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Le grand méchant Monstre

Le grand méchant Monstre Rulebook

Table of Contents

Table of Contents

  • Principle of the Game
  • Components
  • Setup
  • Turn Sequence
    • Fear Tokens
    • Decor Tokens
  • End of Turn
  • End of the Game

Principle of the Game

Draw your monster and make your Scare-O-Meter (Peur'O'Mètre) grow by placing Fear tokens (arm, leg, tooth, ...) before the others.

Components

  • 5 Attribute dice
  • 4 Player tiles
  • 25 Fear tokens and 10 Decor tokens
  • 1 pad of 150 double-sided sheets
  • 1 board (tableau)
  • 1 Scare-O-Meter (Peur'O'Mètre)

Setup

  1. Set up the Scare-O-Meter at the end of the table (by fitting the 3 elements together as shown on the diagram).

  2. Each player receives:

    • a Player tile,
    • a sheet,
    • a pencil (not provided).
  3. Each player chooses a side of their sheet:

    • either with a body and mouth already drawn,
    • or blank.

    If the blank monster side was chosen, the player draws the body and mouth of their monster.

  4. Place the board in the centre of the table. Place the Fear tokens on their respective spaces according to the number of players:

    • With 4 players, all tokens are placed.
    • With 3 players, remove 1 random token of each size (2 / 3 / 5).
    • With 2 players, remove 2 random tokens of each size (2 / 3 / 5).

    All Decor tokens are placed beneath the board.

  5. Choose a first player, who takes a number of dice equal to the number of players + 1. The other dice are returned to the box.

Turn Sequence

  • On their turn, the first player rolls all the dice in the centre of the table.

  • Then they choose 1 die and place it in front of them. They tick the box corresponding to the face of the chosen die, at the top of their sheet. Then they draw that attribute on their monster.

  • Then their left-hand neighbour chooses one of the remaining dice, places it in front of them, ticks the box and draws the chosen attribute. All players do the same, one after another.

    Note: One die will remain unused on the table once all players have taken their turn.

There are 6 different attributes to make your monster scarier: teeth, horns, eyes, legs, arms, and accessories. Let your creativity run free to draw the chosen attribute on your monster, or use the edges of the box to help you.

For the accessory attribute, players may add any accessory to the monster (clothes, balloon, toys, bicycle, ladder, ...) and must choose a different one for each accessory attribute.

Fear Tokens

When a player draws a 2nd, 3rd or 5th identical attribute, they may decide to stop there in their use of that attribute for their monster.

They take the token corresponding to the quantity reached and place it on their Scare-O-Meter, above the previous token (or at the very bottom if they have not taken one previously).

They can no longer draw that attribute on following turns, and cannot take other Fear tokens of the same attribute.

Example: Camille selects the die with the Horn attribute. She ticks the 3rd box of her sheet in the Horn column and decides to take the Horn 3 Fear token. She will not be able to take any other Horn tokens.

Decor Tokens

When a player chooses a die of an attribute they can no longer use, or the token they want is no longer available, the player selects a Decor token and places it on their Scare-O-Meter. They draw a decor element behind their monster (mountain, sun, tree, house, ...).

A player can own several Decor tokens.

End of Turn

When all players have finished their turn, the player to the left of the first player becomes the new first player. They take all the dice and roll them in the centre of the table. A new turn begins (see previous page).

End of the Game

When a player places a Fear or Decor token that goes beyond the top of their Scare-O-Meter, they immediately win the game.