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Monster Allergy Trading Card Game

  • Description

    Based on the Italian Comic Book / TV show "Monster Allergy". Each player has his/her own deck of cards, choosing 30 out of the available packs. There are cards in five colours, but players are only allowed to choose cards of three colours, so the influence on the cards played in the game by the other player might be limited. Also, several icons and numbers, plus some descriptive texts showing different values, powers and abilities of the cards.

    The rounds are "days", in which in a strict order powers, friends, monsters and so on are placed onto the board. This has two personal zones - one for each player - and a neutral zone, in which the monsters are placed and attacked/captured in the main phase of each round. Aim of the game is to capture monsters with the total value of "10" through activating the power cards, but the other player can protect monsters with his/her cards, losing these powers for capturing doing so.

    After the "attack / capture" phase, there is a "night phase", in which several monsters` activities are executed. Some more twists are interlaced in the system of the cards, influencing each other and offering some tactical decisions.

    In the starter set there are two decks with 30 cards each - the total of available cards is 111.

    Packed in a nice "Bombo" monster figure as storage for cards, player mats and rulebook.

    Expanding on the above to mention several unique things this game does, and does well...

    Deckbuilding is made easy/interesting/not-overwhelming by imposing several rules. Your deck must contain...
    ... 30 cards.
    ... 3 of the 5 colors.
    ... 10 cards of each of the 3 colors you chose (like 10 green, 10 red, 10 blue)
    ... and at least 3 cards of each color must be monsters

    Each turn, player simultaneously play resource cards, then friends, then monsters. At the appropriate stage, each player chooses a card in hand, holds it out over the middle of the table, then reveals it and places it in the appropriate spot. A player does not need to play a resource or a friend, though it's a good idea to if you can. In TCG terms, resource cards are both mana and one-shot instants. Once you use a resource for its instant effect, you flip it face-down, so it loses its color (needed for monster battling), but is still a generic resource. Friends are like enchantments, though sometimes are powerful one-shot effects.

    If a player chooses to not play a monster (either they don't have one in hand or it would be strategically bad to do so), the player must still bluff as if they were playing a monster by holding out a card from hand during the monster deployment stage. If a non-monster is revealed, it is discarded. The difficulty of the monster revealed determines the initiative for the "capture monsters" phase. Whoever played the lowest difficulty monster goes first. If both players reveal monsters of the same difficulty (not uncommon, as they range from just 1-5) or neither player reveals a monster, it causes an ALLERGIC REACTION! The turn ends immediately and the game proceeds straight to NIGHT TIME, where the monsters in the neutral zone get to cause mischief.

    If the initiative is not a tie, players may attempt to capture some monsters. You can even capture monsters that came from your opponent's deck! Since each player brought 3 of 5 colors to the table, there is guaranteed to be conflict over monsters of like colors. It could even be that all 3 colors will be hotly contested. You need to have resources of the same color as a monster to capture it, or defend it from capture by your opponent.
    After each player has done all they can during the capture phase, the game moves to NIGHT TIME. The uncaptured monsters then cause all sorts of trouble. Usually for both players, but sometimes at certain players, like the player with the most victory points, cards in hand, resources in play, etc.

  • Details
PreOrder Now!!!
PreOrder Now!!!
PreOrder Now!!!
PreOrder Now!!!