This document provides the rules for a tabletop roleplaying game called "Monster Friends Underground Fight Club". Key details include:
- Players control teams of 3 trainers each, who battle their monster allies (mons) against other trainers and wild mons.
- Trainers have an "innocence" score that can increase or decrease based on their actions. Battles are resolved by rolling dice with bonuses or penalties based on the attack type and mon traits.
- An arena features a tournament ring where trainers can challenge each other. Winning tournaments awards points and increases a trainer's standing.
- Other actions include capturing wild mons, interacting with shops/services, or taking a
This document provides the rules for a tabletop roleplaying game called "Monster Friends Underground Fight Club". Key details include:
- Players control teams of 3 trainers each, who battle their monster allies (mons) against other trainers and wild mons.
- Trainers have an "innocence" score that can increase or decrease based on their actions. Battles are resolved by rolling dice with bonuses or penalties based on the attack type and mon traits.
- An arena features a tournament ring where trainers can challenge each other. Winning tournaments awards points and increases a trainer's standing.
- Other actions include capturing wild mons, interacting with shops/services, or taking a
This document provides the rules for a tabletop roleplaying game called "Monster Friends Underground Fight Club". Key details include:
- Players control teams of 3 trainers each, who battle their monster allies (mons) against other trainers and wild mons.
- Trainers have an "innocence" score that can increase or decrease based on their actions. Battles are resolved by rolling dice with bonuses or penalties based on the attack type and mon traits.
- An arena features a tournament ring where trainers can challenge each other. Winning tournaments awards points and increases a trainer's standing.
- Other actions include capturing wild mons, interacting with shops/services, or taking a
This document provides the rules for a tabletop roleplaying game called "Monster Friends Underground Fight Club". Key details include:
- Players control teams of 3 trainers each, who battle their monster allies (mons) against other trainers and wild mons.
- Trainers have an "innocence" score that can increase or decrease based on their actions. Battles are resolved by rolling dice with bonuses or penalties based on the attack type and mon traits.
- An arena features a tournament ring where trainers can challenge each other. Winning tournaments awards points and increases a trainer's standing.
- Other actions include capturing wild mons, interacting with shops/services, or taking a
Monster Friends Underground Fight Club by Patrick Reilly
General Principles Mons in base contact, with the Trainer in Interact
base contact with the rear of their Mon. Required tools: six-sided dice (d6), measuring If a Trainer is in base contact with a friendly tape (inches), one each of cards that say Attacking a Trainer: Both Trainers secretly Trainer or an NPC, they may interact. “Innocent”, “Jaded”, and “Dive” per player. decide to make the attack Innocent or Jaded, and then reveal at the same time. If Friendly Trainer: Friendly Trainers may Innocence Tests: Roll 1d6, and if you score equal one Trainer chose a Jaded attack and the trade Mons or Items they possess. A Trainer to the Trainer’s Innocence or lower, you succeed. other chose Innocent, the Jaded attacker must always have at least one Mon. Measurements: You may measure distances at rolls one additional die. If your Mon has a NPC: a Trainer may use the Services of an any time. Trait that is strong to their opponent, that NPC, usually in exchange for MonBonds. Preparation Mon rolls one additional die. Tournament The Table: The game is played on a 24”x24” Roll one Innocence Test, plus one test for surface. One half is the Wild Zone, and contains 3- each additional die. If you made an A trainer may fight in the Tournament if 5 appropriate pieces of terrain. The other half is Innocent attack, count your successes. If they are inside of or in base contact with the Arena, and is more open, with a clearly you made a Jaded attack, count your the Ring in the Arena. This functions like an defined 3”x3” Ring in the middle. There should be Attack, but they may challenge any other failures. This is your Combat Total. The at least two entrances into the Wild Zone. Trainer with the highest Combat Total wins. Trainer in the Arena. If that Trainer agrees, Wild Mons: 5-10 neutral Mons should be placed Highest Innocence wins ties. move their model to the Ring. in the Wild Zone. You can generate them randomly or design them together before the The losing Mon is knocked Unconscious, The winner of a Tournament gains 3 game. and can’t be used in an Attack or Use their MonBonds for their team. Traits until restored. After each Tournament action has been The Arena: The arena features neutral NPC models to represent shops and services. If the winner rolled more than twice as completed, move the involved Trainers into Teams: Players begin with a team of 3 trainers, many failures as successes, the losing Mon base contact with the outside of the Ring. each having one Mon. A Trainer can have up to 3 suffers a Brutal Death. The Mon is removed Add one to the Tournament Matches. Mons. Each team begins with 3 MonBonds, a from play, the owner of the dead Mon gets Either trainer may choose to Take a Dive. currency that can be spent on goods and services. -1 Innocence, and any Innocent Trainer gets Reveal this choice when revealing your Deployment: Each player picks one side of the -1 Innocence. attack type. The Trainer who takes a dive table, in both the Wild Zone and Arena. Players automatically loses the round and gets -1 If you defeat another Trainer, your team alternate placing one trainer in either zone, gains 1 MonBond. Innocence. If both Trainers take a dive, they within 3” of the table edge. change stats but must still fight. They may Objective: Players will build and fight their teams Attacking a Wild Mon: The Trainer chooses not choose to dive again this round. of Mons to have the most MonBonds after 6 Innocent or Jaded as above. The Trainer Tournament Matches. wins if their Combat Total is at least half the Defeat dice they rolled. Playing the Game When a Trainer’s Innocence is reduced to 0 If you defeat a Wild Mon, roll an Innocence or less, they are disillusioned and removed The game is played in a series of rounds. Test. If you get at least one success, you from the board. Their Mons are set free, Players alternate activating one Trainer at a may capture that Mon to use later. You and their items are distributed to their time, with the first player to act decided by cannot capture a Dead Mon. A Trainer who teammates. a roll-off each round. Once all available made an Innocent attack rolls one Trainers have activated, a new round When a Trainer has no living or conscious additional die to capture. begins. Mons left, they are Unconscious and sent to After defeating a Wild Mon, place another the Medic. This Trainer cannot be activated Activation one randomly in the Wild Zone. until they are given a Mon and the Medic is When a player activates a Trainer, they may paid. After each attack, Trainer’s Mons are move the model 6”, and may perform one removed from the table. Sponsorship of these actions: Frolic After 6 Tournament Rounds, or if there is Attack only one team with an active Trainer Frolic A Trainer may Frolic with their Mon to remaining, the game ends. Use a Mon Trait or item strengthen their friendship. Roll an Innocence Test. If you get at least one The conscious Trainer with the highest Interact with a Service or Trainer success, get +1 Innocence. Innocence gets a Sponsorship deal, gaining Fight a Tournament Match 7 MonBonds for their team. If there is a tie, Attack Use it goes to the Team with the highest A Trainer can Use a Trait of one of their combined Innocence score. If there is still a A Trainer may attack another Trainer or Mons or an Item they possess. tie, no one gets the sponsorship. Wild Mon if they move into base contact with them. Place one of each Trainer(s) Trainers The Butcher: Make an Innocence Test. If 8. Fly: Trainer may Use to move to you succeed, you may purchase MonNoms anywhere on the table Pick three of the following. You may pick for 1 MonBond each. If you fail, you may multiples. Innocence will fluctuate 9. Blast: When Used, the Trainer may attack sell any of your Unconcious Mons for 2 throughout the game. A Trainer cannot have a Wild Mon or Trainer from up to 6“ away. MonBonds each, and/or sell a Brutally more than 5 Innocence. This Mon cannot be defeated in this attack Killed Wild Mon for 1 MonBond each. If unless the other Mon also has Blast The Kid: Innocence 5 you do this, get -1 Innocence. 10. Adorable: Roll 1 additional die when The Pro: Innocence 4 Items performing a Frolic The Expert: Innocence 4 An item may only be used once, unless 11. Terrifying: A Trainer that loses to this specified. Mon is knocked Unconscious Special: The Expert is a specialist. At the beginning of the game, pick MonNoms: a delicious treat. Use to cause 12. Paralysis: A Trainer that loses to this one Mon Trait. If they are fighting any Wild Mon within 6“ to come into base Mon may not move or take an action on with a Mon that has that Trait, roll contact with you. 1 MonBond from the their next activation. They use their one additional die, otherwise roll Butcher only. activation to end Paralysis one fewer dice. They always roll a Better Ball: a superb trap. Use to roll one 13. Thief: A trainer can Use this Mon to take minimum of one die. additional die when capturing a Wild Mon. one item from any Trainer within 3“ The Criminal: Innocence 3 Regular Item. 1 MonBond. 14. Essence Siphon: When this Mon’s The Thug: Innocence 2 Antiseptic: a super-effective medicine. Use Trainer defeats another Mon, this Mon is no to restore an Unconcious Mon. Regular longer Unconscious Special: The Thug is Hardened. Item. 2 MonBonds. They cannot be reduced below 1 15. Vicious: If this Mon gets more failures Innocence and cannot have more Skateboard: totally rad transportation. You than successes and wins, the other Mon than 4 Innocence. can move up to 12“ when activated. suffers a Brutal Death Unlimited uses. Regular Item. 3 MonBonds. The Mascot: Innocence 3 16. Badly Trained: This Mon won’t stay in Festive Hat: it looks great on you. Use to it’s MonBall. If this Mon is conscious, you Special: The Mascot is its own succeed on your next Frolic. 2 MonBonds. MUST fight with it Mon. They can’t capture other Mons. At the end of the game, the Steroids: all the cool kids use them. Get -1 17. Mimickry: This Mon can copy one trait Mascot is worth 2 additional Innocence to Use. Start your next fight with of any Mon it fights for the duration of the MonBonds if concious. 1 additional failed Innocence Test. Illicit fight Item. 2 MonBonds. NPCs 18. Evolution: After this Mon wins two Poison: handle with care. Get -1 Innocence fights, replace this Trait with any other Trait Populate the Arena with some or all of to Use. The next Mon you fight suffers a these NPCs. The Medic must be present. Brutal Death whether you win or lose. Illicit 19. Heal: Use this Mon trait to restore an Item. 4 MonBonds. adjacent Unconscious Mon or Trainer The Medic: For 1 MonBond each, restore an Unconscious Mon or Trainer. Shock Collar: better discipline through 20. Lucky: Once per game, this Mon lets science. Get -1 Innocence to Use. your reroll any Innocence Test. The Coach: Improve a Mon’s combat strength. Make an Innocence Test. If you Automatically succeed on the next Wild Example Mons succeed, one of your Mons may roll one Mon you capture. Illicit Item. 1 MonBond. additional die in your next Attack or Moultry: The flame-broiled chicken Mon Traits Tournament. If you fail, you get -1 Fire, Blast Innocence, and one of your Mons may roll Mons can have between one and three one additional die in your next two Attacks traits.. You can roll 1d20 to determine Tundrat: The freezer-burned rodent or Tournaments. random Traits, or pick traits for custom Ice, Adorable Mons. The Black Marketeer: Make an Innocence Shockodile: Someone gave that croc a taser Test. If you succeed, you may purchase 1. Fire: strong against Ice and Lightning Regular Items. If you fail, you may also Lightning, Stunning 2. Water: strong against Fire and Earth purchase Illicit Items. Rokape: The literally-a-mountain gorilla 3. Ice: strong against Water and Earth The Bookie: You may place a bet on an Earth, Hardy upcoming Tournament Match. Write down 4. Earth: strong against Fire and Lightning which Trainer you think will win the next Zombee: Don’t let it sting you 5. Lightning: strong against Water and Ice Match. If you are correct, your team gets Ghost, Essence Siphon, Terrifying MonBonds equal to 6 - Your Innocence. If 6. Hardy: Isn’t knocked Unconcious when you lose, your team loses MonBonds equal defeated Tsardine: The crime king of fish. to your Innocence. 7. Ghost: cannot suffer a Brutal Death Water, Thief