Full guide: rolling six dice and rerolls, attack, energy and heal faces, capturing the city for points, power cards and controls on muta.pro.
Giant beasts fight over a single metropolis. Victory goes to whoever first scores 20 victory points or stays the only monster to survive. Points come from holding the city and lucky combinations on the dice, while health and energy decide how long you last and what you can power up with. Each monster starts with 10 health.
A game has 4 monsters (you and the bots): 10 health, 0 points, no energy. The city (the central zone) is empty. Turns go in order; whose turn it is now is shown on the top “Now playing” bar, and the active monster is highlighted in the list on the left. On your turn you roll 6 dice and can make up to three rolls in a row, locking the faces you need.
Roll 6 dice. Up to twice you can reroll any of them (3 rolls in total), keeping the ones you want to hold. Then the result is applied.
The dice show the numbers 1, 2 and 3, a claw-attack ☠, a lightning-energy ⚡ and a heart-heal ♥. Each face triggers the moment the roll is applied.
Three matching numbers give as many points as the face value: three “1”s — 1 point, three “2”s — 2 points, three “3”s — 3 points. Each extra matching number beyond three — another +1 point.
Each claw ☠ deals 1 damage to opponents. Each lightning ⚡ gives 1 energy. Each heart ♥ heals 1 health — but only outside the city.
Entering an empty city, you immediately get +1 point, and at the start of each of your turns in the city — another +2 points. But you can't heal there, and you're in everyone's sights.
A monster in the city attacks everyone outside, a monster outside hits those in the city. Enough damage can knock the defender out of the city, freeing up the spot.
The energy ⚡ you accumulate can be spent on powers right on your turn after the roll: “Tentacle Grip” (⚡4) hits everyone outside the city for 2, “Regeneration” (⚡3) heals 4 health outside the city, “Ground Slam” (⚡5) knocks everyone out of the city and deals 1 damage to each, “Fame Signal” (⚡4) instantly gives 3 points. End your turn with the pass-turn button. The winner is whoever first reaches 20 points, or the last surviving monster once the others have run out of health.
Hearts are useless in the city. Patch yourself up outside before diving into the center under fire.
+2 points every turn is powerful. But enter it with a health cushion, or you'll be knocked out fast.
Lightning unlocks powers. “Fame Signal” can close out the race when you're right at the 20 mark.
Hold pairs of numbers and the claws you already rolled, rerolling only the junk.
In City Monsters two different races run at once: the race to 20 points and the race to survive. A skilled player doesn't bounce between them but picks a line from the very first turns based on the cards, health and whether the city is free.
Hold the city and fish for triples of numbers. It's fast, but it makes you a target — this path is worth taking when you have a health cushion and your rivals are weakened.
Stockpile claws ☠ and damage powers to finish off the wounded. When only one monster is left, you win regardless of points.
Lightning ⚡ first, powers later. “Fame Signal” (⚡4) turns energy straight into points and closes out the game with a burst right at the finish.
Three “1”s give 1 point; it's handy to also lock the claw and lightning, while a spare heart will burn up in the city anyway.
Three rolls per turn is a managed risk, not a lottery. The decision of what to keep matters more than the roll itself: players usually lose not from bad luck but from greed for unfinished combinations.
Rolled a pair of matching numbers — lock it and finish the triple. Three “3”s are worth more than scattered odds and ends.
A triple of “3”s and three claws in one roll are almost unreachable. Pick one goal for the turn and reroll only for it.
If someone is near 20 points, keep claws even instead of points: knocking them out of the city matters more than catching up by a point.
The ready pair of “2”s is highlighted — we hold it and reroll only the two junk dice for a third two.
The city gives +1 point on entry and +2 at the start of each of your turns, but it locks out healing and makes you a target for everyone outside. It's the most profitable and most dangerous spot of the game.
With 4–5 health you won't last long in the city. Patch yourself up outside with hearts ♥ and only then take the center.
If you're being pushed down with damage, sometimes it's better to step out under the hearts yourself than to lose health for another +2 points.
Outside, stockpile claws: enough damage knocks a monster out of the city and frees up the spot for you personally.
The monster in the city (highlighted) hits both outside, but both neighbors target it too — under crossfire you won't sit there long.
Most losses in City Monsters aren't bad luck on the dice but recurring tactical blunders. Cut them out and your win rate rises faster than from any luck.
The ⚡5 power knocks everyone out of the city and hits each for 1 — perfect for zeroing out others' +2 at once and taking the center yourself.
At the 18–19 mark don't pick a fight for nothing: “Fame Signal” for ⚡4 gives 3 points and closes out the game past everyone's claws.