Dreadnaught Publishing
  • Home
  • Contact Us
  • Merch
  • Iron Rain Gallery
  • MMM
  • SSS
  • ToM
  • More
    • Home
    • Contact Us
    • Merch
    • Iron Rain Gallery
    • MMM
    • SSS
    • ToM
  • Sign In
  • Create Account

  • My Account
  • Signed in as:

  • filler@godaddy.com


  • My Account
  • Sign out

Dreadnaught Publishing

Signed in as:

filler@godaddy.com

  • Home
  • Contact Us
  • Merch
  • Iron Rain Gallery
  • MMM
  • SSS
  • ToM

Account


  • My Account
  • Sign out


  • Sign In
  • My Account

Monsters, magic & mayhem

Goal

 You and your opponent are both Gamemasters. Each of you controls 3 rooms—some may hold treasure. Use characters, monsters, and magic to defend or attack. Whoever wins a room, claims it! The GM with the most treasure wins.  

Twists & Mayhem

 

  • Characters & Monsters have unique abilities.
  • Spells shake things up.
  • Fast-paced—games take 10 minutes!

Small Decks

The treasure deck only has 12 cards- 3 are used as "rooms", placed face down, their contents unknown.

The Character deck is only 24 cards- characters, monsters and magic. Each player gets a total of 8 cards, a mix of the 3 types

Simple Rules

Essentially, just covering the front and back of a card. See below.

Multiple Decks will be available

Each deck can be played by itself, each with different characters, monsters, magic and treasures. Combine decks to create more variety and challenges!

Become a play tester!

Print and Play files will be available to approved play testers.

How to play the archer

The archer stands at the back of the room, firing arrows at his foe. The distance places him out of range of any enchantment. This makes him immune to any and all spells. He cannot be the target of any spell, no matter it's source

How to Play the Monk

The monk appeals to the thief's moral conscience stopping him from stealing the room. That's his only effect. When the thief is the only foe, and the monk is his foe, he does not steal the room, making the monk and his party the winners because the monk has a better strength than the thief.

How to play the fusilier

The Fusilier is unique because he can use his gun to fire on foes outside a different room than the one he is about to enter. He can remove from play one character or monster that has a lower strength than his. This makes him very powerful as the card he removes will not be adding its strength to that room before any battle even starts in that room! He can only do this with a room that hasn't been resolved yet, but he still adds his strength to the room he is assigned to.

How to play the Knight

The knight removes the strength of both the Healer and the Monk, if they are in the foe's group. He has no effect if a Healer and or Monk is in his party.

How to play the Swordsman

The swordsman doubles his strength anytime he faces monsters. This gives him a strength of +10 instead of 5. This is true even if the monster is frightened off by another character.

How to play the healer

The healer adds +1 to the strength of each card assigned to the same room as he is in. He does not add strength to himself, only to others. So, if the current strength in the room is 12 with 3 other characters involved, he would add +3 to the strength, making it 15 instead of 12. If there were only 2 other characters, he would only add +2 to the total strength of the room.

How to play the thief

The thief is sneaky, so when he works alone, he is able to sneak around his foe while stealing all the treasure under their noses. It doesn’t matter what the strength of his foe is, they end up in an empty room without a battle.

How to play a wizard

Once the wizard is revealed, if orks are in the opposing party, they flee in terror, never adding their strength to the battle. This happens even if the orks are with the Red Dragon, which will in turn frighten away the wizard.

Fast Set up, fast play!

MMM Rules

  

Separate the cards into two decks, Treasure and Character deck

Shuffle both decks

Deal 3 treasures across the table, facedown. These become “Rooms”. Place remaining cards to the side

Deal 8 Character cards to each player. Place remaining cards to the side.

Players check to see if they can cast the spells they may have been dealt. A spell caster is denoted by the circled star on the card. Anyone can use Magic Items.

If they cannot cast any spells, they can exchanged them with the same number of cards from the top (x) cards on the leftover character deck. (x) being the number of cards replaced. This can only be done once by each player. Discarded cards are placed at the bottom of the leftover player deck.

Players take turns placing a character card in front of one of the rooms. Characters and monsters cannot be in the same room for the same player!

Players may place cards in front of any room they want.

Players may place cards in front of 1, 2 or all 3 rooms. 

This continues until both players have played all their cards

The player that didn’t go first starts the battles. Cards are revealed at once.

Magic users go first and play spells when they feel they are appropriate.

Once the final tally is determined for both players in a room, the higher score wins, the room is revealed and claimed by the winner.

After all three battles are determined, the player who wins the most gold wins the game.

Alternate End: The game can be played using the remaining rooms and each player holds the character cards they were first dealt. This is done until all the treasure rooms have been used. The final total of gold recovered determines the winner.

Copyright © 2025 Dreadnaught Publishing. All rights reserved. | Privacy Policy | Terms of Service |  Contact Us | Shipping to US, UK, Canada, Australia, Japan, Germany, Italy & Russia. 


  • Privacy Policy

Powered by

This website uses cookies.

We use cookies to analyze website traffic and optimize your website experience. By accepting our use of cookies, your data will be aggregated with all other user data.

Accept