👹
MONSTER RULES
Universal Combat Mechanics
🃏 JOKER RULES
When a monster plays a Joker, only a 2 can defeat it
ALL cards are considered on-suit when a Joker is led
Players do NOT activate character powers when responding to a Joker
All played cards compete for the trick (except 2s beat the Joker)
🎴 SPECIAL CARD INTERACTIONS
If a player plays the EXACT same suit AND rank as another card in the trick, the second played card is considered higher
If a player plays off-suit but DOESN'T activate their character power, they collect 1 chip of their character's color
Monster always leads each trick (plays first)
Players respond clockwise from the talisman holder
Monster Hand Size Formula
Hand Size = X + Y + R
• X = Number of players
• Y = Monster's base value (varies by monster)
• R = Room level (1, 2, or 3)

Example: Goblin Scout (Y=3) vs 3 players in Room Level 1:
Hand Size = 3 + 3 + 1 = 7 cards
Monster Reset Cycle
1. Monster plays cards from hand until empty
2. When hand is empty, monster is vulnerable
3. If monster has won tricks: Shuffle won tricks → New deck → Deal new hand
4. If monster has NO won tricks: Monster is DEFEATED!
5. Reset continues until monster is defeated
Combat Flow
Each Trick
1. Monster leads by playing a card
2. Players respond in talisman order
3. Highest on-suit card wins all cards
4. Winner takes cards to their discard
5. Talisman passes clockwise
6. Repeat until monster's hand is empty
⚔️ Universal Monster Strategy
  • Feed low cards early to prevent monster from building a strong deck
  • Win tricks containing high cards to keep them from the monster
  • Coordinate who wins tricks - not everyone needs to compete
  • Watch the monster's won trick pile - it becomes their next hand!
  • Save 2s for defeating Jokers when they appear
  • Use duplicate cards strategically - the second beats the first!
  • Playing off-suit without powers can help build resources
👺
GOBLIN SCOUT
Level 1 Monster - Weak but Unpredictable
Base Cards
3
Play Style
Top Card
Threat Level
Low
Special
None
Combat Behavior
The Goblin Scout always plays the top card of its hand. Simple and predictable, making it ideal for learning the game mechanics.
Abilities
Cowardly PASSIVE
No special abilities. Plays straightforward trick-taking.
Typical Hand Size (3 Players)
Room 1: 3 + 3 + 1 = 7 cards
Room 2: 3 + 3 + 2 = 8 cards
Room 3: 3 + 3 + 3 = 9 cards
⚔️ Strategy vs Goblin Scout
  • Perfect for learning - practice power timing
  • Feed it your lowest cards early
  • Use this fight to set up your deck
  • Good opportunity to create voids in suits
👹
ORC WARRIOR
Level 2 Monster - Aggressive Fighter
Base Cards
4
Play Style
Sum of 2
Threat Level
Medium
Special
High Cards
Combat Behavior
Looks at top 2 cards, plays the one whose value equals their sum (wrapping at 13). Example: 5 + 7 = 12 (plays Q). More aggressive and unpredictable than Goblin Scout.
Abilities
Brutal Swing ON WIN
When Orc wins a trick containing face cards (J, Q, K), all players discard 1 card.
Rage Build RESET
After each reset, Orc's played cards count as +1 higher (cumulative).
Typical Hand Size (3 Players)
Room 1: 3 + 4 + 1 = 8 cards
Room 2: 3 + 4 + 2 = 9 cards
Room 3: 3 + 4 + 3 = 10 cards
⚔️ Strategy vs Orc Warrior
  • Predict plays using sum mechanic
  • Avoid letting it win face card tricks
  • Defeat quickly before rage builds
  • Consider sacrificing low cards to discard effect
🐲
DRAGON WHELP
Level 3 Monster - Elemental Terror
Base Cards
5
Play Style
Highest
Threat Level
High
Special
Immunity
Combat Behavior
Always plays its highest value card. Aggressive and dominant strategy that forces players to carefully manage their resources.
Abilities
Dragon Scales PASSIVE
Immune to Rogue's poison effects. Reduce all damage effects by 1.
Fire Breath JOKER
When Dragon plays a Joker, all players must discard their highest card after the trick.
Treasure Hoard DEFEAT
When defeated, party gains +1 treasure card to draft.
Typical Hand Size (3 Players)
Room 1: 3 + 5 + 1 = 9 cards
Room 2: 3 + 5 + 2 = 10 cards
Room 3: 3 + 5 + 3 = 11 cards
⚔️ Strategy vs Dragon Whelp
  • Save 2s for Joker defense
  • Let it win early low-value tricks
  • Coordinate high card plays
  • Fighter's trash ability very effective
  • Worth defeating for extra treasure
🐉
ANCIENT DRAGON
Boss Monster - Elder Wyrm
Base Cards
6
Play Style
Adaptive
Threat Level
EXTREME
Phases
3
Phase System
Phase 1 (Full Hand): Plays middle value card
Phase 2 (Half Hand): Plays highest black or lowest red
Phase 3 (3 or less): Plays highest card + gains regeneration
Abilities
Dragon Presence PASSIVE
Players cannot gain chips from any source during combat. All players discard 1 card at start.
Inferno Breath ON WIN
When Dragon wins with an Ace, all players must discard their highest remaining card.
Ancient Scales PHASE 3
In Phase 3, after each trick, return 1 highest value card from won tricks to hand.
Treasure Hoard DEFEAT
When defeated, each player gains 2 legendary treasures instead of 1.
Typical Hand Size (3 Players)
Starting: 3 + 6 + 3 = 12 cards
Each Reset: Gains cards based on phase
Phase 3: Regenerates cards via Phylactery
⚔️ Strategy vs Ancient Dragon
  • Coordinate carefully - no chip generation!
  • Rush through Phase 1 & 2 quickly
  • Save best cards for Phase 3
  • Avoid letting Dragon win Aces
  • Monk's balance ability crucial for team support
  • Huge treasure hoard reward makes victory worth it!
🕷️
GIANT SPIDER
Level 2 Monster - Trap Setter
Base Cards
4
Play Style
Pattern
Threat Level
Medium
Special
Webs
Combat Behavior
Alternates between highest and lowest cards. Predictable pattern that can be exploited by observant players.
Abilities
Web Trap 8s
When Spider plays an 8, the trick winner must skip their next turn.
Poison Bite ON WIN
When Spider wins with a black card, all players lose 1 chip (their choice).
⚔️ Strategy vs Giant Spider
  • Track the high-low pattern
  • Avoid winning tricks with 8s
  • Let it win red cards, not black
  • Use pattern knowledge to time powers
🧌
BRIDGE TROLL
Miniboss - Regenerating Brute
Base Cards
5
Play Style
Face Cards
Threat Level
High+
Special
Regen
Combat Behavior
Always plays face cards (J, Q, K) if available, otherwise plays highest card. Prioritizes court cards for thematic and mechanical reasons.
Abilities
Regeneration RESET
When resetting, always draws 2 extra cards beyond normal hand size.
Bridge Toll START
At combat start, each player must discard 1 face card or 2 other cards.
Crushing Blow KING WIN
When Troll wins with a King, destroy one player's tableau or hidden cards.
⚔️ Strategy vs Bridge Troll
  • Pay the toll efficiently with low cards
  • Must defeat before first reset (+2 cards!)
  • Never let it win King tricks
  • Fighter excels here with trash ability
  • Save face cards for winning, not toll