
Super Cute Monster
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Another monster on the table means more candy. And one less child watching. How much are you willing to risk?
What it's about
The more monsters you call, the more children run away
Super Kawaii Monsters is a card game by Marcello Bertocchi, illustrated by Gaia Berzanti and published by Studio Supernova. You gather your little monsters, build your collection, and face an irresistible paradox: the more monsters you play to get Candy, the more children get scared and run away.
The point is that children are not just a narrative detail: they are a fundamental resource to continue developing your collection. Each monster you play increases the Candy collected and at the same time depletes what you need to keep going. In Super Kawaii Monsters, risk is not an option, it is the driving force.
Each player builds their strategy with an evolving hand of monsters, while Challenges add variable objectives and scoring conditions that change from game to game and encourage interaction. Quick turns continue until the Clock token completes its cycle: then the Candy is counted.
Every monster you play is one more candy and one less piece of the future. The entire game is contained within this sentence.
The secret of Super Kawaii Monsters in one line
It seems like a super cute game until you realize you're calculating exactly how many children you can afford to scare away.
From the game experience
Super Kawaii Monsters
What you're faced with
Four elements in balance
The entire game stems from the tension between these four things. The rest is deciding when to stop.
The monsters
An evolving hand. Each monster played enters your collection and brings candy — with a downside.
The Candy
They are the score. They are counted at the end and decide the game: everything you do is to collect more than others.
The children
They get scared when you overdo it with monsters and run away. They are the resource that allows you to continue developing your collection.
The Challenges
Variable objectives and additional scoring conditions. They encourage players to look at each other's hands and change every game.
The Clock is almost done with its cycle and you have a monster in your hand. Play it or keep it? That second is exactly why you buy this game.
A game in five moments
What happens at the table
Not the rules. The experience.
"Oh, how cute they are"
The cards land on the table and for two minutes no one listens to the rules: they just look at the monsters. Then comes the phrase that changes everything — the more you play, the more kids run away — and everyone looks up.
One monster too many
I play one, then another: the candies pile up and it's too easy. At the third monster, the kids get scared and the one I needed for the next move runs away. The paradox stops being just a phrase on the box.
Challenges light up the table
A point-scoring objective appears, and suddenly everyone is looking at each other's collections. Those who were playing it safe start pushing, those who were pushing stop. The game changes shape in a single turn.
The Clock starts to get scary
The marker advances and each turn is worth more. I have a working collection but few kids left: should I risk one last monster or cash in what I have? No one speaks, everyone counts.
Counting Candies
The Clock completes its cycle and the game ends. The candies are lined up and those who risked the most find out if it was worth it. Twenty minutes, and the second game starts with a completely different strategy.
How to play
The flow of the game
Quick turns repeat until time runs out. The rules are explained in five minutes, but the decision remains difficult throughout the game.
Each player builds their strategy with an evolving hand of monsters. In your turn, you play the monsters you want to grow your collection with.
Each monster played increases the Candies collected, but can also scare away kids — the resource you need to continue developing your collection.
Challenges introduce variable objectives and additional scoring conditions. They are the engine of interaction: it always pays to see what others are building.
Play continues in rapid turns until the Clock marker completes its cycle. At that point, the collected Candies are counted and victory is awarded.
Why it works
Six reasons to bring it to the table
A paradox instead of a rule
The more monsters you play, the more candy you get — and the more kids you lose. It's not a tacked-on penalty: it's the central decision, and it comes up every turn.
Kids are a real resource
They are needed to continue developing the collection. Scaring them away is profitable immediately and costly later: understanding where the line is drawn is the whole game.
Challenges change every game
Variable objectives and additional scoring conditions shift the target. The strategy that won yesterday might be worth very little today.
A tightening timer
The Clock marker has a cycle and you see it advance. Knowing how much time is left makes every choice a matter of timing, not just convenience.
Kawaii art that brings people to the table
Gaia Berzanti's illustrations make even those who usually say "I don't feel like learning the rules" sit down. Then they stay for the dilemma.
Family-friendly and casual, yet competitive
Immediate rules, twenty minutes, 10+. It's designed for those who don't play often but want a game where you truly win and lose.
How it ends
The one who risked best wins
No one is eliminated: the game ends for everyone at the same time, when the Clock completes its cycle. Only how many Candies you managed to collect matters.
Victory
- At the end of the Clock cycle, you have collected more Candies than anyone else
- You grew your collection without running out of kids
- You hit the right Challenges at the right time
The risk
- You push too hard, the kids run away, and your collection stalls halfway through the game
- You play too cautiously and end up with few Candies
- You pursue a Challenge that an opponent completes before you
Super Kawaii Monsters lasts twenty minutes and immediately begs for another twenty. The first game helps you understand where the limit is: the second one helps you discover you passed it long ago.
Frequently asked questions
FAQ about Super Kawaii Monsters
Is it just a cute game to look at?
The artwork is the first thing you notice, but underneath there's a stark decision: every monster you play gives you Candies and takes away kids, which is the resource that allows you to move forward. Challenges add objectives that change from game to game. It's a light game, not an empty one.
If it's based on risk, does the lucky player win?
The cards you draw matter, but risk here is an explicit choice: you decide how many monsters to play and when to stop, knowing exactly what you're losing. As the Clock advances, timing weighs more than a single draw. Honestly, it's still a twenty-minute game: luck is part of the fun.
How many players and does it work for two?
Super Kawaii Monsters is suitable for 2-4 players. With two players, the race for Challenges is direct, and the pace of the Clock is much easier to control; with 3-4, the competition for objectives becomes more unpredictable, and you have to decide earlier whether to aim for them or give up.
Is it in Italian?
Yes, this is the Italian edition published by Studio Supernova, an Italian publisher: rules and cards in Italian.
Is it good for playing with children?
The recommended age is 10+. The rules are immediate and the setting is adorable, but the choice of how much to push requires a minimum ability to evaluate consequences: under 10, you can still play, with an adult helping to read the Challenges.
What is its relation to Super Kawaii Pets?
They share Studio Supernova's kawaii line and the same spirit as a family-friendly card game, but they are distinct titles with different authors and mechanics. Super Kawaii Monsters is designed by Marcello Bertocchi and is built around risk: it is not an expansion or a direct sequel.
Super Kawaii Monsters is a competitive card game for 2-4 players (ages 10+, approximately 20 minutes duration), Italian edition. Designed by Marcello Bertocchi, illustrated by Gaia Berzanti, and published by Studio Supernova. Main mechanic: hand management, monster collection, and risk assessment — each monster played increases collected Candies but can scare away kids, a necessary resource to develop the collection. Challenge cards introduce variable objectives and additional scoring conditions that encourage player interaction. The game proceeds in quick turns and ends when the Clock marker completes its cycle: the player who has collected the most Candies wins. A kawaii card game for families and casual gamers. Available on FroGames.it.

Super Cute Monster
Frequently Asked Questions
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