"The black mist of the abyss stirs, monsters and demons emerge from the darkness, but the heroes of the light world will not let darkness take a foothold"
Select your hero and develop a deck to lead into combat against mysterious monsters to level up your hero and be the first player to win 4 trophies, or co-operate with your friends to race to defeat the demon of shadows before their influence has spread to the world.
Monster fight is a deck building game where your hand is not discarded between turns, you've got to decide how much you want to commit when facing a monster, as you won't know exactly what you'll face until you try.
The first player to defeat their 3rd monster wins.
At the Start of the game, first player draws 3, second draws 4, third draws 5, ect.
Then each player picks 3 to keep and shuffles the rest into their deck
All (Unique) cards go into the unique deckÂ
When a (Unique) is destroyed, instead shuffle it into the Unique Deck
Once per-game you can flip your token to have an extra action that turn
Each player is dealt 3 character tokens, they choose one character to add into the game, one character to play as, and another to remove from the game.
That player then collects a starter deck, puts their hero aside and puts their starting cards with their starting deck, and shuffles their basics into the basic quest deck, and their uniques into the unique quest deck.
For the hero they are including, they do the same, but shuffling the hero into the unique quest deck.
The monster deck is shuffled and placed on the board, and the gemstones are placed on the board.
Once all players have sorted out their decks, the quest decks and monster decks are shuffled, then dealt onto the board. An example starting board could look something like this:
Note, if an event is revealed on the initial quest reveal, shuffle it back into the deck
Monster cards are placed face down in the track, and the tokens representing the characters shuffled into the deck are placed beside the board to act as a reference.
Players in the game take turns.
Players take turns until one player defeats their third monster, winning the game.
At the start of a player's turn, any of their 'Start of turn' effects are activated, then they move to their action Phase
Each turn, a player chooses one action to perform, once per game they may flip their token to perform an additional action on that turn.
Draw 1 Card
Complete a Quest (Buy a Card)
Battle a Monster
Activate a Mage or Gemstone Effect
Restore your Deck
After which, they go to their end phase, where they draw a card, or restore their deck if their deck is empty:
Draw 1 Card
Restore Your Deck
Then their turn ends, and the next player chooses how to restore the quest board.
Example of a start of turn effect
The player places one card from their deck face up on their field
By spending a "Worth" totalling or exceeding the "Cost" of a card, a player may acquire that card to their board
Note: When buying with a card of a matching colour, the worth is increased by 1. If the card is multi-coloured and both colours match, the worth is increased by 2.
Heroes & Specialists are placed in the discard when bought.
The cards spent are placed into the player's discard.
The player chooses what cards they want to commit to battling the monster, then reveal a monster (or select a revealed monster) to attempt to battle.
Read the monster's condition, and determine if the player battling the monster had enough "worth" to defeat the monster.
If they defeated the monster, resolve it's "Victory" effect and tuck it under their hero, they are now considered "Level 1" for ALL heroes they control. If they are defeated, the monster stays revealed and the "Defeat" effect of the monster is triggered.
A monster's power is increased by 10 for every level the hero battling it has, and is increased by 5 if it is already revealed.
A mage card or gemstone card on your field may be activated to perform it's effect on the turn that you BUY the card, or, as an action on your turn.
Restoring your deck means to shuffle your discard back into your deck
If a card tells you to restore any number of cards, you may select the cards from your discard to shuffle into your deck.
Any "End of Turn" effects occur at this time.
After which, they go to their end phase, where they draw a card, or restore their deck if their deck is empty:
Draw 1 Card
Restore Your Deck
Then their turn ends, and the next player chooses how to restore the quest board.
As soon as any player defeats their third monster, the game ends and that player wins the game.
Each card has a type, this determines when it's effect occurs.
Events
Occur when revealed in the quest area
Agents
have on draw effects, but you have to discard them
Rangers
Trigger their effect when you draw or buy them, do not discard them
Vanguards
Have effects when they are spent
Mystics
can be discarded for their effect on your turn without using your action
Powers
can be destroyed for their effect on your turn without using your action
Mages
can be discarded and activated when bought or as an action when they are on the field
Gemstones
can be destroyed and activated when bought or as an action when they are on the field
Specialists
are discarded when they are bought, but they have passive effects
Heroes
are discarded when they are bought, but they have passive effects based on the number of defeated monsters, cannot be spent to buy or battle
Powers
Can be activated on your turn but are destroyed
Note: Agents, Mages & Rangers can only activate their effects if they are drawn on the player's turn.
When resolving multiple effects at once, the target of an ability must've been a valid target before any other effects occured.
Monster Fighters can be played Co-Op, as players race to defeat the 5th god before they fill the world with forbidden ahmethyst.
he 5th God goes on the boss monster spot, put the Ahmethyst on the Ahmethyst spot and put the rest of the Co-Op cards into the standard deck. Only the boss's fail effect triggers
In the standard deck & unique decks, replace conflux with agents of the 5th
For each difficulty level, add an amethyst scholar to both the standard and unique decks.
The boss monster starts with 25 power per player, but their strength is reduced by the combined power of all defeated monsters.
At the end of each turn the player who is going next chooses a quest from the quest board to place into the possessed area, if they choose the gemstones the entire stack of gemstones is possessed. They then reveal new quests as usual.
Ahmethysts will enter play due to the following effects:
The Agent of the 5th will place them directly on the board when revealed
The Ahmetyhst scholar will place them into a player's deck when revealed
The 5th god adds a fail effect to all monsters, which is that the failing player must add an Ahmethyst to their discard.
When a player draws an Ahmethyst, but already has one on their field, they must place the extra Ahmethyst on the quest board.
When an Ahmethyst is placed on the quest board, it is placed on top of an existing card. Once all the quest board spots are filled, the players lose the game.
Ahmythsts can be destroyed / discarded from a player's field or discard, but may not be spent. Once an Ahmythst is on the quest board, it cannot be removed.
When a monster is defeated, the player may place it in the 'defeated' monsters pile, OR tuck it behind their hero to increase their level.
Defeated monsters in the pile subtract their BASE power from the power of the 5th god.
If the 5th god is defeated, the players win the game.