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Monster Slaughter: Underground

Expansion for Monster Slaughter

Monster Slaughter: Underground Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • New Actions and Special Rules
    • Mutation (New Free Action)
    • Run for Your Life (Modified Scare Action)
    • Monsters' Failed Attacks in the Basement (Modified Eject Effect)
    • Long Night
    • Strong Door
    • Ghost Screen
    • Losing Tokens
    • Equipped Victims
  • Component Descriptions
    • MSUG Agents (x2)
    • MSUG Tactical Shield
    • MSUG Equipment Cards (x4)
    • Bonus Action Cards (x8)
    • Nightly Event Cards (x2)
    • Basement Event Cards (x6)
    • Basement Object Cards (x16)
    • Trap: K1-B00 Turret!
    • Mutations and New Tokens
    • Clarifications
  • Scenarios
    • Scenario 1: Last Hours
    • Scenario 2: Station B62
    • Scenario 3: Battered Cabin (Обшарпанная каюта)
    • Scenario 4: Night Patrol
    • Scenario 5: Hunger Makes It Right

Components

  • 1 3D game board: the cabin's basement
  • 1 rulebook with scenarios (you're holding it in your claws)
  • 1 basement door token
  • 1 shield marker
  • 1 hole-in-the-floor marker
  • 1 turret marker
  • 1 9:00 a.m. marker
  • 1 weapon locker marker
  • 1 double-sided ladder/stepladder marker
  • 10 bolt markers
  • 2 MSUG agent profile cards
  • 10 victim markers (5 for each new victim)
  • 2 health markers
  • 9 3D doors
  • 5 3D barricades
  • 1 MSUG Agent S
  • 1 MSUG Agent P
  • 1 K1-B00 turret
  • 16 mutation cards
  • 1 "Nothing Here" card
  • 4 MSUG equipment cards (Monster Slaughter Undertaker Group equipment)
  • 1 trap card
  • 8 bonus action cards
  • 16 basement object cards
  • 2 nocturnal event cards
  • 6 basement event cards
  • 1 two-sided player aid

Note: You can recognize the cards from the Monster Slaughter: Underground expansion by the basement icon on the cards.

Setup

To play with the Underground expansion, place the basement game board within reach of the players in the play area. Take the basement door token and place it closed side up on the entrance to the basement.

Note: You cannot use the basement expansion and the tool shed expansion at the same time.

Number of players2345
Basement objects78910
Bonus actions3345

Then take the 5 chosen party guest cards and the "Nothing Here" card. Shuffle these 6 cards, then place one on top of each pile.

You will have 6 draw piles in 6 different zones: one for each room of the cabin and one for the basement.

Note: One of these 6 draw piles will have no victim!

А: Continue setup as described in the base game rules (Monster Slaughter) up to step III, but replace the "Knock Knock" nightly event card with the "MSUG Response Team!" card and place it among the top 3 cards of the nightly event draw pile. You may also use MSUG agents as party guests. If you do, use the "Knock Knock" card as usual.

Б: Continue setup up to step VI. After you have formed the draw piles for each room, but before you place party guest cards on top of the draw piles as usual, form the basement draw pile. To do this, randomly take the number of cards given in the table above for the number of players (the table is printed on the same page, above step А); shuffle these cards together and place this new pile next to the basement.

В: Shuffle the 16 mutation cards and place 3 face up next to the play area. The remaining cards form a draw pile of 13 cards face down.

Д: Place the 9:00 a.m. marker on the outer board around the cabin to extend the game time by one hour.

Е: Shuffle the basement event cards and place the pile they form face down next to the basement.

The rest of the setup is the same as in the base game.

Translator's notes for setup: the step labels are the Cyrillic letters А, Б, В, Д, Е as printed. The source's first sentence of the draw-pile paragraph reads "вытяжных свай" (literally "exhaust piles"); it is rendered as "draw piles", matching the rest of the setup. Step Б says "the number of cards indicated below"; the source gives that number in the table above it (basement objects 7–10, bonus actions 3–5), and the source does not say which row applies, so the table is referred to as a whole.

New Actions and Special Rules

Mutation (New Free Action)

Monster Slaughter: Underground lets you develop special traits (mutations) of Monsters, or even of your entire family of Monsters! To use a mutation, the active player chooses a face-up mutation card and uses their own tokens (see "Losing Tokens") to pay the cost shown in the top left corner of the card, depending on the number of players.

The total value of the tokens must equal or exceed the cost of the mutation.

  • 2–3 players = the cost on the left
  • 4–5 players = the cost on the right

The player then places this card under their Monster's card, or above the cards of the 3 family members if the mutation affects the whole family.

Players may own only 3 mutation cards, and each monster can have only 1 separate card. If buying a mutation causes these requirements to no longer be met, the player must immediately discard a mutation card to meet them again. Discarded mutation cards are always placed under the mutation draw pile.

After a mutation card is bought, it is replaced by the top card of the mutation draw pile, if possible.

Don't forget about this when you mutate your Monsters: they become more and more powerful, but you lose points. Mutation is not always the best choice!

Note: Mutation is a free action and can only be performed once per turn, at the end of the player's turn.

Note: If a player spends a token whose value is greater than the price on the card, the extra victory points are lost.

Note: When the game clock reaches 2 a.m., 5 a.m. and 8 a.m. (shown in red on the board), discard the 3 face-up mutation cards (put them at the bottom of the mutation draw pile) and replace them with 3 cards taken from the top of the pile.

Example: The active player decides to buy the following card with a brain token worth 3 points. The player therefore spends their brain token, gets the card, and loses the unused victory point.

Run for Your Life (Modified Scare Action)

When you play with the Underground expansion, you may choose to send victims outside the cabin when you successfully scare them.

Note: Victims cannot hide outside.

Reminder: Outside the cabin there are 4 zones.

Monsters' Failed Attacks in the Basement (Modified Eject Effect)

Monsters cannot be ejected from the basement.

If a monster loses a fight with a victim, or must be ejected for any other reason, the monster must respond by rolling an action die. If the monster rolls a failure, it immediately loses one token of its choice (see "Losing Tokens"). Regardless of what is rolled, the player's turn is over.

Long Night

When you play with the Underground expansion, the night can last until 9 a.m. When the full moon marker reaches 9:00 a.m., flip all monster profile cards face up. This way, each player can play the Monster of their choice in the last round of the game.

Strong Door

Unless the scenario says otherwise, the basement door works as follows:

  • Two successes are required to break it.
  • Neither Monsters nor party guests can pass through it.
  • The player who breaks the door takes it. It is worth 2 points.
  • It can be reached from the outside zone where it is located (see "Setup").

Ghost Screen

Ghosts cannot pass through the basement door or the living room floor to get into the basement.

Losing Tokens

When an action or effect requires a player to lose or spend one or more tokens, the player chooses one or more tokens they own, worth at least one point in total at game end, and returns the item(s) to the supply. Depending on the scenario, this may include: doors, flesh, bones, brains, targets, bolts, the basement door, etc.

If a player must lose a token but has none, nothing happens. However, players cannot spend tokens they do not own to buy mutations.

Equipped Victims

Certain effects and certain cards allow victims to equip object cards. The chosen card is placed under the victim's miniature, or next to their portrait on the edge of the board, when the victim hides. The card remains equipped until the victim is killed or until the card is discarded to give the victim reaction dice. A victim who has an equipped card can no longer receive any equipment.

Component Descriptions

MSUG Agents (x2)

Military training: Agents of the Monster Slaughter Undertaker Group roll 1 additional reaction die, die, and cannot be scared.

Translator's note: the source word "умирают" is rendered literally as "die"; check against the English edition.

MSUG Agent P

Military training, Protection: This victim is equipped with a shield (see "MSUG Tactical Shield").

MSUG Agent S

Military training, Rampage (Разгон): If this character wins a fight, it fires on all monsters present in the zone. Each player who has one or more monsters in the zone rolls 1 reaction die for each of their monsters present in the zone. If any player rolls one or more failures, that player immediately loses one token for each failure. If not, nothing happens.

MSUG Tactical Shield

The shield cancels the first wound that the victim holding it would take during each attack. When the health points of a victim equipped with the shield reach 0, that victim loses the shield token. It is automatically picked up by the next victim in the same zone who is not hidden. If several victims are present, the active player chooses which one gets the shield token.

MSUG Equipment Cards (x4)

Scenario 2 or neutral objects.

  1. Grenade: Ejects all monsters from the zone. If a fight takes place outside the Basement, it is immediately interrupted.
  2. Night-Vision Goggles: +1 die. This object is not discarded after use. The goggles stay with the victim after the fight. The equipped victim rolls 1 additional reaction die and can still use objects to fight.
  3. Shotgun: +3 dice. If the fight is lost, the player controlling the active monster must discard one card, if possible.
  4. M16: +2 dice. If the victim uses this card, it stays equipped until the end of the round. This means the M16 can be used several times before it is discarded.

Bonus Action Cards (x8)

These new cards supplement the bonus action cards from Monster Slaughter. (Printed as "Особые действия" in the source.)

  • Family Time: [card text is hidden by overlapping cards in the source artwork]
  • Get Out: [card text is hidden by overlapping cards in the source artwork]
  • Stubborn: [card text is hidden by overlapping cards in the source artwork]
  • Tenacious: [card text is hidden by overlapping cards in the source artwork]
  • Maternal Instinct: Immediately move your mother one zone closer to your child, ignoring Doors and Barricades. This card can only be played during your child Monster's turn.
  • Mine Now: Take an Object card that was played during this turn and add it to your hand.
  • Discretion: On your active Monster's next Move action during this turn, it can go through a Door as if it were open. Does not work on the Basement Door or Barricades.
  • Mighty Meat: You may consume up to 2 Flesh tokens to perform 1 extra action per token this turn.

Translator's note: the clarifications section names a bonus action "Stand Your Ground!" (Стойте На Своем!), and Scenario 4 names a bonus action "Never Split Up!" (Никогда не делись!). Neither name appears among the eight card faces legible on page 8 of the source, which show Family Time, Get Out, Stubborn, Tenacious, Maternal Instinct, Mine Now, Discretion and Mighty Meat. The source does not map these names onto each other, so they are kept as printed.

Nightly Event Cards (x2)

  • MSUG Response Team!: Put the two MSUG agents' miniatures in the Basement. Pick a surprise visitor and put their miniature in the Living Room. Add their cubes, cards and markers like you did for the party guests. They stay in play until they die or until the end of the game.
  • It Came From the Basement!: Draw a basement event and play it immediately.

Basement Event Cards (x6)

The basement events form a draw pile placed next to the basement in the play area. When the full moon marker reaches 2 a.m., 5 a.m. and 8 a.m. (these times are shown in red on the game clock), a basement event is revealed in addition to the nightly event. Careful! No nightly event happens at 9 a.m., even though the time is shown in red. If your game lasts until 8:00 or 9:00, then 3 basement events will be played in the game.

Each basement event stays active until it is removed or until another basement event is played (in most cases for 3 rounds).

  • Storm: The wind rips through the Cabin! Remove all regular Doors from the Cabin (leave Barricades and the Basement Door in place). Do not shuffle the various rooms' draw piles […] discarded; no Monsters get […] inside the Cabin must immediately roll one action die and get a Success. If not […] from the zone. Discard this card.
  • Trapdoor!: [card text is largely hidden by overlapping cards in the source artwork; legible fragments read "…have found a b…", "…ing Room! Put…", "…ment. Victims…", "…Living Room…", "…Discard thi…"] See also the ladder marker, below.
  • Radio: If there is at least one Victim in the Basement, they can try to use the radio to call for help. Every player rolls 1 reaction die at the start of their turn. If a […]layer rolls a Success, put […] into play in the Basement and discard the Radio card.
  • Toxic Gas Leak!: Barrels stored in the Basement are leaking toxic gas! Immediately remove everyone – Monsters and Victims alike – from the Basement. Discard this card.
  • Smells Like Monster Spirit: While this card is in play, all Mutations cost 1 point less. This reduction cannot lower the cost of a Mutation to less than 1 point.
  • Faulty Sump Pump: The basement is flooding and filling with water! While this card is in play, every Victim in this zone at the end of the round loses 1 health point. None of the Monsters get tokens for these injuries. Monsters in the Basement cannot play more than 2 actions (including bonus actions), even if they leave the Basement.

Translator's note: the card texts for Storm, Trapdoor! and Radio are partly covered by overlapping cards in the source artwork. Hidden words are shown as […]; the full wording of these three cards must be checked against the English edition.

Basement Object Cards (x16)

These cards supplement the object cards of Monster Slaughter. Some have abilities in addition to their dice value. Their abilities are described below.

Some cards are marked "Scenario only." These cards can be played in ordinary games, but their abilities can be used only in certain scenarios. Some cards are marked "Pick one." In this case, you may use only one of the two abilities.

Some object cards allow you to heal a victim. These cards can be used in response to a fight action, and can be combined with an object card that provides dice to defend. They are applied immediately. Monsters can also use these cards to heal any Victim outside of fights during their turns.

  • Inhibitor: Place this card in a room. It stays there until the end of the game. Monsters have no family abilities while they are in this room.
  • Outboard Motor: +3 dice.
  • Helmet with Flashing Light: Equip one victim with this card. While equipped with this card, Monsters cannot attack another Victim in the same zone.
  • Monster Costume: Equip one victim with this card. While equipped with this card, Monsters cannot attack the Victim if there is at least one other Victim in the same zone.
  • Stun Gun: +2 dice.
  • Brain: Choose one: Protect the victim with 2 dice, OR you immediately gain 1 brain token.
  • Bandage: The bandage immediately restores 1 health point to the Victim.
  • Blood Bag: Choose one: The Blood Bag gives a Victim of your choice 3 health points, OR you immediately gain 1 flesh token.
  • Fire Extinguisher: +1 die. (Monster Slaughter scenario 2 only.) The fire extinguisher lets you remove one fire marker of your choice. Remove this card from the game after use.
  • Blowtorch: +2 dice. The blowtorch lets you cancel the Faulty Sump Pump basement event card.
  • Bolt Cutter: +2 dice. (Scenario 3 only.) The bolt cutter can be discarded to remove the Chains card from the game.

Trap: K1-B00 Turret!

When the turret is put into action by the K1-B00 Turret! trap card, place 3 bolt tokens next to the card to show its structure points.

Each turn, after a nightly event card is resolved, the turret automatically fires at all Monsters in the zone and ejects them.

If the turret is placed in the Basement, each of these monsters loses 1 victory point token instead of being ejected. Monsters can attack the turret to make it lose structure points (lost bolt tokens are discarded). The turret is permanently destroyed when its structural damage reaches 0. Players do not keep the bolt tokens that the turret loses. The turret cannot be protected by object cards.

Note: This trap card cannot be played in the "Station B62" scenario.

Mutations and New Tokens

Reminder:

  • How mutations work is explained in detail on page 5. (Translator's note: as printed; the mutation rules are in the "Mutation (New Free Action)" section of this rulebook, which is on page 7 of the source.)
  • The cost on the left applies to games for 2–3 players, and the cost on the right applies to games for 4–5 players.
ForCostEffect
One monster4/3 pointsThis monster can perform 1 additional action each turn.
One monster4/3 pointsThis monster has 1 automatic success for each attack action.
One monster4/3 pointsThis monster has 1 additional die for each action.
One monster3/2 pointsDuring this monster's turn, victims have no special abilities.
One monster3/2 pointsThis monster has 1 additional die for attacks.
One monster2/1 pointsThis monster has 1 additional die for its search actions.
One monster2/1 pointsWhen this monster peeks, it looks at all cards in the room's draw pile (without changing their order).

Translator's note: the cost of the last row is printed as "2/1 шт." ("шт." means "pieces"). The other rows give costs in points ("очка"), so the unit is most likely points. It is transcribed as printed.

Clarifications

  • Basement door token: This token represents the door to the basement (it has an "open" side and a "closed" side). This token is worth 2 points at game end.
  • Ladder marker (on the stairs): This marker is used to mark the basement. See Scenario 3, page 13.
  • Ladder marker (placed in the basement): When this marker is placed in the basement, victims can move between the Living Room and the basement. See the basement event card "Trapdoor!"
  • Weapon locker marker: Provides weapons to victims in the basement. See Scenario 2, page 12.
  • Bolt tokens: These tokens are used in several scenarios to represent the structure points of various devices. In some scenarios, monsters can earn bolt tokens. In those cases, each bolt token is worth 2 points at game end. See the scenarios.
  • Turret marker: This marker has two sides: a "trap" side and a "scenario" side. Place it in the indicated room, then place the turret miniature on it. For the "scenario" side, see Scenario 2, page 12.
  • Hole-in-the-floor marker: This marker lets child monsters move directly between the Living Room and the basement. See Scenario 3, page 13.
  • Tactical shield marker: This marker represents the shield of MSUG Agent P. See "MSUG Tactical Shield," page 8.
  • The Barricades nightly event card does not let you barricade the basement door.
  • The basement door cannot be destroyed by an effect (bonus, ability, etc.); only the Smash action can destroy the basement door.

Scenarios

Scenario 1: Last Hours

Trailer: "Pushed to the limit, the guests managed to block the door leading to the basement! The monsters have no way in or out..."

Setup

Note: For this scenario, do not play the basement event cards "Trapdoor!" and "Nothing Here."

Prepare 5 party guest cards and shuffle them. Prepare the basement event deck. Prepare the object, trap and bonus action cards for the cabin as usual, but make only one draw pile for the rooms instead of separate piles for different rooms.

To determine how many party guests managed to hide in the basement, roll 4 dice. For each successful roll, add one random party guest card to the basement draw pile. For each party guest placed in the basement, add one neutral object card to the cabin draw pile. Put the remaining party guest cards in the cabin draw pile.

Shuffle the basement cards and place the pile in its designated spot. (This pile contains more cards than usual, because of the added party guests.) Shuffle the cabin cards and lay them out in piles on the spots corresponding to the various rooms, placing one more card on each room's pile than is indicated for that room.

Place the basement door on its usual spot, closed side up, and place 5 bolt tokens next to the door.

Special Rules

Stay Hidden: Never reshuffle the decks after the doors are broken. (Translator's note: the source text here contains a stray duplicated fragment from a layout overlap; the sentence is transcribed as the single complete rule.)

Doomed Door: At 4:00 a.m., desperate party guests open the basement door to try to escape. As soon as the full moon marker reaches 4:00 a.m. on the game clock, immediately flip the basement door token so its "open" side is up. But the door can be broken before then...

Breaking the Basement Door: The active Monster must be next to the entrance to the basement to perform this action. The door has 5 structure points, represented by the bolt tokens placed next to the basement door. To break the basement door, all of its structure points must be removed in one turn. This can be done with several actions. The basement door's structure points return to 5 at the end of each turn, if it has not been broken (place the bolt tokens next to it).

Important: In this scenario, players do not keep the bolt tokens from the basement door.

Other monsters may help break the door (see "For a Good Reason" below), but no other effect (bonus, ability, etc.) may be used to change the dice roll.

The basement door cannot be destroyed by an effect (bonus, ability, etc.); only this action can destroy the basement door.

Broken Basement Door: When it has been broken, the active player keeps the basement door token in their supply and immediately gains one bolt token (each of these tokens is worth 2 points at game end). The remaining bolt tokens are discarded.

For a Good Reason: When you attempt to break the basement door, each Monster present in the zone can help, even monsters from other families. Before rolling, say aloud what you are going to do. Other players may add their monsters' action dice to yours if they wish. This rule is an exception that lets you roll more than 5 action dice.

Example: The Vampire Father is active, and the player announces they are going to break the door with the help of the Vampire Child who is in the zone. The Werewolf Child is also present in the zone, and the Werewolf player says they are going to help. The Vampire player therefore rolls 8 action dice (4 + 2 + 2).

Caution! Only the active player receives the basement door token and 1 bolt token if the basement door is broken.

Scenario 2: Station B62

Trailer: "This entrance was secret for many years... Behind the door to the basement of this seemingly abandoned cabin in Maine is a nuclear waste processing plant. Hazardous materials are piled here and there in long corridors, and the consequences of dubious experiments roam everywhere – sometimes still alive."

Setup

Note: In this scenario, do not play the MSUG Response Team! cards; use the "Knock Knock" card instead. Also, do not use the K1-B00 turret trap card!

Two MSUG team members start this scenario in the open in the basement. They work as surprise visitors: they are not included in the players' death tally, and they do not give bone tokens when killed, but flesh tokens are added when they are wounded.

The automatic K1-B00 turret is set up in a corner of the basement. Place 10 bolt tokens next to the turret to represent its structural features.

The weapon locker is in another corner of the basement. Form a pile to place under the weapon locker: take 4 MSUG item cards and add a neutral object card of your choice. This card must be a neutral object (not a bonus action or a trap) and cannot be a healing card.

Special Rules

Guard the Door: The two MSUG agents can never leave the basement in this scenario.

Protected: Victims (except MSUG agents) in the basement cannot be attacked until the K1-B00 turret is neutralized.

K1-B00 Turret: In this scenario, the turret has 10 structure points, represented by bolt tokens that work as victims' health points. To destroy the turret, all of its structural elements must be removed with an Attack action. The turret cannot be protected, and each Success permanently costs it 1 structure point. Players attacking the turret keep the bolt tokens that it loses with each attack, as if they had taken tokens from Victims (each bolt token is worth 2 points at game end).

Automatic Fire: At the start of each hour, before a nightly event is resolved and before the first player's turn, the turret automatically fires on all monsters in the zone that try to defend themselves. To do this, the turret rolls 1 reaction die. If the roll is a success, all Monsters in the basement (regardless of family) each roll 1 action die to try to defend themselves. Each Monster that does not achieve a success discards one token of its choice, as if it had lost a fight in the basement (see page 5).

Automatic Defence System: Whenever a Monster enters the basement, the turret automatically fires at it. This works the same as Automatic Fire (see "Monsters' Failed Attacks in the Basement," page 7), but it targets only the Monster entering the basement.

Help Yourself!: At the end of each player's turn, each Victim whose miniature is in the basement (except MSUG agents) receives one card drawn at random from the weapon locker and equips it (see "Equipped Victims," page 7). Ignore this effect if the weapon locker is empty or if the Victim is already equipped. Monsters cannot search the weapon locker.

Scare Into the Basement: Once per turn, each Monster may perform this action for free. Roll the Monster's action dice. If at least 2 successes are rolled, one Victim from the zone is scared and immediately hides in the basement.

End of Game

Monsters must kill both agents and destroy the automatic turret by 9:00 a.m. If they do not, all players lose together. If the goal is achieved, determine the winner in the usual way.

Translator's note: the scenario's cross-reference "(see page 5)" in Automatic Fire is printed as page 5; the rule it points to is on page 7. Kept as printed.

Scenario 3: Battered Cabin (Обшарпанная каюта)

Translator's note: the printed title on the scenario page is "Обшарпанная каюта" ("Battered Cabin"). The contents page (page 3 of the source) prints this scenario as "Разграбленная хижина" ("Ransacked Cabin"). The scenario page title is used here.

Trailer: "Attracted by the scent of fresh meat coming from the victims, and tired of fruitless attempts to break through the barricaded basement door, the monsters begin to tear the cabin apart. Somewhat less stupid than their colleagues, some of them realize that the basement is right under their feet, in the living room..."

Setup

Note: Do not play the basement event cards "Trapdoor!" and "Toxic Gas Leak!" when you play this scenario.

Before forming the basement draw pile, place the Chains card on the basement door token. Then form the pile as usual, making sure that the Bolt Cutter card is included in the draw pile.

When all players have set their Death Orders, prepare the 6 room markers below: WC, Bedroom, Bathroom, Living Room, Kitchen and Basement.

Note: Most of these markers are double-sided. The reverse side is not used in this scenario.

Starting with the last player and in the order opposite to normal play, each player in turn chooses one of the 6 markers and places it face up on top of the Victim marker of their choice in their Death Order. These markers may be placed on Victims who have received target markers.

Special Rules

Krittlins Forbidden: Krittlins cannot play this scenario.

Intuition: For this scenario, each Death Order contains 3 elements:

  • the order in which the party guests will die,
  • each player's favourite dish, and
  • the place chosen for the party guest's death.

When a party guest dies, if the zone in which they died matches the marker that a player placed above their portrait, that player gains a brain token. The player also gains an additional flesh token if the zone is in the basement.

Break the Living Room Floor: In this case, the living room floor is solid but can be destroyed. It has 6 structure points, represented by bolt tokens. To destroy the floor, all of its structure points must be removed with an Attack action. The floor cannot be protected, and each Success permanently removes 1 structure point. Players who attack the floor do not keep the bolt tokens that the floor loses.

Hole in the Floor: As soon as the floor's structure points reach 0, the active player gains 1 bolt token (this token is worth 2 points at game end), and the Hole in the Floor token is placed in the Living Room. When this marker is in place, monster children can use one action to move between the Living Room and the basement. Adult monsters can never squeeze through the Hole in the Floor.

Open the Basement Door: In this scenario, the basement door is chained shut from the inside. Any player who has at least one Monster in the basement may, at any time, discard the Bolt Cutter card to cut the Chains and immediately open the basement door (even if there is no active Monster in the basement). Then the Chains card is discarded, and the basement door token is turned to its "open" side. The basement door cannot be destroyed or opened by other effects. The Bolt Cutter card can also be used to protect a Victim. If it is, the basement door will remain closed for the whole game! Unless a monster is clever enough to retrieve the card from the discard pile...

Scenario 4: Night Patrol

Trailer: "Tonight the party at the cabin is in full swing. A group of several tipsy party guests has gone down to the basement to get a little privacy. This makeshift pantry is a real blessing for starving monsters to..." (Translator's note: the trailer text ends mid-sentence in the source.)

Setup

Note: In this scenario, do not play the "Knock Knock" and MSUG Response Team! nightly event cards. Do not play the basement event card "Toxic Gas Leak!" or the bonus action card "Never Split Up!" Roscoe and the MSUG agents cannot be chosen as party guests.

Place 8 bolt tokens next to the basement door to represent its structure points in this scenario, and split them into 2 piles of 4 tokens each.

Choose 2 victims who will not be drawn, and place their miniatures in the basement. Add their dice, cards and markers, as for party guests. These victims cannot be Roscoe or MSUG agents.

Special Rules

Breaking the Basement Door: In this scenario, the basement door has 8 structure points, represented by bolt tokens that work as victims' health points. To destroy the basement door, all of its structure points must be removed in an attack. The basement door cannot be protected, and each Success permanently removes 1 structure point. Monsters attacking the basement door keep the bolt tokens that it loses with each attack, as they would a victim's flesh tokens (each bolt token is worth 2 points at game end).

911: When the basement door's structure points reach 4 or fewer, place Roscoe's miniature in the outer zone corresponding to the basement entrance, then add his cube, card and marker as you did for party guests.

To help you remember this rule, we recommend dividing the bolt tokens into 2 piles of 4.

Night Watch: Monsters cannot attack the basement door while Roscoe is in play in this zone.

Mysterious Death: When Roscoe dies, choose an MSUG agent at random and place their miniature in the outer zone corresponding to the basement entrance. Then add their cube, card and marker as you did for party guests.

Scenario 5: Hunger Makes It Right

Trailer: "Tonight you weren't the first to enter the cabin. Wandering monsters have already started drifting in, but they seem disorganized. Maybe if you feed them, then..." (Translator's note: the trailer text is cut off in the source.)

Setup

Note: If you do not have Krittlins, read the "Wandering Monsters" variant below to play this scenario without them.

No player may play the Krittlin family in this scenario.

Set up everything as usual, then prepare the 5 room markers below: WC, Bedroom, Bathroom, Living Room and Kitchen.

Note: Most of these markers are double-sided. The reverse side is not used in this scenario.

Take the miniatures of the 5 Krittlins and their profile cards.

Starting with the last player and moving counter-clockwise, each player in turn chooses one of the available room markers and one of the available Krittlins. Each player places their Krittlin's profile card face up in front of them, places the chosen marker on top of the card, and puts the Krittlin's miniature in the corresponding room.

Return the remaining room markers and Krittlins (when playing with 4 players or fewer) to the box.

When preparing the basement event deck, remove the Faulty Sump Pump card, prepare the pile, and place the Faulty Sump Pump card on top of the pile.

Special Rules

Taming: If a Monster from your family is in the same room as a Krittlin chosen at the start of the game, you may discard a flesh token to tame the Krittlin. Remove the marker from this Krittlin's profile card. This does not count as an action. You can now use this Krittlin (see "Claw Attack" below).

Claw Attack: As soon as you have tamed a Krittlin (its marker is no longer on its card), if the Krittlin's card is face up, you may choose to play the Krittlin after you have played your Monster during your turn. Then turn the Krittlin's profile card face down (it will be turned over at the same time as all the other profile cards of your family).

Loners: Krittlins have no abilities in this scenario. They are always considered children, and they do not belong to any Monster family, even after they have been tamed. Therefore, additional bonuses from specific objects against certain families do not affect tamed Krittlins. Bonus actions, traps and nightly events apply to Krittlins as usual. Krittlins cannot mutate, and they do not take part in the family mutations of the families that tamed them.

Water Play: The Faulty Sump Pump card has no effect on Krittlins. In addition, they have one extra action in the basement while this event is active.

Wandering Monsters: If you do not have Krittlins, you may use Monsters from families that are not otherwise played in this scenario. If you do, these monsters have 2 actions per turn, 2 dice per action, and no abilities. Apply all other rules for this scenario as if these Monsters were Krittlins (so they count as children).

  • Chains: +2 dice. (Scenario 3 only.) Lets you chain the basement door shut.
  • Piece of Meat: Used as a reaction before any fight is resolved (even if you are the active player), after the Monster's and Victim's dice have been rolled. All of the Monster's successes become failures. The Monster gains 1 additional action this turn.
  • Mushrooms: Choose one: Protect the victim with 1 die, OR add 1 die to a Monster's attack action. In this case, this card must be used before the players decide to protect the Victim.
  • Smoke Grenade: Cancels the fight. (This card must be played before dice are rolled, like any other object card. The attack action in progress is lost and has no effect.)
  • Bottle of Wine: +2 dice.
  • One monster2/2 pointsWhen this monster attacks, the victim rolls 1 fewer reaction die.
    Family6/5 pointsEach monster in the family can perform 1 additional action each turn.
    Family4/3 pointsEach monster in this family can re-roll one die on each roll.
    Family1/1 pointNone of the monsters in the family is affected by traps.
    Family1/1 pointAt the start of its turn, each monster in the family may decide that the nightly event card has no effect until the end of that turn.
    Family1/1 pointYou may now have up to 9 cards in hand instead of 7.
    Family1/1 pointEach monster in this family may use a free Peek action once per turn to look at 2 cards instead of 1.
    Family2/1 pointsNone of the monsters in this family can be ejected. This mutation does not prevent other consequences of fights, especially lost fights in the Basement.
    Family2/1 (printed "шт.")Each monster in this family has one extra action with a free move.
  • Stand Your Ground! (Стойте На Своем!): This bonus action card lets you ignore the consequences of a fight lost in the basement.