Monster Kit
Monster Kit Rulebook
Table of Contents
Table of Contents
Game 1: The Monster Kit (Basic Mode)
Setup
Give each person a blank sheet of paper and drawing tools. Separate the cards by colour and place the 5 piles face down in the centre of the table. Each participant chooses one card at random from each pile and places them in their play area.
How to Play
Each person turns their cards face up and arranges them in this sequence:
red (body) → green (eyes) → blue (nose) → pink (mouth) → yellow (accessory)
Then draw each body part on the blank sheet until you form a complete monster. You can draw each part in whatever position and size you like.
Optional
Write the monster's name by joining together the syllables of each card. Now read it aloud. Add up the numbers on each card to calculate your monster's score. Whoever has the highest score wins.
Example (illustration in the manual): the monster CULEMODILU, with 17 points.
Game 2: The Invisible Monster
A rest day at the School of Sorcery. Do you fancy playing The Invisible Monster? Create your monster and look closely at all its parts. If your monster is the first to disappear, you win!
Setup
Each participant draws their monster in pencil using the cards body + eyes + nose + mouth + accessory, as in the basic mode. When everyone has drawn their monster, return their cards to a pile in the centre of the table. Shuffle all those cards together with the other unused cards and place them face down. This is the "Monster Pile".
How to Play
The youngest person draws a card, turns it over and places it where everyone can see it. If the monster part on that card is in anyone's drawing, that person erases (or crosses out) the corresponding part. In turn, the next person does the same: draws a card and shows it.
End of the Game
If all the parts of your monster have come out, shout "Invisible Monster!". Your monster has disappeared and therefore you win the game.
Game 3: The Perfect Monster
In Monstrous Maths class everyone can make a perfect monster. A monster of 10! But who will manage it first?
Setup
Place all the cards face down in the centre of the table at random. They must be scattered over the playing surface.
How to Play
At the signal "Monster Kit!", everyone at the same time turns over cards from the centre of the table and places them in front of themselves.
Each person tries to get one of each colour to form a monster whose total power value is 10. To do so, they must add up the value of each of the 5 cards. If the chosen card is not the desired one when turned over, either because its colour is repeated or because the number is not the desired one, it is returned face down to the centre of the table and another card is chosen.
Example: 3 + 1 + 0 + 2 + 4 = 10.
End of the Game
Whoever first achieves a monster of value 10 must shout "Perfect Monster!". In case of a tie, the monster with the higher number on its "body" card wins.
Game 4: Silence! The Monster Is Coming!
In the library of the School of Sorcery you cannot speak. Here, monsters are summoned with gestures. But which monster is Mime summoning? It is up to you to draw it in silence!
Setup
Choose one person, whom we will call "Mime". That person draws one card of each colour at random until having a complete monster. For one minute they must look at the cards and try to memorize all of them.
How to Play
The person who is the "Mime" must describe, using only gestures and sounds, the monster they have memorized. The other people try to draw what is being described. They cannot ask questions.
End of the Game
Wait until everyone has finished their drawing. The person who was "Mime" assesses them all and chooses one or several people as winners. The turn continues to the person seated to the left of "Mime" until everyone has been "Mime" once.
Game 5: Mórlat's Laboratory
Mórlat is very untidy. His laboratory is full of boxes with unidentified monster parts, so there is no way to assemble a monster properly... or is there? Open the boxes and try to gather as many complete monsters as possible.
Setup
Lay out all 50 monster cards face down in a grid of 5 rows of 10 cards.
How to Play
The youngest person starts and play proceeds in turns.
In the first round, turn over a card from the grid of your choice and place it face up in front of you.
From the second round onward, turn over a card:
- If you have no card of that colour, keep it. Pass the turn to the person on your left.
- If the turned card is the same colour as one you already have face up, put it back in its place in the grid, face down. Pass the turn to the person on your left.
The moment someone gathers 5 cards of different colours, they have completed a monster. On their following turns they can try again to get cards of different colours until they complete another monster.
End of the Game
The game ends when there are no more cards left to turn over or nobody can take a card. The winner is whoever has managed to form the most monsters.
In case of a tie, the winner is whoever created the monster with the highest numerical value.
Game 6: What a Monster Mix-Up!
You have created your monsters but, in Monsterology class, they have all got mixed up! You have to try to recover your original monster. What a monster mix-up!
Setup
Individually, form a monster as explained in the basic mode of the game and draw it on a sheet.
Next, collect the cards you have used and put them in a pile. Add one more card to the pile for each person who is playing.
Example: if 4 people are playing, add 4 cards to the deck.
Shuffle the resulting pile. Return the surplus cards to the box: they will not be played with.
Finally, deal 6 cards to each person.
How to Play
Aloud and at the same time, everyone offers the rest of the participants the cards in their hand that they do not want.
Example: Eva has two cards of her monster in her hand but the remaining four are not hers. Eva can offer 1, 2, 3 or 4 of those unwanted cards to the other participants. She decides to offer 2 cards. To do so, she puts them face down in front of her and says aloud: "I offer 2 cards." Another person can exchange that same number of cards from their hand with her. If two or more people offer someone exchanges, that person must choose whom to do it with.
End of the Game
This continuous exchange of cards goes on until someone has their five initial cards and forms their original monster. They then shout "Monster Kit!" and win.
Game 7: Monstrous Combats
It is monsterological training time. Your monsters must fight each other. Which one will be left standing?
Setup
Each person draws 2 cards of each colour without looking at them. With them, they must form 2 monsters in 2 rows of 5 face-down cards. Thus each row is a monster, with the cards following this order: body → eyes → nose → mouth → accessory.
How to Play
A combat turn is carried out as follows:
The starting player declares an attack with one of their monsters on another person's monster. They must name the body part they attack with. They will attack that same body part of their rival.
- If the number on the attacker's card is higher than that of the defender, the defender loses that body part, placing their card face up.
- If the number on the attacker's card is lower than that of the defender, the attack does not succeed and the attacker loses that card, leaving it face up.
- In case of a tie, both cards must be left face up.
Once a card is face up, it cannot be attacked with nor be attacked.
Then pass the turn to the person on the left, and another combat begins.
End of the Game
When someone loses both their monsters, that is, all their cards are face up, the game ends. At that moment, whoever has the most face-down cards wins. In case of a tie, the points of those cards are counted: the winner is whoever has the higher total score.
The World of Monsters (Role-Playing Mode)
Setup
It is recommended that an adult runs the game. Each participant will form a monster by taking one card of each colour. They add up the value of their 5 cards and that will be the monster's Challenge Value.
Important: if someone's monster does not add up to a minimum of 8 points of Challenge Value, the person running the game may allow them to draw cards again until reaching a minimum of 8 points.
This Challenge Value must be divided between the Strength and Intelligence statistics. Strength is used to carry out actions requiring physical force; Intelligence for actions requiring use of the mind.
In the game, you take the role of the monster you have created, filling in the questions on your Character Sheet (downloadable and printable): your name and the monster's, what it is like (description), where it lives, what it does, what it likes and what bothers it. In the Type section, each monster will choose an element: Water, Earth, Air or Fire.
Scenes
To play a game we need a six-sided die (1D6). The person running the game narrates the various situations the monsters face, which they must overcome to accomplish some kind of mission. When a scene is narrated, the participants must explain how they want to deal with it. At that moment, the person running the game must ask them to beat a Difficulty value.
The Die
Actions are resolved by rolling a die and adding the result to the corresponding statistic: Strength if it involves a physical action and Intelligence if it involves a mental action. For example, if a monster wants to open a chest by investigating the lock, it rolls 1D6 and adds its Intelligence. But if it wants to open it by hitting it with a stick, it adds Strength.
The difficulty values it must beat to carry out its action depend on the action it wants to perform:
- Very easy action (opening the eyes, stretching the arms, walking...): you must get a 3 or more. To save time, these actions can be resolved automatically.
- Easy action (eating, talking, pointing at something in view...): you must get a value of 5 or more.
- Normal action (jumping, chasing, looking for something common...): you must get a value of 10 or more.
- Hard action (jumping over a precipice, climbing a wall, swimming in a pond, hiding from a human, building, looking for food in a place with hardly any food...): you must get a value of 12 or more.
- Very hard action (hiding from an animal, swimming in a river, building a castle, looking for food in the desert...): you must get a value of 14 or more.
Elements
When a monster has to pass an action roll related to its element, it can add +2 to the statistic it is rolling with. For example, if a Water monster has to swim in a river, it adds 2 to its Strength statistic.
Depending on the adventure we play, some elements will be more useful than others. If several monsters play, ideally each one belongs to a different type, so you will have more chances of carrying out each action successfully.
The adventure ends when the person running the game considers it so, either because the mission's objective has been achieved or because it cannot be achieved. In any case, they must narrate an ending for the story.
Monster Kit 2 (Expansion)
Add new cards to your Monster Kit! In MONSTER KIT 2 the great sorcerer Mórlat has run out of monsters to terrorize the world and needs your help again. This expansion contains new cards with inverse, blended and diphthong syllables with which to create new monsters.
Warning: MONSTER KIT 2 is an expansion and "MONSTER KIT" is needed to play it.