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Super Boss Monster Game Review

Super Boss Monster is a tough game to review, mainly because I’ve gotten crusty. My tastes have gotten so oddly specific that when I encounter something that is clearly designed for the mass market rather than the nose-in-the-air critic, I am at a loss for words.

So, I’m transporting myself back, imagining that I am myself from 8-10 years ago, a person who hasn’t played hundreds of tableau builders, zillions of take-that card games, and about a billion drafting games.

For that person, Super Boss Monster is, well, fine.

3…2…1…Dungeon

The game is blissfully straightforward. There’s a row of hero cards that are revealed each round. Some heroes have special abilities, but otherwise, what matters is their suit. You’ve got sword guys, book guys, staff guys, and money bag guys. Heroes that have not invaded a dungeon from previous rounds are often pushed into spots where they go to an action space where players can send them to other player’s dungeons (or their own).

Then, a spell card and player-count-dependent room cards are revealed. Players draft one of these room/spell cards in turn order, adding them to their hand (which starts seeded with some spells and rooms).

Each of…

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