Amigo Monster Expedition - Board game

Monster Expedition - Board game Amigo - Free user manual and instructions

Find the device manual for free Monster Expedition Amigo in PDF.

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Product Type Board game
Brand Amigo
Model Monster Expedition
Category Family / Adventure
Language English
Number of Players 2-4 players
Age Recommendation 8 years and up
Game Duration 30-45 minutes
Box Dimensions 26 x 26 x 7 cm (approx.)
Weight 0.6 kg (approx.)
Material Cardboard, paper, plastic tokens
Components 1 game board, 4 player pawns, 50+ cards, dice, tokens
Game Objective Collect the most monster cards by exploring the board
Game Type Competitive
Difficulty Level Easy to moderate
Skills Developed Strategy, memory, counting, social interaction
Safety Warning Not suitable for children under 3 years due to small parts
Maintenance Wipe box and components with a dry cloth; store in a dry place
Spare Parts Contact Amigo customer service for replacement parts
Warranty 2-year manufacturer warranty against defects
Manufacturer Amigo Spiel + Freizeit GmbH, Germany

Frequently Asked Questions - Monster Expedition Amigo

How do I set up the game?
Place the game board in the center. Each player chooses a pawn and places it at the start. Shuffle the monster cards and place them face down on the designated spaces. Roll the dice to determine who goes first.
How many players can play Monster Expedition?
The game is designed for 2 to 4 players, making it perfect for families and small groups.
What is the objective of the game?
Players explore the board to encounter monsters. The goal is to collect the most monster cards by the end of the game.
Is Monster Expedition suitable for young children?
The recommended age is 8 years and up due to small parts and reading requirements. Younger children may play with adult supervision.
How long does a typical game last?
A game usually takes between 30 to 45 minutes, depending on the number of players and their familiarity with the rules.
Can I play Monster Expedition with only 2 players?
Yes, the game works well with 2 players. Simply follow the standard rules; the game is balanced for 2-4 participants.
What components are included in the box?
The box includes 1 game board, 4 player pawns, a deck of 50+ monster cards, a dice, and various tokens for tracking scores.
How do I clean the game components?
Wipe the board and cards gently with a dry or slightly damp cloth. Avoid using liquids directly on components. Store in a cool, dry place.
Where can I download the official rules or manual?
The official manual is available for free on notice-facile.com or the Amigo website. You can also find video tutorials online.
Are there any expansions or additional content?
As of now, no official expansions have been released for Monster Expedition. Check the Amigo website for future updates.

User questions about Monster Expedition Amigo

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Download the instructions for your Board game in PDF format for free! Find your manual Monster Expedition - Amigo and take your electronic device back in hand. On this page are published all the documents necessary for the use of your device. Monster Expedition by Amigo.

USER MANUAL Monster Expedition Amigo

A CARNIVAL OF MONSTERS ADVENTURE

Fantasy illustration of a mythical creature flying over icy mountains, with two circular inset images showing detailed creatures (no text or symbols)

COMPONENTS COMPONENTS

60 Expedition Cards

53 Monsters 6 Starting Monsters 1 Monster Trader

SCHLEIMRIESE 10

FOCKLING FOCKLING

MONSTERHÄNDER THE WENCH APPROACH BE ITED POWER IN THE WIERCH-ASIKAGE

12 Supply Camps, 4 sets of

1 Camp in the Aerie

Illustration of a stylized animal face with surrounding geometric shapes (no text or symbols)

1 Camp in the Depths

Illustration of a green sea turtle with a 'SAR' logo, surrounded by blue circuit board elements (no readable text or symbols)

1 Camp in the Enchanted Forest

Illustration of a cartoon character with green and blue buttons, surrounded by multiple smartphone screens (no readable text or symbols)

1 Game Board
die faces

Amigo Monster Expedition - Expedition Cards - 8

8 Hunting Dice

1 Enchanted Forest Die

I Depths Die

1 Aerie Die

36 Crest Tokens

4 Hunting Parties with 9 Crests each

Four decorative icons with varied patterns and textures, no text or symbols present.

MONSTER AND CAMPS IN DETAIL

graph TD A["Monster Level"] --> B["Region"] B --> C["Symbiosis Symbol"] C --> D["Ability"] D --> E["Victory Points"] E --> F["Caged Victory Points"]

Player Set Side showing (A/B) Equipment Level Camp Improvement Arrow pointing to next Level

Amigo Monster Expedition - MONSTER AND CAMPS IN DETAIL - 3

GOAL & SETUP OF THE GAME GOAL & SETUP OF

As the newest members of the Royal Monstrological Society, you go on expeditions to hunt for legendary monsters. This time, they have been spotted in the Aerie, the Depths, and the Enchanted Forest. Set up your camps in these regions and go hunting. Improve your camps and use your monsters' abilities to return from your MONSTER EXPEDITION with some awesome creatures in tow!

1) Place the game board in the middle of the table. Put the box lid next to it upside down to roll the dice into.

2) Start the wilderness display by placing the six starting monsters and the monster trader next to the board.

3) Shuffle the remaining cards together and create a face-down draw deck. The number of cards in the deck depends on the number of players:

2 players: 27 cards
3 players: 35 cards
4 players: 41 cards

Put the remaining cards aside in a face-down reserve deck for now.

4) Reveal the top three cards from the draw deck and add them to the wilderness display. You now have ten cards in the wilderness display.
5) Sort the supply camps into player sets I, II, III, and IV.

The wildest player goes first and takes Set I, the player to their left takes Set II, and so on. If there are fewer than four players, put the remaining sets back in the box. You're not going to need them for this game.

Amigo Monster Expedition - GOAL & SETUP OF THE GAME GOAL & SETUP OF - 1

8) Get all the dice ready.

Amigo Monster Expedition - GOAL & SETUP OF THE GAME GOAL & SETUP OF - 2

Amigo Monster Expedition - GOAL & SETUP OF THE GAME GOAL & SETUP OF - 3

graph TD A["Player 1: 3 Card"] --> B["Player 2: 2 Card"] B --> C["Player 3: 7 Card"] C --> D["Player 4: 6 Card"] D --> E["Player 5: 9 Card"] E --> F["Player 6: 8 Card"] F --> G["Player 7: 10 Card"] G --> H["Player 8: 11 Card"] H --> I["Player 9: 12 Card"] I --> J["Player 10: 13 Card"] J --> K["Playe…

A game of MONSTER EXPEDITION is played over several rounds. During each round, you all take turns one after the other. At the start of your turn, decide which region you want to go hunting monsters in. Your camp's equipment level determines how many dice you can use. Bank dice one after the next to get a lucrative hunting value, then use that value to capture monsters and cages. At the end of your turn, use matching dice to improve your camp.

The starting player goes first, then turns are taken going clockwise. On your turn, carry out the following four phases in order:

PHASE 1: PICK A CAMP

PHASE 2: HUNT MONSTERS

PHASE 3: IMPROVE YOUR CAMP

PHASE 4: REFILL THE WILDERNESS DISPLAY

PHASE 1: PICK A CAMP

Choose one of your three camps to start your expedition from and push it up a bit. The equipment level printed at the top of the camp card determines which dice you can use. Take these dice from the supply.

Example: Julia decides to start her hunt from her camp in the Aerie. She takes the yellow Aerie die and two black hunting dice from the supply.

graph TD A["Character Icon"] -->|2| B["Arrow"] B --> C["1"] C --> D["1"] D --> E["1"]

PHASE 2: HUNT MONSTERS

Roll all your dice and pick one of the numbers showing on them. Bank all of the dice showing that number by putting them on the game board.

Example: Julia rolls her three dice. They show a 1 a 3 and a 4. Julia decides to bank the 3.

graph TD A["1"] --> B["2"] B --> C["3"] C --> D["4"]

You then get to choose whether you want to reroll the remaining dice or end your monster hunt. If you decide to continue rolling, take the remaining dice and reroll them. Then, bank all dice of one number again. However, you can only pick a number you haven't banked yet that turn. Keep rolling until you decide to stop hunting or until you have banked all your dice on the board.

Note: When you stop hunting, put any dice you haven't banked back in the supply.

Mistthrow: : If you roll only numbers you have already banked, this counts as a misthrow. You can't take out any dice. Instead, you lose your highest banked die. Put it back in the supply. If you have more than one highest die, you lose only one of them.

After a Mistthrow, you choose whether to continue rolling or stop hunting.

Example: Julia has already taken out a 3 and a 6.

Unfortunately, she rolls another 6. That's a mithrow, so she has to put her banked 6 back in the supply.

She decides to continue and rolls an 88.

She banks the 8 and ends her hunt.

Diagram showing two keyboard states with a red X mark indicating cancellation or error, and an arrow pointing to the keyboard state.

DETERMINE YOUR HUNTING VALUE

Once you have decided to stop hunting, add up the values on your banked dice. This is your hunting value.

You can spend your hunting value to capture any combination of monsters and cages.

Note: You can only spend your hunting value to capture monsters that match the region of your chosen camp (from Phase 1 of your turn).

There is one exception to this rule: THE DRACO CHELONIA.

Since this monster roams all regions, you can capture it no matter which camp you've chosen.

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Dune Creations

MONSTERS

Each monster has a monster level. To capture a monster from the wilderness display, you must spend points from your hunting value equal to its monster level.

Place the monster next to your camps face up. Do not refill the wilderness display just yet.

CAGES

The backs of all the cards in the draw deck have cages printed on them. In addition to catching monsters from the wilderness display, you may exchange your hunting value for cages from the draw deck, in any combination you can afford.

Cages always have a cost of 10.

Dairy Cauca 31

Close-up of a black electronic device with a circular badge showing the number 10 (no readable text or symbols on the device itself)

You can buy cages no matter which camp you've picked. When you buy a cage, take the top card from the draw deck and put it in front of you, face down. You may look at the monsters in your cages at any time, but don't show them to the other players. They stay face-down in front of you for the rest of the game. You cannot use the abilities or effects of caged monsters, and they will earn you fewer victory points at the end of the game then monsters you have captured from the wilderness display.

Amigo Monster Expedition - CAGES - 3

5 VP as a monster
Amigo Monster Expedition - CAGES - 4

Amigo Monster Expedition - CAGES - 5

Amigo Monster Expedition - CAGES - 6
3 VP as a caged monster

THE MONSTER TRADER

The monster trader allows you to buy six cages for a hunting value of 40, no matter which camp you picked. Take the top six cards from the draw deck and put them in front of you face down as cages.

Don't take the monster trader card from the wilderness display: it always stays there.

Amigo Monster Expedition - THE MONSTER TRADER - 1

Amigo Monster Expedition - THE MONSTER TRADER - 2

BLEIBT IMMER IN DER WILDNIS-AUSLAGE

ALWAYS STAYS IN THE WILDERNESS-DISPLAY

Example: Julia has rolled a hunting value of 11. She can now choose to buy either a cage or the VERTIKALVESPE.
graph TD A["Player 10"] --> B["Player 12"] B --> C["Player 11"] C --> D["Player 18"] style A fill:#f9f,stroke:#333 style B fill:#bbf,stroke:#333 style C fill:#bfb,stroke:#333 style D fill:#ffb,stroke:#333

Example: Later in the game, Oliver rolls a hunting value of 20. He can now buy two cages, one cage and the MEERESGLEITER, OR THE MEDUSAMORPH, for example.
graph TD A["Player 10"] --> B["Game Controller"] B --> C["Player 12"] C --> D["Game Controller"] D --> E["Player 18"] style A fill:#f9f,stroke:#333 style B fill:#ccf,stroke:#333 style C fill:#cfc,stroke:#333 style D fill:#fcc,stroke:#333 style E fill:#cff,stroke:#333

Important: When you are done capturing monsters and cages, any leftover hunting value points you have not spent are lost—you cannot save them for the next turn.

PHASE 3: IMPROVE YOUR CAMP

After the monster hunt, take another look at the dice you have banked on the game board.

Each camp has a certain dice value you'll need to improve it. This value is printed in the middle of that camp card. Each 1 you have banked allows you to improve your Aerie camp, each 2 improves your camp in the Depths, and each 3 lets you improve your Enchanted Forest camp once. The dice colors and the camp you picked don't play a role in this.

For each improvement, you get to rotate the corresponding camp up one level in a clockwise direction, so the new equipment level is at the top of the card. This may change the number of dice you'll have available for your next expedition.

If you improve your camp for the fourth time, turn over the card and place it back in front of you so that the underlined equipment level is at the top of the card.

graph TD A["①"] --> C["Controller"] B["②"] --> C D["③"] --> C C --> E["Action Buttons"] style A fill:#f9f,stroke:#333 style B fill:#bbf,stroke:#333 style D fill:#bfb,stroke:#333 style C fill:#fff,stroke:#333 style E fill:#fff,stroke:#333

Example: One of the dice Julia banked is a 3, so she improves her Enchanted Forest camp one level.

Amigo Monster Expedition - PHASE 3: IMPROVE YOUR CAMP - 2

Amigo Monster Expedition - PHASE 3: IMPROVE YOUR CAMP - 3

Amigo Monster Expedition - PHASE 3: IMPROVE YOUR CAMP - 4

Amigo Monster Expedition - PHASE 3: IMPROVE YOUR CAMP - 5

Note: You use your banked dice both to determine your hunting value and for camp improvement.

You can improve each of your camps seven times over the course of the game. After that, any further improvements for that camp are ignored. When you improve a camp to its final level, you immediately get two cages from the draw deck.

Three-panel image showing a computer monitor with a green arrow pointing to its screen, a close-up of a mechanical component, and three stacked electronic components (no visible text or symbols)

Some camp levels (and monster abilities—see next page) have a bonus improvement value printed on them. A player can improve that camp to the next level whenever any player scores a die with that value.

Note: It's not enough for a player to simply bank the necessary dice in PHASE 2: HUNT MONSTERS. Improvements only take effect in PHASE 3: IMPROVE YOUR CAMP. So, if a banked die is lost due to a mithrow, you won't be able to use it to upgrade your camp.

First, the active player checks if they can make any improvements. Then all the other players take turns checking if they can use a bonus improvement.

Three circular icons with numbers and human figures, each containing a stylized game character or icon.

Example: After Julia has finished her regular improvements, Oliver can use her dice for a bonus improvement, rotating his Enchanted Forest camp to the next level.

Amigo Monster Expedition - PHASE 3: IMPROVE YOUR CAMP - 8

Amigo Monster Expedition - PHASE 3: IMPROVE YOUR CAMP - 9

Amigo Monster Expedition - PHASE 3: IMPROVE YOUR CAMP - 10

Amigo Monster Expedition - PHASE 3: IMPROVE YOUR CAMP - 11
Julia

Amigo Monster Expedition - PHASE 3: IMPROVE YOUR CAMP - 12

Amigo Monster Expedition - PHASE 3: IMPROVE YOUR CAMP - 13

Amigo Monster Expedition - PHASE 3: IMPROVE YOUR CAMP - 14
Oliver

PHASE 4: REFILL THE WILDERNESS DISPLAY

If you gained at least one cage during your turn, refill the wilderness display back up to ten cards. It doesn't matter if you got the cage from the draw deck or if you stole it from another player (see: MONSTER ABILITIES).

To refill the wilderness display, turn over cards from the draw deck and add them to the display until there are 10 cards there again.

CRESTS

When you refill the wilderness display, put one of your crest tokens on each newly revealed card. These tokens remain in place until someone takes that monster or the game ends.

If you catch a monster with a token on it, return the token to its owner. If there are any monsters with crest tokens left in the wilderness display at the end of the game, the owners of those tokens take these cards as cages.

Four stylized, ornate icons in circular and diamond shapes with different textures (no text or symbols)

MONSTER ABILITIES

Monsters don't just earn you VP, they also have helpful abilities you can use. These can either be ongoing abilities that help you for the rest of the game, or single-use effects.

Note: You can't use the abilities or effects of monsters in cages!

ONGOING ABILITIES

Ongoing abilities go into effect the moment you catch a monster from the wilderness display and place it in front of you, until the end of the game. Monsters can have the following ongoing abilities:

Icon showing two people with a red X symbol and a blue computer icon, indicating a confirmation or exchange process.

8

Image showing five colorful icons with a right-pointing arrow and a plus sign, likely representing a process or sequence.

Amigo Monster Expedition - ONGOING ABILITIES - 4

Amigo Monster Expedition - ONGOING ABILITIES - 5

Amigo Monster Expedition - ONGOING ABILITIES - 6

Once per turn, on a mistry, you may improve your matching camp immediately. It doesn't matter if it's your turn or another player's.

You may improve your matching camp if the active player scores the pictured dice value. This ability is carried out in PHASE 3: IMPROVE YOUR CAMP.

Some monsters have a symbiotic relationship with other monsters, which you can use to help catch them. For each set of three different colored symbiosis symbols you have, you may add one additional hunting die during each expedition you undertake.

Amigo Monster Expedition - ONGOING ABILITIES - 7

Amigo Monster Expedition - ONGOING ABILITIES - 8

Some monsters are especially adaptable, as you can see from the split symbiosis symbol. They act as “wild” symbiosis partners, i.e., you can use them as any symbiosis symbol. You can even have more than one of them in your set.

Fan out your sets of three monsters in front of you to mark them as sets. You may rearrange your sets at any point during the game.

Three digital game interface screenshots showing character and game icons with Chinese labels

Sikia: Atrate Grenz Street Davon Canada

Three identical game controllers displayed on a tablet, each displaying a stylized character with dynamic poses and action buttons.

Example: You get three additional hunting dice, one for each symbiosis set.

Note: No matter what equipment level your camp is at and how many symbiosis sets you have, you can never use more than eight hunting dice at the same time.

SINGLE-USE EFFECTS

Some monsters have effects that are carried out immediately—and only once—as soon as you take the monster from the wilderness display. Single-use effects are marked with the IMMEDIATE symbol: 4 .

Two identical icons showing lightning, a person with a megaphone, and a battery with a lightning bolt symbol, likely representing a cybersecurity or monitoring system.

Steal a random cage from another player.

Remember to refill the wilderness display during PHASE 4: REFILL THE WILDERNESS DISPLAY.

Immediately improve your matching camp to the next level.

THE END OF THE GAME THE END OF THE G

When the draw deck is used up, complete the current round so that each player has played the same number of turns.

Then, the game ends. If needed, use cards from the reserve deck for cages or to refill the wilderness display during the last round.

If the reserve deck runs out, too, don't refill the wilderness display anymore. You can still buy cages, though: Simply make a note of the cages you buy at this stage. They're worth 1 VP each at the end of the game.

When the game ends, take any monsters bearing your coat of arms tokens from the wilderness display and place them in front of you, face down, as cages.

Add up all the victory points on your monsters and your cages.

At the end of the game, Oliver counts his points:

First, he adds together all the victory points from the face-up monsters he has in front of him. Their sum is 15 points:

Sequence of game cards with numbered badges, showing titles like 'Gamebox', 'Gamebox', and 'Gamebox Game' in sequence

He also has five face-down cages in front of him. These earn him a total of 8 points.

Six identical game controllers displayed against a solid yellow background, each with a unique icon and no visible text or symbols.

Oliver's total score is 23.

The player with the most victory points wins the game! If there is a tie, the one whose camps have collectively reached the highest equipment level wins. If there is still a tie, you have more than one winner.

SOLO VARIANT SOLO VARIANT

You're an adventurer setting up camp on the small island of Solinsula.

To impress the Royal Monstrological Society, you must master ten challenging expeditions there.

Follow the usual rules of the game with the following exceptions:

SETUP

Create a face-down draw deck of ten cards and pick any set of supply camps. You may pick a different set for each of the expeditions.

PHASE 2: HUNT MONSTERS

If you buy cages, always take them from the reserve deck, not the draw deck.

PHASE 4: REFILL THE WILDERNESS DISPLAY

At the end of each round, reveal one card from the draw deck and add it to the wilderness display. Always add only one card, regardless of whether or not you have taken any cages that round (instead of refilling the display to 10 cards when you take a cage). Due to this rule, the wilderness display can have more than ten cards in it.

MONSTER ABILITIES

For the single-use effect STEAL A RAMDOM CAGE FROM ANOTHER PLAYER, take a cage from the reserve deck instead.

Amigo Monster Expedition - MONSTER ABILITIES - 1

Each expedition has a victory condition you must fulfill before you can move on to the next expedition.

You win immediately when you meet the victory condition, even if it is in the middle of your turn.

You lose immediately if there are 13 cards in the wilderness display or if you can't reveal any more cards from the draw deck when you're required to.

THE EXPEDITION IS TOO HARD?

If you fail at an expedition, you may improve one of your camps by one level before you try again.

improve one of your camps by one level

Amigo Monster Expedition - THE EXPEDITION IS TOO HARD? - 2

EXPEDITION 1

You set up camp on the island of Solinsula.

However, the island is overrun by monsters threatening your camps.

Keep the monsters in check!

VICTORY CONDITION: The wilderness display has no more than eight cards in it and you have at least one cage.

EXPEDITION 2

Your research team needs your help to be able to study the monsters in the Enchanted Forest better.

VICTORY CONDITION: There are no monsters from the Enchanted Forest in the wilderness display (DRACO CHELONIA doesn't count). Also, you need to have a total of at least seven monsters from the Enchanted Forest and/or cages.

Example: Han wins the expedition: There are no monsters from the Enchanted Forest in the wilderness display.

He also possesses five monsters from the Enchanted Forest and two cages.

Amigo Monster Expedition - EXPEDITION 2 - 1

Amigo Monster Expedition - EXPEDITION 2 - 2

Amigo Monster Expedition - EXPEDITION 2 - 3

Amigo Monster Expedition - EXPEDITION 2 - 4

Amigo Monster Expedition - EXPEDITION 2 - 5

Amigo Monster Expedition - EXPEDITION 2 - 6

Amigo Monster Expedition - EXPEDITION 2 - 7

Illustration of a vintage-style notebook with a black-and-white photo and a green-yellow palette, placed on a wooden surface (no text or symbols visible)

Amigo Monster Expedition - EXPEDITION 2 - 9

Amigo Monster Expedition - EXPEDITION 2 - 10

Amigo Monster Expedition - EXPEDITION 2 - 11

Amigo Monster Expedition - EXPEDITION 2 - 12

Amigo Monster Expedition - EXPEDITION 2 - 13

Amigo Monster Expedition - EXPEDITION 2 - 14

Amigo Monster Expedition - EXPEDITION 2 - 15

Amigo Monster Expedition - EXPEDITION 2 - 16

Amigo Monster Expedition - EXPEDITION 2 - 17

Amigo Monster Expedition - EXPEDITION 2 - 18

Amigo Monster Expedition - EXPEDITION 2 - 19

Amigo Monster Expedition - EXPEDITION 2 - 20

Amigo Monster Expedition - EXPEDITION 2 - 21

EXPEDITION 3

The Royal Monstrological Society asks you to study the behavior of monsters in cages on Solinsula.

VICTORY CONDITION: You have at least six cages.

EXPEDITION 4

A member of the Royal Monstrological Society is en route to inspect your camps.

VICTORY CONDITION: At least two of your camps are at the highest equipment level.

EXPEDITION 5

Your supply shipment was shipwrecked, so it's a lot harder to improve your camps.

VICTORY CONDITION: You have at least six cages.

SPECIAL RULE FOR EXPEDITION 5

To improve a camp with dice showing 1, 2, or 3, you need to score two dice showing the number at the same time. Other methods of improvement are not affected.

Example: Han needs a 1 and another 1, or alternatively a 7 as usual, to improve his Aerie camp.

Amigo Monster Expedition - SPECIAL RULE FOR EXPEDITION 5 - 1

Two circular icons: one with a stylized animal face and the other with a numbered circle containing numbers 1 and 7 (no readable text or symbols)

EXPEDITION 6

Monsters have spread all over the island and are threatening your camps again.

VICTORY CONDITION: There are no more than seven cards in the wilderness display and you have at least one cage.

EXPEDITION 7

This time, your research team is especially interested in monsters from the Depths, so they ask you to catch some—for science!

VICTORY CONDITION: There are no monsters from the Depths in the wilderness display (DRACO CHELONIA doesn't count). Also, you need to have a total of at least seven monsters from the Depths and/or cages.

Amigo Monster Expedition - EXPEDITION 7 - 1

Amigo Monster Expedition - EXPEDITION 7 - 2

Amigo Monster Expedition - EXPEDITION 7 - 3

Amigo Monster Expedition - EXPEDITION 7 - 4

Illustration of a stylized octopus with long legs and head, no text or symbols present

EXPEDITION 8

The MONSTER TRADER has a special offer for you.

VICTORY CONDITION: Visit the MONSTER TRADER at a discounted hunting value of 35.

EXPEDITION 9

Your success on Solinsula is growing. As a token of their appreciation for your deeds, the Royal Monstrological Society sends you special equipment crates to make hunting easier. The MONSTER TRADER is also very interested in your crates and offers you special deals in exchange.

VICTORY CONDITION: There are no more than seven cards in the wilderness display and you have visited the MONSTER TRADER at least once.

SPECIAL RULES FOR EXPEDITION 9

If your banked dice contain sets of 1, 2, and 3, you get two crates for each set after rolling the dice (use coat of arms tokens to represent these crates). The dice still count towards your hunting value and camp improvements.

You can use these crates to reduce either the monster level or the MONSTER TRADER's value by 5 points for each crate, starting on the turn when you received them.

You may use more than one crate on the same monster or the MONSTER TRADER at the same time.

It's possible to reduce the monster level to zero or below. This allows you to catch monsters that aren't even in the region of your chosen camp.

Remove the MONSTER TRADER from the wilderness display after you've visited them once.

EXPEDITION 10

Solinsula is to become a trading post for the Royal Monstrological Society! They ask you to catch all the monsters there to make the island habitable.

VICTORY CONDITION: There is not a single card in the wilderness display.

SPECIAL RULES FOR EXPEDITION 10

Create a face-down draw deck of twelve cards.

Use the special rules for crates from EXPEDITION NO. 9.

However, they now reduce the monster level or the MONSTER TRADER's value by 10 points each.

Remove the MONSTER TRADER from the wilderness display after you've visited them once.

THE DESIGNER AND THE ARTISTS THE DESIGNER

Portrait of a smiling person (no text or symbols visible)

ALEXANDER PFISTER

Alexander Pfister started inventing his first games when he was still very young. He has won the prestigious "Kennerspiel des Jahres" award twice now. Alexander was born in 1971 and lives in lovely Vienna with his wife and daughter.

DENNIS LOHAUSEN

Black-and-white portrait of a person wearing glasses and a hat (no visible text or symbols)

Dennis Lohausen is an artist and makes a living from it in Cologne. If he had not become an artist, he would most certainly have been something else: a monster trader, a monster hunter, or even a Kookagei. Unfortunately, that's not working out right now, so he's staying what he is: an artist. After all, this way he gets to visit the monsters from time to time... somehow.

MICHAEL MENZEL

Portrait of a man wearing glasses (no visible text or symbols)

Michael Menzel was born in 1975. After training to become a technical design assistant and a detour through the world of video game creation, he finally made it to his dream job, becoming a card and boardgame artist. He has created the art for over 300 games and is a three-time winner of the boardgame art prize “Graf Ludo.”

OLIVER SCHLEMMER

Portrait of a man with mustache (no text or symbols visible)

Oli Schlemmer, born in 1971, has been wielding the paintbrush for over 20 years, creating art for many different projects from the worlds of music, advertising, and boardgaming. In 2010, he won the “Graf Ludo” for best boardgame art for his design of the game Fresco. Oli lives in Wiesbaden with his wife and child.

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Circular emblem with stylized golden letter 'M' on dark blue background, no readable text or symbols

You have purchased a quality product. Should you have any reason for complaint, please do not hesitate to contact us.

Do you have any questions? We will be glad to be of help:

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Product information

Brand : Amigo

Model : Monster Expedition

Category : Board game