Mo Monsters Mo Problems Prototype Rules

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Mo Monsters Mo Problems Rules

Overview
Mo Monsters is a card game for 3-6 players. The Object of the game is to collect
weapon cards that total an equal or greater number of damage than the health (HP)
of the monsters on the board. The highest point total after 8 rounds of play wins,
each game takes between 40-60 minutes to play. Beware, you will have to be able
to add to 20 to play this game .
(As a bonus Mo Monsters can be played as solitaire, details can be found in the back
of the rules)
Gameplay
First, separate the monsters from the game deck. This is simple as the back of the
monster cards are red and the rest of the deck is green. There are 10 monsters
ranging from 2-6 HP.
The remaining 80 cards are made up of weapon and action cards. There are 52
weapon cards and 28 action cards.
The game begins with players shuffling the monsters and placing a specific number
of monsters face up on the table depending on the round, laid out in the table
below.
Round
1
2 (exact
damage)
3
4 (exact
damage)
5
6 (exact
damage
7
8 (exact
damage)

3-4 Players
# of monster
cards
3
3

5-6 Players
# of monster
cards
2
2

4
4

3
3

5
5

4
4

6
6

5
5

For Example: During round three of a 3-4 player game, 4 monster cards would be
used for that round.
During an odd round the total of a players weapon damage can be equal to or
greater than the combined HP of the monsters on the table. For even rounds, a

players weapon damage must be equal to the combined HP of the monsters, they
cant go over. This makes even rounds a little more challenging and fun.
Next, determine who goes first. The player to the right of the person going first
shuffles the green deck and deals each player cards equal to the number of
monsters on the board. At the start and end of their turn a player must always have
an equal number of cards in their hand as monsters on the board. If someone has
too little or too many cards they likely forgot to draw or play a card this round. A
player should not reveal the cards in their hand to other players. Play always
continues in a clockwise direction.
Now that the table is setup its time to play round one. Players pickup their cards
and look at their hand. At the start of a players turn they can take one of two
actions, draw a card or go out and end their round. A player must always draw
a card before playing any cards from their hand. In Mo Monsters play
continues until one player is left and all others have gone out. A player cannot go
out on their first turn, they must draw a card. The first player to go out in a round is
considered to have won that round, keeping track of this helps with tie breakers.
Once a player has drawn from the deck they must play a card. A players hand can
never consist of fewer cards than monsters on the table. Playing a card ends a
players turn unless stated on the card. Playing a card consists of using an action
card, playing an unwanted weapon to the discard pile, or shooting an opponent with
a crossbow. All cards played are placed face up in the discard pile.
At the start of a players turn if a weapon is the top card on the discard pile they
may take it in place of drawing a card, however, if it is an action card it cannot be
taken and the player must draw a card from the deck. When playing a crossbow
place it in front of an opponent, the crossbow stays with that player for the
remainder of the round. A player shot with a crossbow loses 1 point at the end of
the round for every two crossbow cards they are hit with.
As stated above, the goal of each round is to collect weapon cards that have a
damage total at least equal to the combined HP of the monsters. However, in order
to go out in a round a players hand must consist of only weapon cards (a crossbow
does not count as a weapon card). This means all of the action cards in their hand
must be played before going out and they cannot discard an action card, they must
be played. Action cards can be either helpful or harmful, it all depends how and
when you use them.
Lets use a 4 player game as an example.
Round one we flip over three monster cards. We flipped over a spider (2) and two
skeletons (4), their combined HP is 10. Player one looks at his cards and he has a
mace (4), a sword (5), and an awesome luck action card. His total weapon damage

is 9. He draws a card to begin the game and gets a wand (2). He still has an action
card in his hand that he must play.
He uses his awesome luck and places it in the discard pile. The player he used it on
reveals her hand and he chooses a sword (5) and swaps it with his wand (2). His
weapons now total 14 damage, well over the 10 HP of the monsters. He now hopes
no one steals any cards from him before his next turn so he can be the first player
to go out in this round. In our scenario, player one makes it to his next turn without
anyone messing with him, he now chooses to go out for this round instead of
drawing a card. He lays his weapons on the table and is the first player out for that
round. He gets four points and the round continues with the next player.
Winning
Scoring varies depending on the number of players. In a four person game the
player who goes out first earns 4 points, the next player earns 3 points, followed by
the next with 2 points and the final player left at the end gets 1 point. In a six player
game the first person to go out gets 6 points and it goes down from their with the
last person who didnt go out always getting 1 point. For every two crossbow cards
received that player loses 1 point for the round. Players cannot receive less than 0
points in a round.
For Example: If a player has 4 crossbow cards at the end of the round they would
receive -2 points to their score for that round. But if that player ended up being the
last player left in the round they would only receive 1 point. That player would end
up with 0 for that round instead of -1 since a player cannot go below 0 for a round.
The provided score sheets have a place to add negative points from crossbows. If
the game ends in a tie the player with the most rounds won wins the game. This is
easy to calculate, in a six player game the person with the most rounds of six points
wins. If still tied, calculate the scores based on actual score with no negatives from
crossbow hits. If the game is still tied you can flip a coin, play another round, or
keep it a tie.
Round

Linda

Mark

One

Two

Three

Four

Five

Six

Seven

-1

-2

Eight

Total

6
23

22

Side Notes
If you start the game with a Good Luck Bad Luck card, you must still draw a card
before playing any cards from your hand.
If you play a Good Luck Bad Luck card and the card you draw from the deck is
another GLBL then you must wait until the start of your next turn to play it. Only
one card may be played per round unless otherwise written on the card. If they
want to the player using the GLBL may also have another person choose the
random card for them.
When an Awesome Luck card is played, the player chosen to reveal their cards
may give them to the other player to look at or hold them privately while the other
player looks. You do not have to take an opponents card with an Awesome Luck if
they have nothing you want.
When a Wizard card is played the player drawing three cards need to keep them
separate from their hand. They may only keep one of the cards drawn, not mix and
match multiple swap outs with the cards in their hand.
The Wizard card does not end your turn and therefore you can play multiple
Wizard cards on a single turn. To end your turn you must still play another card
after using a Wizard.
Switcheroo must be played before going out even if you have a great hand, it
cannot be discarded, sometimes it helps and sometimes it hurts.
The Living Weapon wild card counts as a weapon and has a value of 1-6 even
though there are no other weapons with a value of 1 in the game.

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