MONSTER
MUNCHER
RULES
OBJECTIVES
Be the first to reach 20 Hunger Points by strategically playing Monster and Snack cards.
GAME COMPONENTS
60 Monster Cards (5 Tiers)
20 Snack Cards (5 Tiers)
6 Hunger Trackers
Buff Tokens (Red/Green Double Sided)
Tracker Tokens (Yellow)
SETUP
Shuffle all Monster and Snack cards into one deck.
Each player draws 4 cards.
Add a tracker token to 0 on each players hunger tracker.
TURN STRUCTURE
1. Choose who goes first. For 2+ player games, turn order is clockwise.
2. Play 1 Monster OR 1 Snack Card (you must link a Snack to a Monster already in play) OR discard a card from your hand into the graveyard (next to the main deck).
3. Pick up a new card from the main deck.
4. Add any new hunger points (top right of a monster card) to your hunger tracker.
5. Choose whether you activate the card’s ability.
6. Update all hunger trackers to reflect any changes from abilities.
7. End your turn.
ABILITY MECHANICS
The main abilities in Monster Muncher are generally split into 6 mechanics, once a monster or snack card is played and the player wants to activate the ability - it is triggered as soon as the card is played.
BUFF
Add a green token to a monster, it represents 1 Hunger
DEBUFF
Add a red token to a monster, it represents -1 Hunger
SWAP
Swap your chosen Monster with another; buffs/debuffs/Snacks linked follow the Monster. Peons excel in swapping.
BOUNCE
Choose a monster in play to return to either your or your opponent’s hand; buffs/debuffs are removed, any Snack linked is bounced as well. Bounced cards may not be played for 1 turn. Stoneskins excel in bouncing.
DESTROY
Remove a card from play and add to the graveyard - next to the main deck. Buffs/debuffs are removed, any Snack linked is destroyed as well. Zombies excel in destroying.
STEAL
Take an opponent’s card from in play and add it to your hand; buffs/debuffs are removed, any Snack linked is stolen as well. Mechas excel in stealing.
MAXIMUM CARDS IN PLAY
A player may have up to 5 Monsters and up to 3 Snack cards in play.
To play a monster once you have all 5 monsters or 3 snacks in play. Destroy 1 in play (send it to the graveyard) and replace it with the new card. Note that any existing buffs/debuffs or snack cards linked to the monster being replaced will now carry over to the new monster.
PARTY TYPES:
Monster cards belong to one of four parties, each with their own strengths:
PEON – Tricksters, masters of confusion and illusion, flipping opponent’s strategies on their head by swapping monsters and snacks.
STONESKIN – Rock golems specialising in interruption by bouncing opponent’s monsters and snacks.
ZOMBIE – Undead creatures who thrive by destroying opponent’s monsters and snacks.
MECHA – Sky kingdom robots excelling in stealing opponent’s monsters and snacks.
ADDITIONAL RULES
You may only play 1 card per turn unless a card says otherwise.
Destroyed monsters go face up into the graveyard, next to the main deck.
Buffs from Snack and Monster abilities are permanent, unless removed by an opponent’s card effect.
When a Monster is destroyed, bounced, or stolen, all buffs/debuffs on it are removed.
When a Monster is bounced, destroyed, stolen or swapped, any Snack card linked follows the Monster unless the card says otherwise.
When you play an extra card, from a monsters ability - you do not pick up a card to replace it, only replace the first card played during that turn.
If it is your turn to play a card but all you have are snack cards, you may pick up a new card and end your turn.
If a card is ‘fully protected’, it cannot be debuffed, swapped, destroyed, stolen, or bounced - unless a card says otherwise.
You may not replace a Monster in play with one from your hand until you have 5 Monsters in play.
When replacing a Monster with another, any existing buffs and debuffs carry over to the new Monster.
When ‘raw hunger’ is mentioned - that is referring to the number on the monster card, buffs and debuffs are not considered with a monster’s ‘raw hunger’.
When replacing a Snack card with another, destroy the original Snack card, the benefits from the original remain. You must play the new snack in the same place as the one being replaced.
When you are activating a monster’s ability and there are multiple effects, you must follow them in the order they are written in. You cannot choose to apply only one part of a monster’s ability, either apply everything the ability does or nothing at all. However, if part of the ability is unable be applied due to lack of cards or tokens in play, that part may be skipped.
When a card has a delayed effect such as DJ Heaven’s ability - The next card to be stolen is added to your hand instead. The ability must be used and announced once that occurs, if the player fails to do so and the next player makes their move - that ability is now void and not usable while the card remains in play. This also applies to snack cards that reward having 3 snack cards in play - once it has been achieved it must be announced and applied or the effect is void.
Beauty Ribs ability is only triggered once a monster is destroyed via an ability, when a monster is discarded to play a new monster (done by the same player), this does not count towards Beauty Ribs’ ability.
DECK RECYCLING
When the main deck runs out, shuffle the graveyard to form a new main deck.