For just $1, you’ll reserve your VIP status for the Monsters, Magic & Mayhem Kickstarter and receive an exclusive Sword of Helig Gold sword bookmark — a blade worthy of any dungeon explorer.
Use it to open scrolls… letters… or mark your place in the adventure.
But more importantly…
You’ll be first through the dungeon doors when the Kickstarter launches.
✔ A collectible 6" Sword of Helig bookmark shipped with your copy of the game when you back the kickstarter
✔ First chance at limited Kickstarter rewards
✔ Exclusive VIP updates as the dungeon prepares to open
✔ A playable Print and play version of the game included with your Welcome email!
Only VIPs will know what surprises are waiting inside.
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A 10-minute tactical dungeon battle where every card has a power and every room is a fight
MMM is a fast 2-player dungeon battle card game where heroes and monsters clash for control of treasure rooms.
Deploy Monsters to defend.
Send Heroes to attack.
Use unique powers to swing the battle.
Win the room. Reveal the treasure.
The richest adventurer after 3 rooms wins!
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
Play Time: 10 Minutes
Each deck can be played by itself, each with different characters, monsters, magic and treasures. Combine decks to create more variety and challenges! Look for the Bushido set!
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
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.
The Fusilier is the only Character in MMM with true ranged targeting, giving him a tactical role no other unit fills. While most Characters must confront enemies directly in the Room they’re fighting, the Fusilier can reach beyond it — striking into an unresolved Room to disrupt an opponent’s plans before that Room is even revealed.
He is not a high-Strength brawler. His value lies in precision elimination and timing advantage.
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.
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.
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.
If the Thief is alone in a Room:
• He steals the Room.
• The opponent automatically loses.
• Strength is not calculated.
“Alone” means no other Character or Creature card on his side.
⚠ Magic Items do NOT count as additional party members. A Thief holding a Magic Item is still considered alone.
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.
The dragon is frightening. So much so that the wizard flees if he is in the same room.
The lich is the only monster that uses spells. He deals 4 points of damage to a foe, adding +2 Strength for himself
His fiery breath deals 3 damage to a foe
The Spider makes webs that interfere with the characters movement. This reduces their strength by -3
Orks get pissed if you use magic items! They think that's cheating! This doubles their strength if a magic item is in the room
The giant's crushing blow eliminates an enemy with a strength of 3 or less. The player controling the giant decides who is removed if more than 1 character qualify.
Secretly, the Monk is terrified of Zombies! When they are revealed, the monk makes himself disappear! This removes his strength from the battle.

When an ogre is forced into battle, subtlety disappears. With a roar of frustration, the brute lashes out in a furious, uncontrolled swing that crashes through everything around him.
The ogre deals 1 damage to every creature in the room — friend or foe alike.
Allies, enemies, summoned beasts, it makes no difference. The ogre blames everyone nearby for dragging him into the fight, and someone is goi
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