Monsters and the Things That Destroy Them Double Pack (2022)

Playtime: 15
Min. Age: 11
Number of Players:
2 - 4
Publisher:
Vigour Games
Designers:
Joey Vigour,
Jeff Siadek
Artists:
Kaiami,
Sam Vest
Mechanics:
Hand Management,
Open Drafting,
Betting and Bluffing,
Memory,
Deduction
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[product contains the first two sets, The Dark and The Deep. Also contains bonus card from the recent Kickstarter.]
"It feels like a Love Letter version of Fantasy Realms! A great simple, quick, card game that provides a lot of fun." -Landon Squire, How Lou Sees It
Monsters is as portable and easy-to-learn as Love Letter and Coup. It features bluffing and strategic planning. Players with creativity and deductive reasoning will love it. There's multiple unique sets/cycles of the game, so once you know the rules for one set, you know the rules for all the sets. The game plays best with 2 or 3 players, but supports up to 4 players.
Incident 2: The Deep (mythic sea monsters)
Each Monster grants between 1 and 12 points at the end of the game, but watch out: most Tactical cards ("things") cancel 2 specific Monsters!
Your turn: Take a card into your hand from the pool of 4; if it's a monster, it wakes up, triggering its ability.
If you are over your hand limit of 3, discard face-down to your personal discard pile. (Peek at your discards at any time.)
When the deck is empty: Everyone discards down to 2 cards and compares their scores to determine the winner.
"It feels like a Love Letter version of Fantasy Realms! A great simple, quick, card game that provides a lot of fun." -Landon Squire, How Lou Sees It
Monsters is as portable and easy-to-learn as Love Letter and Coup. It features bluffing and strategic planning. Players with creativity and deductive reasoning will love it. There's multiple unique sets/cycles of the game, so once you know the rules for one set, you know the rules for all the sets. The game plays best with 2 or 3 players, but supports up to 4 players.
Incident 2: The Deep (mythic sea monsters)
Each Monster grants between 1 and 12 points at the end of the game, but watch out: most Tactical cards ("things") cancel 2 specific Monsters!
Your turn: Take a card into your hand from the pool of 4; if it's a monster, it wakes up, triggering its ability.
If you are over your hand limit of 3, discard face-down to your personal discard pile. (Peek at your discards at any time.)
When the deck is empty: Everyone discards down to 2 cards and compares their scores to determine the winner.
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ag.gameitem.lastUpdated: 2025-04-24 00:46:45.848