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Dungeon Rummy

Dungeon Rummy Rulebook

Table of Contents

Table of Contents

  • Components
  • Card Anatomy
    • Hero Card
    • Deck Card
    • Monsters & Bosses
  • Game Setup
  • Game Overview
    • Turn Structure
      • Enemy Phase (Players and Companion)
      • Draw Phase
      • Action Phase
        • Play Cards
        • Activate Boot Tokens
        • Activate Treasure Cards
        • Activate a Meld to Attack!
        • Mana
        • Canasta
      • Discard Phase
  • Using Ability Tokens
  • Winning and Losing
  • Bestiary
    • Treasure Cards
    • Common Traits
    • Distracting Forest
      • Easy Monsters
      • Medium Monsters
      • Hard Monsters
      • Bosses
    • Sunrise Necropolis
      • Easy Monsters
      • Medium Monsters
      • Hard Monsters
      • Bosses
  • Fighting Mort, the Necromancer
    • Game Setup
    • Gameplay
    • Mort, the Necromancer Skills
    • Dancing Skeletons Skills
  • Reference Guide
    • Misfits' Turn
    • Companion Misfits' Turn
  • Dificulty
  • Credits

Components

  • 27x Bard cards (blue): 1x Hero card and 26x Playing cards
  • 27x Mage cards (yellow): 1x Hero card and 26x Playing cards
  • 27x Druid cards (green): 1x Hero card and 26x Playing cards
  • 27x Barbarian cards (red): 1x Hero card and 26x Playing cards
  • 4x Goblin Hero cards*: 1x Goblin Bard, 1x Goblin Mage, 1x Goblin Druid, and 1x Goblin Barbarian
  • 4x Exclusive Hero cards: 1x Exclusive Bard, 1x Exclusive Mage, 1x Exclusive Druid, and 1x Exclusive Barbarian

* Goblin Hero cards can replace Hero cards of the corresponding colors. Try these if you're looking for a tougher challenge!

  • 20x Treasure cards
  • 4x Organizing Trays
  • 8x Distracting Forest Monsters
  • 4x Distracting Forest Bosses
  • 42x Plastic Tokens
  • 30x Damage Tokens
  • 10x Sunrise Necropolis Monsters
  • 4x Sunrise Necropolis Bosses
  • 1x Mort the Necromancer
  • 12x Dancing Skeletons

Card Anatomy

Hero Card

  1. Health Points — The number of Damage a Misfit can endure. If the Misfit receives Damage equal to or greater than this number, they die and the players immediately lose the game.
  2. Misfit's Name
  3. Misfit's Class — Each symbol corresponds to a different class: Barbarian, Druid, Mage, Bard.
  4. Mana Cost — The amount of Mana required to perform the Misfit's Ability.
  5. Ability Token — The token earned once the Mana Cost is paid.
  6. Meld Power — The requirement and the reward for Activating a specific Meld. In this case, a Canasta (Meld of seven or more cards) deals three extra Damage and generates three bonus Mana.

Deck Card

  1. Misfit Suit — All cards in a Misfit's deck have the same suit and color.
  2. Rank — Each card has a rank from Ace to King. You can form Melds by grouping cards of the same rank (a set) or by arranging cards in sequential order (a Meld).
  3. Mana — The amount of Mana this card generates when the Meld it is in is activated. The 2 is a special card; it never generates Mana, but it can be used as a wild card.

Monsters & Bosses

  1. Attack — The amount of Damage dealt during the Enemy Phase (P.05). Different Attacks can be found in the Bestiary (P.12).
  2. Special Effect — Some Monsters have special skills that create new challenges for the Misfits. You can check them in the Bestiary (P.12).
  3. Health — The amount of Damage the Misfits have to deal to Defeat the Monster. While some Monsters require a certain amount of Damage to be Defeated, others might have unique conditions (i.e.: A four-of-a-kind).
  4. Loot — The quantity of Treasure cards received upon Defeating the Monster (P.12).
  5. Dificulty Rating — Each Enemy fits into one category: Easy Monster, Medium Monster, Hard Monster, or Boss.

Game Setup

  1. Each player takes a Misfit deck of their choice and the corresponding Misfit Hero card (for a harder game, take the Goblin version). The players' Misfit decks should be kept face down at all times.

  2. There should always be 4 Misfits in a game, if there are less than 4 players, pick Misfits not chosen by any player. Their Misfit decks should be placed on the table as if they were players, in any order the players prefer. In addition to being Misfits, they are considered Companions for game purposes. Companion decks should be placed face up with the top card visible to all players.

  3. Each player takes Boot tokens according to the player count:

    • 3 or 4 players: 3 Boot tokens each
    • 2 players: 4 Boot tokens each
    • 1 player: When playing Solo, in addition to the Monsters, the player chooses the challenge rating that they want to face: 12 Boots, 10 Boots, 8 Boots, or 6 Boots.
  4. Players should keep a space clear next to each Misfit deck to play cards. This space will be referenced as each Misfit's Play Zone.

  5. Shuffle the Boss deck and set aside 1 card, face down. For your first game, we suggest the Beerholder. Return the remaining cards to the box.

  6. For your first game, randomly select 2 Easy Monsters and 1 Medium Monster (P.13, we suggest the Florist Orc, the Kobold Tower, and the Annoyed Will-o-Wisp). Place the Easy Monsters face down on top of the Medium Monster, then place them on top of the previously selected Boss card. This is the Enemy deck. Return the remaining cards to the box.

    In future games, you can choose the difficulty following the table at the end of the rulebook.

  7. Keep the Enemy deck within reach of all players. Reveal the top card to unveil the first Enemy in play. Make sure there is enough space next to it to keep the cards discarded from play. This space is called the Graveyard, an area where players discard their cards.

  8. Shuffle and stack the Treasure cards. Keep them face down within reach of all players. Make sure there is enough space next to the stack for drawn cards to be displayed. This space is called the Loot Zone.

  9. During the game, Defeated Enemies, used Treasure, and activated game cards are moved to the Trash.

  10. Each player draws 7 cards from their respective Misfit decks.

  11. The first player is the one who most recently made a regrettable decision (once it is explained and voted upon as indeed regrettable).

Game Overview

The game is played in a series of turns, starting with the first player's Misfit and proceeding clockwise. Each turn consists of the following phases: Enemy Phase, Draw Phase, Action Phase, Discard Phase.

In a game with less than 4 players, for each Companion turn, resolve only the Enemy Phase. Turns are played until the Boss is dead (and the game is won) or a Misfit dies (and the game is lost).

Citizens of Garden are never truly worried about death, for friendly Necromancers abound, (almost) always willing to resurrect you – for a fair price, of course. But beware, for no soul escapes the inevitable lecture on the perils of excessive dying and resurrecting, a cautionary tale spun from the annals of necromantic mishaps chronicled in the exhaustive tome, "Necromantic Failures and Flops Throughout History", chapter 4, page 255 (with over 64 dire possibilities, ranging from zombification to other grisly fates).

Turn Structure

The active Misfit performs the following phases in order:

Enemy Phase (Players and Companion)

At the beginning of each Misfit's turn, perform the attack of the current Enemy in play (the face-up Monster or Boss). It deals Damage and/or the effects indicated on its card in the top-left corner. Place the equivalent amount of Damage tokens on the attacked Misfit(s). Effects that happen at the beginning of the Enemy Phase are resolved before the Damage is applied.

An attack will always target the active Misfit, unless stated otherwise.

Companions are also attacked by Enemies! If the Enemy attacks on a Companion's turn, don't forget to add Damage tokens to their Misfit card as well.

If the amount of Damage tokens on a Misfit's card equals or exceeds its Health Points, they die and the players immediately lose the game.

In some rare scenarios, there can be multiple enemies at the same time! In this case, all of them attack at the same time! Ouch!

Monsters are invariably stronger, faster, and capable of spotting you from distances best described as "a really long way away". They're also mostly harmless if left alone and won't attack unless someone's daft enough to poke them – such is the peaceful balance of Garden.

One might assume that after a multitude of entirely avoidable deaths, the Misfits would grasp the concept of "let sleeping monsters lie". But alas – their obstinacy is as vast as their capacity for reckless adventuring.

Draw Phase

On your turn, draw a card.

Whenever you draw a card, you can choose between your Misfit deck or any discarded card in the Graveyard, regardless of its suit.

At the start of Oakie's turn, after being attacked, they decide to draw a red card from the Graveyard and add it to their hand.

If you ever run out of cards in your deck, retrieve your own cards from the Trash and shuffle them together to form your new deck before drawing again. Cards that are already in Melds or in the Graveyard are not shuffled and remain in their current zone.

Action Phase

First, refresh all your Boot tokens (turn them back to the colored side).

Players can discuss and decide on a game plan together. However, the contents of their hands must remain a secret at all times.

A player CAN SAY: "I wouldn't be mad if Lily played a 3 or a 7, and I might have something useful for Bob's Play Zone."

A player CANNOT SAY: "I have a Joker, a 5, and a 9 that I can place on Oakie, Milton and Lily's Play Zones."

During this phase, you can take any of the following actions in your order of choice:

  • Play cards
  • Activate Boot tokens
  • Activate Treasure cards
  • Activate a Meld to attack!
Play Cards

You can play as many cards as you want in any Play Zone to form the following Melds:

A. Runs (Ace/2/3/4/5/6/7/8/9/10/J/Q/K/Ace): Two cards of the same suit can never be adjacent to each other.

B. Sets (3/3/3; J/J/J; etc.): Only one card of each suit can exist in a set. Therefore, a set can only contain up to four cards.

You can play cards both from your hand (for free) and from the top of a Companion's Misfit deck (activating 1 Boot token for each card played).

2s are special, acting both as 2s and as wild cards. As long as the placement rules regarding its color are respected (never being adjacent to another card of the same suit and never repeating a color already present in a set), the 2 can be placed in a Play Zone as if it were any other valid card in that Meld. You can also move a 2 within the Meld it's currently in, causing it to replace a different card than originally intended. Each Meld can contain up to one wild card only.

When a 2 fills the role of a 2 in a Run or Set, it is no longer considered a wild card.

The red 9 CANNOT be placed next to the red 8 in this Meld, as Melds can never have 2 cards of the same color side by side.

The red 7 CANNOT be placed next to the blue 7 in this set, as there is already a red 7 in this Meld. Sets can never have more than one card of each color. The only card that could be placed in this Set, making it a 4-of-a-kind, is the missing green 7.

There's no hope for any single Misfit to defeat a monster on their own, not even the weakest of the Twoflower (a tiny, endearing creature often found potted in family homes, prized for the delightful fragrance of its leaves).

Thus, the only hope for any Misfit lies in orchestrating a collective assault. Currently, in any Gnome House worth its betting slips, the odds against Misfits defeating a Hydra are 1000 gold ingots to 1.

Activate Boot Tokens

A Misfit can exhaust their own Boot tokens (turn them to the darker side) at any time during their turn to perform a movement. Movement allows Misfits to move cards between Play Zones.

Multiple Boot tokens can be exhausted at the same time to swap cards between Play Zones, as long as the affected Melds remain within the rules.

It is considered a movement:

  • Moving a card from one Play Zone to another (1 Boot)
  • Playing a card from a Companion's deck (1 Boot)
  • Simultaneously swapping two cards between two Play Zones (2 Boots)
  • Moving 2 or more cards together between two Play Zones (1 Boot per card)

Milton wants to swap the blue 10 in their Play Zone with the yellow 10 in Bob's Play Zone so he can, after that, add a blue 9 to the Meld. He can do that by exhausting 2 Boot tokens and swapping both cards!

Boot tokens are also exhausted when playing cards from the top of a Companion's Misfit deck, so use them wisely!

Lily wants to move the last 3 cards from the Meld in her Play Zone (8, 9, and 10) to a Meld in another Misfit's Play Zone. She cannot break the Meld in her Play Zone, so she can't move one card at a time.

She exhausts her 3 Boot tokens at the same time to move all 3 cards together, without breaking any placement rules.

Activate Treasure Cards

At any time during a Misfit's turn, they can activate a Treasure card available in the Loot Zone to gain its corresponding effect. It is discarded to the Trash after being used.

Activate a Meld to Attack!

A Misfit can activate a Meld that is a Run or Set containing at least 3 cards in their own Play Zone or in a Companion's Play Zone at any time during their turn. A Misfit cannot activate a Meld in another player's Play Zone.

Activating a Meld means attacking the Enemy. Each activated Meld deals Damage to the Enemy equal to the number of cards in it plus modifiers (if any). Place the equivalent amount of Damage tokens on the Enemy's card.

Some Enemies can only be damaged by specific Melds (a Royal Canasta, for example) and are immune to all other types of Damage. Misfits can still activate Melds with 3 or more cards, regardless of the Damage dealt, to empty their Play Zone and obtain Mana, if any.

If the total Damage dealt is equal to or greater than the Enemy's Health OR if the activated Meld matches the specific Meld necessary to hit it, this Enemy's phase is Defeated. Although most of the Enemies have only one level, some Monsters and most of the Bosses have multiple levels that must be accomplished in order, each with its own Health. Only after you Defeat the last level of an Enemy is it considered Defeated.

Norberto, the Red Dragon, has three different levels: in the first one, Misfits must deal fifteen Damage. In the second level, a Misfit must play an 8+ Meld. Lastly, the 3rd level requires a 9+ Meld must be played.

If a Defeated Enemy is not the Boss, discard its card face up in the Trash, revealing the next card in the Enemy Deck. The active Misfit must draw Treasure cards equal to the number of Loot present on the Enemy card and place them face up in the Loot Zone.

If a Defeated Enemy is the Boss, the game ends with the Misfits' victory.

After resolving the Meld activation, all cards in it are discarded to the Trash, emptying that Play Zone. A Misfit may continue playing cards after activating a Meld, and may also continue to activate Melds.

Mana

When activating a Meld, count the number of Mana symbols present on the cards and convert them into Ability tokens according to the Misfit attacking:

  • The Barbarian generates 1 Shield token for every Mana in the Meld.
  • The Mage generates 1 Draw token for every 2 Mana in the Meld.
  • The Druid generates 1 Healing token for every Mana in the Meld.
  • The Bard generates 1 Wild token for every 3 Mana in the Meld.

Unused Mana is lost and cannot be stored for later use.

The generated Ability tokens should be placed next to that Misfit's Hero card and can be used at any time (see Using Ability Tokens, P.10). A Misfit cannot own more than seven Ability tokens at a time. If they would obtain more than seven, the extra Mana is wasted instead.

Bob obtained 7 Mana from his Meld. That means he gets three Draw tokens! The spare Mana is unfortunately wasted, though. You cannot be very precise with your eyes closed!

The Florist Orc has 9 Health Points, which means the Misfits might chip away at it with any Meld of at least 3 cards. Bob decides to activate a four-card Meld in his Play Zone, dealing 4 Damage to the Florist Orc and winning 3 Mana from the Meld. Bob converts 2 Mana into one Draw token, and the last Mana dissipates into thin air.

The Bone Dragon is immune to all Damage except for a Meld with 8 or more cards. Fortunately, Lily just completed one and activated it. It is considered a Canasta, thus it grants a 3-Damage bonus that has no effect due to the enemy's immunity. Fortunately, it also grants Lily a bonus of 3 Mana that adds to the 2 Mana from her Meld, totaling 5 Mana received. She converts the Mana received into 5 Shield tokens.

Bob activates a Meld containing 8 cards. It is a Canasta, so it deals a total of 11 Damage and grants Bob 7 Mana! Talk about an explosion!

Canasta

If the activated Meld has at least seven cards, it is considered a Canasta.

If the activated Meld has at least seven cards and no wild card is being used, it is considered a Royal Canasta.

Activating a Canasta, Royal or not, gives that Misfit a bonus of 3 Damage and 3 Mana.

Remember! The 2 used as a 2 in a Meld is NOT considered a wild card.

Discard Phase

When you are done with your actions, if you have one or more cards in your hand, you must discard one to the Graveyard. If, at any moment, the Graveyard has SEVEN or more cards, distribute 7 Damage among all Misfits as players choose and move all cards from the Graveyard to the Trash.

At the end of your turn, regardless of whether you discarded a card or not, if you are out of cards, you draw seven cards from your own deck.

Milton played the last card in his hand and skipped the Discard Phase. That was close! Not only the party avoided a lot of Damage, now Milton gets to refill his hand.

Using Ability Tokens

Ability tokens are generated by converting Mana from activated Melds (P.10). Which token is generated depends on which Play Zone the activated Meld was in. Companion Misfits also generate tokens whenever a Meld in their Play Zone is activated. Misfits can never have more than 7 Ability tokens at the same time.

Ability tokens can be used anytime (Ability tokens from Companions may be used by anyone):

  • The Barbarian's Shield tokens are spent to absorb Damage dealt to any Misfit. For each Barbarian's Shield token spent, the Barbarian either prevents 1 Damage to herself OR transfers 2 Damage from another Misfit to herself.
  • The Druid's Healing tokens heal any Misfit for the same number of tokens spent.
  • The Mage's Draw tokens allow any Misfit to draw cards equal to the number of tokens spent from either the top of their deck or the Graveyard.
  • The Bard's Wild tokens allow any Misfit to change card ranks (but never their suits!), turning any card into a wild card. Whenever a Misfit is playing a card, they may spend a Wild token and place it on top of the card. It has now transformed into a wild card! Transformed cards lose their Mana value. Wild tokens cannot be placed in cards that are already in play.

The Mana value is lost when transformed into wild cards!

BE AWARE! A card with a Wild token still counts towards the 1-of card limit in a Meld!

If Bob takes all 5 Damage dealt by the monster's attack, he will die. Lily can avoid that by discarding 2 of her Shield tokens, which transfers 4 of the 5 Damage dealt to herself, leaving the Mage with only 1 Damage. The Barbarian has enough Shield tokens to prevent all Damage, and she's not quite well off herself, so she discards the remaining 4 Shield tokens to completely prevent the Damage and leave unscathed.

The Misfits need a Canasta (Meld of seven or more cards) as soon as possible to Defeat the Boss. Bob asks Milton for one of his Wild tokens, that is placed on top of the rank and Mana of the card Bob is about to play, making the card lose its Mana but allowing it to act as any rank. The card retains its set, so it cannot be placed at the beginning (acting as a 3), next to another yellow card, but it can be placed at the end (acting as a 9).

That allows Bob to play a green 10, drawn earlier from the Graveyard, and finally form the Canasta the party so desperately needs!

Misfits exhibit a peculiar obsession with the one thing they manage to do passably well. Their most valiant efforts, however, typically only elevate them to the level of your below-average city guard – and that's on a good day.

Winning and Losing

The game can end in two ways:

  1. One (or more) Misfit dies. A Misfit that takes Damage equal to or higher than their Health Points they die and the players immediately lose the game, as they have to return to the nearest necromancer and revive their partner.
  2. Defeating the Boss! The game ends in victory for all Misfits, hooray! Now, they have to go back home to tend their Damage and BRAG ABOUT IT IN THE NEAREST DRAGON CANTINA.

Misfits are far too accustomed to the solemn routine of carrying dead comrades to the nearest necromancer. Overcoming the monsters guarding the dungeon is, however, an entirely different matter. With the Dungeon door wide open and unlimited adventure at their grasp, the little Misfits get invariably too excited.

Naturally, they must celebrate at once, reveling in the unbelievable glories of their victory for far too long – so long, in fact, that they utterly forget their true objective. You know, actually entering the Dungeon.

We wish the Misfits the best of luck in their next escapade, when a fresh monster will undoubtedly be waiting to greet them.

Bestiary

Treasure Cards

These are the treasures you get by defeating Enemies:

  • HEAL 4 — Heal 4 Damage, divided among Misfits.
  • SWAP MELDS — Swap the Meld from one Play Zone with another.
  • 2P DRAW 1 — Choose two Misfits to draw one card each from either the top of their deck or the Graveyard.
  • DRAW 1 DRAFT 1 — One Misfit draws one card from either the top of their deck or the Graveyard, then all Misfits pass one card to the left.
  • DRAW 2 — One Misfit draw two cards from either the top of their deck or the Graveyard.
  • 3 Mana — Generate 3 Mana. It can be distributed among Misfits and converted into tokens immediately. This can be used during activating a Meld to sum the amount of Mana.
  • RETRIEVE — Retrieve any Deck card from the Trash.

Common Traits

These are the most common traits, shared among many Enemies:

  • Deal X Damage to the active Misfit.
  • As soon as this Enemy is Defeated, draw a Treasure card and place it in the Loot Zone.
  • This Enemy is immune to Damage. You need to a three-of-a-kind or a four-of-a-kind to defeat it. You can still activate a four-of-a-kind if it asks for a three-of-a-kind to defeat it.
  • This Enemy has multiple phases. You need to overcome them in order to Defeat this Enemy. When you overcome a phase, place a Check marker on it.
  • Deal one Damage for each card in the Graveyard.
  • You need to deal X Damage to Defeat this Enemy.
  • This Enemy is immune to Damage. You need to activate a Meld with at least the indicated amount of cards to Defeat it.
  • To overcome this, you need to activate a seven card Meld that has no wild cards in it (Royal Canasta).

Distracting Forest

For their first adventure, the Misfits wanted to enter an ancient abandoned temple deep within the forest. They were, however, pretty overwhelmed by the amount of enemies and monsters on their way that were doing absolutely nothing but living their own lives and decided they should do something about it.

We recommend you play your first games using these Enemies:

Easy Monsters

Florist Orc

There was a time when most Orcs had this craving for blood, violence, and global domination. This was quickly replaced when they saw a field of sunflowers in the spring tended by Grandma Unysia. Orcs really dominate the flower market nowadays.

Deal 1 Damage to each Misfit.

Kobold Tower

Kobolds are known for defying odds. They argue over politics and religion, ask deep philosophical questions, and sometimes they try to answer the question "How many of us could we fit in a tower?"

Only common traits.

Giant Spider

Spiders are pretty clingy. Right before they die, they are known for tossing a giant century-old web on their foes that paralyzes them for a lifetime, and that's why (most) people avoid killing them. And precisely why Misfits go after them.

When this Monster is Defeated, it Trashes a Meld that contains at least 2 cards. Players choose.

Medium Monsters

Vegan Troll

Trolls became vegans shortly after they realized how effortless it was. Hunting was too troublesome and after failing to catch a duck, the vegan diet made them way more resilient (some say being poison-immune also helps). Everybody knows you need more than a few pokes to hurt them nowadays, and using flashy attacks is every Misfit's lifelong dream.

This Monster is immune to Melds with less than 4 cards. You can still play 3 card Melds to gain Mana, but they won't deal any Damage.

Annoyed Will-o-Wisp

Don't speak loudly, don't touch them, and don't bring musical instruments near them. These wisps hate joy in general, so you need to tread carefully around them.

Players can't play cards on their own Play Zones.

Hard Monsters

Bone Dragon

Bone Dragons are very picky about graves, dead people, and those moments when you make a move and ask if you can go back and undo it because you thought of a better move. No backsies around them.

You can't draw cards from the Graveyard.

Twoflowers

Twoflowers just like sightseeing, spending insurmountable amounts of gold, and taking pictures. Very harmless. However, they suffer from the same problem as the Giant Spiders. Their death is loud, terrible, and overall very menacing. The Misfits want to see if the rumors are true!

When this Monster dies, it trashes the Meld with more cards. In case of a tie, players choose.

Cute Slime

Being cute is always a problem. People don't take you seriously, treat you like a child, and usually ignore physical boundaries. Especially dangerous against deadly slimes who know only death and anger behind a beautiful unassuming pair of eyes.

When revealed, trash all cards in the Graveyard. Then, each Misfit, including Companions, places the top card of their deck onto the Graveyard.

Bosses

Beerholder

There are very few of these in the world. They were involved in family drama and weird origin stories (people always debate whether they came from Dungeons or from Dragons). In the end, the multitude of magical eyes meant they were the best bartenders (amazing jugglers) and could double-duty as killers (petrify, liquefy, and all sorts of instakilling magic).

Deal 1 Damage to each Misfit.

Felicia

Felicia likes two things in life. Cuddling and Dragons. By far, Felicia's dragon-cuddling activities are the largest source of Bone Dragons in Garden. The once mighty Red, Poison, Onyx, Golden or any other type of Dragon becomes a measly Bone Dragon after she meets them.

Place the Bone Dragon Monster card on top of the Boss. To overcome this phase you need to Defeat the Bone Dragon.

Dealer Hydra

Having multiple heads means a couple of things: You are very skilled in card dealing and great at spotting cheaters. The downside is that living with more than one head at all times means the conviviality is frequently lost and replaced by violent fights between them.

Deal 2 Damage to any non-active Misfit.

After this Boss attacks a non-Companion Misfit, trash the 3/2/1/1 (1p/2p/3p/4p) highest card(s) in play. Players can choose if a solo Ace (or in a set of Aces) is the highest or lowest card in play.

Red Dragon

Red Dragons have one goal in life: Amassing enough treasure that they can comfortably sleep in it and, most importantly, brag about it to the other Red Dragons. They don't really have any use for money; it's an aesthetic thing.

When revealed, draw two Treasure cards and place them in the Loot Zone.

You may trash a Treasure card to avoid this Boss attack once.

Every time you activate a Meld with at least 5 cards, draw a Treasure card and place it in the Loot Zone.

Sunrise Necropolis

Even Mort, the most famous Necromancer there is, sometimes gets distracted and misses the deadline to revive a corpse, which is surprising given how forgiving that deadline is: anywhere between a few hours and a few years.

Most of these un-revived corpses just end up staying dead in their restful and peaceful un-lives. But some miss the sun, so Mort had a great idea: build a Necropolis under the beach of Sunrise, which he aptly but not very creatively called Sunrise Necropolis.

When you feel comfortable playing with the Monsters from the Distracting Forest, add the following Enemies to your games:

Easy Monsters

Dog

Everybody loves dogs. The problem is their shadow. Usually vicious and way more violent than the angriest of animals.

This Monster is immune to regular Damage. It only takes one Damage per color in the activated Meld, regardless of how many cards are in it, and ignores bonus Damage (e.g. A Meld with two yellow cards and three blue cards will only deal two Damage).

Duck

By now everyone should know ducks are fearsome. They even made trolls go vegan.

This Monster is immune to regular Damage. It only takes one Damage per attack, regardless of how many cards are in the Meld, and ignores bonus Damage.

Juggling Skeleton

There are very few things in life more deadly than a clumsy thousand-year-old skeleton trying to become a juggler.

Always attacks the Misfit with the most cards in their Play Zone, regardless of who the active Misfit is. In case of a tie, players choose.

Medium Monsters

Cat

Regardless of whether you are a cat person or a dog person, you must know cats choose you and not the other way around. A Misfit, however, oblivious to this mantra, will eventually get hurt.

This Monster is immune to regular Damage. It only takes one Damage per Mana in the played Meld, regardless of how many cards are in the Meld, and ignores bonus Damage (e.g. A Meld with three cards but only one Mana will only deal one Damage).

Bat

Bats are pretty simple beings. They want sun, sand, and quiet. Most importantly, quiet. Because people were not very good at obeying this simple rule, they decided to instantly decimate anyone who speaks near them. They now live peacefully (and quietly) on the beaches.

Players can't talk while this enemy is in play. A player that fails to comply to this rule must distribute 15 Damage among all Misfits in play.

Color Vampire

It's a known fact that Vampires are color-blind. They can only see two colors at any given time. Any more and it will upset them to the point of immortality, so tread carefully.

Players can't heal.

Undead Barbarian Lady

This monster only suffers Damage from Melds with exactly two colors. You can still activate a Meld with more colors in it, but it will deal no Damage at all.

In death, you learn courage is overrated. Now, after a lifetime of bloody fights, the lady only goes for the weakest of the bunch. Much wiser.

Always attacks the Misfit with the lowest Health, regardless of who the active Misfit is. In case of a tie, players choose.

Hard Monsters

Mummy

Mummies have discovered immortality and invulnerability are severely overrated. To avoid a sense of boredom and routine, their best course of action was to violently strike anyone foolish enough to pick a fight with someone invulnerable and immortal. So far, only the Misfits have kept their boredom at bay.

This Monster is immune to regular Damage. It loses 1 health after its own attack.

Trash any number of cards in any Play Zone: prevent that much Damage.

Glutton Serpent

These Serpents are known for their love of food. Do they however sometimes overindulge and go on a diet out of guilt? Yes. Do they also eat annoying Misfits and regret the excessive carboload? Also true.

Players can't use any Ability Tokens.

Undead Treefolk

The problem of being an oversized Treefolk is the awful uninvited guests you can't get rid of. You give all the clues, all the hints, but they don't leave!

This monster only suffers Damage from cards that do not generate Mana. You can still activate a Meld with cards that generate Mana, but those won't cards be counted when dealing Damage.

Bosses

Lich

Being an almighty, immortal, and invulnerable being can sound like bragging rights, but if you gloat about it to everyone all the time for eternity, eventually someone will curse you with a weak spot that can make you vanish if hit properly. Kids, braggin' around powerful warlocks ain't cool. Lesson learned.

This Boss is immune to Damage. You need to activate a Meld with a complete Meld (A-2-3-4-5-6-7-8-9-10-J-Q-K-A) to Defeat it.

Any Misfit may take 5 Damage to retrieve any card from the Trash.

Abomination

Fabricating an oversized undead by mixing and matching body parts is always tricky. It is, however, the High Couture of Undead fashion.

After revealing this Boss, Trash 3 cards in Play Zones.

Deal one extra Damage for each card in the active Misfit's Play Zone.

Canastas (Runs of at least seven cards) and four-of-a-kind Sets deal double regular Damage. Apply any bonus Damage after doubling the regular Damage.

Baby Cthulhu

Taking care of an interdimensional all-powerful newborn is always problematic. They want attention all the time and can get deadly angry at you for absolutely no reason (no interdimensional babies were harmed during this game's creation).

Deal 2 Damage to the Misfit with the most cards in their Play Zone.

After this Boss attacks a non-Companion Misfit, move the largest Meld to the next Play Zone, in clockwise order. Trash any card in both Melds (the one being moved and the one in the Play Zone it is moved into) that doesn't fit in a new, combined Meld.

Big Bone Dragon

Big Bone Dragons are very rare as Felicia has to hug one of the elder gigantic dragons for them to blossom. They are, however, spectacular for musical performances of all kinds, if you can find them.

Deal 1 Damage to each Misfit.

After each Phase, spawn a Dancing Skeleton that will fight alongside Big Bone Dragon. In each Enemy Phase, both of them will attack the active Misfit, and in the Action Phase both can be attacked by the Misfits.

After this Boss attacks a non-Companion Misfit, discard the 3/2/1/1 (1p/2p/3p/4p) lowest card(s) in play to the Trash. Players can choose if a solo Ace (or in a set of Aces) is the highest or lowest card in play.

Fighting Mort, the Necromancer

Mort the Necromancer offers a special game mode that features a different type of battle. In this game mode, instead of playing against 3 Monsters and a Boss, players will have to face 8 random Dancing Skeletons before finally confronting Mort in his final form (his card is double sided).

Game Setup

  • Place Mort (A side) next to the Graveyard.
  • Shuffle all Dancing Skeletons and randomly place 1 of them in front of each of the 4 Misfit's Play Zones (one per Misfit).

Gameplay

  1. The game starts with each Misfit facing their own Dancing Skeleton, but being hit by both Mort and the Dancing Skeleton in their Play Zone. On each Enemy Phase, Misfits are attacked by the Dancing Skeleton directly in front of them, if any, and by Mort's Tombstone attack. Misfits cannot attack Mort until they flip his card (by Defeating his second phase) but can freely attack a Dancing Skeletons in front of any players on each of their turns.
  2. When a Dancing Skeleton is Defeated, place its card in the Graveyard instead of the Trash. Players can't draw a Dancing Skeleton from the Graveyard, but it still counts as a card for Tombstone effects and the Graveyard's seven-card limit (if reached, the Dancing Skeletons in the Graveyard will finally be trashed).
  3. Whenever all 4 Dancing Skeletons are Defeated, put a Check token on Mort and randomly place a new Dancing Skeleton in front of each of the 4 Misfit's Play Zones (one per Misfit). Only after Defeating those 4 new Dancing Skeletons can the players finally flip Mort's card to its B side and confront him directly.
  4. While on its flipped side, Mort's card brings one last challenge to the players: During each Enemy Phase, before Mort's attack, one Dancing Skeleton in the Trash, if any, must be brought back to the Graveyard.

Players can't draw a Dancing Skeleton from the Graveyard, but it still counts as a card for Tombstone effects and the Graveyard's seven-card limit (if reached, the Dancing Skeletons in the Graveyard will finally be trashed).

Mort, the Necromancer Skills

  1. At the start of levels 1 and 2, place 1 random Skeleton in front of each Misfit.
  2. Defeat all Skeletons to Defeat this level. If you Defeated level 2, flip this card.
  3. When a Dancing Skeleton is Defeated, place its card in the Graveyard instead of the Trash.
  4. On each Enemy Phase, before Mort's attack, retrieve one Dancing Skeleton from the Trash and place it in the Graveyard.

Dancing Skeletons Skills

  • While in play, when any card is moved from one Play Zone to another, the active Misfit takes 2 Damage (this affects all players).
  • While in play, no healing or Damage prevention effects can be used (this affects all players).
  • While in play, players can't draw cards from the Graveyard (this affects all players).
  • While in play, players must discard two cards at the ends of their turns (this affects all players).
  • While in play, players take 1 Damage whenever they draw a card (this affects all players).
  • While in play, players take 2 Damage whenever they discard a card (this affects all players).

Reference Guide

Misfits' Turn

  1. Enemy Phase
  2. Draw Phase: draw a card from your deck or the Graveyard.
  3. Action Phase: do as many actions as you like.
    • Play Cards
    • Activate Boot Tokens
    • Activate Treasure Cards
    • Activate a Meld to Attack!
  4. Discard Phase: discard one card and, if you have no cards in hand, draw seven cards.

Companion Misfits' Turn

  1. Enemy Phase

Dificulty

Start here! Easy: Easy Monster → Easy Monster → Medium Monster

Start here! Medium: Easy Monster → Medium Monster → Hard Monster

Start here! Hard: Medium Monster → Hard Monster → Hard Monster

Credits

Game Design Fel Barros

Misfits Chaotic Universe Fel Barros and Helena Dutt-Ross

Development Tato Iazul (lead), Henrique Garrigós, Guilherme Vasconcelos, Owen Kinsella, and Rei Andrade

Art Ivan Freire and Breno Macedo (art assistant)

Graphic Design Matheus Cunegato (lead), Matheus Tanuri, Marcelo Groo, and Caio Dantas

Proofreading Michael Ladror

Publisher Renan Barros and PH Oliveira

Samba Estudios João Almeida and Peter Flag

Playtesters Alex Pena, Aline Linhares, Amabili Vieira, Ana Luiza Casas, Arthur Lacerda, Breno Carvalho, Bruno Carvalho Meneses, Bruno Carteado, Diego Marques, Eduardo Vilela, Guilherme Targino, João Victor Paccini Coutinho, Kennedy Noia, Lili Noia, Leandro Zombie, Maurício Torselli, Mauro Fernandez, Murilo Montenegro Garrigós, Ricardo Magana, Thiago Cavalcanti Ribeiro, Thiago Faria, Thiago Yaakov Dantas, Thomás Belotto

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