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Mutant Mudds Super Challenge



Assemble the Player Pieces by folding them inward and interlocking. (first time only)

Each character has two Player Pieces. One for the board and one for the point tracker.

(HINT: Make sure to look at Step No. 2 carefully, and fold them inward before interlocking!)








Fold in tabs to form an “X” inside the player piece, match up the slits and push together to join, and pull down tabs to lock them in place. 

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Inst. MM SC Board Designs


Assemble the main board from the Board Design by using the numbers printed on the corners of the Board Cards.


Feeling creative? You can also make your own Board Design! Be sure to tag us (@PlayGameDecks) on Twitter to show it off!



"The Jungle"

(Click picture to enlarge)



Inch Mudd's Manor

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"Platforms and Jump Pads!"

(Click picture to enlarge) 


Assemble the Point Tracker by arranging the (5) Point Tracker Cards in numerical order.

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Keep the Key Card handy for a quick guide on some of the basic rules.

You can also use scissors to cut the marked grooves out and place the 4”x3” Key Card into the X-Divider’s grooves so it is easily viewable by all players.



Have players choose which character they’d like to be and distribute the corresponding Character Card and Player Pieces to each player to keep in their supply.

These are used for Mini Games, Challenges and more!

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Set aside the (20) Mudd Blocks Mini Game Cards, the (1) CD Mini Game Card, and the (5) Boss Cards. Assemble the (3) V-LAND Gauntlet Cards in numerical order next to the main board for easy access.

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Place one of each players’ Player Pieces on the START Board Card to set their position on the board. Then place each player’s second Player Piece on the 1 Space on the Point Tracker to keep track of players’ points. All players start with 1 point!

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Shuffle the Golden Dice Token Cards and distribute one to every player face down. If there are any left over, place them face down in a stack next to the Challenge Cards.

Players can opt to use their Golden Dice Token Card at anytime instead of a normal dice roll. Use strategically! Because once used, you must discard back to the Golden Dice Token Card stack. Land on a Golden Dice Chest to get another one, or trade the one you have with a new one!

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Players must collect Water Sprite Token Cards by purchasing them with points they've earned during gameplay. The player with the most Water Sprites at the end wins!

Inst. MM SC Gameplay


1. Decide how many turns to play - 20 to 30 recommended. Player 1 starts every new turn. (Players can track the turns with paper and pencil)

2. Decide who goes first via Rock Paper Scissors tournament or Highest Dice Roll. 

Player order is clockwise when being played in the Northern Hemisphere.


3. Highest dice winner rolls the dice again to decide where the first Water Sprite Token should be placed on the specially numbered 1-6 spawn spaces. Only one Water Sprite Token is in play at a time.

4. Once the Water Sprite Token is placed, Player 1 can start the game by beginning their 1st turn by rolling the dice and moving their Player Piece along the board, interacting with whatever space they land on.


The game ends in either of 2 ways:

1. A player collects 3 Water Sprites

2. After the last turn ends, the player with the most Water Sprites is the winner. If there's a tie, the player with the most points wins.

Inst. MM SC Spaces


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START: All players start the game here.

Players can only travel in indicated arrow > direction.

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WATER SPRITE LOCATIONS: These 1-6 numbers show where Water Sprite Token Cards can be located.

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POINTS: Earn points by landing on these spaces. Track how many points each player has collected via the Point Tracker, by moving their 2nd Player Piece along the numbered point spaces.

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BLANK SPACE: This is a blank space. No interaction. Next player up!


MUTANT MUDDS: Defeat the Mudds to earn points on these spaces by rolling the minimum dice roll requirement. Be careful, some Mudds will steal a point from you if you lose!

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STAGE HAZARDS: Watch out! Players can lose points if they don’t roll the minimum dice roll requirement. The Hammer Slammers automatically take a point from the player no matter what. Ouch!

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CLOUD GUST: Roll dice immediately and travel backwards as many spaces as number rolled. Player interacts with space they were blown backward to.

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TOLL JUMP PAD: Player may choose to pay 1pt to jump in the indicated direction and interact with the space they land on. If they have no points, they can't use it. 

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BOSS: Draw and attempt a Boss Challenge Card (BCC) from the BCC stack. If you win, claim reward in top left corner. After challenge, place into a discard pile. Once every BCC has been used and discarded, shuffle the discard pile and make a new BCC stack. For more detailed instructions on Boss Challenges, click the orange button below.


POWER UPS: Player has the option to purchase the power up on the space for the indicated point cost. 

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SUPER SHOP: This is Mutant Mudds Super Challenge's Shoppe. (Indicated by the Shoppe icon)

Players may receive 1 free power up. Players can interact with this space when passing by, and don’t need to land on it. (indicated by the !However, if a player claims a power up, their turn is over and they stay put.


Players can also purchase power ups from other Game Decks releases here!

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MINI GAME: This space triggers a Mini Game. Players can choose from any Game Decks™ Mini Games they have! Mutant Mudds Super Challenge comes with 2 different Mini Games. 

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V-LAND DOOR: These transport your Player Piece to the 1 SPACE on the V-Land Gauntlet! If the (3) Gauntlet Cards aren’t already assembled, line them up numerically to the side of the main board. When transported here, the player immediately attempts to make it to the end by rolling the dice and traveling without landing on spikes, and can also collect points along the way. If player lands on or passes the 11th space, they immediately warp to the Water Sprite Token Card! If they fall on to spikes, they lose 1 pt and must transport their Player Piece to the initial V-Land Door space on the Board.

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GOLDEN DICE CHEST: Draw or trade a Golden Dice Token Card! If a player doesn’t have a Golden Dice Token Card, they may draw one and add it to their supply. If they do already have a Golden Dice Token Card in their supply, they may draw a new one and replace their current one.

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Inst. MM SC Token Cards


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Cost 8pts 

These are the most important part of the game, for whoever has the most at the end wins!


One of these is placed on the map at a Water Sprite Location, determined by a dice roll. Players must pass by or land on this token to have the option to purchase it for 8 points.


If a player buys a Water Sprite Token Card, their turn is over and they stay where they are. Player keeps Water Sprite Token Card in their supply. Player does not interact with space underneath the purchased Water Sprite Token Card.


Once a player collects a Water Sprite Token Card, a new one is placed on a different Water Sprite Location by the roll of a dice.

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Cost 3pts 

Permanent upgrade to character. Get a +1 on every dice roll against every Enemy (Mudds) or Hazard.

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Cost 1pt 

Single-use power up. Allows Player to Add/Subtract 1 on a dice roll while traveling. Can be used after dice is rolled. Can be used on a Cloud Gust roll. Once used, discard back to token pile.

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Cost 1pt

Single-use power up. Allows Player to roll another dice during their turn to travel further. Can be used after first dice is rolled. Can’t be used on a Cloud Gust roll. Player only interacts with final position. Once used, discard back to token pile.

Inst. MM SC Boss Challenges


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Reward: +5 pts

Mudd Mage


1. Place the challenge card on the Game Decks box

2. Toss your player card from 12 inches to land on the card, without falling off the box. 

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Reward: +5 pts

Ghost Boss


1. Place your Player Piece at the end of the Game Decks box spine and slide it to the opposite end without touching it. If it falls off, you lose.

2. Once it's on the other side, throw your player card from approximately 12 inches away to knock ONLY your player piece down. If you miss or knock down the box, you lose!

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Reward: +5 pts

Papa Pork Plop

1. Place the dice on your character card. 

2. Stand your player piece on top of the dice.

3. Pull the card out from under the dice without your Player Piece falling off!

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Reward: +5 pts

Super Sacky

1. Place this Boss Challenge card and your Character Card at each end of the Game Decks box spine, with a little bit hanging off the edge.

2. Flip both cards over without them falling off. Good luck, this one is definitely a "Super Challenge"!

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Reward: +5 pts and Water Sprite Token Card

Tunnel of Pain

1. Lay the Boss Challenge card down on the table.

2. Toss your player card from 12 inches away to land on it.

3. Roll a dice from 12 inches away to land on one of the cards.

This is one tough challenge, but if the player is successful they get 5pts and a Water Sprite Token Card!

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Reward: +5 pts

Mini Game


Challenge all other players to a Mini Game! The player who drew this card can decide which Mini Game they'd like to play with the group.


Did you know that every Game Decks™ release comes with at least one unique Mini Game? Any of these can be played any time a Mini Game is triggered! Collect them all to enjoy a fun and varied experience!

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Inst. MM SC Mini Games


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OBJECTIVE: Align same-colored Mudd Blocks together to create as big of a chain for each of the 5 different colors as you can. At the end of the game, you will add up points for your biggest chain of each color. Think strategically! Is it better to go for 1 single-color big chain, or several multiple-colored smaller chains?


GAMEPLAY: Shuffle the (20) Cards and place them facedown into a stack. Each player (or team) takes turns by drawing one card from the stack and strategically placing it to make the biggest chains of each color. The cards can be turned and placed in any way adjacent to one another. As long as a color of each Mudd Block is touching, it is part of the chain. Each player/team should end up with 10 cards each. Once all of the cards have been drawn and placed, add up the scores of the biggest color chains for each color. (A notepad may be handy) The player/team with the highest score wins 5 Pts!

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This player scored combos of: 3 Green, 5 Orange, 5 Purple, 3 Yellow and 3 Blue.

When adding all of these scores together, they've earned 19 points total for this round. 

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CD MINI-GAME (1:00 min)


SETUP: Each Player gives their Character Card to the player that initiated the Mini-Game (Leader), who then shuffles them in with the Hidden CD Mini-Game Card and randomly places the cards face down on a clear surface.


GAMEPLAY:  Players take one turn each attempting to roll one of the 3 numbers the Leader chooses for them to roll. (For example, the Leader can choose numbers 2, 3 and 6, and the Players must roll one of them) If a Player is successful in rolling one of the right numbers, they get to choose one of the facedown cards to turn over. If they find the CD, they win! If none of the players find the CD, the Leader wins!

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NUMBERS CHOSEN: 2, 3, and 6


To officially win the game, the winner must topple every other Player Piece while making eye contact with opponents, declaring, “You lose. You lose.” then trumpeting “I WIN.” while pointing at their own heart.

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