
- BGG rank
- BGG #13,427
- BGG rating
- 6.9
River Rats
- 1–4 players
- 10–30 min
- Complexity 2.1/5
- 2025

2023
Rules assistance for Monsters of Loch Lomond
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 2 players

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Answers come from the official rulebook, with the page to check.
Monsters of Loch Lomond is a board game released in 2023 for 2–6 players, 30 minutes per game, and ages 14 and up. It was designed by Robin Stokkel and Peter Jan van der Veek and its main mechanics are Take That, End Game Bonuses, and Memory.
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
Monsters of Loch Lomond supports 2–6 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Monsters of Loch Lomond is 30 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Monsters of Loch Lomond for ages 14 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Monsters of Loch Lomond has a complexity rating of 1.7 out of 5 from BoardGameGeek players, which makes it a light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Monsters of Loch Lomond belongs to these categories: Card Game, Medieval, and Mythology. Its main mechanics are Take That, End Game Bonuses, and Memory. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Monsters of Loch Lomond are: Robin Stokkel and Peter Jan van der Veek. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Monsters of Loch Lomond as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.