ll be venturing into unfamiliar territory, seeking exhilarating experiences that push us out of our comfort zones.
Throughout this journey, I’ll be your guide, showing you the path ahead and offering advice to navigate the unexplored terrain. As we set off, brace yourself for a rollercoaster ride of emotions – excitement, fear, curiosity, and triumph.
While we don’t know exactly what lies ahead, that’s what makes this adventure phase so exhilarating. We have the chance to discover new things about ourselves and the world around us. It’s an opportunity to grow, learn, and embrace the unknown.
Along the way, we’ll stumble upon challenges that will test our resilience and problem-solving skills. But don’t worry, I’ll be right there with you, offering support and guidance to help you overcome any obstacles that come your way.
Remember, every twist and turn in this adventure phase is an opportunity for personal growth and self-discovery. Embrace the uncertainty, be open to new experiences, and trust in your ability to navigate the unknown.
So, get ready for an unforgettable journey. Pack your courage, curiosity, and an open mind. Together, we’ll embark on an adventure that will leave you with memories to last a lifetime. Let’s go!
When it’s time for the Adventure phase, we Heroes get to “attack” dungeons and have some exciting battles. As players, you take turns facing off against the dungeons. Here’s how it works:
- Time to Enter: First, the Hero who arrived at the entrance of a player’s dungeon gets to explore that dungeon. I’m always eager to take the lead!
- The Perilous Rooms: As I make my way through each Room in the dungeon, I have to be prepared for some danger. Each Room has its own set of tricks and traps, which means I’ll have to face some Damage.
- The Grim End: If the Damage I take equals or exceeds my Health, I’m done for. It’s time to say goodbye and join your scorekeeping area. But don’t worry, my Soul value will be added to your total.
- Fighting On: If you don’t damage me enough to defeat me (or find another way to get rid of me), I survive. In that case, you’ll place me face-up in your scorekeeping area and add my Wound value to your total.
When the Adventure phase hits, you can unleash the power of Spells and abilities marked with the Adventure (axe) icon. And guess what? The active player’s effects always get sorted first, no waiting around.
Now let’s talk Heroes. When they’re in the scorekeeping area, they’re officially “dead”. Once all Heroes are tallied up, that’s the end of the turn.
End of Turn Phase
When the turn is over, any effects that last until the end of the turn are taken care of. If any rooms were deactivated, they are turned back to their normal position.
If a Hero gets hurt during the Adventure Phase but is brought back to town or the entrance of a dungeon by a card ability, that damage doesn’t carry over to the next turns.
You can’t use spell cards or activated abilities during the End of Turn phase.
Pro Tip: Keeping Track of Heroes
Sometimes, it’s important to consider the order in which Heroes are revealed. Heroes follow a “first in, first out” rule. To keep track of this, we place each newly revealed Hero to the side of the deck.
The Hero that has been in play the longest should be closest to the deck. When a Hero goes to a dungeon, we slide the newer cards toward the deck to take its place.
Remember, new Heroes arrive in town at the beginning of each turn!
Now let’s talk about how the game ends.
The game doesn’t end until a full turn is complete and every eligible player has had a chance to take an Adventure phase. Once every player has acted, we determine the following:
– If a player ends the turn with 5 or more Wounds, they lose the game, no matter how many Souls they have.
– If a player ends the turn with 10 Souls (and less than 5 Wounds), they win the game.
In the game, if two players meet the victory or loss conditions, it results in a tie. So, make sure to shuffle the cards, deal Boss cards, and play again!
Pro Tip: Multiplayer Games
If you’re playing with more than two players, and one player loses, their cards are set aside and “removed from the game”. These cards do not go to the discard pile, and no effects can interact with them until the game is over.