Once You Have 5 Rooms in Boss Monster Do You Have to Build Again

2 Histrion Gear up-up. Click to enlarge.
Dominate Monster is a 2-half dozen player game. In guild to play the game y'all need either the original Base of operations Set or one of the stand-alone expansions (either Dominate Monster 2 or Rise of the Minibosses). If playing a v-6 player game, the Crash Landing expansion is likewise needed. There are 5 decks needed in gild to play the game: Boss Cards, Room Cards, Spell Cards, Hero Cards, and Epic Hero Cards. The game is also playable with the Item Deck; however, this is not included with the Base of operations Fix and is not required.
The objective of Boss Monster is to build a Dungeon that will lure in Heroes that can be killed for their Souls to be collected. A player wins when they have collected 10 Souls; players may lose the game if they
Dominate Monster Gameplay Video
Video Tutorial by Brotherwise Games
get 5 Wounds. In the event that ii or more than players go 10 Souls or the last remaining players get v Wounds in the aforementioned turn, then y'all take the total number of souls and subtract the number of wounds and the largest corporeality wins. If information technology is notwithstanding a depict, the Boss with the lowest XP wins. If a player has 5 Wounds or more at the terminate of turn phase they lose regardless of soul count.
The number of Hero cards that should exist used is based on how many players in that location are. The actor icon located at the lesser part of the Hero cards betoken the minimum number of players that should exist playing to use the carte. For case, a Hero card with 3 player marks at the bottom should exist used when playing with ii or 3 players. Even so, one could only randomly select the suggested number of cards for each amount of players.
2 Players: thirteen Ordinary Heroes, 8 Epic Heroes
three Players: 17 Ordinary Heroes, 12 Epic Heroes
iv Players: 25 Ordinary Heroes, 16 Epic Heroes
*5-vi Players: 32 Ordinary Heroes (25 from BM1 or BM2 and vii from Crash Landing), 21/22 Epic Heroes (sixteen from BM1 or 17 from BM2 and 5 from Crash Landing)
This system of randomly selecting becomes necessary when playing with any Promo Cards or Expansions to prevent in that location from being likewise many Ordinary Heroes slowing down the game.
Contents
- ane Pre-game Phase
- 2 Beginning of Turn
- 3 Build Phase
- 4 Bait Stage
- 5 Adventure Phase
- 6 End of Turn Stage
- 7 End of Game Stage
- eight Optional Dominion
- 9 Item Cards
- x Rise of the Minibosses additional rules
- 10.1 Minibosses
- 10.2 New Mechanic:Coins
- x.ii.one Pro Tip: Combining Sets
Pre-game Phase
The game starts with each histrion randomly picking a Boss menu. Once everyone has a Dominate, each player places their Dominate at the correct terminate of where their Dungeon will be. The Boss deck is no longer needed later on this.
Each player draws 5 Room cards and ii Spell cards; then, discards two cards they don't want. It does not thing if the cards are both room cards, both spell cards, or ane of each. Afterward everyone has discarded each gets to place one Room to the left of the Dominate cards to starting time their Dungeon. The Room cards are placed face downwardly and flipped over all at once after everyone has put a Room card down. If any Rooms have a Build Upshot that event happens, otherwise the pre-game ends.
Note: In the stand-alone expansion it's no longer recommended that you discard 2 cards at the showtime of the game.
Annotation: In the event that two or more player's Room, Spell, Level Up, or Item effects are both played in the aforementioned phase; the histrion whose Dominate has the highest XP takes identify showtime. If there is currently an active player their effects take priority over other players regardless of XP.
Commencement of Turn
One Hero bill of fare from the Hero deck is flipped over for each player (so if there are three players 3 Heroes are flipped over) and put into "Boondocks"; if the Hero deck runs out of Heroes the Ballsy Hero deck is used. Next, each player draws a Room menu from the Room Deck.
Note: During this stage no cards tin be played and no effects can take place.
Note: The gild that Heroes enter the Town does matter as they will enter Dungeons in the Adventure Phase as they entered Town in the Outset of Turn. Showtime in get-go out.
Build Phase
Each actor may build one Room in their Dungeon either to the left of their left most Room or on summit of an existing Room. A Dungeon cannot have more than than v Rooms in play (non including the Boss card). If a actor has v Rooms and wants to build a Room it must be on top of an existing Room.
Normal Monster and Trap Rooms can exist congenital on top of any other Room menu. Avant-garde Room cards can only be built on top of a Normal Room menu sharing a Treasure Type.
The Room to be built by the role player is showtime placed face-down in the location the player wants the room built at. The player with the highest Boss XP starts start, followed by the next highest XP and and so on. During which, the player who is placing the room face-down is considered the active player such that any spells played past the active player would always resolve first. After all players have taken their chance to place one room card face down, players would then flip open the card they had placed simultaneously. These room cards are then considered to be 'built' after they have been flipped over. Once the Rooms are flipped over, resolve any "when you lot build this room," effects/abilities in an guild based on the XP of the player'south Boss monster.
Additionally, if a Dungeon reaches the maximum five Rooms as the Room is flipped over the Boss's Level Up ability takes outcome before the stage ends. Level Up abilities must exist used equally the Dungeon Reaches five Rooms. The abilities cannot be saved for afterward and only happen the commencement time the Dungeon reaches 5 Rooms. If a player decides not to apply, or forgets to use their Level Upwardly ability when information technology activates they lose information technology for good.
Note - Spells playable in the Build phase cannot be played after the rooms are revealed. Furnishings also cannot be played with the exception of 'build this room' and 'level up' effects.
Bait Stage
All players compare how much of each of the four Treasure Types they have. The Heroes in Town will become to to the left of the left-most Room of the Histrion with the most of the same Treasure every bit the Hero. If there are whatsoever ties for Treasure any Heroes with those Treasure Types stay in Town.
Adventure Stage
Like in the Build Phase, players accept turns being the agile player based on XP; the boss with the highest XP goes first and the boss with the everyman goes last. Each Hero goes through the Dungeons in the order that they showed up to Town 1 at a fourth dimension. Heroes get-go in the left-most Room and work their fashion right taking the respective damage from their HP for each Room. Information technology is of import the Heroes go through each Room in order as some Room have special effects that may send the Hero back or cause an effect if a Hero dies in a specific Room.
If a Hero is going through a Bosses Dungeon that Dominate becomes the Active Player. This ways that any Spells, Room Furnishings, or Items that the Active Role player uses always come up before whatever done by other players if lodge is important.
If a Hero is killed in a Dungeon before reaching the Boss Bedchamber that Hero becomes a Soul and is placed confront-down next to the Wound pile (so 2 cards lengths correct of the Boss carte du jour). Withal, if a Hero enters the Boss Sleeping accommodation it counts every bit a Wound against the dominate and is place face-up only right of the Boss menu.
annotation: Spell cards marked with an axe can exist played during this phase.
End of Turn Phase
All deactivated Rooms become reactivated, any furnishings that end when the turn is over end now. If a Hero was sent back to Town or for some reason went office-way through a Dungeon without completing all of their HP is restored at this point.
No Spells, Items, or Effects can exist used during this phase.
At this point, if any players have 10 Souls go to the End of Game Stage. If any players take 5 Wounds leaving 1 or 0 players without five Wounds also go to the End of Game Phase. Otherwise, go back to the Beginning of Turn Phase. If a player has five Wounds but there are at least two players left, the game continues to the Beginning of Turn Phase still, the players with v Wounds are out of the game.
End of Game Stage
If only i player has 10 Souls or only one player is left without five Wounds that histrion is declared the winner and the game is over. If multiple players get 10 Souls in the same turn or all players left have 5 Wounds the victory goes to the Boss with the lowest XP.
The everyman XP rule does not include players who did not earn 10 Souls or that died in a turn before the last End of Turn Stage.
Optional Dominion
When a Boss reaches the v Room limit and Levels Up a player may place some sort of token(ie. coins, markers, etc) over the upper left-mitt corner of the Boss bill of fare to point the Boss has leveled up because a Dominate's Level Upward can only be used in one case per game. This allows other to easily keep rails of which player has used their ability.
The Kickstarter of Boss Monster includes gilt Token coins for this purpose. Replacing the boss with a foil version boss cards could also be used for the same purpose. Nevertheless, not all copies of the Base of operations Set include these and then they are non official rules.
Particular Cards
The mini-expansion Tools of Hero Kind releases a Carte Type, Item Cards. Only one Item carte du jour is agile at any time. Once a Hero with an appropriate Treasure Type comes into Town that Hero takes the item, This Item grants the Hero some kind of "Power-Up when information technology is in a Dungeon, such as the ability to skip over any Monster Room.
If a Hero with an Detail is defeated and turned into a Soul that Boss gets the Item card. This bill of fare's "Reward" may be used by the Player just like Spell cards are used.
Rise of the Minibosses additional rules
2 new mechanics appear with Rise of the Minibosses: Minibosses and Coins. Please note that (c) is used here to denote the coin symbol.
Minibosses
When Minibosses are included in the Room deck, they are not rooms. Instead, Minibosses raise the Rooms they are built under and can gain more enhancements via the promotion mechanic.
During the build phase, you may build a Miniboss instead of a room. Identify information technology face-downward over the Room you want to modify. If a Room with a Miniboss is destroyed, discard the Miniboss.
When you lot reveal a Miniboss, you lot must pay i (c) or information technology is discarded from play. Attach the miniboss under its Room and so only its Level One power is shown. Your Room now has that ability text.
New Mechanic:Coins
Coins are a new mechanic added in Boss Monster: Rise of the Minibosses. They represent the currency of a Boss uses to pay their minions and buy new traps.Coins are indicated past the (c) icon.
Each Boss starts the game with (c)(c)(c) in their Hoard (your pile of coins, kept near your Dominate).
Coins are gained when sure Room abilities are activated.
Coins are payed to promoted Minibosses (encounter higher up) or to power up certain Room abilities.
Note: Any Coins placed on a Room card are lost if that Room is covered or destroyed.
Pro Tip: Combining Sets
If you are combining Rising of the Minibosses with any other Boss Monster set, we encourage you to utilise the following rule: "Once per turn, during their Build Phase, any player may discard one room menu to proceeds ane Coin."
Source: https://bossmonster.fandom.com/wiki/Rules
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