How to play · Rules

How to Play City Monsters

Full guide: rolling six dice and rerolls, attack, energy and heal faces, capturing the city for points, power cards and controls on muta.pro.

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In short

Goal
20 points or be the last one standing
Players
2–4
Game
30–45 min
Difficulty
Medium
Genre
Dice

Goal of the game

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.

Setup

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.

A monster's turn

Roll and rerolls

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.

Dice faces

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.

Points for triples

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.

Attack, energy, heal

Each claw ☠ deals 1 damage to opponents. Each lightning ⚡ gives 1 energy. Each heart ♥ heals 1 health — but only outside the city.

Capturing 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.

Who hits whom

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.

Power cards and victory

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.

Controls on muta.pro

🎲
Roll
“🎲 Roll” rolls all unlocked dice. The counter shows “Roll N of 3”.
📌
Locking dice
Click a die to hold it between rolls — a 📌 icon appears on it.
Apply and power
“✓ Apply result” tallies up the roll; the “⚡” buttons spend energy on powers.
➡️
End turn
“End turn →” passes the turn to the next player, “🔄 New game” starts the match over.

Tips for beginners

Heal before the city

Hearts are useless in the city. Patch yourself up outside before diving into the center under fire.

The city is points

+2 points every turn is powerful. But enter it with a health cushion, or you'll be knocked out fast.

Stockpile energy

Lightning unlocks powers. “Fame Signal” can close out the race when you're right at the 20 mark.

Count your rerolls

Hold pairs of numbers and the claws you already rolled, rerolling only the junk.

Strategy: three paths to victory

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.

The points race

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.

Aggression to knock out

Stockpile claws ☠ and damage powers to finish off the wounded. When only one monster is left, you win regardless of points.

Energy ramp-up

Lightning ⚡ first, powers later. “Fame Signal” (⚡4) turns energy straight into points and closes out the game with a burst right at the finish.

1
1
1

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.

Roll and reroll tactics

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.

Count the pairs

Rolled a pair of matching numbers — lock it and finish the triple. Three “3”s are worth more than scattered odds and ends.

Don't chase everything

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.

Claws against the leader

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.

2
2

The ready pair of “2”s is highlighted — we hold it and reroll only the two junk dice for a third two.

The city: when to enter and when to run

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.

Enter with health

With 4–5 health you won't last long in the city. Patch yourself up outside with hearts ♥ and only then take the center.

Give it up in time

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.

Knock out the defender

Outside, stockpile claws: enough damage knocks a monster out of the city and frees up the spot for you personally.

🐲
CITY
🐲

The monster in the city (highlighted) hits both outside, but both neighbors target it too — under crossfire you won't sit there long.

Common beginner mistakes

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.

  1. Healing in the city. Hearts ♥ inside the center burn up for nothing — you can only heal outside.
  2. Entering the city on low health. +2 points isn't worth getting knocked out under fire on the very next turn.
  3. Saving energy “for later”. A dead monster won't spend its ⚡ — a damage or heal power invested in time pays off right away.
  4. Ignoring the leader. When someone is near 20 points, you should hit them, not the convenient victim nearby.

“Ground Slam” on time

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.

Finish without risk

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.

Frequently asked questions

How many dice and rolls per turn?
Six dice and up to three rolls: one main roll and two rerolls of any dice.
What is the fastest way to score points?
With triples of numbers, by holding the city (+2 per turn) and with the “Fame Signal” power for energy.
Why do the hearts not heal?
Healing works only outside the city. Inside the center, hearts burn up for nothing.
When does the game end?
When someone reaches 20 points or when only one monster is left alive.
What is better — points or knocking out rivals?
It depends on the situation. If you have a health cushion and the city is free, go for points; if your rivals are wounded and you are behind on points, finish them off and win on survival.
Should you enter the city right at the start?
Only if your health is full and no one is ready to push you down with damage. An early capture gives points but makes you the common target, so without a health cushion it is better to build up outside first.
How should you use the rerolls properly?
Lock in ready pairs and the claws you need, and reroll only the junk dice. Pick one goal per turn instead of trying to collect a triple, an attack and energy all at once.
Which power should you save energy for first?
For a beginner the easiest is the “Fame Signal” for ⚡4 — it directly gives 3 points. For aggression the “Tentacle Grip” is useful, and the “Ground Slam” is good for knocking an enemy defender out of the city.
What to do if I am being knocked out of the city?
Assess your health: if it is melting faster than the +2 points pile up, step out yourself under the hearts and heal, instead of stubbornly holding the center and dropping out of the game.
How do you stop a rival near the 20-point mark?
Keep claws ☠ on the dice and spend damage powers specifically on the leader. Enough damage can knock him out of the city and deny him the +2 bonus, slowing his race to victory.
Ready for a game?
Create a room, invite a friend by code, or play against a bot.

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