Boss Monster the Dungeon-Building Card Game Wiki

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the back of Room cards

Room cards are the main way for players to lure and defeat Heroes to gain Souls. Aside from the Boss Chamber, Room cards are the only card that can be added to extend a player's Dungeon, and include 'monster rooms', 'trap rooms', and 'advanced' versions of both.

Players starts the game by drawing 5 Room cards and 2 Spell cards, but can only keep 5 of these. The other two are discarded. At the beginning of a turn, each player draws one Room card from the Room Deck.

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The first Room (built in the Pre-Game Phase) is put directly to the left of the Boss Chamber. Additional rooms are built to the left of the first room, or on top of a previously-placed room. A player may not build a room in another player's dungeon.

A dungeon may have a total of five visible rooms at one time (that is, five Rooms in a horizontal row, not counting the Boss card). Any additional Rooms must be placed on top of an existing room.

Unlike normal Rooms, Advanced Rooms must be built on top of an existing Room. They also must be built on top of a Room that shares a similar Treasure.

Normal Rooms can always be built over any other Rooms, unless the rules of the existing room prevent it. You can not advance an advanced room

Characteristics of rooms

The Treasures carried by the rooms improve the attractiveness of the player's dungeon towards the different types of heroes. The Treasure type of a room also determines the nature of the room's ability (if any).

Cleric Treasure Rooms have abilities that involve taking cards from the discard pile, discarding cards or stealing cards from other players' hands.

Fighter Treasure Rooms generally do the most damage, but have fewer and less-powerful abilities compared to the other room types.

Mage Treasure Rooms generally do the least damage, but allow the player to draw Spell cards.

Thief Treasure Rooms have abilities that destroy Rooms in the Dungeon to give a great boost in damage or instantly kill Heroes.

Some Rooms have multiple Treasures, either doubling a Treasure Type or mixing multiple types. These rooms will feature abilities that allow for more than one strategy.

Room abilities

Most Rooms have abilities that provide an effect. There are several types of room abilities. If a Room ability does not specify when it activates, it can be used at any time its owner could normally cast a Spell.

Passive ability: These abilities are continuous and usually have an effect on the room itself or the rooms built around it. Example: Dragon Hatchery and Goblin Armory.

Destroy this Room/Destroy another Room in your dungeon: (Effect): Destroy Effect for for, these are activated by destroying the specified Room. Example: Dark Altar.

Once per turn, (Effect): This effect can only be used once each turn. Example: Golem Factory.

When you build this room, (Effect): Build Effect for short, these abilities only occur when the Room is flipped at the end of the Build Phase. They do not happen again if the Room is reactivated, or revealed by destroying a Room on top of it. Example: Dark Laboratory.

If a Hero dies in this room, (Effect) : Kill Effect for short, this effect is activated when a hero's HP is reduced to zero when inside the room. Example: Open Grave.

Uncover (Effect): This effect also generally comes in addition to the When you build this room. When a Room built on top of a Room with an uncover effect is removed, the effect of the uncovered room activates. Examples: Shrooman Cave, Arcane Crypt, Sorcerobe School

Cycling (Effect): This effect means that a player can discard a card to activate a Room's effect. While some of these types of cards existed in the Base Set, the Next Level expansion adds many more of these types of Room cards. The type of card and how many that are to be discarded to activate a Room's effect is dependent on the requirements of the Room. Examples: Witch's Kitchen, Dracolich Lair, Rust Monster Pen, Werewolf Den, Observatory.

It can be noted that some Epic Spells and the Dark Heroes have a similar Cycling effect.

Counter (Effect) : This effect allows a card to have damage counters placed on it or removed from it during different times, which alter the card's damage. These cards have effects that are based on

  • The number of counters it has on it
  • removing a counter to activate an effect
  • placing a counter on after certain cards or effects are played
  • removing counters over time

There are currently only four rooms that have Counter Effect: Hyrda's Mire, The Clock Tower, Spellslime Incubator and Elder Portal. Two Bosses, Greg and Chase, also allow for Counters to be placed on Room cards. All these cards are available in the Paper and Pixels expansion pack.

Portable (Effect): This effect debuts from the Portable Power expansion. The Portable effect is a secondary effect of certain cards that allows the player to return a built Portable Room back to their hand during the Build Phase, in which the player can build that card again in another spot. The Portable Power expansion's premier Boss, Mobi, has the ability when he Levels Up to make all rooms in a dungeon Portable. Rooms that naturally come with a portable effect include Master's Hand and War Turtle.

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