Taiwan Monsters Brawl

49.99€ *

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  • CHI 1 - B1
[ Taiwan Monsters Brawl is a game steeped in the rich cultural heritage of its homeland. From... more
Product information "Taiwan Monsters Brawl"
[Taiwan Monsters Brawl is a game steeped in the rich cultural heritage of its homeland. From folklore legends and tales told in hushed whispers in remote villages, the monsters found within hail from the north to the south and everywhere in between. Shedding the more traditional horror elements, we've designed a game that is fun, culturally informative, and enjoyable for everyone. 

Taiwan Monsters Brawl is a light strategy board game for 2-4 players. Players control different monsters and challenge each other's monsters to combat. The outcome of the combat is decided by rolling dice and exploiting the monster's Ultimate Power according to the runes available on the monster board, in combination with the spell cards.

Each round, the player can challenge another player's monster to a duel. The winner is determined by rolling challenge dice, with the winner receiving victory points (VPs). Spell cards can be used to enhance the power of the monsters to receive an advantage during the duels. The monster with the most VPs will be the most monstrous of them all.]

Description taken from boardgamegeek.com

  • 8 monster special ability boards
  • 8 monster boards
  • 70 elements tokens
  • 48 chi of monster tokens
  • 39 spell cards
  • 28 territory cards
  • 10 challenge dice
  • 1 rune die
  • 1 score board
  • 16 player markers
  • 1 first player card
  • 8 game summary cards
  • 1 rulebook

Language - game: language independent
Author: Hung-Che Lin
Artist: Chiaos Tseng, Wendy Yeh
Manual: English
Playing Time: 30-60 min
Number of players: 2-4
Age: 15+
Country of Origin: Taiwan
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Customer evaluation for "Taiwan Monsters Brawl"
27 Jan 2018

A fun, lightweight duelling game, though a bit fiddly for what you get out of it.

Taiwan Monster's Brawl is at heart, a lightweight dice chucker player v player duel with some mechanics to help alleviate bad rolling (runes) or mitigate another player's great roll (spell cards). That said, it doesn't make it a bad game at all, but it is a little luck-based for my tastes and it does suffer from runaway leaders, even though there is a pretty strong catch up mechanic built into the gameplay. This game also has some of the best game art I have in any game I own (from the box to the rule book to the player game mats and the card art) and it does look exceedingly pretty when laid out on the table. Like a lot of East Asian games I own, the mechanics of gameplay are unusual, which also means it can take a bit if time for new players to get their heads around what is an otherwise relatively straight forward turn sequence. The central mechanic of the game involves managing your player grid that you have partially filled with temporary runes that influence the outcome of your turn. In each turn you target a player to fight, pick a row or column from your grid and activate the permanent attributes of the board (the power of your dice and/or, a number of predetermined hits from 1-2) or impermanent attributes (rune tokens) that might change (upgrade) the power of your dice (increasing your chance of scoring hits), provide re-rolls, or drawing spell cards that may be played at any time adjusting outcomes of your or your opponents turn. Your opponent does the same. Highest dice score wins. The loser is not immediately out, but is wounded and has to subtract 1 point from their future dice total, making them a juicier target for other players. Each monster has a unique power that may be activated via the ultimate power rune once per turn. The powers are variable and influence playing style. Monster Chi is the currency in the game that allows you to retain runes on you player board and pay for some spell card effects, so there is some resource management here as well as in the maintenance of temporary runes which become exhausted once you have deployed them in a turn.

This game definitely benefits from higher player numbers. I would say that four is probably the sweet spot for this game which allows for the greatest degree of player interaction and a bit more of the strategy of gameplay comes to the fore. At two players, it all feels a bit too random and swingy for me and too lightweight a game that doesn't justify the set-up time. There are better two-player card games out there if you are looking for a duelling style beat-'em up. The amount of work that has gone into this game justifies the price tag, though the I felt it could do with a longer-style of game with greater depth. There are some interesting and original ideas here, but gameplay just doesn't leverage the creative energy of the design, and the art, did I mention the game art? It's great.

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