The QUICK SUMMARY
Huck + Monster is a field-to-table Ultimate board game that condenses the action and strategy of on-field Ultimate into a travel sized, sideline ready, turn-based, gamekit. New Huck + Monster coaches can refer to the quick guidelines below to get started.
The UP CALL
OFFICIAL TURN-BASED PLAY
The Up Call begins when a disc is thrown, and ends when a disc is successfully caught by the offense, or successfully defended by the defense, resulting in a possession "Turnover".
During the Up Call, players roll dice to take action on the game disc. Different players roll different numbers of team dice, based on their position on the field. The results of each player's dice roll are added together, to determine the player's total action "Count".
The player with the higher action count during matchups either, A) completes the offensive action, or B) wins the defensive action, or "Bid". Successful players take control of the game disc, becoming the Handler on the following Up Call.
The PLAYER POSITIONS
Player roles change based on the circumstances of the Up Call, and the position of the players on the field. No player is assigned a specific role, unless clearly indicated. The "Continue" player position is for Pro play only, and can be found in the Visual Game Play Guide.
The STARTING POINT
Each game point begins with the Defensive team throwing the disc to the Offensive team, also called the "Pull". After the Pull, the Offensive team must move one player to a space next to the game disc to take possession for the initial Up Call.
Setup + Pull
Teams begin each point on the starting line, inside each end zone. Place the offensive game disc on the remaining open defensive line space. Disc color should match the offensive team color.
Defense rolls 3 dice to "Pull", to start the point. Defense moves the game disc anywhere within Pull distance.
Move Teams
The receiving offensive team rolls 3 dice to move players first. Distribute the total move count across select players. Count down from the total move count for any space players use to move.
Defense then rolls 3 team dice to move, distributing the total move count across select defensive players.
Move Disc
The Handler rolls 3 dice to move the game disc. Handler may Throw to any team player within distance of total roll result. Using the full Throw count is not required when passing to players.
Defenders may only take an action if they are within 1 space of disc, disc path, or Receiver.
Move Teams
Up Calls are completed after successful catch, or turnover. Roll 3 dice to move each team after the Up Call is completed. Distribute the total move count across team players.
Offense moves first; defense follows. Handler and disc do not reposition during the team move.
Simple Bids
The Handler rolls 3 dice to Throw. The Mark rolls 3 dice to bid against Throw. The Receiver rolls 3 dice to Catch. The Challenge rolls 2 dice to bid against Catch. Highest count wins the matchup, taking control of the disc.
Receivers are not required to roll without nearby defenders.
Move Teams
Up Calls are completed after successful catch, or turnover. Roll 3 dice to move each team after the Up Call is completed. Distribute the total move count across team players.
Offense moves first; defense follows. Handler and disc do not reposition during the team move.
Complex Bid
The Handler rolls 3 dice to Throw. The Mark rolls 3 dice to bid against Throw. The Intercept rolls 2 dice to bid against disc path. The Receiver rolls 3 dice to Catch. The Challenge rolls 2 dice to bid against Catch. Disc may pass over defeated defenders.
Complete end zone catches to score.
End Zone
Score 1 point for every completed end zone catch. Receiver must be inside the opponent's end zone to score. Receiver inside the end zone may catch disc outside of end zone. See Visual Game Guide for additional details.
Score 7 points to win a Pickup game. Score 3 points to win a Scrimmage.
Switch Sides
After each point, both teams reset to the new starting lines. The scoring team now acts as defense, Throwing the Pull from the scored end zone for the following point.
Match the game disc color to the new offensive team color. Begin the Setup + Pull instructions to start the next point.
The STRATEGY PLAYMAKER
Strategy dice are included in the equipment inventory for both teams. The Offensive team always uses the light strategy dice. The Defensive team always uses the dark strategy dice. Teams switch strategy dice on turnovers, or after scoring.
Strategy Dice
Add strategy dice to any standard action roll to modify the action roll results. Strategy dice may be rolled with any team dice roll to adjust the action count outcome. Either team may use strategy dice once per Up Call. Add the strategy outcome to the action count at the time of roll.
Strategy dice cannot be used without also rolling an action roll. Teams are not required to roll Strategy Dice at the same time as their opponent. Do not include directly conflicting dice results in the outcome of a Matchup.
Check the "Strategy: Playmaker Dice" section of the Regulation Gameplay Guide for additional details regarding dice outcomes.
Pro Tip: The light dice should always be used by the team in possession of the game disc. Exchange strategy dice when the game disc flips for Turnovers, or when starting new points.
Pickup Gameplay Guide
Download the abridged Pickup Gameplay Guide as a slim reference for basic Huck + Monster rules. Designed for travel, this mini-pamphlet rolls easily into any Pickup Game Bag.
Pickup Gameplay Guide
Download the abridged Pickup Gameplay Guide as a slim reference for basic Huck + Monster rules. Designed for travel, this mini-pamphlet rolls easily into any Pickup Game Bag.
View the Regulation Game Guide for detailed instructions on each step of the Huck + Monster game play process.
Table-to-Field-to-Table Gear
6 colors available
6 colors available
3 colors available
5 colors available
4 colors available
6 colors available
5 colors available
5 colors available
5 colors available