Combat! Card Game
Combat! is a modular card game. This is the rules for the Monster Expansion. To play the Monster Expansion, you are expected to have one of the base sets. We will not be duplicating the rules from the base game here.
Want to try out Combat’s Monster Expansion? We have an Open Play document you can print and play!
Starting the Game:
All players choose their class, which decides their deck.
Select, at random if you prefer, one of the Monsters.
The monster determines the cards they will use. They get their unique cards, the monster type cards(Caster, Brute, or Mastermind), and the general Monster cards. Shuffle all three groups together into one Monster Deck.
Boss HP is determined by number of players and difficulty:
Casual: 25 HP per player.
Standard: 30 HP per player.
Brutal: 35 HP per player.
Select your specialization, which determines your HP.
Shuffle your deck and draw 5 cards.
Your max hand size is 5.
The first turn goes to the Monster, who flips a card from the Monster Deck.
Once this card is resolved completely, play passes to players.
Player turns can be taken one at a time, or simultaneously if everyone is comfortable with the game. Player turns are completed in the same order as the Dueling Rules(See tip card or Dueling Rules).
Once players are finished, play passes back to the monster.
Types of Cards:
Unlike player cards, monsters do not have Actions, Swifts or Defensive cards.
Gain 1 Power
The monster gains 1 Power counter. On the monster card, they have a Power listed. Once they gain Power equal to that number, their ability goes off and you remove that many Power counters.
Flip a new card
Once the card is fully resolved for the turn, flip a new card off of the Monster Deck.
Monsters also have effects just like players. And much like players, they activate or count down at the beginning of the Boss’s turn before they flip a card.
“player with the…”
This type of targeting only targets a single target, unless there is a tie. If there is a tie, all tied players are targeted. In the case of damage, any damage negation applies to all tied targets.
Unlike “player with the…” this type of card individually targets all players, so any negation played only applies to that player.
The Boss does not have a hand, draw cards, nor does she have card types. Because of this, each boss has a Control effect that activates if you play a card that would effect this.
Effects that fall under this category activate the Control ability on upkeep each turn the effect is out.
For instance, Bash is a Warrior card that has Effect: 1 “Opponent cannot play actions that deal damage.” The Boss doesn’t play Actions so they would instead gain the Control ability on their next upkeep.
Complete List of Control Cards from Set 1:
Wizard: False Memories, Time Slip(Chronomancer)
Combat’s Kickstarter is up and running. Buy your copy here.