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Monster Expedition box art
2020 Ranked #3,148

Monster Expedition

Dice-driven adventure game where royal monster hunters establish camps and capture legends across wild regions. Captured creatures grant useful abilities, so every roll must improve your expedition while setting up the next rare hunt.

Family Games Dice Fantasy End Game Bonuses Market

Players

1-4

Play time

Not listed

Age

12+

Complexity

2.02/5

Rating

6.87

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 3.8/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 3.8/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

As the newest members of the Royal Monstrological Society, players embark on an expedition to hunt for legendary monsters, which have been spotted in the cloudlands, in the deep sea, and in the haunted forest.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

As the newest members of the Royal Monstrological Society, players embark on an expedition to hunt for legendary monsters, which have been spotted in the cloudlands, in the deep sea, and in the haunted forest. With ideal dice combinations, players can improve their camps, catch new monsters, and use the abilities of previously captured monsters. At the start of Monster Expedition, which is set in the same world as 2019's Carnival of Monsters, players each receive a set of three supply camps, and a wilderness display is formed from ten cards. Create a draw pile based on the number of players, then place this deck in the center of play, along with the game board and dice. On your turn, you choose one of your three camps, then go monster hunting, with your camp level determining which dice are available. At the start of the hunt, you roll all the dice, and after each roll, you set aside all dice of a chosen value that you haven't yet set aside. If you can't set any dice aside, the throw counts as a miss and you lose the best dice you laid out previously. When you stop, use the set-aside dice to capture monsters from the wilderness and improve your supply camps, possibly calling on abilities from monsters already in your collection. When the draw pile is exhausted, complete the round so that all players have had the same number of turns, then tally the points to see who took the biggest haul.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
No editions imported yet.

Player resources

Rulebooks, player aids, FAQs, and solo resources.

No files imported yet.

Game and edition data

All specifications (5)

Play and group

Players
1–4
Best with
1–4
Play time
30 min
Age
12+
Complexity
2.0/5
Credits and catalog connections

Credits

Designers

1
Alexander Pfister

Artists

3
Dennis Lohausen Michael Menzel Oliver Schlemmer

Publishers

1
AMIGO

Linked items

No published linked games yet.