Vudù: Mostri vs Alieni
Vudù: Mostri vs Alieni Rulebook
Table of Contents
Table of Contents
Contents
- 20 Curse cards (10 Alien, 10 Monster)
- 5 Permanent Curse cards
- 5 Artifact cards
Circle Symbol
All cards in the Vudù: Mostri VS Alieni expansion are marked with the Circle (Cerchio) symbol in their upper-left corner, to make them easy to identify and to remove from the game deck.
Playing With Up to 8 Players
This expansion allows play for up to 8 players. If you own the Vudù: Ninjas vs Pygmies expansion (Ninja VS Pigmei in the Italian edition), you can play 8 players using the two additional score markers for the missing players included in that expansion. If you do not own it and are not fussy, you can still play 8 players by using two coins to record the points of the other two players.
Preparation
Take the Vudù curse deck from the base game. Take one card for each school of magic (Haitian Vudù (purple), Egyptian Priests (yellow), Celtic Druids (green)), shuffle them, and draw one. Remove from the deck all the cards of that school of magic and return them to the base game box: they will not be used in this game.
Source note on Preparation: the sheet prints the colour of the Egyptian Priests school as "gilalla", which is read here as "gialla" (yellow), matching the colour key used for the same school elsewhere. The sheet's remaining text is transcribed as printed.
If you want to play only Monsters VS Aliens, add the curse cards of this expansion, which include the Monster and Alien magic.
If you want to mix several expansions, take one card from each school of magic to be added. Shuffle them and draw two at random. Add all the cards of those two schools of magic to the base deck, and return the other cards to their respective boxes. They will not be used during this game.
Add the Artifact and Permanent Curse cards of one or more expansions to their respective decks. You are ready to start: as always, the first player to reach 11 points wins.
Curses With Sequels
Unfortunately, monsters in successful horror films tend to return in endless sequels, from which not even future generations will ever be free.
Each time a player breaks a Monster curse, that curse is reshuffled into the curse deck instead of being discarded and removed from the game. Sooner or later it will come back to bother you!
Dominant Curses
Aliens, as everyone knows, have the nasty habit of trying to conquer planet Earth as soon as they get the chance. All it takes is a few of them meeting in a space bar and... off go the mother ships towards Earth.
At the end of their turn, each player checks whether they have active in front of them (if they have cast curses during the game) at least 3 Alien curse cards. If so, the invasion of Earth can begin: that player immediately gets 1 Victory Point.
Card example: the Alien curse "Cospirazionibus!" reads, in the printed text, "When the target suffers a curse, they must accuse the caster of being a Reptilian" (Quando il bersaglio subisce una maledizione deve accusare chi l'ha lanciata di essere un rettiliano). The example also shows the Circle symbol in the upper-left corner; the card's other numbers and icons are explained by the base game rules, which this sheet does not restate.
Card example: the Monster curse "Obscura Presenzam" reads, in the printed text, "The target must remain standing behind the chair of another player" (Il bersaglio deve rimanere in piedi dietro la sedia di un altro giocatore). The example also shows the Circle symbol in the upper-left corner.
Optional Rule: Fear Makes Ninety
Translator's note: "La paura fa novanta" is an Italian idiom meaning roughly "fear makes it ninety" (fear amplifies things). The title is translated literally and the idiom is not reproduced.
You may add this rule when casting either Monster or Alien curses. These creatures are notoriously frightening. When a player casts a Monster or Alien curse, the target of the curse must scream in fear. If they do not, the player who cast the curse gains one additional Victory Point. From then on, the curse is considered in play even if the victim did not scream in fear (that is, not screaming in fear does not break the curse, which remains active).
Card Notes
Replicantem
We include an explanatory note for the Alien curse Replicantem. Once this curse is cast, the target of the curse must "copy" the effect of the curses that other players break, at the moment they are broken. Otherwise, it breaks Replicantem.
If a curse with a continuing effect (for example, "The target must keep their head on the table") is broken, the target of Replicantem need only rest their head on the table for a few seconds to avoid breaking the curse.