Phase guide

How to Play

Satirical strategy in five phases. Choose a Champion, stock the Swamp, and cut rival Political Power to zero.

The arena

Six factions. One swamp.

Swamp Monsters TCG humorously parodies contemporary political and cultural ideologies. Players select from six pre-established factions — Est-Left, Est-Right, MIGA (Make Illegals Go Away), Libertarian, Leftist, and Alt-Right — each an exaggerated caricature. Deploy Heroes, Operatives, Traps, and more, manage resources, and diminish opponents' Champion Political Power (PP).

Watch

Watch how to play

A short walkthrough of setup, turns, and taking the swamp.

Part 1
Part 2

Turn structure

Five phases every turn.

  1. Draw

    Draw 7 cards on your first turn. After that, draw until your hand holds 5 — or draw 1 if you already have more than 5. No maximum hand size.

  2. Resource

    Play up to 2 resource cards to the Bank. Optionally convert resources to meet deployment costs. Track CFC, Morale, and Influence on your D10s.

  3. Deployment

    Pay CFC to put Heroes, Operatives, Utilities, Traps, Capitol, and Events into your Swamp. A Hero in the front row unlocks full persona deployment that turn.

  4. Action

    Attack and use abilities to clear the enemy front row, then strike the Champion. Standard attack power sits bottom-left; abilities cost Influence.

  5. End

    If you played nothing earlier, discard 1 card (paying $1B CFC). Filled front rows grant Morale. Then pass — no takesy backsies.

Board

The Swamp layout

Your play area is The Swamp. Front row fights; back row hides traps and reserves; the Champion anchors the bottom.

Front 1Hero / Operative / Utility
Front 2Hero / Operative / Utility
Front 3Hero / Operative / Utility
Front 4Hero / Operative / Utility
Back 1Trap / Operative / Hero (face-down)
Back 2Trap / Operative / Hero (face-down)
Back 3Trap / Operative / Hero (face-down)
ChampionFace-up — Political Power bottom-right
Deck69-card deck
Jail / DiscardCards sent out of play
Utility / Event / CapitolGambits, events, capitol mods

Economy

Three resources

  • CFC

    Crumbling Fiat Currency — primary deployment currency. Pay the cost printed bottom-left to put cards into the Swamp.

  • Morale

    Amplify healing or swing damage by the amount spent ×100. Spend before attacking; defenders may mitigate after targets are chosen. Once per Persona card per turn.

  • Influence

    Fuels abilities listed bottom-right. Costs scale with strength. Hit 10 of any resource and you may convert into the others — announce first.

Opening turn: every Champion has invincibility — their Swamp is immune until that first turn ends. After that, the gloves are off.