As the newest members of the Royal Monstrological Society, you go on an expedition to hunt legendary monsters. This time they were spotted in the Cloudlands, the Deep Sea, and the Enchanted Forest. Set up camp in these regions and go hunting. Improve your camps and use your monsters' abilities to return from your monster expedition with impressive creatures.
The complete rules may not be fully described in this manual. The main focus is on how to use the game and how to get started quickly.
The starting player begins, then the game continues in a clockwise direction. When it's your turn, you first select your desired hunting area by activating it at the bottom.
Once you have made your selection, your hunt begins by pressing the "roll the dice button". This means you roll all of your available hunting dice for this region plus the corresponding special dice for the area.
After your dice are rolled you choose a numerical value that you rolled to use (3). After you have made your selection, confirm it with the "Select" button and all dice with your chosen number go into your dice tray (4). You can only choose one dice value that you have not previously placed in your discard box. If you have rolled a dice that does not contain a number that you can still put out, it is a failed roll and you have to “dispose” of the highest die that has already been put out.
Now you can either:
If you have collected enough dice in your display, you can use the sum of these dice (4) to hunt down one or more monsters from your current hunting area and claim them for yourself. You do this by selecting the monster or monsters and then pressing the “hunt button”. In addition to the monsters on display, you can always buy cages from the monster dealer for 10 hunting points each. The hunt can only be completed successfully if you have enough hunting points for the selected monsters.
After you have completed your hunt Your camps will now automatically be upgraded according to the dice you use. For example, your yellow camp is improved by one for every 1 you put out. It is also checked whether other dice values you use improve your camps or those of your fellow players.
Whenever the active player acquires a cage from the monster dealer, or steals a cage using a special function, the current display (1) is replenished to 9 cards and each newly laid out card is marked with a symbol of the respective player is marked and possibly scores points at the end of the game.
The game ends when there are no more cards on the draw pile and the current round has been played.
Now each player receives the monsters in the display ( 1) that have the symbol of the corresponding player, as cages in your own collection.
The player with the most wins Points added from the captured monster values and the cages collected during the game (a monster's cage value is half the value of a monster rounded down). In the event of a tie, the player whose camps have the highest levels wins.
Any monster with this ability can symbiosis with other monsters bring in an additional die for your hunt. To do this you need a set of symbiosis partners in three different colors (yellow, blue and green). You can see a detailed view of the symbiotes you have already collected at the top of your display view.
This special ability allows you to do the specified To upgrade the camp, the corresponding number should be used by you or a fellow player for hunting. In this case, for every 7 you use, your blue camp will be upgraded by one level.
With this special ability The specified camp is upgraded if you or one of your teammates made a failed throw on their turn. This upgrade is only activated a maximum of once per player's turn.
If you successfully hunt a monster with this special ability, you may You can immediately steal a cage from one of your teammates. If there are two players, this happens automatically. If there are 3 or 4 players playing, you must first select who you want to steal the cage from by clicking on a fellow player.