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Kingdom's Candy: Monsters

Kingdom's Candy: Monsters Rulebook

This is a faithful English translation of the official Italian rulebook (Little Rocket Games edition, "Regolamento"); no official English text was available.

Table of Contents

Table of Contents

  • Contents
  • Game Setup
    • The Kingdom
    • Sugar Mine
    • Reference Card
    • Starting Monster
    • Sugar Cubes and Candies
    • Event Deck
    • Ability Deck
    • Discard Pile (Abilities)
    • Monster Deck
    • Discard Pile (Monsters)
    • First Player
    • Advanced Mode (Optional)
  • Turn of Play
    • Order of Play
    • Player's Turn
    • Steal 5 Sugar Cubes
    • Buy a Monster
    • Buy an Ability
    • EQUIP - Ability
    • COLLECT - Influence
    • Use an Ability
  • Events
    • Event Card
    • Black Candy
  • Evil Boons
    • Monster Boons (Monster Cards)
    • Influence Boons (Influence)
  • End of the Game
    • Winning the Game

Contents

  • 80 Small White Cubes
  • 10 Large White Cubes
  • 20 Tokens (1 Candy)
  • 25 Black Cubes
  • 3 Single-Use Tokens
  • 15 Tokens (5 Candies)
  • 6 Starting Monster Cards
  • 33 Ability Cards
  • 15 Event Cards
  • 25 Monster Cards
  • 1 First Player Card
  • 5 Reference Cards
  • 5 Sugar Mine Cards

Game Setup

The area where the cards, the sugar cubes and the candies are placed is called the Kingdom. Prepare this area in the centre of the table, within reach of all players.

The Kingdom

The Kingdom contains: the Event Deck (face down) with the drawn Event Cards (shown as "Drawn Event Cards") beside it; the Ability Deck with its Discard Pile to its left and 3 face-up Ability Cards to its right; the Monster Deck with its Discard Pile to its left and 3 face-up Monster Cards to its right; and the Candy tokens, the Black Cubes and the White Cubes.

Each player area (Player 1, Player 2, ...) is laid out with: the Player's First Player card (if applicable), the Reference Card, the Sugar Mine card and the Starting Monster.

Sugar Mine

Each player takes 1 Sugar Mine card and places 1 Sugar Cube on number 2 of the card. The Sugar Mine helps players keep track of how many Cubes and Candies (with a Candy token) they obtain at the start of their turn.

Reference Card

Each player takes 1 Reference Card.

Starting Monster

The Starting Monsters are the Monster cards with the bite on the top part of the card. Each player randomly takes 1 Starting Monster and puts it under their own control in front of themselves. Put the unused Starting Monsters back in the box.

Sugar Cubes and Candies

Take all the Candy tokens, the Sugar Cubes (white cubes) and the Black Sugar Cubes (black cubes) and put them in the Kingdom within reach of all players. Each player starts the game with 5 Cubes (of Sugar).

NOTE: The larger white cubes are worth 5 Cubes.

Event Deck

Separate the Black Candy Cards from the other Event cards.

Shuffle the Event cards and divide them into 4 face-down piles of 2 cards each.

Put all the remaining Event cards back in the box without revealing them.

Shuffle 1 Black Candy Card into each pile, face down.

Stack these piles to form the Event Deck.

Ability Deck

Shuffle the Ability Cards with the bite on the back of the card and place this deck to the left of the Kingdom, under the Event Deck. Shuffle the remaining Ability cards and put them on top of the other Ability Cards to form the Ability Deck (see Game Setup, page 2). Draw the first 3 cards of the deck and place them to the right of the Ability Deck, face up.

Discard Pile (Abilities)

The Discard Pile is the area to the left of the Ability Deck. If an Ability is discarded, put it face up on the discard pile.

Monster Deck

Shuffle the Monster Deck and place it in the lower part of the Kingdom, under the Ability Deck (see Game Setup, page 2).

Draw the first 3 cards from the deck and place them to the right of the Monster Deck, face up.

Discard Pile (Monsters)

The Discard Pile is the area to the left of the Monster Deck. If a Monster is discarded, put it on the Discard Pile face up.

Note: if a Deck runs out, do NOT reshuffle the cards from the Discard Pile.

First Player

The last person who ate a candy takes the First Player card. This player is the First Player and starts the turn. You can use the First Player's ability only with 2 and 3 players.

Advanced Mode (Optional)

Draw 4 Ability Cards and 4 Monster Cards during Game Setup. In this way you will have more choices for more complex strategies.

Turn of Play

Order of Play

The First Player takes their turn first. The game continues clockwise.

At the end of each game turn (after all the players have taken their turn) draw an Event Card (Event Card, page 8). Resolve the effect of the card and the First Player passes the First Player card to the player on their left.

Player's Turn

During your turn, you may perform ONE of the following actions:

  1. Steal 5 Sugar Cubes
  2. Buy a Monster
  3. Buy an Ability

Steal 5 Sugar Cubes

Take 5 Sugar Cubes from the Kingdom. If there are not enough Cubes in the Kingdom, take the remaining ones from the player with the greatest number of Cubes.

Buy a Monster

Pay the Kingdom the cost in Sugar Cubes shown at the top left of the Monster Card chosen from the 3 available, and place this card in front of you. This Monster is now under your control. Draw a new Monster from the Monster Deck and place it face up in the Kingdom to replace the one you bought.

Buy an Ability

Pay the Kingdom the cost in Sugar Cubes shown at the top left of the Ability Card chosen from the 3 available. Draw a new Ability from the Ability Deck and place it face up in the Kingdom to replace the one you bought. You must decide whether to EQUIP or COLLECT the Ability Card you bought.

During your turn, you may remove 1 Black Sugar Cube by paying 2 Sugar Cubes to the Kingdom.

EQUIP - Ability

Boost your monster with new abilities!

Insert the purchased Ability Card under the lower edge of one of your Monster Cards, leaving the description of the Ability visible. This card is now one of the Monster's Abilities.

If a Monster is discarded, at any time during the game, also discard all the Ability Cards equipped under it.

You can only have one Ability of each type among all your Monsters.

Example: KHULGROK is equipped with the CHOCOLATE RAIN Ability. You buy another CHOCOLATE RAIN card. You cannot equip it, but you can add it to your Influence.

NOTE: each equipped Ability Card is worth 1 point at the end of the game.

COLLECT - Influence

Increase your influence in the Kingdom and obtain your boons!

Insert the purchased Ability Card under the upper edge of the Reference Card, leaving the candies visible. These represent your influence in the monster market.

Influence is worth points at the end of the game and gives you bonuses when you buy a Monster (Evil Boons, page 9).

You can only have one Ability card of each type in your Influence.

You can have the same Ability Card equipped under one of your Monsters.

Note on card costs: The cost to buy or to fatten up Monsters can never be less than zero.

Use an Ability

Abilities can be used once per turn as a free action, at various moments of the game, depending on the symbol at the bottom left of the card (Ability or Monster).

(no symbol) You can use this Ability at any time, during your turn.

[Exclamation mark symbol] You can use this Ability at the start of your turn before doing any action.

[Sugar Cube symbol] You can use this Ability when you Steal Sugar Cubes.

[Ability symbol] You can use this Ability when you Buy an Ability.

[Monster symbol] You can use this Ability when you Buy a Monster.

[Candy symbol] You can use this Ability during the Black Candy event.

[Lightning bolt symbol] You can use this Ability only once during the game. You can use it only during your turn unless otherwise specified. Place a Single-Use token on the card once the Ability has been used.

[Pink square symbol] To use an Ability with an activation cost, pay the Kingdom the amount of Sugar Cubes indicated (you can find this icon to the right of the Ability's symbol).

[Question mark symbol] Only Event cards have this symbol. This symbol means "During the event phase".

Example: You buy the I'M INEVITABLE Ability (3 Cubes).

Using MAGMOT's Ability, you pay 1 Cube less to buy I'M INEVITABLE (2 Cubes).

You use the Ability equipped under MAGMOT by paying 1 Cube (CUDDLY MONSTER).

Now you can use I'M INEVITABLE immediately.

To use I'M INEVITABLE, pay 3 Cubes.

Now you can choose to Equip or Collect I'M INEVITABLE.

Events

Event Card

At the end of each game turn, draw an Event Card from the Event Deck and proceed as follows:

  1. Place the Event Card to the right of the Event Deck so that you can see all the other Event cards that were drawn previously.
  2. Read the Event Card.
  3. Follow the instructions of the Event Card.
  4. The first player passes the FIRST PLAYER card to the player on their left.

NOTE: If more players satisfy the conditions of an Event Card, each of them receives the reward.

Black Candy

The Black Candy is an Event card that has the following special rules:

Fatten up your Monsters You may choose not to fatten up a Monster. In that case, discard the Monster and any Abilities equipped under it.

Monsters eat a number of Cubes as indicated on the Monster Card. Put the eaten Cubes in the Kingdom.

If you cannot (or choose not to) fatten up a Monster completely, you obtain 1 Black Sugar Cube for each Cube not eaten.

Black Sugar Cubes are worth -1 point at the end of the game.

Starting Monsters (like UNO) eat 1 Cube for each other Monster you control (excluding the Starting Monster itself).

Example: MAGMOT eats 2 Cubes. YUGWARAT eats 4 Cubes. UNO eats 2 Cubes, because you control 2 monsters besides UNO.

Evil Boons

"The supreme art of war is to subdue the enemy without fighting." - Sun Tzu

Influence (page 6) and Monsters can give you bonuses based on the candies shown in the top right corner of the card.

Monster Boons (Monster Cards)

[Exclamation mark symbol] At the start of your turn, apply the following bonuses:

  • 2 monsters with the candy of the same colour = You get 1 Sugar Cube
  • 3 monsters with the candy of the same colour = You get 2 Sugar Cubes
  • 4+ monsters with the candy of the same colour = You get 3 Sugar Cubes
  • Each separate set of candies (1 candy of each colour) = You get 1 Candy

Influence Boons (Influence)

[Monster symbol] When you buy a Monster, apply the following bonuses:

  • For each Candy of one colour = The monsters with the Candy of the same colour cost 1 Cube less to buy them
  • Each separate set of candies (1 candy of each colour) = Gain 1 candy

NOTE: These bonuses are cumulative.

Example of Monster Boons: At the start of your turn you gain:

  • 2 Cubes from UNO's Ability
  • 1 Candy because you control 3 Monsters, each with a candy of a different colour
  • 1 Cube because you control 2 Monsters with the Candy of the same colour

Example of influence boons: During your turn, you buy ONI SHIKKIAN. ONI SHIKKIAN costs 2 Cubes less and you gain 1 Candy.

NOTE: The numbers on the candies are irrelevant for Monster Boons and Influence Boons.

End of the Game

The game ends after the last (fourth) Black Candy card has been drawn and resolved.

Winning the Game

"There is nothing sweeter than the taste of victory"

The player with the most points at the end of the game wins. Players count their points from:

  • Monsters (candies at the top right of the card)
  • Influence (candies at the top right of the card)
  • Equipped Abilities (1 point each)
  • Candy tokens
  • Black Sugar Cubes (-1 point each)
  • Sugar Cubes (1 point per 4 Cubes)
  • End-of-game bonuses (as specified on some cards)

In case of a tie, the player with the greatest number of Candy tokens wins. If there is still a tie, compare the number of Monsters controlled by the players. If there is still a tie, compare the number of Equipped Abilities.

Example of point counting:

  • FROSTBITE is worth 3 points
  • UNO is worth 1 point
  • The Ability equipped under UNO is worth 1 point
  • Influence is worth 6 points
  • The Candy tokens are worth 6 points
  • The Black Sugar Cube is worth -1 point
  • There are 5 Sugar Cubes, which convert into 1 point

Total: 17 points

NOTE: a candy without a number is worth 1 point.