Dungeon Mayhem: Monster Madness
Dungeon Mayhem: Monster Madness Rulebook
Table of Contents
Table of Contents
Contents
- Six 28-card decks
- 12 hit point tokens
- 12 divider cards
- 6 hit point trackers
- 12 damage tokens
- 1 rules sheet (with 6-player rules)
- 6 reference cards
- 1 token storage box
| Character | Class |
|---|---|
| Lord Cinderpuff | Dragon |
| Hoots McGoots | Owlbear |
| Dr. Tentaculous | Mind Flayer |
| Blorp | Gelatinous Cube |
| Delilah Deathray | Beholder |
| Mimi LeChaise | Mimic |
The First Time You Play
NOTE: If you know how to play Dungeon Mayhem, great! Check out this sheet's new five to six player rules!
Pop the cardboard tokens out of the frame, then open the packs of cards and separate the decks by color.
Get Ready
- Choose one of the six character decks.
- Take the hit point tracker, hit point token, and reference card that match your deck, and set them on the table in front of you.
- Put a token on the number 10 on your hit point tracker.
- Shuffle the rest of your deck and put it on the table face down. Your play area should look something like this: hit point tracker with token on 10, hit point token, reference card, damage tokens, and your face-down deck.
Check your reference card to decide which card you want to play. You can see what all the symbols do on the next page.
Did you play all your cards? If you don't have any cards left in your hand, draw two more cards. This does not end your turn.
Did you run out of cards in your deck? No problem! Just shuffle your discard pile and start your deck over again.
Time for Mayhem!
Everyone draws three cards, and the youngest player goes first.
Here's what to do on your turn:
- Draw a card from your deck.
- Play a card from your hand by putting it onto the table in front of you. Sometimes you can play more than one card in a turn, but you have to play at least one.
- Put all the cards you played this turn into your discard pile unless they have the defense symbol on them. Cards with the defense symbol stay on the table in front of you until they are destroyed—then they also go to the discard pile.
- Pass the turn to the player on your left.
Hit Points
Each player starts the game with 10 hit points. Whenever you play a card that deals damage to another player, they lose hit points (unless they have a card with a defense symbol). When you take damage, move the token on your tracker card to show how many hit points you have left. If your hit points drop down to zero (the knocked-out symbol), you're knocked out.
Winning the Game
Use your cards to deal damage to your opponents, and try not to take any damage yourself. The game ends when only one player is still in the game. That player is the winner!
Sometimes a card can knock out many players at the same time. If no players are left in the game, then it's a tie—so get ready to battle again!
Card Types
Attack
Attack cards do damage to your opponents, and each character has their own unique attacks.
When you play an Attack card, choose one player (or Defense card) as the target of that attack. That player loses one hit point for each attack symbol on the card (unless they have a Defense card in play—see examples below).
Defense
Defense cards protect you by taking damage for you. Here's everything you need to know about them:
- The number of defense symbols on a Defense card is the amount of damage that card can take.
- When you play a Defense card, place it face up on the table in front of you. It stays there until it is destroyed.
- Put a damage token on one of the defense symbols for each point of damage it takes. When there are no defense symbols left, that card is destroyed and goes into the discard pile.
- You can have more than one Defense card protecting you, and Attack cards can't deal any damage to you until all your Defense cards are destroyed.
- If an attack card deals more than enough damage to destroy one of your Defense cards, any extra damage goes through to your other Defense cards. Once your last Defense card is destroyed, any extra damage goes through to you.
Example 1
This Attack card deals two damage, which is enough to destroy this Defense card. The Defense card goes to the discard pile.
Example 2
This Attack card deals three damage, but this Defense card only has one defense symbol left. The Defense card is destroyed, and the target player loses two hit points.
Draw
Playing Draw cards lets you draw extra cards. When you play a Draw card, put one card into your hand for each draw symbol on that card.
Healing
Healing cards let you recover from damage. When you play a Healing card, you get one hit point back for each heart symbol on that card.
Play Again
Play Again cards let you play more cards on your turn. When you play a Play Again card, you can play one extra card for each lightning symbol on the card.
Remember, the extra cards you play for each lightning symbol can also be Play Again cards!
Your turn won't end until you have played a card for each lightning symbol on the cards you have used that turn. If you play all the cards in your hand before finishing your Play Again action, draw two more cards from your deck and keep going until you finish.
Combinations
Some cards have more than one kind of symbol on them. When you play one of those cards, you get to use all the different symbols!
Mighty Powers
Each character has some special abilities that are unique to that character. When you play one of these cards, just do whatever the card says!
Five to Six Player Rules
Now that you have all these great new decks, you can play with up to six players! Set up the game as usual and add these two new rules to help the game run smoothly.
Zone of Influence helps prevent players from getting picked on, and Vengeful Ghosts is great for keeping knocked out players involved. Use them both in your five and six player games!
Zone of Influence
Each player can only "target" the player to either their left or right with regular attack cards. Mighty Power cards that you play can target any player, even if that Mighty Power references the attack symbol. Mighty Powers that affect all players still affect all players.
When only four players remain, continue to use the Zone of Influence. Be sure to play your full game with these rules!
Example 1
Player B can use attack cards on players A and C, but not players D, E, and F.
Example 2
Once player C has been knocked out, player B can now use attack cards on players A and D. Player D can now use attack cards on players E and B.
Vengeful Ghosts
When a player gets knocked out, they become a Vengeful Ghost. They no longer draw or play cards and cannot win.
On each Vengeful Ghosts' turn, they attack one of the players still in the game. This attack ignores Zone of Influence and cannot deal lethal damage. Ghosts cannot attack players with 1 hit point.
Frequently Asked Questions
Q: If Dr. Tentaculous uses Mind Games or Tell Me About Your Mother to steal cards, what happens to those cards after they are played? What if a player is knocked out with stolen cards in their hand?
A: Any stolen cards go back to the discard pile of the player they were stolen from.
Q: Both To the Face and HUGS reference starting shields—what does that mean?
A: Starting shields references the total number of shield symbols that appear on the card. When counting starting shields, ignore damage tokens.
Q: Do Owlbear Boogie and Murders and Acquisitions include the player who played them?
A: Yes, they do! Players draw again for their own boogie and repeat their own murderous choice!
Q: When playing Liquidate Assets, do I count Liquidate Assets as a discarded card?
A: No, you do not. For example, if you have four cards in your hand including Liquidate Assets, you would deal 3 damage. You use Liquidate Assets and then discard the remaining 3 cards, attack symbol once for each card. Now your hand is empty, so draw two cards!
Q: When playing Murders and Acquisitions, can you attack multiple players?
A: No, all the attacks you make with this card must choose the same opponent.
Q: When playing Murders and Acquisitions, do players other than Lord Cinderpuff have to attack the same player?
A: No. Each other player can attack different players with this card.
Q: How do I copy another shield card in play with Definitely Just a Mirror? Do I have to copy any damage the shield card may have taken as well?
A: When copying a shield card in play, treat it as if you just played the card from your hand. Use all the effects of the card and do not copy any damage tokens.
Q: What qualifies as "a little dance" for Owlbear Boogie? Can the player playing this card dance and get the benefit too?
A: Doing a little dance means some serious moving and shaking. Stand up and let loose! All players, including the player playing Hoots McGoots, can dance or not dance. If only the player playing Hoots McGoots dances, that player gets to draw and then draw a second time.
Q: For Praise Me, what counts as praise? Can Delilah Deathray reject my compliment and attack me?
A: "Praising your greatness" means saying something nice about Delilah Deathray or the player playing her. If a player says something, even if it's dripping with sarcasm, it counts as praise. Neither Delilah nor the player playing her can choose what is or isn't praise.
Q: How do Zone of Influence and Charm Ray interact?
A: When controlling the attacks of another player, ignore the Zone of Influence. Each time a player controlled by Charm Ray attacks, you choose the target of that card. You don't choose one player and then send all attack cards at them for a round. Instead, each time an attack card is played, you can choose a target.
Q: If a player steals cards from Hoots McGoots or Blorp that affect attacks, do these effects combine?
A: Yes! You could be attacking all opponents and ignoring shield cards. So much mayhem!
Q: If Delilah Deathray plays Charm Ray, and another player has previously stolen a Charm Ray card and plays it in that round, what happens?
A: The last person to play Charm Ray controls the attacks of players for the next full round.
Sequence of Card Effects: Sometimes cards cause other effects to happen. Resolve the played card in full before any other effects take place.
Q: If I play Mind Games and it's the last card in my hand, what happens to my opponent's hand?
A: If playing Mind Games empties your hand, you swap zero cards to your opponent. Their hand is empty and then they draw two cards.
Q: When Burped up Bones is destroyed, what happens?
A: After Burped up Bones is destroyed, attack twice. If it is destroyed in the middle of another player's turn, you attack twice between card plays. You can target any player with the attack.
Q: If a player with full health uses an attack card with healing to destroy Burped Up Bones, what happens?
A: If a player at 10 hit points destroys Burped Up Bones with two attack symbols and a heal symbol, their card finishes in full, putting them at 10 hit points. If then they get hit by two attack symbols, their hit points are reduced to 8.
Questions?
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Credits
Lead Design: Roscoe Wetlaufer Additional Design: Adam Lee, Mike Mearls Editing: F. Wesley Schneider Illustration: Cam Kendall Graphic Design: Trish Yochum, Trystan Falcone Art Direction: Shauna Narciso, Trish Yochum Creative Direction: Shauna Narciso Production Management: Cynda Callaway, Gretchen Tapp, Tom Wänerstrand Producer: Dan Tovar Packaging Design: Roni Ruggenberg Prepress Management: Jefferson Dunlap Brand Direction: Nathan Stewart Brand Management: Shelly Mazzanoble
Rules based on the original card game design by Jordan Comar and Roscoe Wetlaufer.
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