top of page

How to Play MONSTER JAIL™

© 2026 MONSTER JAIL Books and Toys

© 2026 Kevin Paul Stroup

Welcome to MONSTER JAIL ™, the board game where kids chase monsters and lock ‘em up in a big jail!

Based on the book series MONSTER JAIL ™ by Joey Sqwiggles

Overview…

Players maneuver around the gameboard, utilizing various routes and power-ups, in order to capture monsters.  Whoever captures the most monsters wins!

Provided…

Includes 1 gameboard measuring 28” x 34”, 10 kid tokens, 21 monster tokens, 1 blank token, 2 regular dice, one 12-sided “monster die”, a set of 54 MONSTER JAIL playing cards, 9 monster traps, and a MONSTER JAIL™ rulebook.

Setup…

Everyone picks a human character to play as for the duration of the game.  For the first round, someone is randomly chosen to play as the monster instead of their human character.  Human players start anywhere on the rectangular set of squares surrounding MONSTER JAIL™ (in the center of the board), and are dealt 5 cards each.  Cards provide unique power-ups to aid in capturing the monster.  The monster then chooses one of the designated “monster hiding spots” to start.  Monster goes first, then everyone else chases!

Gameplay…

Players take turns rolling dice to move around the gameboard, chasing the monster.  Whoever captures the monster first wins that round, then plays as the monster the next round.  The process is repeated, with players starting back in the center area for each new round, and monsters choosing a new starting location.  Each round, players return their cards, shuffle, and receive new ones.  Play as long as you like!

Rules…

  • Players start on any of the squares surrounding the central MONSTER JAIL™.  Monsters start on any of the “Hiding spots”.

  • Players only roll a single 6-sided die, but monsters roll a 12-sided die (or two 6-sided dice).  You may move up to that number of spaces in any direction.  You must move at least 1 space.

  • There is only 1 monster per round.  Any number of players is allowed.

  • Players and monsters can pass each other, but monsters cannot pass monster traps.

  • When a player lands on a monster or uses a capture card on a monster, that player is declared the winner of that round.  Players can put captured monsters in the MONSTER JAIL™ at the center of the board, or keep them.

  • WHOEVER CAPTURES THE MONSTER, BECOMES THE MONSTER!!!

  • Monsters can enter the designated monster hiding spot spaces, but players cannot.  Monsters must come out of the hiding spot on their next turn, and cannot immediately go back into the same spot.

  • If a monster is forced into a monster trap when exiting a hiding spot, the person who set that trap captures the monster.

  • Humans (not monsters) receive 5 new cards each round.  Cards provide bonuses to players, described on the card.  Cards are returned, shuffled, and redealt every time a monster is captured.  If a single-use card is used, no new card is drawn that round.

  • Trading cards is allowed only at the beginning of the round, before the monster has picked a hiding spot to come out of.  Everyone must have the same number of cards to begin the round.

  • Weapon cards prevent players from being eaten by the monster, otherwise, monsters can eat players.  If a monster eats a player, that player is out for that round and the monster rolls again.

  • If a monster avoids capture for 20 turns, the monster is the winner of that round.  They can go again or pick another player to play as the monster.

  • The monster always goes first, then the order goes around clockwise or counterclockwise (depending on group preference).

  • Cards that provide a movement boost every turn cannot be combined with other similar cards.  (ex. You can’t use a bike AND a scooter).

  • Monster traps are taken off the board after every round.

Cards...

  • Candy – Move 1 extra space, discard after use.

  • Candy bars - Move 2 extra spaces, discard after use.

  • Cookies - Move 3 extra spaces, discard after use.

  • Monster Trap – Place trap on current space (at beginning or end of end of turn).  Monster cannot land on or pass traps.  Discard after use.

  • Scooter – Move 1 extra space every turn.

  • Skateboard – Move 1 extra space every turn.

  • Rollerblades- Move 2 extra spaces every turn.

  • Bike – Move 2 extra spaces every turn.

  • Net – Capture monster from 1 space away (not in hiding spots).

  • Lasso – Capture monster from 2 spaces away (not in hiding spots).

  • Grappling hook – Capture monster from 2 spaces away (not in hiding spots).

  • Fishing rod – Capture monster from 2 spaces away (not in hiding spots).

  • Weapons and defensive items – Monster cannot eat you.

    • Sword

    • Shield

    • Baseball bat

    • Stinks socks

    • Hockey stick

    • Shovel

  • Long-range weapons – Monster cannot eat you.  Capture monster from one space away (not in hiding spots).

    • Slingshot

    • Puncher

    • Water-squirter

    • Blow-darts

    • Flame-thrower

  • Monster costume – Player can enter hiding spots to capture monster.

  • Flashlight – Player can enter hiding spots to capture monster.

  • Doggy – Scares monster out of hiding spot.

  • Fireworks – Scares monster out of hiding spot.

  • Speed shoes – Play goes an extra turn, discard after use.

  • Kitty – Minus 1 space each turn to pet the kitty!

Number of Cards Provided…

Candy – 12

Candy bars – 5

Cookies – 1

Monster Trap – 7

Skateboard – 1

Scooter – 1

Roller skates – 1

Bike – 1

Net – 3

Lasso – 1

Grappling hook – 1

Fishing rod – 1

Monster Costume – 1

Flashlight – 1

Doggy – 1

Kitty – 1

Fireworks – 1

Speed shoes – 1

Basic weapons – 6 (one of each)

Long range weapons – 5 (one of each)

TOTAL – 52

Additional two (2) blank cards are provided for players to create their own cards.

Intended for players 13 years old and younger.

MONSTER JAIL ©2026 MONSTER JAIL Books and Toys

MONSTER JAIL ©2026 Kevin Paul Stroup

bottom of page