Morbad Monster Abilities

The Monster Abilities mini-add-on provides a deck of mini-sized cards which add new abilities to monsters. Please feel free to contribute new ideas and feedback, or report bugs, over on BoardGameGeek /thread/2497634.

This deck is managed via the FFM Card Editor and can be printed out via the Card Printer page. Printing this page will print out only the rules section below, not the page header, footer, nor this section.

Monster Abilities Rules (version 2020-09-04)

Before drawing Monsters as part of the Danger phase, first draw a single Monster Ability card.

  1. Some cards have a {::PARTY::} icon in the header; {::PARTY::}1 means only apply it for a party with a single adventurer & {::PARTY::}2+ means only apply it to a party with 2 or more adventurers. If the icon does not match your party size, discard the card.
  2. Note the classes & (where given) the {:XP:} indicator in the card's header. When drawing Monsters, do so one at a time & compare the Monster with the {:XP:} indicator & the classes the Monster you have drawn. If the card has an {:XP:} indicator which does not match the Monster then this card cannot match that Monster. Otherwise, if the Monster has at least one class which matches the list of classes on the card, attach the Monster Ability card to that Monster.
    • Note that classes may include Region names, & any Monster from such a Region's deck matches that class.
    • If neither the {:XP:} nor any classes match, keep the Monster Ability card & compare it to the next Monster, repeating the above for each Monster drawn for this combat.
  3. If none of the initially-drawn Monsters match the Monster Ability card, discard it before proceeding to the start of the Fight. (Monsters brought into play via Arrival Effects, e.g. Rally, cannot receive the Ability card.)

Most Monster Ability cards are standard abilities which apply for as long as the card is attached to a Monster. Some are labeled as arrival abilities, and are applied exactly like normal arrival abilities (rulebook page 21).

Some cards grant bonuses to the adventurer who claims the attached Monster as a trophy, such as extra {:XP:}, {:GP:}, or Status Conditions. Rewards, if any, are listed at the bottom of the Monster Ability card.

Example Card

Given the card on the left, we can see that...
  • It has no "arrival" marker on it, so it is a **standard ability**. Arrival abilities are clearly marked as such at the bottom of the header.
  • It has a **{::PARTY::} party size indicator**: it is discarded unless the party has at least 2 members.
  • It has an **{:XP:} indicator**: it will only match Monsters which have an {:XP:} value of 2 or higher.
  • Its **classes** are *Daemon*, *Void*, *Weird*, and *Witch*, so it will match the first Monster drawn for this fight which has any one of those classes.
  • It has a **reward**: the adventurer who claims this Monster as a trophy will gain one additional {:XP:} and one {:LUCK:}.