The board is made up of a large outer track with nine smaller tracks emerging from it at different points, as well as separate town and dungeon tracks. I wanted to like Monster Quest, as I'm a sucker for fantasy games of this style but this one absolutely drove me crazy. The time is entirely too long, and players will likely be begging for the experience to end. The components are bland, to say the least, with some horrible choices – such as the board pegs. The game mechanics are a mix between Dungeon, Careers, and Monopoly with some tremendously annoying facets. However, there is nothing for me to recommend about this game – it's as if a teenager designed a game and managed to get it published. In retrospect, they were really quite bad, and I was immensely surprised to open the box of Monster Quest (Axel Games, 2007 – Roy Curtiss) and find one of the games I had designed years go! Of course it's quite different, but this fantasy role-playing board game has winding, interconnecting tracks and piles and piles of cards. I had fun with them and so did my brothers, but they were really quite bad and we only enjoyed them because of the inside humor I included. As a young teenager, I created piles of board games with winding tracks of encounters and interesting events.
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