You're the chieftain of your clan and are in charge of making your clan safe from Monsters, while keeping a competitive advantage against other clans. Some of the inhabitants are in hiding, and you need to figure out which inhabitant is where, and chase any Monster to the Open Highlands or rivalling clans.
This game is all about memorising cards, taking calculated risks, and strategic long-term decision-making.
It's super easy to learn (5 minutes), fun for the whole family (2-6 players), and can be replayed over and over again.
HOW IT WORKS
Start of the game
Every chieftain starts with four cards faced down in front of them. This is your clan, and each card is one of its inhabitants. To start, each player may peek once at the bottom two cards. Remember them well.
Objective
The goal is to get rid of the Monsters in your clan by chasing them to your opponents or the open Highlands. Each card has a set amount of points, the scarier the monster, the more points it has. So the aim is to have the fewest amount of points. Once you think you're in that position and no longer have any Monster cards in your clan, you can call 'Saorsa' ("freedom" in Gaelic) and after one final turn by each player, the round will end.
During a turn
Option A) You take the top card from the discard pile (Open Highland pile) and swap it with one of your clan cards - any actions displayed on the card cannot be taken.
Option B) You take the top card from the closed pile and choose:
1. Place it directly on the Open Highland pile and perform the action as described on the card.
2. Swap it with one of your clan cards - any actions displayed on the card cannot be taken.
Whenever a card is discarded on the Open Highland pile, any player that knows the position of that same card in any of the clans may quickly grab that card and place it on top of the discarded card. This is how you get fewer inhabitants in your clan.
There are a number of special cards in the game, there is a Witch who allows you to peek at one card each turn or the Evil Priest of Forvie, who will no longer be evil once he is converted by the Missionary. So taking big calculated risks can have big rewards, just like in real life.
End of the round
If you don't have any monsters in your clan, just before it's your turn, you can declare 'Saorsa'. Every other player will take one last turn and the round ends and points will be counted. If the player that called Saorsa has the lowest amount of points, she or he will win a Victory Token.
Some cards in your clan might not seem too good at first sight, containing too many points, but keeping them in your clan will give you great advantages in future rounds.
The game ends when all four Victory Tokens have been won.
-description by designer
Images
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Monsters of Loch Lomond is a card game
- the game leans into its theme with many featured creatures from Scottish folklore to enjoy
- the game is a quick round based card game
References (from this video)
- Quick, accessible round for a hidden-information game.
- Balanced with tricks and combos for competition.
- Thematic integration with Scottish folklore.
- Interesting synergies and cards like Evil Priest and Monster Eggs.
- Rules and components may not be final (caveat on the project page).
- Monsters from Scottish folklore
- Loch Lomond area, Scotland
- partially hidden information with discard interactions
Mechanics (from transcript analysis)
- call and discard matches (sarsa) — If you know the location of a matching card, you can call 'sarsa'; the first player to do so reveals and discards the match.
- Compound Scoring — Scores are totaled with lower being better; end-of-round abilities grant tokens or bonuses.
- Deck Manipulation — Draw the top card from the open or closed deck, swap that card face down into your clan, and discard the replace card face up.
- Draw and replace — Draw the top card from the open or closed deck, swap that card face down into your clan, and discard the replace card face up.
- end-of-round call and scoring — When a player believes their clan is monster-free, they call 'sarsa', giving others one more turn; clans are revealed and scoring occurs.
- monster cards and synergies — High-number monsters provide powers and value; combinations like Evil Priest and Missionary can swing points; eggs hatch into baby monsters for sabotage.
- punishment for wrong guess — If you guess wrong, a new closed card joins your clan as punishment.
- score and tokens — Scores are totaled with lower being better; end-of-round abilities grant tokens or bonuses.
Video topics + discussion points
Quotes (from this video)
- Monsters of Loch Lomond is a card game
- the game leans into its theme with many featured creatures from Scottish folklore to enjoy
- the game is a quick round based card game