Monster Eater: A Delicious in Dungeon Board Game
Monster Eater: A Delicious in Dungeon Board Game Rulebook
Table of Contents
Table of Contents
Contents
- Dungeon cards: 125 (Exploration cards: 75; Monster encounter cards: 30; Event cards: 15; Escape cards: 5)
- Character cards: 28
- Monster cards: 30
- Boss monster cards: 2
- Item cards: 20
- Game progress cards: 5
- Dungeon Upper Level/Lower Level Tiles: 5 tiles
- Food/Money tokens: 53
- Magic tokens: 36
- Sword token: 1
- Dice: 6
- Playing instructions: 1 copy (this book)
Cards, Tiles & Tokens Overview
Character card
- Party name: The name of the adventurer party that the character belongs to. There are 5 parties: "Laios", "Floke", "Shuro", "Kabru" and "Canaries". Note that Falin does not belong to any of these. There are special character cards used only in the draft selection rules.
- Class, Name and Race: The character's class, name and race. There are four classes: Warrior, Magician, Locksmith, and Ninja. Ninja is a special class that has the characteristics of Warrior and Locksmith. There are eight races: Tall-man, Elf, Dwarf, Gnome, Half-Foot, Half Elf, Ogre and Kobold.
- Physical combat power: This is the melee combat power of the character.
- Magical combat power: This is the character's magic combat power. Characters who cannot use magic do not have this value.
- Starting tokens: The number of food tokens, money tokens, and magic tokens a character has at the start of the game is shown in this diagram. The starting amount of magic tokens is also the maximum number of magic tokens a character can possess. Some characters have no tokens at the beginning of the game.
- Cooking power: This is the character's cooking power. A character who is no good at cooking monsters has no value shown.
- Special Ability: Characters with special abilities have a column with their special abilities. There are three types of special abilities: "recovery magic," "locksmith magic," and "reroll x" (see p. 18 for details).
Monster card (Front)
- Name: The name of the monster.
- Combat power: The fighting power of the monster.
- Depth: It shows which area the monster lives in.
- Special Ability: Monsters with special abilities have a special ability written in it.
- Defeat Reward: Monsters with rewards that can be obtained immediately when they are defeated have a column that shows the reward.
- Cooking Information: After defeating a monster, you will be challenged to cook it (unless it is impossible to cook). The "Victory Points," "Reward," and "Cooking Difficulty" are written in that part.
Monster card (Back)
- Name: The name of the dish into which the monster was cooked.
- Victory Points: The victory point of the dish into which the monster was cooked.
- Reward: The reward obtained for successfully cooking the monster.
Victory Points (xD): Victory points on monster cards and item cards are marked with xD. x being usually a number. D stands for "Dice" so "xD" means "x number of dice rolled". The number rolled on the dice is the victory point for that card.
Boss Monster Card: Chimera Falin is the boss monster of the "Upper Level Area" and Sissel the Lunatic Magician is the boss monster of the "Lower Area". These two cards are used in a special way in the game, but the cards are played in the same way as regular monster cards.
Item card
- Name: The name of the item.
- Open/Close: When you receive the item card, it indicates whether the item card must be shown publicly (Open) or whether you can keep the card face down (Close).
- Victory Points: Victory points of the item.
- Special Effect: The effect of the item.
Labyrinth card
There are four types of Dungeon cards: Exploration cards, Monster Encounter cards, Event cards, and Escape cards.
- Exploration cards: These cards are used in the "Search" action.
- Monster Encounter cards: These cards are used for the "Encounter" action.
- Event cards: When an Event card is drawn during a "Rest" action, the card is immediately revealed to all players. The effect applies immediately.
- Escape cards: This card is used in the "Combat" action.
Game Progress Card
The front side explains the flow of the game, focusing on what you can do on your turn. The back side explains how the game ends and how the winner is determined. It is useful for each player to have one of these cards on hand.
Dungeon Upper Level/Lower Level Tiles
This tile indicates whether the player is currently exploring the Upper or Lower level of the dungeon. At the beginning of the game, the Upper level side is up, and when the deep end is reached, the tile is turned over.
Food/Currency Tokens
Used to manage the number of food and money for the entire party. Food and money tokens are placed in the upper side of the labyrinth, so they should be used separately.
Magic Power Token
Used to manage the magic power of each character. Only characters of the class magician can use them.
Sword Token
Can be earned by winning battles against certain monsters. It can only be placed on a character whose class is Warrior or Ninja and always adds +2 to the character's combat power.
Game Preparation
- Divide the character cards into 5 Adventurer parties.
- Laios' Party: Laios, Marcille, Chilchuck, Senshi, Izutsumi
- Shuro's Party: Shuro, Maizuru, Hien, Benichidori, Inutade
- Tansu's Party: Mr. Tansu, Yarn, Kaka, Kiki, Namari
- Kabru's Party: Kabru, Mickbell, Kuro, Daya, Holm, Rin
- Canaries: Mithrun, Pattadol, Cithis, Fleki, Lycion, Otta
- Each player chooses one party they will be in charge of and receives all the character cards for that party and places them side by side in their play area. The character cards that no one chooses are not used in this game and are put away in the box.
- Place food/money tokens, magic tokens, the sword token, and dice all together. This is called "the stock".
- Each player receives the various tokens according to the "Initial Possession Token" instructions on the character cards in their party. Food/currency tokens are managed by the entire party, while magic tokens are managed by each character individually.
- Each player receives one Dungeon Upper/Lower level tile and places it, with the Upper Level side facing up.
- All the Dungeon cards are turned face down and shuffled to make one deck. This is called the "Dungeon deck". A space for a "discard pile" is reserved next to the deck. Each player draws five cards from the labyrinth deck to make a "hand". Only you can see the cards in your hand, so be careful not to let other players see them. Each player checks their hand, and if there are any "Event Cards" in their hand, they put them aside and draw cards from the labyrinth deck so that they have five cards in their hand. Then, all the Event cards are put back into the Dungeon deck which is shuffled again to make a new deck.
- All the item cards are placed face down and shuffled to make a single deck. This is called the "Item deck".
Game Flow
The game proceeds in "turns". The starting player takes their turn first, and then it moves in clockwise order (left to right). Then the turns are repeated until the game end (p26).
Flow of a Turn
The player whose turn it is to play performs actions in the following order. First, the player decides whether to perform Ia Battle or Ib Supply. If the player performs Ia Battle, they may then perform II Exploration, but if they perform Ib Supply, they may not perform II Exploration. In either case, the player then performs III Encounter and IV Rest, after which it is then the turn of the player to the left.
- Ia Battle (p14) then II Exploration (p19)
- Ib Supply (p18)
- III Encounter (p20)
- IV Rest (p24)
- Neighboring player's turn
Game Structure
Monster Eater is not a difficult game once you understand the structure of the game (i.e., "perform the actions in this order, compete in this way, and the game ends when this happens"). Due to the processing order of the game system, it is rather difficult to understand the game structure if you read the "Flow of Moves" in the same order. Therefore, the structure of the game is explained here.
Game Overview
Players control a party of adventurers with different characteristics, competing to reach the innermost part of the Dungeon.
The basic action to head deeper into the Dungeon is the II Exploration phase (p19). The exploration proceeds by placing an exploration card marked "Travel X%" on your play area. There are two levels in the labyrinth, the Upper Level and the Lower Level, and a boss monster will appear when you have explored 100% or more of each level (when the total "X%" you have explored equal or exceeds 100%).
When you have broken through 100% of the Upper Level, the Chimera Falin Boss monster will appear, and after defeating her, you will be taken on to the Lower level.
When the player has reached 100% of the Lower Level, Sissel the Lunatic Magician will appear, and when he is defeated, the game will end and the players move on to score calculation. Rank is determined by the number of points won, with the first place being the winner.
Combat system structure
The basic structure of the game is to "explore the Dungeon and Defeat its Boss monsters," but in pursuit of this goal, the adventuring party will engage in many battles.
Players can take and place the top monster card of the monster deck (Upper or Lower, depending on the location of the target Dungeon) on one Dungeon where no monster card is placed by playing a "Monster Encounter Card" during the III Encounter (p20) action on their turn.
In a Dungeon where a monster is placed (encountered), you cannot do II Exploration until the monster is defeated. To get rid of a monster, you must do the Ia Battle (p14) action and defeat it. Therefore, the game procedure is to combat and then explore. Of course, if there are no monsters in your labyrinth, you do not have to fight.
Exhaustion and party status management
Adventurers who participated in battle will be in a state of exhaustion. Adventurers in a depleted state can't do anything, so in order to carry out the subsequent adventure smoothly, it is necessary to eliminate the exhausted state of adventurers.
In order to restore your adventurers, Food tokens are used (there is also the option to restore them with magic). Food tokens are very valuable, it is a resource that isn't easy to gather as the only way to gather it is to cook the monsters your adventurers have defeated! You can only cook a monster immediately after defeating it in battle.
You can also obtain Food tokens by performing the action Ib Supply (p18), but note that you cannot do any exploration if you decide to perform this action. However, supply allows you to discard unneeded cards in your hand, so it will be important to know when to use it.
Recovery from exhaustion is done with the action IV Rest (p24). So is replenishing your hand.
Review of the game structure
As mentioned previously, the first objective is to explore and defeat Chimera Falin by reaching a total travel distance of 100% or more in the Upper level area, and reaching 100% or more in the Lower level to defeat Sissel the Lunatic Magician.
If other players are successfully exploring the dungeon, it is wise to send in monster encounters. However, some monsters are easy to cook and produce a lot of food tokens. For such monsters, it is preferable to summon them on your own dungeon.
Exploring the dungeon and fighting monsters will wear adventurers down. Recovery requires food tokens, which can be obtained by cooking monsters or through supply.
Recovery is done through the IV Rest action. In dungeons where monsters are placed, no exploration can be done until those monsters are defeated.
To defeat a monster, you must battle it. A turn order is to Ia Battle and then II Explore. Of course, if there are no monsters on your dungeon, you do not have to fight. Many monsters appear in the game, and the mysterious effects and items in the labyrinth add to the adventure.
Ia Battle
You can choose the action Ia Battle, if a monster is placed on your dungeon. If there is no monster on your dungeon, then the action Ia Battle is skipped and the action II Explore (p19) is performed. If there is a monster on your dungeon, it is not possible to explore without defeating it. If you do not want to (or cannot) engage in combat, you may choose the action Ib Supply (p18).
Battle system
The active player in Ia Battle chooses any number of character cards from their adventuring party to participate in the battle, and turns all of them to their exhausted state (sideways). The player may not select any character cards that are already exhausted (sideways).
If the sum of the "Physical Combat Power" of those character cards (including "Magic Combat Power" if magic tokens are used) is greater than or equal to the Combat Power of the monster cards placed in the labyrinth, the adventurers win and the monster card is removed from the dungeon.
If the Combat value is less than the Combat value of the monster card, the monster side wins and the monster card remains on the player's dungeon. In that case, the II Explore action cannot be performed. Only one Ia Battle can be performed per turn.
Physical Combat Power of the character card (including "Magic Combat" if using magic tokens) >= Monster's Combat Value = Adventurer wins.
Combat value of "xD (+y)": Some character cards have "xD (+ y)" as their Physical Combat Value (or Magic Combat Value). Each time such a character card is used in combat, "x" dice (D) are rolled, and "y" is added to the sum of the rolls to obtain the Combat Value for that combat.
Magical Combat Power
Mage character cards have magical combat power in addition to physical combat power. A mage can spend (return to stock) one of his magic tokens to use his powerful magic combat power in place of his physical combat power. A character card may use no more than one magic token in a single combat.
Battle example
Red player is playing as Laios' party. On the dungeon that Red is exploring, there is a Basilisk (Combat Value 10) monster card. Unless Red defeat this Basilisk, Red cannot explore the labyrinth any further. Red decides to fight.
There are no exhausted character cards in Laios' party, so all five party members "can" participate in the battle. Red decides to use "Laios" and "Marcille" for this battle. They exhaust "Laios" and "Marcille".
For the fight, Red discards one of Marcille's magic tokens, so her Combat Value is changed from her Physical Combat Value of "1" to her Magic Combat Value of "3D". Laios' physical combat power is "1D+3", so the total "4D+3" for this fight's combat power.
Red rolls four dice, and the rolls result to 1, 2, 3 and 6. The total is "12+3", which is "15". Red's party successfully defeated the Basilisk whose fighting strength is 10.
Cooking Process
There are "cooking information" on monster cards, with "victory points," "rewards," and "cooking difficulty" written on them. If you are able to defeat a monster in battle that has these informations, you can perform the cooking process. Monster cards without "cooking information," such as boss monsters, cannot be cooked.
The active player looks at their adventuring party and totals the cooking power. It does not matter whether the character cards are exhausted or not. And cooking does not exhaust a character card either.
The player rolls two dice, and if the dice result plus the total cooking power of the adventuring party is greater than or equal to the cooking difficulty of the monster card, the cooking is successful.
2D + total cooking power >= cooking difficulty = Cooking success
If the cooking is successful, the player receives the monster card face down. The player also receives the "reward" indicated in the "Cooking Information" section. The monster card that has been successfully cooked and turned face down becomes additional "victory points" as long as it remains in the player's play area.
If the cooking fails, the defeated monster is returned to the bottom of the monster deck it belongs to (Upper or Lower level), without turning it face down. Monsters that cannot be cooked (except boss monsters) are also automatically returned to the bottom of their respective deck.
Maximum number of cooked Monster cards and item cards
Cooked Monster Cards, Boss Monster Cards that have been defeated and item cards that will be described later, each player can only have up to 5 cards maximum in total.
If a sixth card is acquired, the player will choose which one to discard and the discarded card will be returned to its corresponding stock pile. But you must always keep the Boss Monster Cards. If you successfully cook a monster and have 5 or more cards, you can still earn its reward for cooking it, even if you return that monster card. However, since it does not remain in your possession, it does not give any victory points at the end of the game.
Using the special effects of item cards such as "Gold coins" and "Magic grass", it is possible to return the item card to the stock pile after winning various tokens.
Cooking Example
Red player was able to defeat the "Basilisk" monster card. Now let's move on to the cooking decision. The Basilisk has a Cooking Difficulty of 8.
Laios' party has Senshi with a cooking ability of +3 and Laios with a cooking ability of +2, making it one of the best at cooking. If the two rolled dice reach 8 or more with those two bonuses of "+3" and "+2" the cooking will be successful.
Red rolls the two dice and gets "4 and 5". The total is "9 + 5", which is "14".
The Basilisk with a cooking difficulty of 8 was made into an excellent Roast basilisk. Red player receives 3 food tokens as a reward and the Basilisk's monster card Roast Basilisk. If Red can hold on to this card until the end of the game, they will receive 3 victory points from it.
Ib Supply
If you choose Ib Supply, you gain 2 food tokens. You can also discard any number of unneeded cards from your hand.
After the supply process is complete, the player moves on to III Encounter without doing II Explore (p20).
Although not being able to explore slow you down, if many character cards are exhausted, there are tough monsters in your dungeon or there are no cards in your hand suitable for exploration, you should choose the supply action to help you better explore on your next turn.
Character Special Abilities
There are three types of character card special abilities: Recovery Magic, Locksmith Magic, and Reroll x. A character's special ability can be interrupted and used even while in the middle of an action.
- Recovery Magic: The magician can heal (turn vertically) a character in a drained state by spending (returning to stock) one of his magic tokens. The sorcerer does not need to be exhausted afterward.
- Locksmith Magic: A non-depleted sorcerer can spend (return to stock) one of their own magic tokens and exhaust themselves, thus fulfilling the condition of a labyrinth card stating "Must deplete one 'locksmith/ninja'".
- Reroll x: A locksmith or ninja who is not in the exhausted state may reroll up to "x" dice rolled in Ia Battle by becoming exhausted.
II Exploration
In the II Explore action, you advance in the dungeon using the exploration cards in your hand. Only one Exploration card may be used per turn. You can also move to III Encounter (p20) without doing any Exploration. If the player does not win against the monster on their dungeon, they cannot perform the II Explore action, but will be able to do the III Encounter action.
Using the Exploration cards
Select an exploration card you wish to use from your hand and place it on your play area (the space above your party of adventurers is a good place). That is your dungeon. The search cards placed in your dungeon should be lined up in such a way that they do not hide the numbers.
As mentioned in the "Overview of the Game" (p. 11), the objective of the game is to explore the dungeon and to reach 100% of the Upper level and 100% of the Lower level areas.
If the total traveled distance in your dungeon reaches 100% or more, an encounter with a Boss monster (p.22) will occur.
Some exploration cards cost money to use or have some effect, such as drawing an item card. Follow the instructions on the card.
Acquiring Items
When acquiring an Item card, draw a card from the top of the Item deck, check its contents, and place it face down in your play area. However, if the card is marked "reveal," the card must be placed face up so other players can see it.
III Encounter
During the III Encounter phase, you can use a Monster Encounter card from your hand to place a monster in a dungeon of your choice. However, you cannot place a new monster card in a dungeon where a monster is already placed.
You may also place monsters in your own dungeon if you wish. Monsters may also be placed in dungeons where no Search card has been placed yet.
Only one Monster Encounter Card may be used per turn. If you do not have a Monster Encounter card, or if you have one but do not want to use it, you may move on to IV Rest (p24) without using it.
How to use Monster Encounter cards
Discard 1 Monster Encounter card from your hand. Select a dungeon that does not have a monster card placed on it, draw the top card from the monster card deck according to the target dungeon's depth (Upper or Lower level deck), and place it on the player's dungeon.
Note that the monster deck to be selected is only for the dungeon on which the monster will be placed. Even if the active player's Exploration progress is in the "Upper level", if the target player is exploring the "Lower level" area, the monster card placed on their dungeon will be from the "Lower level" area.
Place monsters in your own dungeon
In general, fighting monsters is something you want to avoid. However, monsters in the monster deck have various characteristics, and some of them are very strong and cannot be cooked. Those monsters you never want to fight. By placing monsters on your own dungeon, you can avoid stronger ones placed on you by other players!
Examples of encounters
Red player used a Monster Encounter card from their hand. All the players are still exploring the Upper level so Red draws a card from the Upper level monster deck and receives the Ghost. Its combat power is only 6, but its special ability, "In combat with this monster, you can only use your magic combat power.", is very troublesome. The only magic user in Red's Laios' party is Marcille, and Marcille's magic tokens are extremely valuable. The difficulty level for cooking this monster is 12, and the reward is only 1 food token, which is not very interesting either.
Red looks around and decides to place the ghost on Blue player's dungeon, on which there is no monster cards.
Silver Player, who had placed a slime (Combat 7, Cooking Difficulty 10, Reward: 2 Food tokens, 2 Victory points) on their own dungeon on their previous turn, let out a sigh of relief.
Encounter with Boss Monsters
As explained in II Exploration (p. 19), when someone first reaches more than 100% "travelling distance" on a level (Upper or Lower), a boss monster will immediately appear in that player's Dungeon. In the Upper level, Chimera Falin will be placed; on the Lower level, Sissel the Lunatic Magician will be placed.
If the target boss monster has not been defeated in battle and another player has "stepped over" 100% or more, that player is also (at the same time) in an encounter with the boss monster. No Boss Monster card will be placed on that player's Dungeon, but they will be playing as if they had encountered the Boss Monster and will not be able to place another Monster card.
The player who defeats a boss monster may turn the card face down and receive the reward. This card is subject to the same 5-card limit as the monsters who can be cooked in a normal battle (p17).
If Chimera Falin is defeated, all players who have 100% or more on the Upper level "travelling distance" will automatically move to the Lower level. The "Dungeon Upper Level/Lower Level" tile is flipped over to the Lower Level side (Monsters placed on those players' Dungeon will be selected from the Lower Level Monster deck). All the Exploration cards that have been placed on their play area will be gathered and discarded.
If Sissel the Lunatic Magician is defeated, the game ends instantly (p26).
Examples of an encounter with a Boss monster
Red player plays an exploration card with a "30% traveling distance" value. To "use this card," Red must exhaust one "Warrior/Ninja." The effect of the "Warrior/Ninja" make them put Senshi in the state of exhaustion.
This made the total travelled distance of Red's Dungeon exactly 100%. Since Red was the first person to travel to 100% in the Upper level area, Chimera Falin is then placed on Red's Dungeon. With that, Red completes III Encounter and IV Rest and ends their turn.
Blue player's turn comes next. Blue defeats a difficult ghost in Ia Battle and plays an exploration card with "20% traveling distance" in II Exploration. Now Blue's total travelled distance in the Upper level is also 100%. Chimera Falin is not placed on Blue's Dungeon as it is already on Red's, but Blue is considered as in an encounter with her.
If Red does not defeat Chimera Falin on their next turn, Blue will have a chance to fight her.
IV Rest
With the IV Rest action, you may spend (return to stock) any number of your food tokens to restore (turn vertical) exhausted character cards equal to the number of tokens spent. You may also choose not to spend any of your food tokens (i.e., not recover any of your exhausted character cards).
After that, draw cards back to a hand of 5 cards from the Dungeon cards pile.
If you have drawn cards so that you have five cards, check your hand. If there are any [Event cards] in your hand, reveal them immediately and activate their effects. If there are multiple Event cards, the turn player can decide the order in which to deal with them. If you draw an Event card, your hand is reduced anyway since you can only replenish your hand once during the IV Rest phase.
When the IV Rest phase ends, the player's turn is over. The turn goes to the player to the left, who chooses again whether to play Ia Battle or Ib Supply, and proceeds with their turn. This is repeated until the game ends.
Examples of Rest
Red Player explores the Lower level of the dungeon.
In their Ia Battle phase, they fight the Hippogriff placed on their Dungeon and successfully defeat and cook it using Laios, Senshi, and Izutsumi for the fight.
In the II Exploration phase, they play a card "Traveling 30%" from their hand that requires a locksmith/ninja to be exhausted (Chilchuck is now in an exhausted state), and this brings the total traveled distance to exactly 100%! Sissel the Lunatic Magician is then placed on Red's dungeon.
For III Encounter they don't do anything.
Onto phase IV Rest, as mentioned above, Laios, Senshi, and Izutsumi are in a state of exhaustion from the Ia Battle phase, and Chilchuck from phase II Exploration.
Red Player consumes all three of the Food tokens from the Hippogriff's cooking rewards and restores Laios, Senshi, and Izutsumi from their exhausted state.
Since one labyrinth card was used in II Exploration, the current hand is four cards. Therefore, Red draws one card from the Dungeon deck to bring their hand back to 5 cards. When they check the card they drew, they find out they have drawn an event card, Rearrangement of Dungeon!
Player Red immediately reveals Rearrangement of Dungeon. Rearrangement of Dungeon has the heinous effect that if he cannot exhaust one Locksmith/Ninja, they discard the top two cards of their dungeon exploration. In Red's current case, the 30% and 20% will be discarded, and Sissel the Lunatic Magician that they just encountered will also be returned to the table. Fortunately, Red restored Izutsumi, a ninja, so they are able to exhaust her and save the day. Rearrangement of Dungeon is discarded. Red has 4 cards in their hand, but since they can refill it once per IV Rest, Red Player ends their turn with 4 cards for the next turn.
Game End
The game ends immediately when any player defeats "Sissel the Mad Magician."
Each player totals the victory points earned in the adventure up to that point.
- Victory points from items/monsters (successfully cooked)/boss monsters
- 1 Victory point per 3 Money tokens (fractions are rounded down).
- Penalty: Minus 1 Victory point for every 10% missing off 100% of the travel down the dungeon. (Players in the Upper levels at the end of the game receive a flat 10 points penalty.)
Players are ranked in descending order of total victory points. The player with the most victory points is the winner of the game and named conqueror of the Dungeon!
Example of Game End
Player Red has succeeded in defeating Sissel the Lunatic Magician. At this moment the game ends and each player totals their Victory points.
Player Red has:
- Item card High Quality Armor (Victory Points: 2)
- Monster card Walking Mushroom (Huge Scorpion and Walking Mushroom Hotpot) (Victory Points: 2)
- Monster card Basilisk (Roast Basilisk) (Victory Points: 3)
- Monster Card Hippogriff (Boiled Hippogriff Potstickers) (Victory Points: 4)
- Boss Monster Card Sissel the Lunatic Magician (Victory Points: 3D)
- Possesses 2 money tokens
To determine the victory points of Sissel the Lunatic Magician 3 dice are rolled. The result of the roll is "3", "3", and "5" for 11 points total. Since the player had 2 money tokens in their possession, their winning points from them is 0. The penalty for stepping over the depths is 0, as can be seen from the fact that Sissel the Lunatic Magician was defeated. The result is "2+2+3+4+4+11+0-0" for "22" victory points.
Player Blue has:
- Item card Jewelry (Victory Points: 4)
- Item card Statue of the Winged Lion (victory points: 5)
- Monster card Man-Eating Plant (Man-Eating Plant Tart) (victory points: 2)
- Monster card Harpy (Rolled Harpy-Egg Omelet) (victory points: 3)
- Boss monster card Chimera Falin (victory point: 2D) (Failed to cook the "ghost"!)
The player rolls 2 dice to determine the victory point of Chimera Falin. The dice results are 2 and 5 for a total of 7 points. The player possesses 4 Money tokens, so they gain an additional 1 point. Since they only explored "80%" of the depth, they were 20% short of 100% so they obtain a penalty of minus 2 points. The result is then "4+5+2+3+7+1-2" for "20" victory points.
Player Silver has:
- Item card Treasure chest (Victory Points: 1D)
- Item card Seasoning (Victory Points: 2)
- Monster card Slime (Great Scorpion and Walking Old Water Cooker) (Victory Points: 2)
- Monster Card Treasure Worm (Snack of Treasure Worm) (Victory Points: 3)
- Monster card Rabbit of the Labyrinth (Curry of the Rabbit of the Labyrinth) (Victory point: 5)
The player rolls a dice to determine the victory point of the Treasure Chest card. The result is 4. Since they have 6 Money tokens, the victory point is 2. Since the player reached depth "100%," there is no penalty. The resulting score is "4+2+2+3+5+2-0" for "18" victory points.
Thus, Red, with 22 points, is the winner of this game!
Selection Rules
Party Draft Rule
In a normal play, each player chooses the party they will be in charge of in "Game Preparation" (p.8) from one of the original groups. Otherwise they can use the Draft rule, the players choose the adventurers they control through draft.
First, turn all the character cards face down and shuffle them well. Note that you may include Falin (she is very good!).
If you are playing with 5 players, deal 5 cards to each player. When playing with 2~4 players, discuss with everyone whether to deal 5 or 6 cards each. If you are not sure, deal 6 cards.
Any excess character cards should be returned to the box with the cards facing up. Each player chooses one character card that they want to control and hands the remaining cards to the player to their left. This is repeated until there are no cards left to hand, the cards kept by the players will represent their party for the game.
For everything else, the rules are exactly the same as the basic rules.
The balance of classes is important. There should be at least two "warriors" and at least one "magician" and one "locksmith (or ninja)". Character cards with "cooking power" (only 4 cards exist!) should be secured as a priority. If you are familiar with the original comics, you will be able to weave a story in your brain just by looking at the parties that are created. If you are familiar with the game, please try to enjoy the game with this rule.
FAQ
Q: I drew the event card "The Pit". Can I choose not to exhaust a locksmith or ninja in my party who is not depleted? A: No, you cannot. If possible, please be sure to exhaust your locksmith or ninja.
Q: I drew the event card "Room of the Unusual" and my party's locksmith was exhausted. Can I use the sorcerer's "recovery magic" to heal and un-exhaust the locksmith? A: Yes, you can. The special ability of a character card can be used in conjunction with other effects. If you answer the first question in conjunction with the second question, you can choose not to use "locksmith magic" even if the sorcerer has the special ability of "locksmith magic" and still has magic tokens left.
Q: If there is more than one character in the party with Reroll, can the dice be rerolled more than once? A: Yes. It is also possible to use "recovery magic" to restore the character who used the reroll from exhaustion, and then use the reroll again to exhaust that character.
Q: If the game run out of food/currency tokens, how can I replenish them? A: There is no upper limit to the number of food/currency tokens. If you run out of tokens, you can substitute with something else like using a sheet of paper to keep track of the tokens.
Q: What happens if there is no "warrior" or "ninja" in the party when the magic or sword token is acquired? A: If the target character for the token is not in the party, the token is returned to the stock.
Q: Can I choose not to have any of my characters participate in Ia Battle? A: No, you cannot. If you choose to fight, you must have at least one character participate in Ia Battle.
Q: How are sword tokens and items that increase a party's combat value handled in a combat against the "dryad"? A: The special ability of the "dryad" will set the physical Combat Value (Combat Value in the upper left corner of the card) of the character(s) it is fighting to 1, but it will not affect the increase in physical Combat Value from sword tokens or items. If "Laios" fights "Dryad" with a sword token (Physical Combat Power +2), then "1+2=3" and "Dryad" can be defeated.