Monster Fusion MastersOFFICIAL
WIKI
- GAME RULES

Game rules

Monster Fusion Masters is a turn-based strategy game. Connect hexagonal tiles and close white regions to score. These are the basic rules currently used in the online edition.

Based on the June 2020 tabletop rules (Competitive Rule / Rule 20200629), with the digital-edition changes below. Updated: 2026-10-27.

June 2020 rules and the current digital edition:
  • For some tile types, the old edition did not include variants with the center removed, so its tile selection differs slightly from the current edition.
  • The old rules did not require a player to give up the round on the third consecutive PASS. The current edition adds this rule so that players cannot keep passing forever when nobody can place a tile.
  • The digital edition adds a single-round format to reduce the time commitment of Ranked matches.

The other basic rules remain the same. The tile selection and rules below describe the current digital edition.

From matching white edges to a closed region in the player’s color.
From matching white edges to a closed region in the player’s color.
- BOARD

The hex board

The board contains 61 hexagonal spaces: a center surrounded by four rings. Each space holds at most one tile. You cannot place a tile outside the board or on an occupied space.

Placed tiles affect the legal orientations and connections of neighboring spaces. Each move changes the combinations available for future turns.

The 61-space board: one center and four surrounding rings. Coordinates identify each placement.
The 61-space board: one center and four surrounding rings. Coordinates identify each placement.
- TILES

Tiles & the deck

Each tile has six edges, each either white or black. There are seven categories, from 0 to 6 white edges. Tiles in the same category may have different edge arrangements and internal connections.

White edgesTiles per round
02
116–30
28–15
38–15
44
52
62
Deck composition: The number of 1-white-edge tiles is twice the number of each of the 2-white-edge and 3-white-edge categories. These three counts vary with the deck selected for the round. Each player may hold at most 5 tiles.
0 white edgesPer round: 2
0 white edges, pattern 10 white edges, pattern 2
1 white edgePer round: 16–30
1 white edges, pattern 11 white edges, pattern 2
2 white edgesPer round: 8–15
2 white edges, pattern 12 white edges, pattern 22 white edges, pattern 32 white edges, pattern 42 white edges, pattern 52 white edges, pattern 6
3 white edgesPer round: 8–15
3 white edges, pattern 13 white edges, pattern 23 white edges, pattern 33 white edges, pattern 43 white edges, pattern 53 white edges, pattern 63 white edges, pattern 73 white edges, pattern 8
4 white edgesPer round: 4
4 white edges, pattern 14 white edges, pattern 24 white edges, pattern 34 white edges, pattern 44 white edges, pattern 54 white edges, pattern 6
5 white edgesPer round: 2
5 white edges, pattern 15 white edges, pattern 2
6 white edgesPer round: 2
6 white edges, pattern 16 white edges, pattern 2

These are the shapes shown in the in-game deck. Tiles can rotate; the number of illustrated shapes is not the number of tiles in a round.

- PLACEMENT

Making a legal move

  1. Select a tile from your hand and rotate it to the desired orientation.
  2. Choose an empty space within the board.
  3. Every edge touching an existing tile must match: white to white, black to black.
  4. If any touching edge does not match, choose another orientation or space.

Use the placement preview to check legal moves. You can also rearrange your hand without changing the tiles themselves.

- CONNECTIONS

Connections, closure & DEAD

Matching white edges form one or more white regions according to the internal connections of each tile. Adjacent tiles do not necessarily join the same region: their white edges must also connect inside the tiles.

Connected: the white edges join, but an exit is still open.
Connected: the white edges join, but an exit is still open.
Closed: all exits are sealed; the region takes the player’s color and scores.
Closed: all exits are sealed; the region takes the player’s color and scores.
DEAD: a white edge reaches beyond the board. The region turns gray; the red edge marks the boundary exit.
DEAD: a white edge reaches beyond the board. The region turns gray; the red edge marks the boundary exit.

A white region with no open exits becomes a closed shape that can score. A region that has already scored cannot earn points again through repeated checks.

A white region extending beyond the board boundary has no space to continue and is marked DEAD. This is different from successful closure and does not count as a closed scoring region.

The same white edges can connect differently

Disconnected center: the two white ends belong to separate regions.
Disconnected center: the two white ends belong to separate regions.
Connected center: the same edge arrangement can form one region.
Connected center: the same edge arrangement can form one region.
- SCORING

Closure scoring

A closed region's score depends on the number of distinct tile spaces covered by that white region.

Numbers identify distinct tile spaces. A space is counted once within the same region. Each example is a closure evaluated by the game.

A single tile does not form a valid scoring region. Larger closed shapes usually earn more points, but require more care to keep their extensions safe.

Scoring quick reference
Tiles in the closed regionPoints
21
32
44
57
610
7 or moreNumber of tiles × 2
- MATCH FLOW

Turns, passing & matches

Each round starts with an initial hand. On a player's turn, tiles are drawn according to the available deck and hand limit. The player may place a tile or choose PASS.

3 consecutive passes eliminate the player from further participation in that round. Points already earned in the round are retained. A successful placement resets the consecutive-pass count according to the game flow.

Regular matches use 3 rounds; Ranked matches use 1 round. The final result follows the actual match format and settlement rules.

Turn timers: Time limits depend on the mode. A timeout may trigger an automatic PASS. The current online game is the authority for official rulings.

Continue: game modes & Ranked

Turn controls: rotate, select a tile, PASS and confirm placement.
Turn controls: rotate, select a tile, PASS and confirm placement.
Match status shows the current round and turn. Regular matches use three rounds.
Match status shows the current round and turn. Regular matches use three rounds.