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Monster Hunter World The Board Game Ancient Forest Rulebook
Monster Hunter World The Board Game Ancient Forest Rulebook
Appointed by the Guild, you are A-List hunters of the Fifth Fleet. Having travelled across the ocean, you have Choosing a quest allows you to hunt a specific monster. Monster Hunter World: The Board Game - The
reached the destination of the elder dragons’ crossing: an enigmatic continent known only as the New World. Completing quests unlocks additional quests and Ancient Forest is intended to be played over
With your help, we will find the missing link between these ancient creatures and this mysterious land. allows you to progress through the game. multiple play sessions. The character sheets will
allow you to keep track of your resources, potions,
Before we may unravel this mystery, however, we must secure Astera, the Research Commission’s first outpost in To win Monster Hunter World: The Board Game - weapons, and armour between gaming sessions.
the New World. Herein may be found hunters, scholars, and engineers, all working together to explore, research, The Ancient Forest, you must complete a quest, Character sheets may also be used to track which
and understand this new land. Arrayed against us are huge primordial monsters, creatures that have ruled before the campaign timer runs out. quests you have available to choose from next time.
this place since the dawn of time… but that rule is now coming to an end.
The Fifth’s banner promises a change in the wind. It’s your job to fulfil that promise.
Credits
Game Concept Product Owner Playtesting
Mat Hart Alex Hall Daniel Adams Phil Manwaring
Alena Argüello Alex Marrotta-Valencia
Lead Design Sculpting Patricio Argüello John Parish
Sherwin Matthews Russ Charles Joshua Armstrong Andrew Patras
Ben Charles Andy Blinston Matt Price
Lead Development Tom Lishman Henry Clark Thomas Silcock
& Additional Design Holly Woolford Michael Coomber Michael Skalka
Jamie Perkins Markus Copeland Daniel Veress
Graphic Design & Layout James Docherty-Saunders Kate Warrington
Additional Development & QA Tom Hutchings Matt Doran Chris Wills
Jordan Connolly Cristina Ruiz Michael Early
Bryce Johnston Abigail Thornton Mindy Early Special Thanks
Samantha Laydon Matthew Gilway Joshua Dahdrai, David Haddon,
Steve Margetson Project Management Barry Gingel Marina Koh, Kanae Muraki
Dominic Westerland Ben Clapperton Mike Jenkins and Michele Pearce at
Matthew Elliott James Kingwell @CAPCOM Europe.
Writing John Laffan
Richard August Editing Christopher Leffler Extra special thanks to all
Eadwine Brown Juandré Luchies of our Kickstarter backers!
Chynna-Blue Haycastle Ann-Marie Manwaring
2 3
Contents
Game Components. . . . . . . . . . . . . . . . . . . . . . . . . . 6 The Hunters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Stamina Boards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Game Set Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Hunters Movement. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Playing Area Set Up. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Hunters Making Attacks . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Hunter Set Up. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Monster Arcs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Palicoes (1-2 Players Only). . . . . . . . . . . . . . . . . . . . . . . . . 13 Hunters Damaging Monsters. . . . . . . . . . . . . . . . . . . . . . 30
Part Breaks & Break Tokens . . . . . . . . . . . . . . . . . . . . . . . 31
Gameplay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Bonus Movement Symbols. . . . . . . . . . . . . . . . . . . . . . . . 31
Phases of a Quest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Hunters Causing Elemental Damage. . . . . . . . . . . . . . 32
Monster Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Hunters Causing Status Ailments . . . . . . . . . . . . . . . . . 32
The Time Deck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Dodging Monster Attacks. . . . . . . . . . . . . . . . . . . . . . . . . 33
The Campaign Timer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Armour & Elemental Resistance. . . . . . . . . . . . . . . . . . . 33
Potions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
Gathering Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Ending Your Turn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Preparation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Playing Your Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 HQ Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Scoutfly Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Recovery. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Forge Reference Cards. . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Hunting Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Weapon Rarity. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Preparation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Reward Tables. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Nodes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Forging New Armour and Weapons. . . . . . . . . . . . . . . . 37
Terrain Nodes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Changing Weapon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Changing Armour. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
The Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Select a New Quest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Miniatures & Base Markings. . . . . . . . . . . . . . . . . . . . . . . . 21
Physiology Cards. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Appendix. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Behaviour Cards. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Monster Hunter World: The Wildspire Waste. . . . . . . 38
Monster Turn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Arena Quests. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Moving Monsters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Single Player Campaign. . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Monster Attacks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Speed Run Campaign. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Hunters Suffering Damage. . . . . . . . . . . . . . . . . . . . . . . . 27 Explorer Campaign. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Hunters Suffering Status Ailment. . . . . . . . . . . . . . . . . . 27
Ending a Monster’s Turn . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Index. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
4 5
Game Components Quest Book Game Board
The quest book contains Hunters battle the monsters of the New World in the
Hunters all the in-game information If starting Assigne
the advent d Starting
1
Ancient Forest, represented by the game board. Areas
you need to play, including of the game board are divided into nodes, used to
ure here, Point
the group
The shoreline gains 1
potion .
light reflectin near the Southwe
st If starting Investig 3
water. Ahead g from the shallow Camp basks in the advent
ation 2
Startin
you see the pools where the overhead ure here, g Point
of thick entrance the sun, bright the group
boughs,
yawning to the Ancient Kestodon and gains 1
world behind open like Forest, formed Aptonoth The handler potion .
a gaping ‘I’d be very standing
green canopy, you fade away maw… he by an by the tracks
the Scoutflie leaving an all-too-b
to silence
as you step
sounds from arch
under the
‘It’s aggressiv
careful pursuing
e even by this beast,’
gives you
an appraisi If starting Investig
ation 4
5
s excitedly rief Jagras standard she says, idly ng glance.
cluster around sense of calm, soon the rich take that
route…’ scratchin
the advent
ure here,
Startin
g Point
When choosing a hunter, you should be aware that each hunter creates a dramatically different playing experience the quests and adventures determine where miniatures are positioned.
a huge footprint broken as ‘It’s still she gestures s. But, if g her chin.
hungry. to a dirt you insist the group
in the soil. Good luck!’ on tracking The thunder gains 1
Her warning path leading into potion .
Discard
Follow
the said, she the forest.
it,
terrain.
of water
concentra Flickerin
7
1 time card. Scoutflies! vanishes
into the The river
The Great tes your
mind g light paints
Gain 1 Follow forest. below surges
Jagras is
on the hunt, as you scan the darkness eerie shadows
Progres track token. Gain and her advice, that give
into the nearby
s to entry
21.
reveal
1 track
and slowly obscures forest, and and you’re on its crunch through mind to vicious across the
walls, dancing
to keep token, advanc the path the trail. tiny bones, predator
or discard then e . of the creature thick foliage of s. Your feet pools
it. Progres choose whethe you seek. the trees revealin
g sparklin kick up dust of
s to entry r g metals and
and gems…
If starting Investig 2 With so
many tracks,
or
26.
Discard
Follow
what
1 time card.tracks you can .
Search
the cave .
the advent ation 1 Startin Gain 2 Gain 2 Discard
track tokensthere’s no time Each hunter
through their unique weaponry and fighting style. The four hunters in this set are: for each monster as well
ure here, g Point Progres track tokens 1 time card.
the group . Progres to waste! s to entry . rolls on
A Great gains 2 s to entry 13. the followi
Jagras is on the potions 16. 1-2 Gain ng table.
evidence loose; the . or 1 Dragon
– dozens last week Discard 3-4 Gain ite ore
of corpses, Investig
This will ripped apart has presented you 2 time ate the 1
5-6 Gain Fulcrum ore
heard of
be a hunt
to in with
Jagras consumitest even the most a frenzy, and left plentiful If starting Investig
ation
4 cards.
Monste Each Hunter area .
gains
1 Ancien
t Bone
3 Startin r Bone Once each
ng hunters experien half eaten. the advent large. Progres 1 Piercin
in a single ced of trackers. You’ve ure here, g Point g
s to entry Claw and 1. hunter
has rolled .
bite. That the group 24. Progres
won’t be The beach gains 2 Head downri or s to entry
Each hunter you. stretches potions 11.
gains 1 out before . ver to where
Great Jagras The sea you, an Discard the or
surges across
Claw. The forest it, exquisite 1 time cards. Great Jagras Turn back
Hit the rises behind leaving glistenin expanse of untouche
as downtime activities.
Gain 1 trail Progres was from this
track token. running? withdra
w back into you, an oppressiv g foam to mark d sand. s to entry last seen . Progres sinister
Progres its ferny e memory each wave. 14. s to entry place .
s to entry grip and , but you 30.
27. leave this may have
or beautifu to
Stay and
dig around
Do you… l scene behind.
Just when
6
Each hunter Discard 1 time
the remain
s? Discard
Head down
®
you are
left in the about to
lose heart Have you 8
card. wake of been
gains 1 1 time card. the beach . you come
®
Monste your heart your prey.
It may be across a
pile of always looks this way before?
Progres r Bone Gain 1 with hope familiar Things
s to entry medium
.
Progres
s to entry
track token. as you head a grisly sight, but dung, somethin . You’re definitel look familiar
25. for a clearing it fills g in the y lost. Eventua. But then…the forest
22. your pick,
rocks outside
ahead. glitterin lly, you
or when you g in the
Head back No time see some sun. You’re see a cave,
into the Discard to tracks, half
forest, 1 time card. look back . buried in
about to
use
you can
Discard see betwee towards a camp Progres
Gain 3
track tokens
the dust.
1 time card. n the trees . s to entry Mine the Discard
18. . ore, then 1 time card.
Progres
s to entry or Each hunterenter the cave .
9. Wait, listen… rolls on Discard
is that the followi 1 track
someth token.
Progres ing behind 1-2 Gain ng table.
s to entry 1 Dragon
us? 3-4 Gain ite
30. 1 Fulcrum ore
5-6 Gain ore
Once each 1 Firecel
hunter l ore
has rolled.
Progres
s to entry
Follow or 7.
the tracks
Discard you can see, and
1 time card. hope they’re
Progres Gain 1 track token. fresh .
s to entry
6.
1 1 1 1
7
2 1 2 2 1 1 Character Sheets
on the 5th attack d
card is placed if this is the first Draw +1 if you playe
2
Hunter Name:
©CAPCOM
Monsters Successfully
Hunted:
Campaign Duration: Campaign Duration:
Hunted:
Monsters Successfully
monsters. Additional types of cards are placed on the hunter’s forge reference card. This card also tells you
instead
elemental damage. of
Part Break Rewards Part Break Rewards
1 3 Part Break Rewards Behaviours with
inflict –1
Remove Leaping .
Item Item behaviour deck. Bite from the Item were broken.
Gain 1 if the
Number Rolled Number Rolled behaviours into Shuffle discarded Number Rolled
0
Small Medium was broken. the behaviour
Anjanath Scale
3
Monster Bone Monster Bone Gain 1 if the deck.
1 1 1
Claw Pelt
Great Jagras The monster
suffers 5 damage. Tobi-Kadachi Anjanath Pelt
stamina board to keep the play area nice and tidy. which monster parts and other resources you’ll need
2 2 2
Hide Scale was broken.
Great Jagras Tobi-Kadachi Anjanath Nosebone Gain 1 if the
3 3 3
Great Jagras
Scale Electro Sac Anjanath Tail was broken.
Gain 1 if the Reckless Aggressi
4 4 4 on
Mane were broken.
Glutton ous Electrode was broken. Shocking Each time this
monster suffers
Great Jagras Gain 1 if the Each time this Tobi-Kadachi Gain 1 if the While this monster Anjanath Fang from an attack
5 monster deals 5 has 5 card, after the 3 or more damage
damage to a
hunter it regains 1 or more behaviours with 30 health or less, monster moves attack is resolved
Claw Membrane the
Great Jagras 1 lost health. Tobi-Kadachi gain +1 . Monster Keenbone 2 nodes towards
6 6 6 .
Leaping Bite
Scale
Heavy Bite
Flame Sac
Tail Swing
Great Jagras Gain 1 if the Monster Keenbone Gain 1 if the
2 4
1 1
2 3
3
1
Remove Crush
3
from the behaviour
1 2 2
deck. Shuffle
discarded
©CAPCOM CO., ©CAPCOM CO.,
Behaviours with ©CAPCOM CO.,
into the behaviourbehaviours
1
LTD. MHW:AF 1/500 LTD. MHW:AF 4/500 LTD. MHW:AF 7/500
1 2 2
inflict –1 deck.
.
4
5 6 6
LTD. MHW:AF 1/500 LTD. MHW:AF 4/500 LTD. MHW:AF 7/500
©CAPCOM CO., ©CAPCOM CO., ©CAPCOM CO.,
2 3 3 2 5 3 e
Forge Referenc Ancient Forest
Sword & Shield Bow Forge Refe
©CAPCOM CO., ©CAPCOM CO., ©CAPCOM CO.,
LTD. LTD. LTD.
1 x6 Remove:
Add:
2 Enhanced
Use all attack
cards with x6 3 x2
1 x8 2 x4
Add:
2 Advancing Slash,
Any 2 Cards
Advancing Slash,
2 Helm Splitter
create your hunter
attack
to
deck. Remove:
Add:
Remove:
Add:
Remove: 2 Feint 2 Feint,
2 Enhanced 2 Skilled Feint 3 Charged Shot 2 Skilled Feint,
2 Advancing Slash Advancing Slash
cards with
to Heat EdgeHunter’s Bow 3 Enhanced
Charged Shot
Use all attack attack deck.
create your hunter Flame Knife x2, Rathalos Carapace x2,
Monster Hunter’s Stoutbo
Rathalos Scale
Rathalos Wing
x1 Bone Small x1 w
x2, Hunter’s Proudb
x1, Rathalos Tail
Great Jagras is a gluttonous creature Tobi-Kadachi builds up a static charge in its Anjanath is a ferocious predator
Monster Bone
Rathalos Scale x1, Inferno Sac x1 4 x1
13 x5 Large x1, Monster ow
Hunter’s Knife Rathalos Plate 1 1 x1 2 x6 x6 2 x4
Medium x1, Boulder
Bone x1
Bone
3
Monster Hardbone
x4
Starting Weapon 1 1 x2 2 x6
Remove:
Add: 1 x4 2 x6
Monster Keenbone x2,
x2, Quality Bone
x3
Remove:2 Advancing
2 Advancing 4Slash,
Power Double Slash, Add:
2 Sword & Shield Coating
Remove: 1 x3 2 x5 3 x2
that will attack monsters even fur as it moves, which may be discharged for that prowls the Ancient Forest
Add: 2 Blazing Combo
2
2 Poison Coating, 4 Power Coating, Add:
x4
1 x6 Remove:
2 Advancing Slash
2 Advancing
Double Slash
Combo 2 Paralysis Coating 2 Shot 2 Poison Coating,
2 Paralysis Coating,
Remove:
4 Power Coating, Add:
2 Poison Coating,
2 Enhanced Shot 2 Shot,
2 Arc Shot 2 Paralysis Coating,
2 Enhanced
cards with
to Hunter’s Bow 2 Strong Arc Shot,
Use all attack attack deck.
Shot
Grand Barong
bigger than itself when hungry. spectacular and powerful attacks. Prepare for in constant search of prey. It’s
create your hunter Monster Bone
Small x1
Chief Kukri Monster Hardbone
x2,
x3 Pulsar Bow
x2, Quality Bone
Bone Kukri Large x1, Monster
Monster Bonex1, Boulder Bone x1
Bone Monster Keenbone 1 x6 2 x4 Electrode x2, Tobi-Kada
Flying Kadach
i
Small x1 Medium
1 x3 2 x4 3 x3 Electro Sac x1, chi Claw
Coral Crystal x2, Tobi-Kadachi Claw
Strikebow
Ancient Forest
Great Jagras Scale
BlazingeBow
Reference
Small x1Claw
x2, Piercing Piercer
x2, Great Jagras
Hide Great Jagras Mane
Great Jagras Claw Claw x1 x3 4 x1
1 x31 2x6x5 23
Scale x2, Sharp Matched Slicers
Bone Kukri x1, Great Jagras 1 x4
meal. Beware a crushing defeat. Its bite is far worse than its bark.
Chrome Razor
Anjanath Scale Anja Arch
Dual Slicers
Dice
x3, Anjanath Fang
Monster Bone
Small x1
Buster Blade 1Ore x2,1Carbalite
x2 Ore 2 x2,x6x2 3 x2
Remove:
Starting Weapon
Add:
Slash,
2 Glutton LateralSlash Dragonite Ore
Flame Sac x1 x2,
Chrome Slicers Anjanath Fang
x4, Anjanath Pelt
1
Remove:
2 Lateral Slash, x4,
2
Fucium Crystal x1, Machalite Firecell Stone
x3, Dragonvein Rising x2
1 x6 3
4 Power 2 JumpAdd: Monster Bone Ore x1, x2
Buster Sword Ore x1, Dragonite Ore Coating
Slash,
2
1 x5 2 x4 3 x1 x1, Malachite
Dragonite OreBone Medium x1
2 x6 3 x4 Add:
1 Rising
Any 1 Card
x10 Coating,
2 Poison
x2
Medium x1 Fucium Ore x4
Dragonite Ore x2, Carbalite Ore x2, 2 x6 3
1
2 Paralysis Coating
Starting Weapon
Monster
1 x2 Remove: Slash
2 Glutton Lateral CO., LTD.
©CAPCOM 4/500
MHW:AF x8 2 x3 3 Remove:
x3, Dragonvein
Crystal x2
x8
1 x4 2 x6 3 x2 2 Lateral Slash
Add: Use all attack
x1
1
4 Power Coating x5 Add:
x52
2 Blast Coating,
x2 3
Remove:
4 Power Coating, Add:
3
Remove: 2 Enhanced cards with
attack cardsx1
to
1 x7 2
Use allx4
create your hunter
with
attack deck. Add:
2 Jumping Slash,
2 Wide Slash
Jumping Slash,
2 Heavy Slice
create your hunter
attack
to
deck.
Remove:
2 Lunging Stab Add:
2 Enhanced
Remove:
2 Poison Coating
2 Lunging Stab, Add:
3 Charged Shot 2 Blast Coating,
2 Poison Coating,
Blazing Charged 3
Remove: 2 Enhanced Lunging Stab 4 Blade Dance 2 Enhanced Lunging Shot
2 Jumping Slash Jumping Slash Stab, 4 Enhanced
©CAPCOM CO.,
LTD.
cards with
to Jagras Hacker
Bone Hatchets Blade Dance MHW:AF 3/500
Use all attack attack deck.
create your hunter Jagras Blade x2, Great Jagras Claw x2,
Monster Wild Hatchets
Great Jagras Scale Claw x1
x2, Piercing Bone Small x1
Hide x1,
x2, Great Jagras x1 Great Jagras Mane Monster Bone Strong Hatchet
Great Jagras Claw s
3 x22
x2, Sharp Claw Large x1, Monster
Flying Wyvern
Rathalos
Flying Wyvern
Azure Rathalo
s
Buster Sword Great Jagras Scale
1 x3 2 x91 x7 x3
Medium x1, Boulder
Bone x1
Bone
Monster Hardbone
ard Table
3 x1 Monster Keenbone x2,
Table 2 1
x5 x2, Quality Bone
Starting Weapon
1 2
Rathalos Reward
3 3 x6 x5
re Rathalos Rew
Add: x3
80 80
6 5 x5
Remove: 3 Strong
Use all Rising Slash,
1 x3 2 x5 3
Azu
3 Rising Slash,create attack Charge Up
Behaviours with
3 6
Behaviours with
3 6 2 x4 3 x1 Strong cards
2your with to x2
1 Any 2 cards hunter attack
have –1 have –1 Add:
. . x7 Remove: Slash deck. Remove:
2
Machalite x2, Tobi-Kadachi
create yourPelt toAnjanath Pelt x1, Rathalos Scale x1, Azure Rathalos Scale x1,
x3 x1
1
1 card,
3
Anyx2,
Monster Bone Small Great Jagras Mane x1, hunter
x5 Carbalite Ore x1,
Ancient Bone x2
4 Overhead
Enhanced
Slam Great4Jagras Slamx1,
Claw
©CAPCOM Tobi-Kadachi Claw x1, attack deck.Anjanath Scale x1, Rathalos Shell x1, Azure Rathalos Carapace x1, x9 x4
Overhead MHW:AF 1/500
3
CO., LTD.
Dragonite Ore x1 Ancient Bone x1 Electro Sac x1 Anjanath Tail x1 Rathalos Marrow x1 Azure RathalosRemove:
Marrow x1
2
5 3 Add:
4
1 Six Fold Slash, Add: Remove:
6 Remove: 1 Greater Sword
Block 2 Blazing Fold
0 1
Any 1 card 1 Six Fold Slash, Add:
©CAPCOM CO., Behaviourswith
gain+1
3
©CAPCOM CO.,
3 6 cards with
to Any 1 card Slash
Any 1 card, 2 Blazing Fold
6 Use all attack
1 1 1 1 0 2 1 1 2 1 2 1 2 Blazing DoubleSlash,
LTD. MHW:AF 10/500 LTD. MHW:AF 13/500
and+1
2 1
. attack deck. 2 Double Slash
Behaviours with create your hunter Slash
8
have –1 .
8
LTD.
©CAPCOM CO., Set Bonus: MHW:AF 2/500
Speed Eating Constitution Fire Attack Intimidator
LTD. MHW:AF 10/500 LTD. MHW:AF 13/500
©CAPCOM CO., ©CAPCOM CO.,
Rathalos Mastery
4 2 5 3 Alloy Mail Bone Mail Jagras Mail Kadachi Mail Anja Mail
Rathalos
Mail
Rath Soul
Mail
Machalite Ore x1, Great Jagras Hide x1, Tobi-Kadachi Pelt x1, Anjanath Pelt x1, Rathalos Scale x1, Azure Rathalos Scale x1,
Monster Bone Small x1, Great Jagras Claw x1, Electrode x1,
©CAPCOM CO., ©CAPCOM CO., Carbalite Ore x2, Great Jagras Scale x1, Tobi-Kadachi Membrane x2, Anjanath Fang x1, Rathalos Webbing x1, Azure Rathalos Wing x1,
LTD. LTD. Dragonite Ore x1 Ancient Bone x1 Anjanath Nosebone x1 Rathalos Plate x1 Azure Rathalos Plate x1
Monster Bone Small x1 Wingdrake Hide x1
MHW:AF 40/500 MHW:AF 65/500
1 0 1 1 1 1 1 1 1 1 1 1
Set Bonus:
Slugger Palico Rally Evade Extender Marathon Runner Weakness Exploit Azure Rathalos Mastery
Rathalos is an apex predator and the biggest Azure Rathalos is a subspecies of Rathalos. Alloy Greaves Bone Greaves Jagras Greaves
Kadachi
Greaves Anja Greaves
Rathalos
Greaves
Rath Soul
Greaves
threat in the Ancient Forest. Territorial and Take all of the aspects that make Rathalos
Machalite Ore x1, Great Jagras Scale x1, Tobi-Kadachi Scale x2, Anjanath Scale x1, Rathalos Shell x1, Azure Rathalos Carapace x1,
Monster Bone Small x1, Anjanath Pelt x1,
Carbalite Ore x2, Great Jagras Hide x1, Tobi-Kadachi Pelt x1, Flame Sac x1, Rathalos Wingtalon x1, Azure Rathalos Wingtalon x1,
Dragonite Ore x1 Ancient Bone x1 Great Jagras Mane x1 Warm Pelt x1 Rathalos Tail x1 Azure Rathalos Tail x1
Machalite Ore x2
0 1 1 1 0 1 1 2 1 1 1 1
hostile, its fiery breath and vicious claws such a devastating foe and make it faster. Poison Resistance Thunder Attack Sleep Resistance Focus
6 7
Time Cards Armour Cards Palico Cards Physiology Cards
Quests have a time limit Hunters mainly protect Kadachi Mail
A trusty companion, a Physiology cards contain the vital statistics of each
Alloy Greaves
Brief Respite
measured using time cards. Keep Hunting
er token face
down.
Flip your hunt
er token face
down.
themselves by leaping hunter’s Palico will stay Flashf ly Cage
Vigorwasp Spr
ay monster. These cards are numbered XX-XX.
Cards are drawn from a out of the way of monster with them throughout their
Flip your hunt Discard 1 attac
k card from the rightmost slot k card from the
Discard 1 attac
of your stamina
board. of your stam ina board.
rightmost slot Discard any num
ber of attac ber
k cards from your of
Discard any num
deck to mark the passage attacks. Should they make adventures. Each Palico
your hand. hand.
attack cards from Draw attack card Fanged Wyvern
Great Jagras
s until there are 5 cards in s until there
Draw attack scard
are 5 card in
your hand. your hand.
ward Ta ble
Great Jagras Re
0
50
4
of time, as well as other a miscalculation, their is unique and will aid your Part Break Reward
s
Behaviours with
physical damage inflict
instead
elemental damage of
.
Monster Bone
Small
0 3
0
d. Claw
deck runs out, the hunters defence. These cards are game. These cards are
If the monster
Great Jagras
Flip your hunt The monster
suffers 5 damage
er token face e a Palico toke
2 .
down. Select
your hunter, plac behaviour hunt
Hide
deck. a hunter within 2 nodes
Great Jagras
Discard 1 attac 3
k card Evade Extender ’s er, recover all heal of your
rightmost slot from the on the monster
Scale
of your stam beha viou r has th the hunter 4
Great Jagras
ina board. When this hunt ’s next lost by has Gluttonous
If the monster bol, don’t resolve it.setting their health dial
.
with immunit er
y to
status ailments all damage and
,
Intimidator
This hunter can’ value of 9. Rem and has a threat ©CAPCOM CO.,
LTD. MHW:AF 1/500
Behaviour Cards
©CAPCOM CO.,
LTD.
ering phase.
©CAPCOM CO., ©CAPCOM CO.,
MHW:AF 1/500 LTD. LTD.
MHW:AF 96/500 MHW:AF 1/500
5
Add:
be played in sequence 1
Remove: ing,Remove:
ing, 2 Poison Coat2 Bladed Fang Add:
4 Power Coat ing,
2 Paralysis Coat2 Rapid Spin
s 4 Shocking Rush
2 Shot 2 Enhanced Shot
2 hunter finishes their turn, flip
to perform powerful
©CAPCOM CO., ©CAPCOM CO.,
LTD. LTD.
MHW:AF 24/500 MHW:AF 1/500
2
MHW:AF 18/500 MHW:AF 1/500
5
LTD. LTD.
1
Remove:
2
, 3 Strong Rising
Any 2 cards Slash,
2 Strong Char
©CAPCOM CO.,
ge Up ©CAPCOM CO.,
LTD. LTD.
40
110 0
must be sharpened. These
©CAPCOM CO., ©CAPCOM CO.,
7
LTD. LTD.
1
MHW:AF 71/500 MHW:AF 108/500
MHW:AF 36/500 MHW:AF 105/500
LTD. LTD.
50 60
cards are numbered XX-XX.
2
100
70 3
1
5
80 90 4
4 2
©CAPCOM CO.,
LTD.
MHW:AF 1/500
©CAPCOM CO.,
LTD.
MHW:AF 101/500
3
8 9
Game Set Up The Wildspire Waste
Playing Area Set Up If you own Monster Hunter World: The Board Game
- The Wildspire Waste and you want to include
Place the game board in the centre of the playing area. Take the 10 elemental damage cards and shuffle them its contents in your campaign, you will need to
Note that the game board has artwork on both sides, to create an elemental damage deck. include cards XX-XX during setup. Page XX covers
choose whichever side up you prefer. everything you’ll need to include this content.
Place this deck face down near the game board.
Place a stamina board in front of each player.
Place the quest book and a supply of tokens
within reach of the players.
10 11
Hunter Set Up There are 3 types of armour – head , body , and legs . Take a character sheet* and write your name and your
hunter’s name at the top.
Take your hunter’s 3 starting armour cards and place each one
Starting with the youngest, players select a hunter to use Each weapon card will list a number of cards using this
on the matching slot of your stamina board to equip them. Set up your playing area as shown below.
during the game. The hunter you select will have a unique symbol . These are the weapon’s damage cards.
symbol identifying which cards are used to play that hunter: Take the combination of damage cards shown on the Attack deck Damage deck
weapon card from the game box. These cards form your
for the Great Sword Hunter hunter’s damage deck. Player Name:
Hunter Name:
Campaign Name:
Palico Name:
1. 1 weapon card
2. 3 armour cards
1
©CAPCOM CO., LTD. MHW:AF 1/500
3. 20 attack cards
1 2
©CAPCOM CO., LTD. MHW:AF 1/500
Hunter’s Knife
Matched Slicers
ord Iron Bo
Bu ster Sw w
©CAPCOM CO., LTD. MHW:AF 36/500
©CAPCOM CO., LTD. MHW:AF 1/500 ©CAPCOM CO., LTD. MHW:AF 71/500
For example, the Great Sword Hunter starts with 8x 1 damage cards, Chainmail Chainmail Chainmail
3x 2 damage cards, and 1x 3 damage card in their damage deck. Buster Sword Helm Mail Greaves
1 x10 2 x2 1 x8 2 x4
2 3 x1
x4 cards with
to Use all attack
card 1 x8 2 x4
1 x7 Use all attack er attack deck. create your hunt s with to
er attack deck
th to create your hunt . Use all
attack
cards wi k deck. create ca
©CAPCOM CO.,
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LTD. MHW:AF 31/500
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1 x7 2 x4 3 x1
12 13
Gameplay Types of Quests Hunter Tokens
Each quest will be marked with a for an assigned Give a randomly selected hunter token to each player.
Phases of a Quest quest, or / / for an investigation quest. Place this face up near your stamina board.
Assigned quests introduce the players to a new
Each quest is composed of three phases: gathering, hunting, and HQ phase. monster they haven’t hunted before. Investigation Investigation Quests
quests require you to hunt a monster you’ve already
Selecting Your Quest slain, but are more challenging. There are two types of investigation quest: investigation
Distribute hunter tokens, construct time deck quests (indicated by and tempered investigation
You must complete the Great Jagras assigned quest quests (indicated by or ). When selecting an
before taking on any other quests. Once the Great investigation quest, you may choose to play either an
Gathering Phase Jagras assigned quest has been completed, the players investigation or a tempered investigation quest.
Gather tracks and resources, find the monster may choose to either take on an assigned quest for
any of the other monsters, or take on a Great Jagras
Remember, to win your campaign you must
investigation quest.
complete a quest, before the campaign timer
Hunting Phase
runs out!
Face the monster, slay the monster Once a monster’s assigned quest is completed, the
players may choose to take on an investigation quest
for that monster. Each time you attempt an investigation quest, you must
Return to HQ select the next available adventure entry point.
Gather rewards, forge new equipment, select a new quest Assigned quests may be attempted as many times
as the players need but once completed, can’t be Investigation quests feature a monster with a higher
Great Jagras attempted again. Investigation quests may only be
attempted a maximum of 4 times per monster, whether
degree of difficulty than assigned quests, and greater
rewards for completing them. Tempered investigation
Select a Quest they’re completed or not. quests feature a monster with the highest degree
of difficulty and the greatest share of rewards for
A gluttonous creature that will attack monsters even bigger than itself when hungry.
completing them.
To hunt a monster, the players must select a quest
1
It balloons to enormous proportions after each gigantic meal. Beware a crushing defeat.
5. A minimap
the time limit, or if they faint three or more times Starting Entry Point 2, 3, 4, 5
between them. If the hunters fail the quest,
immediately skip to the HQ phase on page XX.
4 5
14 15
Monster Setup The Time Deck The Campaign Timer
For the monster being hunted, locate the cards with the Locate the time cards. The campaign timer determines the maximum number The campaign timer for a standard campaign of
monster’s symbol. These are the monster’s behaviour cards. of days that may be spent performing quests and Monster Hunter: World - The Board Game is set to 25
Separate the time cards with this symbol into one downtime activities at the basecamp before the players days. Record spent campaign days on your character
pile, and time cards with this symbol into another fail the campaign. sheet.
pile.
Each time you choose one of the following, 1 campaign
Cards with the symbol form the base time deck, day is spent: It’s entirely up to you how you spend your days,
and will always be in the time deck. Cards with the although we recommend spending around 20 days
symbol will sometimes be added into the time deck • Perform an assigned quest. Additional days are not performing quests, and no more than 5 days on
during quests. spent to repeat an assigned quest if the hunters fail. downtime activities.
• Perform an investigation quest, whether the hunters
Great Jagras Tobi-Kadachi complete or fail it.
Tactical Shift Recovery
• Perform downtime activities, to a maximum of 3
Flip your hunter token face down. Flip your hunter token face down. activities per day.
Discard 1 attack card from the Discard 1 attack card from the
rightmost slot of your stamina board. rightmost slot of your stamina board.
Discard any number of Discard any number of
attack cards from your hand. attack cards from your hand.
Draw attack cards until there Draw attack cards until there
are 5 cards in your hand. are 5 cards in your hand.
©CAPCOM CO., LTD. MHW:AF 1/500 ©CAPCOM CO., LTD. MHW:AF 60/500
Check the time limit for the selected quest. Shuffle the
base time cards and then draw the amount of cards
equal to the time limit for the quest. This is your time
Azure Rathalos
deck for the quest. Place the time deck face down to
the side of the game board.
The monster also has three physiology cards, each For the remainder of the quest the players will be
featuring the monster’s symbol. Each physiology card instructed when to draw or discard one or more cards
also has a symbol matching one of the three types of from the time deck to mark the passage of time.
quest / / . Locate the physiology card for the
selected quest and return the other two to the game box. When a time card is discarded, any effects listed on the
card are ignored and the card is placed on the discard
Locate the monster health dial and the monster’s pile. When a time card is drawn, any effects listed on
miniature. the card are resolved before placing the card on the
discard pile.
Place the monster’s miniature, physiology card and
behaviour cards, and health dial, to the side of the Quests may ask you to discard a time card and place it
game board. next to the time deck. Cards discarded like this aren’t
placed on the discard pile and instead have their own
location. Cards discarded in this way are counted later
in the quest to resolve a special effect.
16 17
Gathering Phase Hunting Phase
In this phase, you’ll track down the monster you’ve chosen to hunt. Along the way you may acquire monster tracks, In this phase, your hunters will face the monster they’ve tracked down in brutal combat and attempt to slay it.
potions, or useful materials.
Each time you reach a new entry, continue to read the Shuffle your attack deck and draw a hand of 5 cards. Multiple hunters may be on the same node, so long as
text aloud. You may gather new resources or potions. Locate all 13 of the monster’s behaviour cards and Ensure your hunter token is face up. you understand which miniatures are on which nodes.
Any resources gathered are gained by all players, follow these steps in order: Hunters can’t move to the same node as a monster.
and should be marked on your character sheets. Any 1. Remove the 3 behaviour cards with .
potions gathered should be put into a communal pool 2. Place the remaining 10 behaviour cards to one side.
for all hunters to use. 3. Determine which of the 3 removed cards to add in Terrain Nodes
using the Scoutfly level.
4. Add the determined card to the 10 behaviour cards. Use the minimap for the quest to identify which terrain
Record the number of potions your group has
5. Shuffle these 11 cards to create the monster’s is used in this encounter, and where. The types of
on one group member’s character sheet.
behaviour deck. terrain and their effects are:
6. Return the track tokens to the supply.
When you gather track tokens, place the track tokens in 7. Return the other 2 removed behaviour cards to the game box. Bushes
a communal pool. Track tokens represent your hunters While a hunter is on a bush node they have
following and catching up with their quarry. These will With the gathering phase now complete, the players –4 threat. Bushes don’t affect monsters.
change how monsters behave in the hunting phase, and progress to the hunting phase.
they may alter some of your choices during the adventure. Ponds
When a hunter enters a pond node for any
Retreat Swing Forward Roll Jagras Spit reason they must discard 1 damage card.
Remember, for the first quest of the campaign you’ll
Ponds don’t affect monsters.
be playing the Great Jagras assigned quest. The 1 21 1 3 2 2 1
starting point for the Great Jagras assigned quest 5 7 6
2 2 33 2 2 2
adventure is entry 1, named Assigned Starting Point 1.
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©CAPCOM11/500
CO., LTD. MHW:AF
©CAPCOM12/500
CO., LTD. MHW:AF 13/500
18 19
Hunting Phase Summary The Monsters
Hunting Phase Step 1
(Monster Turn) Miniatures &
To resolve a monster’s turn, follow these steps in order:
Base Markings
Monster miniatures have markings on their base that
1. Draw the top card of the monster’s behaviour deck
divide them into four arcs. These arcs are the front,
and reveal it
left, right, and rear of a monster. Monster arcs help
2. Use the monster’s behaviour card to determine the
to determine which way a monster is facing, where a
target for its attack
monster attacks, and which parts of a monster may be
3. Resolve the behaviour card
attacked by your hunter.
4. Discard the behaviour card
2
physical damage instead of
elemental damage.
If a time card can’t be drawn because the time deck is
empty, the players fail the quest. Immediately skip to
the HQ Phase on page XX. 7 0 3
4 5
The monster suffers 5 damage.
7 1 3
12 13
©CAPCOM CO., LTD. MHW:AF 1/500
20 21
Behaviour Cards Monster Turn The Monster’s Target
Monster behaviours are presented as a series of symbols. When the monster takes a turn, perform the following The monster’s target is the hunter who currently has the monster’s attention. The target is used to determine which
steps in order: way the monster will move and attack.
1. Behaviour Name
1. Draw a card from the monster’s behaviour deck and If the behaviour has the close target symbol , If the behaviour has the farthest target symbol ,
2. Track Symbol place it face up. If the monster’s behaviour deck the monster’s target will be the hunter closest to the monster’s target will be the hunter farthest from it,
is empty, shuffle the discard pile to create a new it, determined by counting the nodes between the determined by counting nodes between the monster
3. Target Symbol - The monster’s target behaviour deck monster and the hunters. In the event of multiple and the hunters. In the event of multiple hunters being
2. Resolve the monster behaviour card from left to hunters being the closest, the monster will target the the farthest, the monster will target the farthest hunter
4. Movement Symbol - The monster’s movement right. The following section will describe each of closest hunter with the highest threat value. Threat with the highest threat value.
these steps in detail values are printed on hunter tokens.
5. Attack Symbol - The monster’s attack 3. If there are no hunters on the game board at the
start of the monster’s turn, draw a behaviour card
6. Monster Body Part and place it face up. Then the monster’s turn ends,
Heavy Bite Belly Charge
skip to page XX.
7. Hunter Turn Symbol
2 1 1 3 1 2
5 6
8. Hunter Attack Symbol
5 2 3 5 3 2
1
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2 Jagras Spit
2 2 1 7
3 6
2 2 8
©CAPCOM CO., LTD.
4 5 MHW:AF 13/500
6 3
7 7
6 6
Behaviour card back
©CAPCOM
There’s useful information that can be obtained
from all parts of the behaviour card, so remember
to pay attention to the back of the cards too! If a monster’s target faints during the monster’s turn, immediately determine a new target for the monster.
If there are no hunters on the game board, the monster’s turn ends, skip to page XX.
22 23
If the number is on the left of the symbol, the monster moves to the node on it’s left. If the number is on the right of
Moving Monsters the symbol, the monster moves to the node on It’s right. Remember, before and after each node of movement, the
monster rotates to face its target as shown below.
When a monster moves, it moves in relation to its
target. In any instance that there are multiple eligible
nodes that a monster can move to, the players choose. Flying Fire Ball
The monster must always directly face an adjacent
node by having that node in the centre of its front arc. 5 3
This means that the monster may only face one of 2 8
eight directions because there are a maximum of eight 5 2
adjacent nodes at any time.
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©CAPCOM
The number in the movement symbol shows how many When a monster moves into the same node as a hunter,
nodes the monster will move. If the number is at the top the hunter will immediately leap out of its path and
of the symbol, the monster moves towards its target. move to an adjacent node that is within the monster’s
With each node of movement, the number of nodes front arc before it turns to face its target. If there are no
©CAPCOM
between the monster and its target must decrease. available adjacent nodes within the monster’s front arc,
the hunter may move to any adjacent node. The hunter
If the number is at the bottom of the symbol, the does not play cards onto their stamina board to make
monster moves away from its target. With each node of this movement.
movement, the number of nodes between the monster Belly Charge
and its target must increase. Irrelevant of which node the hunter moves to, the
monster will continue its movement until it has moved 3 1 2
1 an amount of nodes equal to the number shown in its
movement symbol.
3
6
2
©CAPCOM CO., LTD. MHW:AF 6/500
©CAPCOM
24 25
Monster Attacks Hunters Suffering Damage
A monster can attack in different ways, which can be When your hunter suffers damage, reduce their health
identified using the following symbols: dial by the physical or elemental damage value of the
monster’s attack.
Range - The maximum range of the monster’s
attack, counted in nodes from the monster to The amount of damage each hunter suffers is reduced
the hunters. by armour or elemental resistance as shown on page XX.
S
leep - You can’t place attack cards on your stamina
board to attack, move, or dodge until the end of your
next turn.
©CAPCOM
Fire Water Ice Thunder Dragon
P
aralysis - If you have more than 2 cards in your
Status Ailment - The monster’s attack causes a status hand, discard down to 2 cards.
ailment in addition to physical damage.
B
lastblight - Your hunter has –2 armour until the end
of your next turn.
H
unter Turn Symbol - The number of turns the
hunters may take after this behaviour.
H
unter Attack Symbol - The number of attack cards
each hunter may play face up on their stamina board
during their turn.
Whole arc monster attack. Once the monster’s turn ends, it’s the hunters’ turn.
26 27
©CAPCOM
The Hunters Stamina Bars
Attack cards will show stamina in one of three ways:
Stamina Boards Normal Stamina No Stamina
These attack cards use stamina and These attack cards don’t use stamina and are not
Your stamina board is used to measure how much At the end of your turn, as your hunter’s stamina slowly
are placed on your stamina board placed on your stamina board when played. Discard
stamina your hunter has. Stamina boards have 5 attack recovers, you’ll draw a time card that will instruct you to
when played from your hand. these cards after resolving their effects. These cards
card slots. During the hunting phase attack cards are discard the rightmost card on your stamina board.
don’t count towards the maximum allowed by the
placed on the stamina board from left to right, to show
Stamina End monster behaviour.
attacks being made and stamina being used. Unless otherwise instructed, whenever you remove
These attack cards use stamina and
attack cards from your stamina board, remove the cards Jumping Slash 1
are placed on your stamina board
When your hunter’s stamina board is full of attack cards, one at a time from the right. If you’re given the option
when played from your hand. Playing
you can’t play any more cards onto it. to remove attack cards from any slot of your stamina
this card will end your turn.
board, slide remaining cards to the left to fill empty slots
vacated by the cards you’ve removed.
2
Anatomy of Attack Cards If this attack card is placed on the 5th
1 2 1 1 slot of your stamina board, discard it.
1
Rising Slash Charge Up Tackle Wide Slash
1 1 2
2 Jumping Slash 1 3 10 Enhanced
Lunging Stab 2 Guard Up 1 ©CAPCOM CO., LTD. MHW:AF 1/500
2 1 1 1
5 11 12 13
This attack card does not count towards
the maximum allowed by the . You may discard this attack card after
Gain +1 for the next attack card you placing it on your stamina board.
play this turn which inflicts damage.
1 1 1 1
4 2 2 2 +3
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1 1 2 1 Hunter Turn
7 8 9
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When you take a turn you must choose either combat actions or preparation actions. You can’t use both combat
Attack cards are presented as a series of symbols, sometimes including instructions. actions and preparation actions in the same turn. These actions may be performed in any order, and unless
otherwise stated each action may be repeated.
1. Attack Card Name - The name of the attack card 8. Break Symbol - The amount of break tokens
2. Starting Weapon Symbol - Attack cards with inflicted on the monster Combat actions are: Preparation actions are:
this symbol are part of the weapon’s starting deck, 9. Combo Symbol - The number of face up attack Play an Attack Card - You may play attack cards face up Use a Potion - Once during your turn, you may use a
featuring a hexagonal border cards that must be on your stamina board in order from your hand and resolve their effects. potion to recover health and stamina. If you have no
3. Agility Symbol - Used to dodge monster attacks to play this card Walk - Once during your turn, you may move your potions you can’t choose this option.
and move during your turn 10. Weapon Symbol - Attack cards with this symbol hunter one node. Sharpen - Once during your turn, you may shuffle your
4. Stamina Bar - The attack card uses stamina and is placed belong to weapons forged during the game, featuring Sprint - You may play attack cards face down from your discarded damage cards into your damage deck.
on your stamina board when played from your hand a square border hand onto your stamina board to move your hunter Walk - Once during your turn, you may move your
5. Damage Card Symbol - The amount of damage 11. Bonus Movement Symbol - Allows your hunter additional nodes. hunter one node.
cards drawn that inflict physical damage to the to move up to this many nodes without placing Sprint - You may play attack cards face down from your
monster. The amount of damage the monster suffers is additional attack cards on your stamina board hand onto your stamina board to move your hunter
reduced by the monster’s armour as shown on page XX 12. Status Ailment Symbol - The status ailment additional nodes.
6. Special Rules - Any special rules the attack card has inflicted on the monster
will be explained here 13. Bonus Armour Symbol - While this attack card is Remember, when your hunter’s stamina board is full To end your turn, draw a time card and resolve its
7. Range Symbol - The maximum range of the attack, on your stamina board, your hunter gains additional of attack cards, you can’t play any more cards onto it. effects. The following section will describe each of
counted in nodes from your hunter to the monster armour equal to this number these steps in detail.
28 29
Hunters Movement Monster Arcs Sharpen Bonus Movement Symbols
Once during your turn, you may move your hunter one When you attack the monster, check which arc of the When your damage deck is empty, your hunter’s attacks If an attack card has a bonus movement symbol, the
node without placing cards on your stamina board. This monster your hunter is within. This impacts which parts will cause no further damage until your hunter sharpens hunter may move up to the amount of nodes shown
is called walking. of the monster may be attacked. their weapon. without playing face down cards onto your stamina
board. If the bonus movement symbol is to the left of
During your turn, you may play attack cards face down Once during your turn, if you chose to use preparation the damage symbol, this movement is made before
from your hand onto your stamina board to move your actions, you may shuffle your discarded damage cards damaging the monster. If the bonus movement is to
hunter. This is called sprinting. Attack cards played to into your damage deck to sharpen. the right of the damage symbol, this movement is made
sprint don’t count towards the maximum allowed by after damaging the monster.
on the monster behaviour. While resolving an attack, if the amount of damage
2
cards remaining in your damage deck is lower than the Helm Splitter
When sprinting, your hunter may move an amount of your attack card, calculate the damage of the
of nodes up to the agility symbol on each card attack using the cards remaining in your damage deck. 1
being played. 3
When a hunter’s damage deck is empty, attack cards
can be played but they will cause no damage.
Hunters Making Attacks 1
©CAPCOM CO., LTD.
1 2
MHW:AF 28/500
©CAPCOM
When a body part has an amount of tokens equal to its number of nodes between your hunter and
part break value in its break token stash, that body part the monster must decrease.
Hunters Damaging has been broken. If the broken part has any part break
rules, resolve them. When the number is at the bottom of the
Monsters symbol, the movement must be made
Then remove all break tokens from the body part’s token 1 away from a monster. With each node of
When you attack the monster, draw a number of stash and replace it with a broken token to mark the movement, the number of nodes between
damage cards equal to the of your attack card. body part as broken. your hunter and the monster must increase.
Add together the values of any damage cards drawn, Part break rules remain in play until the monster is slain. If the attack card has a range and the monster is not
then reduce the total by the armour of the body part Each part of a monster can only be broken once per within that range, the card can’t be played. However,
being attacked. Monster armour can only reduce hunting phase. some attack cards allow your hunter to move as part of
damage from an attack to a minimum of 1. Reduce the the attack. If the card allows your hunter to move into
monster’s health by the result, then discard any damage range before causing damage, it may be played.
cards drawn.
Breaking monster parts guarantees certain rewards
Use the monster health dial to track how much health upon completing the quest, so break as many parts
the monster has. Once the monster has been reduced as you can to increase your rewards!
to 0 health, it has been slain.
30 31
Hunters Causing Hunters Causing Dodging Monster Attacks Potions
Elemental Damage Status Ailments To dodge a monster’s attack, you must play attack cards Potions are used during a quest to recover lost health
from your hand face down onto your stamina board. The and stamina. Potions may be found throughout a quest.
An attack card that has an elemental damage symbol An attack card that has a status ailment symbol will
total agility on those cards must equal or exceed the
will inflict elemental damage to a cause a status ailment in addition to causing damage.
dodge symbol of the monster’s attack to be successful. Record the number of potions your group has on one
monster in addition to physical damage. These are These are status ailment attack cards.
group member’s character sheet, regardless of who
elemental attack cards.
If a monster’s attack is successfully dodged, your hunter gained them. Anyone in the group may use potions
When you attack a monster with an status ailment
does not suffer any damage or status ailments from the regardless of whose character sheet they’re recorded on.
When you attack a monster with an elemental attack attack card, place a status ailment token of that type
attack, and moves a number of nodes up to the agility
card, place an elemental token of that type on the on the status ailment token stash on the monster’s
of the attack cards played to dodge. When you use a potion, discard all the attack cards on
elemental token stash on the monster’s physiology card. physiology card.
your stamina board and then shuffle your discarded cards
into your attack deck. Additionally recover all health your
A monster’s elemental resistance is shown as either: A monster’s status ailment resistance is shown as either: Remember, when your hunter’s stamina board is full
hunter has lost by setting your hunter’s health dial to full.
of attack cards, you can’t play any more cards onto it.
Resistance 1 - Elemental damage is caused Resistance 1 - Status ailment is caused
The group may carry a maximum of 3 potions and any
when there is 1 or more tokens of this type when there is 1 or more tokens of this type
additional potions found must be ignored.
in the monster’s elemental token stash in the monster’s status ailment token stash
Armour &
Resistance 2 - Elemental damage is caused Resistance 2 - Status ailment is caused Elemental Resistance
when there are 2 or more tokens of this type when there are 2 or more tokens of this type
in the monster’s elemental token stash in the monster’s status ailment token stash When suffering damage from a monster’s attack your
hunter’s armour or elemental resistance reduces the
Immunity - Elemental damage can’t be caused Immunity - A status ailment can’t be caused by amount of damage your hunter suffers.
by this elemental type. Don’t place tokens of this this status ailment type. Don’t place tokens of this
type in the monster’s elemental token stash type in the monster’s status ailment token stash
In addition, some armour will provide hunters with
special abilities or other bonus effects. Make sure
After placing a token, check the monster’s elemental After placing a token, check the monster’s status
to read your armour cards carefully to understand
resistance as shown above to see if elemental damage ailment resistance as shown above to see if a status
when these abilities or effects come into play!
has been caused. ailment has been caused.
When elemental damage is caused, draw an elemental When a status ailment is caused, resolve the status ailment Your hunter’s armour is calculated by adding together
damage card and reduce the monster’s health dial by the as listed below. Then remove all tokens of that type from the the amounts shown within this symbol on any
value of the card drawn. Then remove all tokens of that status ailment token stash and return them to the supply. pieces of armour they have equipped, as well as
type from the elemental token stash and return them to their weapon.
the supply. Then discard the elemental damage card. If a status ailment lasts until the end of the monster’s
next turn, place a token for the relevant status ailment Reduce a monster’s physical attack damage by the total
If the elemental damage deck is empty, shuffle the on the monster’s behaviour deck as a reminder. armour of your hunter. Armour doesn’t reduce damage
discarded cards to form a new deck. from elemental monster attacks.
Stun - The dodge value of the monster’s next
attack is 1 and can’t be increased or decreased Your hunter’s elemental resistance is calculated by
by any other effect adding together the amounts shown within these
symbols on any pieces of armour
Poison - The monster loses 2 health at the end they have equipped as well as their weapon. Your
of its next turn hunter’s elemental resistance is calculated for each
type. Reduce a monster’s elemental attack damage by
Sleep - Only resolve the hunter turn and hunter the total resistance to that type.
attack symbols of the next monster behaviour
Elemental resistances don’t reduce damage from
Paralysis - If the monster’s next behaviour card physical monster attacks.
has a movement symbol, reduce the number in
the movement symbol to 0
32 33
Anatomy of Armour Cards Hunter Fainting HQ Phase
Armour cards are presented as a series of symbols, When your hunter’s health dial reaches 0, your hunter
In the HQ Phase, you’ll carve resources from the slain monster, forge new armour and weapons, and set up for your
sometimes including instructions. faints and their miniature is removed from the board
next quest.
while they’re carted back to camp to recover.
1. Armour Card Name - The name of the armour card
2. Starting Weapon Symbol - Armour Discard 2 time cards. Discard any attack cards on your
Recovery Forge Reference Cards
cards with this symbol are part of the weapon’s stamina board.
Discard all attack cards in your hand and on your Each hunter has their own forge reference card showing
starting deck, featuring a hexagonal border
stamina board before shuffling your discarded attack the weapons and armour they may forge and the
3. Armour Slot Symbol - Identifies which Your hunter may return to the hunt at the start of your
cards into your attack deck. Shuffle your discarded resources required to forge them.
slot of your stamina board this is placed on when next turn. At the start of your next turn place your
damage cards into your damage deck. Return your
equipped: head, body, or legs hunter’s miniature on any of the starting nodes and
hunter’s health dial to full. Weapons are separated into lines based on the
4. Armour Symbol - While this armour card is return your hunter’s health dial to full.
resources required to forge them. More powerful
equipped, your hunter gains armour equal to this
If you failed the quest, progress to the forging new weapons can’t be forged unless you already own the
number If the group has fainted three or more times, the
armour and weapons section of the HQ Phase. You do weapon that precedes them in their line.
5. Elemental Resistance Symbol - hunters fail the quest. Progress to the HQ phase on
not roll on reward tables or collect break rewards.
While this armour card is equipped, your hunter gains page XX.
elemental resistance equal to this number and type Ancient Forest Dual Blades Forge Reference
Shuffle discarded elemental damage cards back into
6. Special Rule - Any special rules the armour card has
Ending Your Turn
Matched Slicers Dual Slicers Chrome Slicers
the elemental damage deck. Starting Weapon Dragonite Ore x1, Machalite Ore x1, Fucium Ore x2, Carbalite Ore x2,
1 x10 2 x2 1 x8 2 x3 3 x1 1 x5 2 x5 3 x2
your hunter has all 3 pieces of armour belonging to You may choose to end your turn at any time. Usually Bone Hatchets
Monster Bone Small x1
Wild Hatchets
Monster Bone Large x1, Monster Bone
Strong Hatchets
Monster Hardbone x2,
that set equipped this will be when you run out of attack cards to play, or if
Medium x1, Boulder Bone x1 Monster Keenbone x2, Quality Bone x3
1 x7 2 x3
1 x5 2 x5 1 x3 2 x5 3 x2
2 3
Monster Bone Small x1 Electrode x1, Tobi-Kadachi Claw x2, Electrode x2, Tobi-Kadachi Claw x2,
Electro Sac x2, Coral Crystal x2 Thunder Sac x1
1 2 3
Your turn can come to an end as a result of playing
1 2 1 2 3
Leather Mail
x3 x4 x5
Rathalos Helm
x7 x3 x3 x4 x3
Remove: Add:
Remove: Add: 2 Bladed Fangs, 4 Shocking Rush,
1 x7 2 x3 1 x1 2 x9 3 x2 1 x1 2 x9 3 x4
Remove: Add:
Remove: Add: 1 Six Fold Slash, 2 Blazing Fold Slash,
Use all attack cards with to 1 Six Fold Slash, 2 Blazing Fold Slash Any 1 card, 2 Blazing Double Slash
create your hunter attack deck. Any 1 card 2 Double Slash
When you end your turn, draw a time card and resolve
For example, using the above reference card for the dual blades hunter, the
2 1 5 its effects. Strong Hatchets can’t be forged unless you already own the Bone Hatchets
and the Wild Hatchets.
7
Ending The Hunting Phase
Set Bonus: Rathalos Mastery
When this hunter plays a elemental
attack card, instead of placing an
1
elemental token draw 1 elemental
damage card. This doesn’t effect
monsters with immunity .
6
There are three ways in which the hunting phase may end. Ancient Forest Armour Forge Reference
4
©CAPCOM CO., LTD. MHW:AF 5/500 ©CAPCOM CO., LTD. MHW:AF 84/500
1. If the monster’s health dial has been reduced to 0, Alloy Helm Bone Helm Jagras Helm Kadachi Helm Anja Helm
Rathalos Rath Soul
1 1 1 1 0 2 1 1 2 1 2 1
2. If you have fainted three or more times, the hunters Speed Eating Constitution Fire Attack
Set Bonus:
Rathalos Mastery Intimidator
fail the quest. Move onto the HQ phase. Alloy Mail Bone Mail Jagras Mail Kadachi Mail Anja Mail
Rathalos
Mail
Rath Soul
Mail
0 1 1 1 0 1 1 2 1 1 1 1
Poison Resistance Thunder Attack Sleep Resistance Focus
The only requirement for new armour is to have the resources shown to
forge them.
34 35
Weapon Rarity Reward Tables Forging New Changing Weapon
Weapon cards will have one of four coloured symbols The reward table for a monster is located on the reverse
Armour and Weapons When you equip a new weapon, follow the steps below
on them, indicating how rare they are. The higher the of its physiology card, and is used to determine which in order:
Now that you have your new resources it’s time to forge
rarity of a weapon, the more powerful it is. resources you’ve carved from the slain monster.
the new armour and weapons you want.
1. Locate the new weapon card and replace the old
Each group member rolls a number of dice as shown weapon card with it on your stamina board
Starting symbols are rarity 1. When you forge a new weapon or piece of armour, note
below. Check your result against the monster’s reward 2. Construct a new damage deck using the damage
it down on your character sheet. Remember to cross
table to determine the resources you’ve gathered as cards listed on your new weapon card.
off any resources from your character sheet that you’ve
White symbols are rarity 1 shown below. 3. Replace your attack deck with your starting attack
used to forge new armour and weapons.
weapons. deck.
Tempered 4. Replace attack cards in your attack deck as
You may freely trade any resources or armour you have
Yellow symbols are rarity 2 Number of Assigned Investigation Investigation instructed by your new weapon.
with other group members. However, you can’t trade
weapons. Hunters Dice Dice Dice
weapons with other group members.
Green symbols are rarity 3
2 Hunters 3 Each 4 Each 5 Each Changing Armour
weapons. 3 Hunters 2 Each 3 Each 4 Each Particularly rare sets of armour sometimes feature
When you equip a new piece of armour, simply locate
set bonuses. Set bonuses are only active when your
4 Hunters 2 Each 3 Each 4 Each the new armour card and replace the old armour card of
Purple symbols are rarity 4 hunter has all 3 pieces of armour belonging to that
the same type with it on your stamina board.
weapons. set equipped. For example, a hunter equipped with
When rolling on a reward table, each die may be spent
all 3 pieces of Rathalos armour will be able to make
to gain a single reward. However, you may combine any
use of the Rathalos Mastery set bonus. Select a New Quest
Break Rewards number of your dice to gain a specific reward. Record
any resources you gather on your character sheet.
It’s time to choose another quest and proceed with your
Breaking parts of a monster will grant you a number of hunt! If you failed the quest, you may either reattempt it
additional rewards. When resolving reward tables, each or choose another available quest.
group member gains the break rewards for monster Great Jagras Reward Table
parts broken during the quest. To continue your adventure, return to selecting a quest
Number Rolled Item Part Break Rewards
on page XX.
Break rewards can be found on the reward table for
1 Monster Bone Small
each monster. 3
4
Great Jagras Hide
7 Sharp Claw
8 Piercing Claw
In this example, the players could choose to take the four separate rewards
shown on the table for results 1,3,5, and 6. However, if the players really want
the Great Jagras Scale on the 4th result, they could combine the 1 and 3
results to get 4. If they wanted the Monster Bone+ on the 12th result, they
could combine the 1, 5, and 6 results in order to get 12.
36 37
Appendix Index
Monster Hunter World: Arena Quests
The Wildspire Waste For those who don’t wish to play a full campaign but
would still like to enjoy Monster Hunter: World - The
Monster Hunter World: The Board Game - The Ancient
Board Game, arena quests are a single session version
Forest, known as the Ancient Forest set, can be played
of the experience.
with Monster Hunter World: The Board Game - The
Wildspire Waste, known as the Wildspire Waste set.
When playing an arena quest, players use hunters
with pre-set weapons and armour to battle a specific
This gives you new hunters to experience, monsters to
monster. Once the monster has been slain, the players
hunt, and equipment to forge!
have won the game.
If including hunters from the Wildspire Waste set in
To play an arena quest, turn to the arena quests section
your Ancient Forest set campaign, follow the below
of the quest book and select an arena quest to play.
steps in order:
Follow the game set up steps starting on page XX of this
rulebook. When setting up your hunter and their cards,
1. When selecting your hunter, select any of the four
equip each hunter as instructed by the arena quest.
hunters from the Wildspire Waste set.
2. If you’ve selected a hunter from the Wildspire Waste
If you’re playing an arena quest with 1 or 2 players, give
set, follow the steps shown in the hunter setup
each player a Palico to use as described on page XX.
section on page XX of the Wildspire Waste set’s
rulebook.
When creating the monster behaviour deck, don’t use the
Scoutfly level to determine which card is added to the
If including the additional monsters from the Wildspire
deck. Instead, randomly select 1 of the 3 behaviour cards
Waste set in your Ancient Forest set campaign, follow
featuring the to add to the monster’s behaviour deck.
the below steps in order:
1. When selecting your first quest of the campaign, Single Player Campaign
select the assigned quest for the Great Jagras, or
the assigned quest for the Barroth. When selecting your hunter, select 2 hunters to play
2. When you’ve completed your first quest, you may with instead of 1. Then follow the remaining set up steps
select the assigned quest for any of the monsters in for each hunter you’ve selected. Throughout your single
the Ancient Forest set or the Wildspire Waste set. player campaign, resolve rules and card effects as if
3. Completing the assigned quest for any monster each hunter is controlled by a different player.
allows you to select the investigation quests for that
monster.
4. Adding the Wildspire Waste set gives more
Speed Run Campaign
quests to choose from for your final hunt.
For those seeking an additional challenge for their gaming
experience. The campaign timer may be reduced to any of
the following levels – the shorter the campaign timer, the
more challenging the campaign will be to complete.
Explorer Campaign
For those seeking a more relaxed gaming experience, don’t
use the campaign timer and take as long as you need!
38 39
Gameplay Summary
Select a Quest
Gathering Phase
Read through your adventure in the Quest Book
Check the amount of tracks you’ve gathered against the Scoutfly Level
Hunting Phase
Monster takes their turn
Hunters take their turn
Continue until the monster is slain or the hunters fail the quest
HQ Phase
Hunters recover
Hunters select their rewards
Hunters forge any equipment they wish to forge
Select another quest or perform downtime activities
Hunter Symbols Monster Symbols
Track Symbol Monster Health
Damage Card Break Symbol Hunter Turn Symbol Leg Body Part
Bonus Movement Combo Symbol Hunter Attack Symbol Tail Body Part
Fire Water Ice Thunder Dragon Fire Water Ice Thunder Dragon
Status Ailment Symbols Stamina Bars