The basics

By taking note of a few basic rules, Monster Club will quickly become your playground. Check out the basics to get started now.

Learn By Doing

In Monster Club every player plays with 25 unique cards. There are two types of cards: monster cards and power cards. Players enhance their monster cards with power cards to overwhelm their opponent's cards. When a player can no longer defeat what is on the opponent's board with its remaining cards he has to declare his opponent the winner.

Check out the video to see how you play.

It's Your Turn

A turn consist of different phases enabling different actions. This is what your turn will look like: You draw cards. You play your cards according to your own strategy. You possibly initiate attacks on your opponent's stacks. After you attacked your turn ends.

Draw

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Draw cards.
  • You draw cards from your deck until you hold 5. 
  • If there is no monster card on your board you must play one from hand. If you do not hold a monster card, you must show your hand, return the cards to the deck, shuffle and draw 5 new cards.

Play

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Play cards.
  • You can play as many cards as you desire in either face up or face down position.
  • Monster cards form the foundation of a stack. Therefore, power cards are never standalone cards and must always be stacked to a monster card. You may stack as much power cards to a monster card as stated on the power card indicator in the lower left corner of your monster card.
  • Always take note of the 'Power card maximum' of the monster you stack a power card to. Stacks can move one position to their left or right each turn.

Attack

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Attack your opponent.
  • During this phase you can initiate an attack on stacks opposite to yours. However, if a stack has moved during this turn it is not allowed to attack. When stacks are in conflict, all cards are turned face up and their effects are activated.
  • After this phase your turn ends.

Monster Cards & Power Cards

This is a monster card.

A monster card always forms the basis of a stack. A monster card is easily recognizable by the number in the bottom left corner. This number indicates the maximum amount of power cards that may be stacked to it.

A monster card has a name, a power card indicator, a score and a type.

This is a power card.

Power cards are always stacked to a monster card. A power card is easily recognizable by the 'P' in the bottom left corner. Power cards are used to power up your monster cards or perform special effects.

Power cards are never standalone and must always be stacked to a monster card.

More about Monster Cards

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This is a monster card.

Monster card name: Every monster card has a name displayed at the top. Multiple monsters of the same name are not allowed in one deck if not stated otherwise on the card. 


Power card maximum: At the bottom left corner an icon is displayed showing a number. This is the power card indicator. It shows the amount of power cards this specific monster can hold.

Score: At the bottom center of each monster card  a score is displayed. This is the monster card's attack force. When in conflict scores are calculated. The stack with the lowest score is sent to the grave.


Type: At the bottom right the monster card's type is displayed. This is either 'rock', 'paper' or 'scissors'. Players only turn to their monster's type when in a conflict in which scores are equal. In this case rock is dominant over scissors. Scissors is dominant over paper. And paper is dominant over rock. The inferior stack is sent to the grave.


Special effect: Some monsters have special effects. If so, these are displayed above the score. The rules on the cards are always superior to the game's main rules.


There always must be at least 1 monster card on your field during your turn. If there is no monster card on your field and you hold only power cards you must show your hand to your opponent, put the card back in your deck, shuffle and draw 5 new cards.


More about Power Cards

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This is a power card.

Power card name: Every power card has a name displayed at the top. Multiple power cards of the same name are not allowed in one deck if not stated otherwise on the card.


Special effect: Below the visual of the power card its special effect is described. Some power cards only have a calculation effect. In this case, often there is no description needed. The rules on the cards are always superior to the game's main rules.

Power card indicator: A power card can be distinguished by the bottom left icon showing the letter 'P'.

Calculation: At the bottom center of some power cards the calculation of its effect can be found.


Type: At the bottom right the power card's type is displayed. It is rarely necessary. In the case the situation occurs in which power cards clash this works the same as for monster cards.


Power cards are never standalone cards and must always be stacked to a monster card. Always take note of the 'Power card maximum' of the monster you stack a power card to.


Precomposed decks

You can create your own personalized decks to compete with. With one Season Zero set, two balanced decks can be assembled so you and someone else can compete in a game of Monster Club. Check the deck lists here:

Kingdom Deck

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The Army's Greatest Force

S0-01 The Army's Greatest Force

S0-02 The First Power Sword

S0-03 The Most Loyal Mage

S0-04 Power Destruct

S0-05 The Witch Of The Night

S0-06 The Spirit Sword
S0-07 Savannah Warrior
S0-08 Monster Swap
S0-09 Kiss The Fist
S0-10 Gonzo Plus
S0-11 Gonzo The Golden Sentinel
S0-12 Armed Knight
S0-13 Surprise Defence

S0-14 A Fire Dragon

S0-15 Return From The Grave

S0-16 Bad Doggo Of The Grave

S0-17 Unarmed Knight

S0-18 The Destacker
S0-19 Army Soldier
S0-20 Army Soldier
S0-21 Dragon Neutralizer
S0-22 Gonzo
S0-23 Three Turn Protection
S0-24 Deck Genie
S0-25 Select & Destroy

Dragon Deck

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Dragon Of The Shimmering

S0-26 Dragon Of The Shimmering

S0-27 Giggles

S0-28 The Second Power Sword

S0-29 Combo Dragon #1

S0-30 Combo Dragon #2

S0-31 Combo Dragon #3
S0-32 Good Food
S0-33 Card Thief Ray
S0-34 Power Extinction
S0-35 The Mage Of Solar Magic
S0-36 Power Swap
S0-37 Cat Dragon
S0-38 Poisonous Eel

S0-39 Bat Dragon

S0-40 The High Ground

S0-41 Heart Soldier

S0-42 Position Restrict

S0-43 Pretty Forest Dweller
S0-44 Lava Girl
S0-45 The Mask In The Curtains
S0-46 Quicker Cat
S0-47 Deal With The Grave
S0-48 The Grand Power Up
S0-49 Stack Safeguard
S0-50 Rising Moon

Card Thief Ray

The Cards

Monster Club holds many cards and it holds even more ways to put them to use. Need some specific insights in a certain card? Check this out!

A card rising from the grave.

The Board

Monster Club shines in its simplistic approach. However, the board has different sections and sets the stage for movement and tactic.