
Monsters roam the world of Hunger Chain. You hunt them down, harvest what they drop, and turn those parts into the gear that lets you hunt something bigger.
Hunger Chain is a card game built around a single loop: a monster spawns, you bring it down, and the carcass becomes a Material you can use. You spend those Materials to craft Equipment for your hunter and Items to carry into the next fight. Take on Quests posted on the board, sell what you don't need, and bank Reward Points along the way.
Some monsters spawn freely. Others are evolutions of weaker ones, and only show up once the chain has moved up a rung. The bigger the threat, the better the drop.
There are five types of card in Hunger Chain. Each one reads the same way every time, so once you know the anatomy you can pick up any card and know what it does.
The monsters roaming around in the world. Whenever a Monster is defeated it is no longer a Monster, just the Material named as its Drop.
| On the card | What it means |
|---|---|
| Name | The name of the card. |
| Attack Abilities | The attacks the Monster can perform. |
| Toughness | The Monster's Toughness value. |
| Permanent Abilities / Lore | Special abilities that are always active. You may also find some of the monster's lore here. |
| Drop | The Material you get by defeating the Monster. Exchange this card to craft Items and Equipment with a matching Required Drop. |
| Reward | The Reward Points you get by selling this Monster's Drop. |
| Threat Level | How strong the Monster is overall. It sets which monsters spawn freely and which are evolutions of others. |
Equipment cards represent the character you control during the game and their gear. You always start with a grade 1 Equipment. Craft a new one by discarding a Monster card whose Drop matches the Required Drop.
| On the card | What it means |
|---|---|
| Attack | The attack abilities your character uses in combat. |
| Grade | The level of the card. You always start with a grade 1 Equipment. |
| Toughness | Added to your Hero's base stats. |
| Abilities | Special abilities your character can use, or special rules that affect them. |
| Required Drop | The Material or Materials you need to craft this Equipment. |
Items give you various effects, described on the card. To use one, spend Action Points equal to its Cost. To get an Item, craft it by discarding a Material that matches its Required Drop.
| On the card | What it means |
|---|---|
| Effect | What the Item does, as written on the card. |
| Cost | The Action Points you spend to use it. |
| Required Drop | The Material you discard to craft it. |
Materials spawn on the board. Collect them, then consume them for various power ups. A Material is discarded on use and its effect lasts only until the end of the turn it is used in, but it is often what makes a monster killable in the first place.
Quests are requests that send players after specific monsters or drops in exchange for a Reward. They come in two kinds, and the next tab covers them in full.
A Quest is a job posted to the board. Whichever kind it is, clearing it pays out a Reward in Reward Points.
Every Quest carries a numerical value called the Reward: the Reward Points you collect if you clear it.
Everything you make comes from something you killed or picked up. Drops and Materials are the raw stock; Reward Points are what you bank.
When a Monster is defeated it becomes the Material printed as its Drop. Materials also spawn on the board on their own. Either way, a Material is a card you can spend, consume, or sell.
Discard a Monster card whose Drop matches the Equipment's Required Drop. You always start from a grade 1 Equipment.
Discard a Material that matches the Item's Required Drop. Once made, spend Action Points equal to its Cost to use it.
Reward Points are what you earn across the hunt. There are two ways to get them:
The terms the cards use, in one place.
| Term | Meaning |
|---|---|
| Drop | The Material a Monster becomes when defeated. Used to craft, or sold for Reward Points. |
| Material | A card that spawns on the board (or comes from a Drop). Consumed on use; the effect lasts to the end of the turn. |
| Required Drop | The Material an Equipment or Item needs in order to be crafted. |
| Toughness | A defensive value. Monsters carry their own; Equipment adds to your Hero's base stats. |
| Threat Level | A Monster's overall strength. Sets which spawn freely and which are evolutions of others. |
| Reward / Reward Points | The score you bank by selling Drops and Materials or clearing Quests. |
| Action Points | What you spend to use an Item, equal to its Cost. |
| Grade | An Equipment's level. You start with a grade 1 Equipment. |
| Hero | The character you control, represented by your Equipment and its added Toughness. |
| Main Target | What clears a Quest: the monsters to defeat (Hunt) or any monster with the required Drop (Retrieve). |
| Encounter | A monster a Quest lists that may spawn but is not needed to clear it. |
| Hunt Quest | Red. Defeat the listed monsters and keep the Drop. |
| Retrieve Quest | Blue. Deliver a required Drop; earlier Drops count. |