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How to Play

Master the art of commanding your Monster Ghost Army

Game Overview

Monster Ghost Army Cards is an epic deck-building battle game for 2-8 players. Command your army of fantastical creatures and ghosts as you clash against your opponents in strategic combat.

Each player builds their army by drafting cards, then battles until only one player remains standing. Victory requires careful selection during drafting and clever tactical decisions during battle.

Players
2-8
Total Cards
160+
Cards Per Player
5-25
Configurable
Draft Rounds
Varies
= Cards per player

The 8 Elements

Every card belongs to one or two elements. Understanding elements is crucial for maximizing damage and building effective defenses.

Air
Air
Swift and elusive spirits
Water
Water
Flowing, adaptive entities
Fire
Fire
Fierce and destructive forces
Earth
Earth
Sturdy, resilient creatures
Universe
Universe
Cosmic and otherworldly beings
Plant
Plant
Natural, growing entities
Mecha
Mecha
Mechanical constructs
Magic
Magic
Arcane and mystical powers
Dual-Element Cards

Some cards have two complementary elements, giving them versatility in both attack and defense!

Element Interactions

Each attack and defense move is associated with a single element. Element interactions between the attack's element and the defending card's elements determine damage modifiers. Learning these interactions is key to victory!

Opposite Elements

Attacks against opposite elements deal 50% less damage

Air vs Earth
Water vs Fire
Mecha vs Universe
Plant vs Magic
-50% Damage

Complementary Elements

Attacks against complements deal 50% more damage

Air Universe
Water Plant
Magic Fire
Mecha Earth
+50% Damage
Same Element

Attacking a card with the same element as your attack deals the base damage amount (no modifier).

Drafting Phase

Before battle begins, each player must assemble their army through a strategic drafting process. The number of cards per player is configurable.

  1. Setup: Before drafting, choose the number of players (2-8) and cards per player (5-25). The game ensures there are enough cards for everyone.
  2. Turn Order Established: At game start, a random turn order is generated ONCE. This same order is used for ALL drafting rounds AND battle rounds, ensuring fairness (round-robin style).
  3. Choose One Card: When it's your turn, browse the available cards and select one to add to your army. Click a card and confirm your pick.
  4. Build Your Army: Continue drafting until each player has their full deck. Then the battle begins!
Drafting Strategy

Consider element variety when drafting! Having multiple elements gives you flexibility against different opponents. Also watch what your opponents are drafting to counter their strategies.

Battle Phase

Once drafting is complete, the battle for supremacy begins!

  1. Turn Order: The turn order established at game start (during setup) carries over to battle. The same order used for drafting is used for all battle rounds.
  2. Select Attacker: On your turn, choose one of your remaining cards to be the attacker.
  3. Select Target: Choose any card from any other player to attack.
  4. Choose Attack: Select which attack move to use from your attacker's available attacks.
  5. Defense Response: The targeted player may choose a defense move (if available) to reduce damage.
  6. Apply Damage: Calculate final damage and apply it to the target's health.
Card Elimination

When a card's health reaches 0 or below, it is eliminated from the game and returned to the deck. Lost cards cannot be recovered!

Attacks & Damage

Each card has one or more attacks with varying power levels.

HP Range
615-1,993
Varies by tier
Attack Power
467-2,798
Per attack
Defense
24-155
Per defense

Damage Calculation

Base Damage
Attack Power
x
Attack vs Defender Element
0.5 / 1.0 / 1.5
-
Defense Protection
(if any)
=
Result
Final Damage
Element Modifier

The element modifier is determined by comparing the attack's element to the defending card's element(s):

  • Opposite elements: 0.5x damage (50% reduction)
  • Same/Neutral elements: 1.0x damage (base)
  • Complementary elements: 1.5x damage (50% bonus)

🛡 Defense Moves

When your card is attacked, you may use a defense move to reduce incoming damage. Each defense move subtracts its protection value from the final damage.

Automatic Defense Selection

If your card has multiple regular defense moves, the game automatically selects the best available defense (the one that minimizes damage).

Limited-Use Defense Moves

Special defensive abilities (like Bounce Back or Teleport) require your explicit confirmation. When attacked, you'll be prompted to use them or decline. If you decline, the game falls back to your best available regular defense.

Strategic Defense

Save your limited-use defenses for critical moments! Regular defenses are always available, but special moves like Teleport only work once per card.

Special Moves

Special moves are powerful abilities with limited uses. All special moves have sensible limits to prevent game-breaking strategies. Use them wisely!

Legendary Card Special Moves

Legendary cards each have unique special abilities that set them apart from other cards. These can turn the tide of battle when used strategically!

Core Attack Specials

Black Hole / Infinite Black Hole

Devastatingly powerful cosmic attacks that deal massive damage. Cannot be bounced back or reflected.

Uses: (Number of Players - 2) per game

Ghost Army Caller

Call forth spectral warriors to overwhelm your opponent with supernatural might. Cannot be bounced back.

Uses: (Number of Players - 2) per game

Doubler

Double the effect of your next attack or defense. Stacks with element bonuses for devastating combos.

Uses: 1 per card

Core Defense Specials

Bounce Back

Reflects 75% of incoming damage back to the attacker. Cannot reflect Black Hole, Infinite Black Hole, or Ghost Army Caller attacks.

Uses: 2 per card

Teleport

Completely dodges an incoming attack. The attack misses entirely and deals zero damage.

Uses: 1 per card

Slime Cover

Cover spikes with slime. Especially effective against Mecha attacks. Blunts the attack AND reduces that attack's power by 75% for the rest of the game.

Uses: 2 per card

Utility Specials

Bakes Into Bread

A unique transformation ability. Can convert resources or provide special healing effects during battle.

Uses: 1 per card

Legendary Special Moves

Legendary Exclusives

The following special moves are exclusive to Legendary cards. Each legendary card has access to one or more of these powerful abilities!

Spike Wall Series

Spike Shield

Reflects 50% of physical damage back to the attacker. A deadly counter for aggressive opponents.

Uses: 1 per game

Chain Lightning

Lightning arcs from your target to hit an additional enemy card for 50% of the original attack damage.

Uses: 2 per game

Cosmic Barrier

Become completely immune to the next attack regardless of element. Blocks all damage from one attack.

Uses: 1 per game

Tidal Wave

A devastating area attack that hits all enemy cards for 40% of your normal attack damage.

Uses: 1 per game

Flame Aura

Inflicts burn damage equal to 20% of your attack each turn for 3 turns. Cumulative damage over time.

Uses: 1 per game

Regrowth

Heal 25% of your card's maximum HP. Essential for sustaining your key cards in battle.

Uses: 2 per game

Earthquake

Stuns the target opponent, causing them to skip their next turn. A powerful control ability.

Uses: 1 per game

Elemental Trio Series

Undertow

Reduces the target's defense by 50% for their next defense. Leaves enemies vulnerable to follow-up attacks.

Uses: 2 per game

Tremor

50% chance to stun the opponent, making them skip their turn. A risky but potentially game-changing ability.

Uses: 2 per game

Ignite

Sets the target ablaze, dealing 15% of your attack damage for 3 turns. Burns through enemy defenses over time.

Uses: 1 per game

Other Legendary Abilities

Gravity Well

Target cannot dodge or teleport for their next 2 turns. Locks down evasive enemies.

Uses: 1 per game

Core Meltdown

Deal 200% damage but take 25% recoil damage. High risk, high reward devastation.

Uses: 1 per game

Aftershock

Your next attack deals 50% bonus damage. Stack with element advantages for massive hits.

Uses: 2 per game

Ember Storm

Rain fire on all enemies, dealing 30% damage to each enemy card. Excellent for weakening multiple targets at once.

Uses: 1 per game

Phase Shift

50% chance to completely avoid the next attack. A gamble that could save your card.

Uses: 2 per game

Unlock Potential

Boost another friendly card's attack by 50% for their next attack. Empower your allies for devastating combos.

Uses: 1 per game

Sticky Trap

Target's attack is reduced by 30% for their next 2 attacks. Weaken aggressive opponents over time.

Uses: 2 per game

Whirlwind

Randomly shuffles card ownership among all enemies - each enemy keeps the same number of cards but may end up with different ones. All card stats are preserved.

Uses: 1 per game

Burrow

Automatically dodge the next attack completely. Guaranteed evasion - no chance involved.

Uses: 1 per game

Special Move Limits Summary

Cosmic Attacks
(P - 2)x
P = number of players
Bounce Back
2x
Per card
Teleport
1x
Per card
Doubler
1x
Per card
Most Legendary Moves
1x
Per game
Regrowth / Chain Lightning
2x
Per game
Undertow / Tremor
2x
Per game
Aftershock / Phase Shift
2x
Per game
Limited Uses

Once a special move's uses are exhausted, it becomes unavailable for that card for the rest of the game. Plan carefully!

🏆 Winning the Game

  1. Card Elimination: When a card's health reaches 0, it is eliminated from the game.
  2. Player Elimination: When a player loses all their cards, they are out of the game.
  3. Victory: The last player remaining with at least one card wins the game!
Victory Tips
  • Draft a balanced army with multiple elements
  • Target opponents' powerful cards early
  • Save special moves for critical moments
  • Use element advantages to maximize damage
  • Protect your strongest cards with smart defense