Follow TV Tropes

Following

YMMV / Boss Monster

Go To

  • Game-Breaker:
    • Jeopardy. This one Spell Card is probably the most infamous and feared in the entire game and may be responsible for more rage quitting than any other single card. When it is cast everyone discards their hands and draws 1 Spell Card and 2 Room Cards, a simple yet devastating effect. If a player draws this card on the opening turn they can effectively cripple their opponents by reducing their starting hand to a measly 3 cards. (For reference, opening hands start off players with 5 Room Cards and 2 Spell Cards.) This affects the caster as well, but they can easily prepare for it by dropping their best few cards before nuking everyone else. Even in the late game this card can completely shut down combos and strategies if played at the right time. The fact that it can be used during either the Building OR Adventuring phase only makes it more broken. Oh, and best of all? The base game comes with more than one copy. Cue everyone discarding their best cards and redrawing something almost as good... only for a second copy to hit the table and take away that as well.
    • The Vampire Bordello is another similarly unbalanced card. When a hero dies in this room, the boss monster that controls it gets to heal a wound by turning it into a soul point instead. This is powerful enough when dealing with ordinary heroes, but the effect also works on epic heroes as well, which allows players to turn a negative two points into a positive two, granting a deceptively potent four point advantage in one move. This may not sound like much, but when the victory score is only ten and the defeat score is five being able to recover so much with just one card is insane. This ability would be devastating enough on a 1 power card, but the Vampire Bordello has an offensive score of 3, allowing its effect to trigger reliably often with some careful room placement. The only real drawbacks are a low treasure score and the fact that its an advanced room, which restricts its playability by a negligible amount for the most part. Hardly a fair balance for something that can singlehandly turn the tide of a game in just a few turns. In the hands of a decently skilled (or just plain lucky) player this one room can dominate the late game by racking up points while virtually eliminating the threat of loss by wounds... and that's not even getting into all of the powerful support cards that can boost it's effectiveness even further...

Top