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2 DarkSkullGames_Prototype for Maniacal Monster Mayhem Page 2

3 DarkSkullGames_Prototype for Maniacal Monster Mayhem Page 3

4 TOKENS: Monster Items...34 Item Cards...36 Citations:...38 DarkSkullGames_Prototype for Maniacal Monster Mayhem Page 4

5 Four monsters skulk through the dark, hunting for their prey. These monsters compete with one another just to survive until one day, a Mad Scientist reached out to each of them. Dearest Fiends, I have found a way to make your weakness your greatest strength. Bring me an item that represents your pains and I will make you stronger than ever before! And so, the monsters set out to overcome their greatest enemy and receive the scientist s reward. With the power the Mad Scientist promises, the strongest monster will claim the land for himself, beating all other monsters into submission. The way to win in Maniacal Monster Madness (or MMM) is by being the last Player still in the game. The only way to lose is by being killed by the Ultimate Monster or dying as the Ultimate Monster. MMM is a non-cooperative strategy board game where 2-4 players can face off as a Monster of classic myth. Players fight other Monsters, Monster Hunters and their Arch-Nemesis on their journey to the Laboratory where the Mad Scientist resides. Once getting to the Laboratory, players uses the items they collected along the way to create powerful Buff and boost their stats. With newfound power from the Mad Scientist, players are able to start eliminating other Players from the game and bringing the Mayhem to a destructive close. DarkSkullGames_Prototype for Maniacal Monster Mayhem Page 5

6 1 Game Board with hexagon denoted movement spaces 12 Event Cards 16 Item Cards 16 Item Tokens 1 four-sided die (D4) 4 twenty-sided dice (D20) 4 Player Cards 1 Dracula Player Card 1 Mr. Hyde Player Card 1 Frankenstein Player Card 1 Werewolf Player Card Frankenstein Player Tokens (1 hexagon-shaped Frankenstein Token, 1 Green Glass Bead) Werewolf Player Tokens (1 hexagon-shaped Werewolf Token, 1 Gold Glass Bead) Dracula Player Tokens (1 hexagon-shaped Dracula Token, 1 Red Glass Bead) Mr. Hyde Player Tokens (1 hexagon-shaped Mr. Hyde Token, 1 White Glass Bead) DarkSkullGames_Prototype for Maniacal Monster Mayhem Page 6

7 4 Monster Hunter Tokens 4 Monster Hunter Cards 4 Arch-Nemesis Tokens 4 Arch-Nemesis Cards Rule Book Note: DarkSkullGames_Prototype for Maniacal Monster Mayhem Page 7

8 Each Player is able to choose one Player Card. This Player Card has all the information about a Player's Monster on it. This includes how many traps that player has and all of the stats pertaining to that Monster. There are four Player Cards; Dracula, Frankenstein, Werewolf and Mr. Hyde. Each Player card has two sets of stats on it. One is the Base Stats of the Monster on the Card. When starting the game, all Player s Monsters will use these base stats. The other set is the Ultimate stats. Upon transforming at the hand of the Mad Scientist, Monsters gain these increased stats before any bonuses are applied. Each Monster has their own color coordinated token and glass bead. The token is used to represent the player monster s current location. When moving, you move the token to your desired location. Each Monster also has their own color coordinated beads. These beads are used to mark what landmark the player s monster visited last. At the start of the game, the bead is to be placed on the monster s spawn point. In order to transform into an Ultimate Monster, players must first obtain their Key Item and then visit the yellow Mad Scientist locations. If there is an Ultimate Monster a Player is able to return to their spawn location and use it as they would the original yellow Mad Scientist locations. In addition to these new locations when one Player first becomes the Ultimate Monster, they may also use the original Laboratory locations as well. Upon becoming the Ultimate Monster, players have a few changes they must follow. 1. First is the change in base stats. The Player now references their Monster s Ultimate Base Stats instead of the Base Stats. 2. If you kill a Player s Monster as the Ultimate Monster, that player is removed from the game. 3. If a Player is defeated as the Ultimate Monster, they are removed from the game. DarkSkullGames_Prototype for Maniacal Monster Mayhem Page 8

9 4. The Ultimate Monster can cut through the Laboratory in the middle to reach an opposing territory. 5. Ultimate Monsters are designated by tapping (turning sideways) their Arch-Nemesis Card as well as any Item Tokens on Items they choose to Fuse. 6. And lastly, you can no-longer use items (other than Fusion Items) or access events. There are four Arch-Nemeses in the game, one for each corresponding player that you must fight to obtain your Key Item in order to become the Ultimate Monster. These are represented by an image of: Van Helsing, The Huntsman, Angry Mob, and Dr. Jekyll. Arch Nemesis are non-movable characters (NPC) that can only be interacted with when in a corresponding space near them. There are four Key Items that are obtainable through Combat with your Arch-Nemesis. Van Helsing: Wooden Cross Stake The Huntsman: Silver Bullets Dr. Jekyll: Flintlock Pistol Angry Mob: Torch DarkSkullGames_Prototype for Maniacal Monster Mayhem Page 9

10 Items are extremely important when it comes to securing your victory. As you explore the board, you will come across many landmarks to visit as you are trying to reach your goal. Upon visiting, you may find an item that can assist you on your journey. They come in the form of tokens, and upon collection, you should use the corresponding item card to reference how it may help you. No player is able to carry more than four items at a time. Items have two major uses; Assisting your monster in combat and Buffing your monster during transformation. On each item card, you will find two stats under Base Effect; Attack (ATT) and Defense (DEF). When brought to a combat situation, these stats are added to your monster s base stats of the same name. DarkSkullGames_Prototype for Maniacal Monster Mayhem Page 10

11 Each Item Token on the board cost one (1) Action Allowance (AA) to pick up. If your inventory is full, you may switch the picked-up item with one you already have for the one (1) AA used to pick it up. After bringing an Item to Combat, you must flip your token and card facedown. This indicates that the item has entered cooldown. This cooldown period lasts a single turn, but the item CAN NOT be used in this state. When you bring your items into combat you must tap, or turn them sideways. This designates that they must enter cooldown at the end of your turn. At the end of your turn any tapped items are flipped upside down. Items that are upside down cannot be used. At the end of your round, any items that had been upside down at the start get flipped right side up. This shows that they are finished with the cooldown cycle and are ready to be used in Combat and Defense. Upon retrieving your Key Item and bringing it the Mad Scientist, items gain a new use. You may choose two of your items to Fuse into your monster. There are two sets of Fusion Stats on each Item Card. When choosing an item to Fuse with your monster, note which Monster is named on the Item s Card. If the item has a Fusion for the Monster you are playing as, you apply Specific Monster Fusion Bonus to your Monster s stats. If your Monster is NOT named on the card, you apply the Other Monster Fusion Bonus to your Monster s stats. When gaining the Buff created through fusion, you remove all other items and Buffs equipped to your monster. You can also no longer gain a Buff through beating Monster Hunters. When choosing an item to fuse, place the Item Token on the Item Card to designate its changed status to a Fusion Item. When using these Items in Combat they no longer enter cooldown at the end of your turn. The use of the Item Token in this way also shows that the Item can no longer be dropped. When choosing what items to fuse with, you DO NOT take cooldowns into consideration. An item on cooldown can be used in fusion. DarkSkullGames_Prototype for Maniacal Monster Mayhem Page 11

12 Events are risk/reward locations around the board where players may play the odds for a powerful boost. Be warned though, the life of a Monster is filled with much treachery. Events are located at 12 spots around the board. They are designated by the purple and dark purple colored hexagons. Whenever a player enters this area they must draw an event card. Once triggered, events at this location no longer trigger. Events affect the player in one of two ways. One, by affecting things such as movement or health. Two, by spawning a Monster Hunter. Events Cards are kept with the player, placed on their side of the board. At the end of each turn you must place a token on each event card. If the number of tokens you have is equal to the number of rounds the Card lasts, remove the card from the game. DarkSkullGames_Prototype for Maniacal Monster Mayhem Page 12

13 In the 12 Events Cards, there are four unique Monster Hunter Cards. These are events that start combat when the player is forced to spend Monster Hunters are Event Cards that create a Combat opportunity for the player. If a player fails to defeat the Monster Hunter when they spawn, a token is placed on the board representing their location. Monster Hunters has a set of stats just like Monsters and Arch-Nemeses. These stats control the Monster Hunter during Combat and Non-Player Movement. When a Player defeats a Monster Hunter they may choose to add the Card to their collection, using the reward as a Buff when entering Combat. They may only carry one of these Cards at a time and unlike items, this Buff does not go through cooldowns. DarkSkullGames_Prototype for Maniacal Monster Mayhem Page 13

14 Player will control the monster hunter they spawn from the event. They will always follow the closest player until that player is killed or the monster hunter has been defeated. If the player has exited the territory of the monster hunter will then go to the closest player within that territory. If there is no player the monster hunter will stay static until a player enters the territory. In order for combat to start with a player, the instigating monster hunter must be in a space next to their target. They must also have at least 1 AA left in order to attack. Combat between monster hunters and players can work rather differently. When the combat turn for both player and monster hunter end the player can either continue to fight or run. Even if the player runs the monster hunter will follow that play until they move into another territory. Another way is if the player defeats the monster hunter or the monster hunter defeats the player. DarkSkullGames_Prototype for Maniacal Monster Mayhem Page 14

15 If you are to destroy your rivals, human or monster, you must fight! Through combat, you can gain more power and weaken your rival monsters. In order to start combat with a Player, Monster Hunter, or Arch-Nemesis, the instigating player must be in a space next to their target. They must also have at least 1 AA left in order to attack. Combat between different kinds of enemies can work rather differently. Combat between players is unavoidable if you wish to win the game. When starting combat, both players involved can bring up to two items to combat. These items have a combat bonus located on their corresponding cards. Each player adds these combat bonuses to their monster s stats for the duration of the fight. The attacking monster then reduces its ATT stat by the defending monster s DEF stat. This new value is the amount of damage the defending monster receives. After taking damage, the defending monster takes a turn to attack their attacker. Repeat the combat process with the roles reversed. No matter what, the attacker will deal 1 damage! If the defending Monster has a higher DEF than the attacking monster s ATT, the defending monster takes 1 damage. Combat between two players can continue so long as the attacker has AA to spend. If a player is dropped below 1 health, they receive a punishment. They are first made to drop whatever items they had brought to combat. The item tokens are placed on the space they currently occupy. These dropped items can be picked up by any player, using the same method as visiting a landmark. These items maintain their status and progression of cooldowns, as its location is marked by the Item Token. The losing player is then made to move to the last landmark they visited, denoted by their color-coated bead. If they had not visited a landmark since the start of the game, they are moved back to their spawn. There are a few differences when there is an Ultimate Monster involved in the fight. First, a player who is an Ultimate Monster does not bring any items to combat with. Second is the punishment for losing the fight. Whether the loser is a normal monster or the Ultimate Monster, lose results in being DarkSkullGames_Prototype for Maniacal Monster Mayhem Page 15

16 removed from the game. If the defeated player is a normal monster, the items they are carrying are dropped on the location of their death. When combating a Monster Hunter, Players follow the same rules when it comes to preparing for combat. The Hunters on the other hand are treated differently. The player to the left of the fighting player must roll a four-sided die (D4). Using the number rolled, add the corresponding bonus on the Monster Hunter card to the Monster Hunter s base stats. Combat then starts, working the same way it does between two players. The attacker reduces their ATT from the defenders DEF, then reduces the result from the defender s health. No matter what, the attacker will deal 1 damage! If the defender has a higher DEF than the attacker s ATT, the defender takes 1 damage. If the player loses the fight, they suffer the same punishment as if they lost to another player, losing the items they were carrying and being relocated. When winning, however, they are immediately rewarded. The player takes the Monster Hunter card. They apply the Hunter Reward to their monster as a Buff. If a player already has a Buff when they defeat a Monster Hunter, their current Buff is lost and the new one is applied. When fighting an Arch-Nemesis, players prepare for battle the same way they do for Player Vs Player combat. The Arch-Nemesis has no bonuses to be applied, so once the player has prepared for combat, combat can begin. Combat is also engaged the same way as all other forms of combat. If the player loses the fight, they suffer the same punishment as if they lost to another player, losing the items they were carrying and being relocated. If the player wins the fight, the Arch-Nemesis is removed from the board and the player takes the Arch-Nemesis card. The card is considered the key item, and the player can now transform into an Ultimate Monster on the designated locations. Players can ONLY fight the Arch-Nemesis for THEIR monster. They CAN NOT fight another Monster s Arch-Nemesis! DarkSkullGames_Prototype for Maniacal Monster Mayhem Page 16

17 1. Unpack the board and place it on a flat surface. Remove and cut out ALL Player Monsters, Items, Monster Hunter and Arch-Nemesis Tokens/Cards from their printable sheets. 2. Take the Item Tokens and place in a bag and mix them up. Each Player will then pull out only four tokens. Once each Player has drawn all the items from the bag, they may place them on ANY Landmark in any of the four Territories (excluding their own). These must be face up making each item visible for every Player to see. Take ALL the Item Cards a place in a pile on the side of the game board. 3. Each Player has 3 real traps and 2 fake traps. At the start of the game each Player lays down all of their traps. Traps cannot be placed on events, landmarks, Player Monster starting locations, Nemesis locations, or in the Laboratory area. Placing traps occurs when you place your token items on the board, not before or after but at the same time. As each Player gets to place them at the same time and until they have no traps remaining. 4. Place the four Arch-Nemesis Tokens in their designated place on the game board represented by their picture on the space. Take and place the four (4) Arch Nemesis cards and place in a pile on the side of the board. Take the Monster Hunter Cards along with the Event Cards and shuffle them and make pile of these cards face down on the side of the board. 5. Players will choose one Monster to play as. Note: If more than one player wishes to play the same Monster, each one will roll the D4. Whoever gets the lowest roll picks that Monster. This will continue until it is resolved. 6. Once each Player has picked and placed their Player Monster along with items on landmarks, each Player will then roll a D4, the Player with the lowest result goes first, continuing in a clockwise motion. If a tie occurs then each Player will roll the D4 as many times as needed to break or establish choice order. DarkSkullGames_Prototype for Maniacal Monster Mayhem Page 17

18 7. Players then place their respectful Player Monster Token on their starting locations within their own territory. Note: The player who lost first in the previous game get the first choice of their Player Monster. 1) To begin the game all players will start out in their designated starting space noted by their image on the board; one in each of the four corners of the game board. 2) Place ALL Item tokens into a bag and mix up. a) Each player will choose four (4) items from the bag b) Once this is done each player will place their chosen tokens onto the Landmark until all have been placed. 3) Each player will now place all of their five (5) traps on their territory of the board. a) These can be placed wherever the player chooses to place them 4) Once all players have placed their pawns, items and traps everyone will roll a four-sided die (D4). Lowest number of the rolled die goes first continuing clockwise. If there is a tie between the die roll those players must roll again to determine who goes in order. Once this is established the game begins. a) Action Allowance i) A player has five Action Allowance (AA) to use as they see fit. ii) This is used for Movement, Item Pickup, and Attacking. b) Movement i) At the start of every turn you have five (5) AA to spend. ii) You may use these AA to: (1) Move to a landmark to obtain an item (2) Activate an event (3) Engage in combat iii) NOTE: In order to act upon one of these action, it will cost the player 1 AA. c) Item Pickup i) Landmark (1) Upon reaching a Landmark space that still has an item that can be obtained, you may choose to spend one (1) AA to pick up that said item. (a) If someone else occupies that Landmark space, but does not have enough AA to obtain the item, then you must move on to another Landmark. DarkSkullGames_Prototype for Maniacal Monster Mayhem Page 18

19 ii) (2) If you visit a Landmark space and you already have four (4) items in your inventory, you may spend one (1) of your AA to switch one of your items for the new item. Dropped Items (1) These are items that can be picked up after Combat had ended. (a) When a player brings the items of their choosing (2 only) into Combat and has lost, those said Items now have dropped in that space on the board. (b) If any player reaches this space where the items are lying they may obtain them. (i) The player may not have no more than four (4) items in their inventory 1. If you come across a space with a dropped item(s) and you already have four (4) items in your inventory, you may spend one (1) of your AA to switch one of your items for the new item. d) Combat: Depending on how much AA you have left determines if you can enter combat. i) Player Preparation for Combat (1) Combat can start when a player is next to another player, a Monster Hunter, or their Arch-Nemesis. (2) The Player(s) may choose up to two of their items to bring to Combat. (a) If any player does NOT have items they will begin Combat with only their base stats to fight with. (b) These Items must not be in cooldown (be face down). (3) Each Player(s) then adds their Buffs from Event Cards and adds their item bonuses to their stats. (4) The Player(s) are now ready to begin combat. ii) iii) Monster Hunter Preparation for Combat (1) If combat involves a Monster Hunter, the Player to the left of the fighting Player rolls a D4. (a) The result determines what Buff the Monster Hunter receives to their stats. (2) The Monster Hunter is now ready to begin combat. Engaging in Combat (1) The Attacker removes the Defender s DEF stat from their ATT stat. DarkSkullGames_Prototype for Maniacal Monster Mayhem Page 19

20 (2) The new number is then removed from the Defender s health. (a) The Attacker will always deal 1 damage, even if the new number is less than 1. (3) The Defender, if still alive, attacks the Attacker after receiving damage. (4) The Defender follows the same attack rules as the Attacker, stopping at Step (2). iv) Ending Combat (Address the section pertaining to the current fighters.) (1) Player VS Player (a) The losing Player drops the items they used in combat to their current location. (b) The losing Player is then relocated to their previously visited landmark, denoted by their colored bead, regaining all their health. (i) If no landmark was visited, the losing Player returns to their starting position. (ii) If the Winning Player was an Ultimate Monster, the loser is removed from the game. (2) Player VS Monster Hunter (a) If the Player Wins: (i) Remove the Monster Hunter token from the board. (ii) The Player takes the Monster Hunter card. (iii) The Buff noted on the card is applied to the Player s Monster. (iv) If a new Buff is obtained, replace the old Buff. (b) If the Player Loses (i) The losing Player drops the items they used in combat to their current location. (ii) The losing Player is then relocated to their previously visited landmark, denoted by their colored bead, regaining all their health. 1. If no landmark was visited, the losing Player returns to their starting position. (3) Player VS Arch-Nemesis (a) If the Player Wins (i) Remove the Arch-Nemesis token from the board. (ii) The Player takes the Arch-Nemesis Card. DarkSkullGames_Prototype for Maniacal Monster Mayhem Page 20

21 (iii) With this card, they can now transform upon visiting their spawn or one of the Mad Scientist locations. (b) If the Player Loses (i) The losing Player drops the items they used in combat to their current location. (ii) The losing Player is then relocated to their previously visited landmark, denoted by their colored bead, regaining all their health. 1. If no landmark was visited, the losing Player returns to their starting position. e) End Turn i) Once the Player has depleted all of their AA their turn ends. (1) Check to see if the end game condition has been met, if so then the game ends. (2) If the end game condition has NOT been met, then the next player in order may go. DarkSkullGames_Prototype for Maniacal Monster Mayhem Page 21

22 There are four Monsters that can be played in MMM which are represented below. Please print out and cut the cards below. DarkSkullGames_Prototype for Maniacal Monster Mayhem Page 22

23 There are twelve Events total in MMM. Eight of them are Random Cards, and the other four are the Monster Hunter s. Below are the Images of the cards. Please print out and cut the cards below and shuffle. DarkSkullGames_Prototype for Maniacal Monster Mayhem Page 23

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32 Printable Game Components DarkSkullGames_Prototype for Maniacal Monster Mayhem Page 32

33 DarkSkullGames_Prototype for Maniacal Monster Mayhem Page 33

34 TOKENS: Monster Items Monster Hunters Arch Nemesis DarkSkullGames_Prototype for Maniacal Monster Mayhem Page 34

35 Monster Normal/Ultimate DarkSkullGames_Prototype for Maniacal Monster Mayhem Page 35

36 Item Cards DarkSkullGames_Prototype for Maniacal Monster Mayhem Page 36

37 DarkSkullGames_Prototype for Maniacal Monster Mayhem Page 37

38 Citations: (n.d.). Retrieved November 08, 2017, from (n.d.). Retrieved November 08, 2017, from mahogany-wooden-cross (n.d.). Retrieved November 08, 2017, from (n.d.). Retrieved November 08, 2017, from (n.d.). Retrieved November 10, 2017, from pin/ /est.com/pin/ / 92% of Fox News Viewers Still Angry Over Benghazi, Though 99% Of Those Not Sure Why. (n.d.). Retrieved November 08, 2017, from A. (2015). The Wolf Hunter [Digital image]. Retrieved November 8, 2017, from Alma, D. (2012, May 26). The Wolf. Retrieved November 10, 2017, from Animated Lightning Storm Wallpaper. (n.d.). Retrieved November 10, 2017, from Artsfon. (n.d.). Retrieved November 10, 2017, from C. (2014). Hantise [Digital image]. Retrieved November 8, 2017, from Dark Forest Background. (n.d.). Retrieved November 08, 2017, from Dawson, V. (2014, April 07). Lycan. Retrieved November 08, 2017, from Dead, D. O. (2013, August 13). Art - Universal Monsters. Retrieved November 08, 2017, from DarkSkullGames_Prototype for Maniacal Monster Mayhem Page 38

39 Dracula and Vampires. (2015, August 15). Retrieved November 08, 2017, from Flintlock Pistol (Object). (n.d.). Retrieved November 08, 2017, from Good Touch/Bad Touch Not for Every Child, Scientists Now Say. (n.d.). Retrieved November 08, 2017, from Jensen, E. (2013, March 25). Monkshoods. Poison. Retrieved November 08, 2017, from Kyriazis, D. (2014, December 10). No Silver Bullets for Aging - Alchemy vs Networks. Retrieved November 08, 2017, from Lobo, T. (2017, January 11). Werewolf. Retrieved November 10, 2017, from M. (2014). Mark Spears Monsters 'Mr. Hyde' [Digital image]. Retrieved November 8, 2017, from McDade, L. (2017, May 08). Folk of the North. Retrieved November 10, 2017, from Moonsong, J. (1970, January 01). Full Blessings Moon. Retrieved November 08, 2017, from Mothman Wallpaper yvt2.jpg. (n.d.). Retrieved November 08, 2017, from Noble, S. (n.d.). Retrieved November 08, 2017, from Jekyll-Portrait-art-.jpg.html S. (2017, July 22). Существуют ли оборотни в наше время (доказательство видео). Retrieved November 08, 2017, from Shlauter, M. (2016, May 28). Characters: Steampunk. Retrieved November 10, 2017, from The Incredible Adventures of Van Helsing Objects. (n.d.). Retrieved November 08, 2017, from Torch in darkness. (n.d.). Retrieved November 10, 2017, from DarkSkullGames_Prototype for Maniacal Monster Mayhem Page 39

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