1. Trunk Traps… This is another type of trap card that you can set, one that works just like Monkey Traps, except instead of placing these traps on a player, you place them underneath a Trunk card (limit of 2 max per Trunk card) — this allows you to place these at spots even where players are not yet located. When you use 1 AP to set traps, alternate between Monkey or Trunk traps as you wish (i.e. now your 1 AP could be used to set 2 Trunk Traps, or 1 Monkey and 1 Trunk Trap, or 2 Monkey Traps, you decide!). If you have to check traps where there are Trunk Traps, but you have Monkey Traps on you too, always reveal your Monkey Traps first.
2. Starting… We like using the “draw for the high card” method to determine the “starting player.”
3. Super Gnome… Any time a player draws The Gnome, remove 2 cards at random from the Spell Deck to increase the “gnome frequency” (redraw if The Gnome gets picked) — the removed cards are placed outside of the playing area and not used for the rest of the game. Then shuffle and reset the Spell Deck as normal. (Limit: stop this “removal action” once 10 cards have been removed).
4. Digging… For a twist, you can make “falling” allowed at position 1 (ex. if you fail to climb there or lose a Monkey fight). Thus, you can “dig yourself into the ground.” At these “positions” below position 1, instead of using climbing cards to move up a position, it costs you an action to do so.
5. The More the Merrier (8-player Monkey!?)… You can easily play Monkey with up to 8 people if you use Kurgill and the bird cards as character cards. You could even play Light vs Dark Side, with the Monkey players (Light Side) teamed up against the players using Kurgill and the birds (Dark Side). The player that wins the match wins it for their whole “side.”