Monsters of Loch Lomond
Monsters of Loch Lomond Rulebook
Table of Contents
Table of Contents
Objective
In every round, your goal is to chase away all the Monster cards from your clan. The Monster cards are worth points that negatively impact your score. The player with the lowest amount of points after four rounds wins the game!
Components
- 52 playing cards
- 20 Token cards
- 50 scorecards
Set-up & Start of the Game
- Place the Token cards open on the side of the table.
- Shuffle the rest of the cards well and place four cards face down in front of each player. These form the players' clans, and should be placed as 2 top cards and 2 bottom cards.
Important: these cards can not change order, unless one of the actions requires you to do so.
- All the other cards are placed in the middle of the table faced down and form the Closed Highland Pile.
Start of the Game
- Every player may peek once at the 2 bottom cards. Make sure to remember them well.
- When everyone has seen their 2 bottom cards, the top card from the Closed Highland Pile can be turned open and placed next to it. This is the beginning of the Open Highland Pile.
Example of a set-up for 4 players: Open and Closed Highland Piles in the middle, the two bottom cards in your clan can be seen before the round starts. Tokens are piled separately in stock. Tokens earned during the game are kept open in front of you.
How to Play
Beginning with the starting player, players take turns in clockwise order. Remove all Tokens from the pile and shuffle the cards well between rounds. The oldest and wisest player starts in the first round. In the next round, the starting player will be the one who called "FREEDOM!" in the previous round.
During Your Turn
You can choose to:
- Draw a card from the Open Highland Pile. You may swap this card with one of the cards in your clan, by placing it face down, and discard the card from your clan.
- Draw a card from the Closed Highland Pile. Look at it. Without showing it to your opponents, swap the card face down with 1 of the cards in your clan. The replaced card will be discarded to the Open Highland Pile.
- Draw a card from the Closed Highland Pile. Look at it. You may play the card by placing it directly on the Open Highland Pile. If the card contains an action, you now play it. See the description on the cards.
You can play one of your Tokens at any point during your turn, even before you draw a card. (More about the Tokens in the Token section.)
SHOO!!
Someone, including the active player, discards a card on top of the Open Highland pile that is also in your or a rival's clan? "Shoo!!"
By discarding this card from your or your rival's clan on the Open Highland Pile you chase this character into the open Highlands.
Only the person that first called "Shoo!!" is allowed to perform this action. If you discard a card from your own clan, you have one less card to worry about, and if you discard a rival's card, he or she will receive a card of your choice from your clan.
Beware! Did you try to "Shoo!!" the wrong card? Bummer! As a penalty, you draw an extra card from the Closed Highland Pile and place it blindly face down in your clan, besides the existing cards. The original card will remain in your or your opponent's clan.
A "Shoo!!" does not affect the initially discarded card. If the card was played from the Closed Highland Pile, you still resolve the action of that card.
FREEDOM!!
Your goal is having the lowest amount of points and to get rid of all the monsters from your clan. The Monster cards are all cards with a value of 4 and higher. For instance: the "Monster Egg" is not a Monster (yet).
As soon as you believe your clan is free of any monsters, and you have the lowest amount of points, you call out "FREEDOM!!" at the start of your turn. After you have done so, your turn is over, and no further actions can be taken.
Last Round
After "FREEDOM!!" is called, every other player takes one last turn. The cards of the player who called "FREEDOM!!" are frozen during this last round, the other players' cards remain in play. 'Baby Monster Token' or the action of 'Red Cap' are not allowed during the last round.
Counting the Score
After the round is finished, every player counts their total number of points in their clan. Fewer points is better. The score is kept on the score book. You now also divide the earned Tokens. The goal is to have the least amount of points as possible. The game ends when all 4 Victory Tokens are won.
Victory Token
Did you call "FREEDOM!!" with no Monster in your clan, and did you also have the lowest score? You win a Victory Token! These Tokens are worth -3, -4, -5 or -6 points at the end of the game. Do you share the lowest score with another player? You called out "FREEDOM!!" first, therefore you still win the Victory Token. If you don't have the lowest points, but have no Monsters in your clan, no Token is won this round and a Victory Token will be set aside.
Incorrect FREEDOM!!
You called "FREEDOM!!" but you still have a Monster in your clan? This counts as an incorrect "FREEDOM!!". You will get 8 penalty points.
End of the Game
The game ends after four rounds, when each Victory Token is either won or discarded.
Tokens
Seer Stone Token
If you have a 'Brahan Seer' in your clan at the end of the round, you will receive one Seer Stone Token for every Brahan Seer. This Token can be saved and played during any of your turns later in the game. The Seer Stone Token provides you the opportunity to see a card of your choice. It is discarded after being used.
Baby Monster Token
If you have the 'Monster Egg' still in your clan at the end of the round, you receive one Baby Monster Token for every Monster Egg. This Token can be saved and played during any of your turns later in the game. Play the Baby Monster Token by placing the card open in one of your rivals' clans. This counts as an additional Monster card in your rival's clan. It can be removed by swapping it for a drawn card or "Shoo!!" it on top of a discarded Baby Monster or Baby Monster Token. Make sure to remove all the Baby Monster Token cards from the deck after each round before shuffling the cards for the new round.
Card Overview
Mercenary (2x)
In order to protect your clan against the various attacks from the Monsters of Loch Lomond, you will have to hire the battle-hardened mercenaries from the oldest and most fearless clan in the region, MacLean. These men will bring their axes, swords, bows and arrows with which they'll fight until the end. Keeping these men in your clan at all costs will bring you faster to victory. At the end of the round, every Mercenary of MacLean is worth -2 points while counting the score.
Peasant (2x)
Help! Our clan is under attack by some fearful Monsters from Loch Lomond. Massive reptile-like creatures are crawling out of the waters to lay eggs within our settlements. A couple of brave clan members have taken up their pitchforks to help you chase the monsters away.
Missionary (4x)
Clan ruled Scotland of the 17th century had little patience for the catholic missionaries coming from the south. These men were eager to drive out century old clan based traditions and therefore caused a lot of trouble and irritation among the inhabitants living their lives at the banks of Loch Lomond. For this reason, every Missionary in your clan is worth 1 point while counting the score.
This being said, the Missionary can be of great value when they bring sense into the Priest of Forvie. When both cards are in your clan at the end of the round, the Priest of Forvie will be converted and is worth -3 points instead of 8. One Missionary can only convert one Priest of Forvie. Take a calculated risk to benefit from this powerful combo!
Brahan Seer (4x)
Brahan is seen as a very peculiar person in your clan. Clan members don't trust him due to his claims for magic. This is why he's worth 2 points. Whenever he's kept in your clan at the end of the round, he'll give you a Seer Stone Token.
Monster Egg (4x)
When night falls, massive reptile-like creatures are crawling out of the waters to lay eggs within our settlements. They're harmless... until they hatch! Keeping Monster Eggs within your clan is risky business. They are worth 3 points while counting the score. They will, however, offer you a Baby Monster Token when kept in your clan to benefit you in coming rounds.
Baby Monster (4x)
You think these Baby Monsters are cute? Think again! You don't want these little monsters in your clan.
Beware! The Baby Monster card and Baby Monster Token are being treated as the same card in this game, and can therefore always be discarded with the "Shoo!!" action on top of one another. Make sure to separate all Tokens from the pile before shuffling for a new round.
Loch Monster (4x)
By night, Loch Monsters crawl out of the foggy waters of Loch Lomond and threaten the settlements and its inhabitants.
Action: Change the position of two cards in an opponent's clan.
Red Cap (4x)
This murderous goblin is dwelling in old ruined castles, known for painting his cap red with the blood of his victims. This cunning, merciless character will make you struggle for your survival.
Action: Take the top card of the Closed Highland Pile, and place it face down in an opponent's clan. The receiving opponent may peek at the card.
Beware! After FREEDOM!! has been called, the Red Cap's action can no longer be done, and the Red Cap is discarded.
Ghostly Piper (4x)
Ghostly Pipers wander the misty banks of the lake. With spectral bagpipes in hand, their haunting melodies echo through the night. Beware their mournful tunes, because they signal danger or foretell doom.
Action: Search the Open Highland Pile for a card of your choice, show the chosen card to your opponents, and swap it with one card in your clan, placing the swapped card on top of the Open Highland Pile.
Priest of Forvie (2x)
This powerful priest has been chased away by the people of Forvie. He's using his powers for evil and out of malice wherever he goes. Fortunately, these power can be used in your favour, but to do so, the Priest must be converted by a Missionary first.
The Priest of Forvie is normally worth 8 points. When you have both the Missionary and the Priest of Forvie in your clan, the Priest of Forvie is worth -3 points and is no longer a Monster.
Witch (2x)
Women with supposed magic abilities are being looked at with suspicion by your clan members. This woman is a real witch, with real powers, and can do great harm to your clan. But if you treat her well, she will help you out!
At first the Witch is hidden, just like any other card, but as soon as you find her in your clan, you are allowed to turn her face up and make use of her powers.
When you find the Witch within your clan, you turn the card face open. As long as you have this card open in your clan, you are allowed to peek at one card of your choice, including the top card of the Closed Highland Pile, at any time during your turn. At this point, everybody can see you have the Witch. Make sure to chase her away before the round ends to avoid the 9 points!
Her action differs from other cards' actions, as it is not automatically resolved when the card is played on the Open Highland Pile. Her powers only become active whenever she is face open in a player's clan. She can even be taken from the Open Highland Pile and be placed open to make use of her powers.
Broonie (4x)
This mischievous house elf cannot be trusted. He will come in handy to gain information about monsters in your clan.
Action: Peek at one card in your clan.
Baobhan Sith (4x)
Baobhan Sith is a beautiful vampire-like woman who dances with the men and draws their blood when they are not suspecting it. When set free, she'll help you to get more knowledge on the other clans.
Action: Peek at one card in an opponent's clan.
Kelpie (4x)
These legendary water Kelpies are likely to be the most famous legendary Scottish creatures after the Lake Monsters. They take on the shape of a ghost horse and live in the lakes. With sheer power, they can tame the waters and all that's in it. They can remove the mighty lake monsters from your clan with ease. Use these powerful creatures to your benefit, but beware to not let them into your clan.
Action: Swap a card from your clan with a card in an opponent's clan. Do not look at the cards.
Selkie (4x)
Don't fall for the powers of seduction of the magical Selkie. She will put you under her spell and take you with her into the deep lake.
Action: Swap a card from your clan with an opponent, and look at both cards. Once you've looked at one of your cards, you have to swap it.
Beware! When the Selkie is discarded and the action is played, and you find another Selkie in one of the clans, you are allowed to discard the found Selkie after the swap has been made.