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Monolith: The Strategy Game

Monolith: The Strategy Game Rulebook

Table of Contents

Table of Contents

  • Objective
  • Components
  • Component Overview
    • Rune Cards (including Starting and Solo Play)
    • Fate Cards
    • Round Cards
    • Skill and Power Cards
    • Player Power Cards
    • VP Markers (color may vary)
    • Score Track
    • Gems (color may vary)
    • Dice (color may vary)
    • Primus Token
    • Source
  • Card Components
    • Sockets and Socket Area
    • Keywords and Keyword Symbols
    • Effects
  • Setup
  • Suggested Game Introduction
  • Beginning Game Play
  • Round Progression
    • Chance Phase
    • Action Phase
    • Resolution Phase
      • Resolution Sequence
    • Advancement Phase
  • Casting Actions
  • Winner
  • FAQs
    • Exalted Rounds
    • Fate Card 3.5
    • Fate Card 3.6
    • Player Power Cards
    • Secrecy Power Card
  • Variant Rules
    • Solo Play Rules

Objective

The player with the greatest number of VP (Victory Points) after five (5) rounds is declared the winner.

Components

  • 1 Rule Book
  • 1 Score Track
  • 1 Primus Token
  • 8 VP Markers
  • 5 Starting Rune Cards
  • 31 Rune Cards
  • 2 Solo Play Rune Cards
  • 3 Blank Rune Cards
  • 7 Fate Cards
  • 5 Round Cards
  • 12 Power Cards
  • 39 Skill Cards
  • 4 Player Power Cards
  • 20 Dice (4 sets of 5)
  • 20 Gems

Component Overview

Rune Cards (including Starting and Solo Play)

Runes feature Sockets, Keywords, and Effects (see Card Components for further explanation). These cards are the core element of Monolith and make up the game board.

Fate Cards

Like Runes, these cards feature Sockets, Keywords, and Effects and introduce greater variability into the strategy of each game.

Round Cards

The five (5) Round cards indicate which round of play the game is currently in. Each card features the option of an Exalted Round on its reverse side that can dramatically alter play as the game progresses.

Skill and Power Cards

Played from your hand, these formidable action cards can be used by players to manipulate resources and dice roll results, alter player positioning, and attack opponents.

Player Power Cards

Similar in use to Skills and Powers, these optional action cards offer unique tactical advantages when played at the right time.

VP Markers (color may vary)

Used almost solely on the score track, these markers keep track of the players' accumulated VP throughout the game of Monolith.

Score Track

The tiled pathway on which the players' scores are tallied through the gaining of VP and the paying and crossing of toll stones.

Gems (color may vary)

This resource is the extremely valuable currency of Monolith. Gain them from opponents or directly from the Source (see below). Use them to pay toll stones on your path to VICTORY.

Dice (color may vary)

Players will roll, manipulate, and socket dice in order to gain gems, Skills, Powers, and VP throughout the game of Monolith.

Primus Token

The Primus Token grants first turn status and the choice of Round card side for each round to the player in possession of it at that time. Players attempt to win this token via the first Starting Rune.

Source

The area above the game board that houses the card decks, score track, gems, additional dice and VP markers.

Card Components

Sockets and Socket Area

To activate certain cards, players must place their dice on them in the designated spaces called dice sockets. This is also referred to as "socketing dice." The space directly around any socket is known as the socket area. When a socket is marked with a number of pips, only dice with a rolled result of that exact number of pips may be socketed there. When a socket is marked "ANY," any dice in play may be socketed there, regardless of its rolled result.

Example: a single "six" (6) die socket; two (2) "ANY" dice sockets.

Keywords and Keyword Symbols

These indicators reveal what type of effect will occur and may also signal when the effect will take place. Keywords will always be found large and in the center of the card for quick reference.

  • Attack: This effect harms players as described on the card and either resolves immediately (Skills and Powers) or not until the card is resolved in the Resolution Phase (Runes).
  • Immediate: This effect occurs immediately during the Action Phase, as soon as the die is placed. However, dice remain socketed until the card is resolved in the Resolution Phase.
  • Immediate Attack: This effect harms players immediately during the Action Phase, as soon as the die is placed. However, dice remain socketed until the card is resolved in the Resolution Phase.
  • Play Anytime: This effect cancels the overall "play on your turn" rule for the card specified and allows it to be used at any point during the game, regardless of which player's turn it is at that time.

Effects

Effects will always be found on the bottommost portion of the card. Effects come into play during the Resolution Phase (unless the card has the Immediate keyword). Unless otherwise specified, effects apply only to players that have socketed dice on the card.

Example effects:

  • "The highest total gains 5 Skills": Only the player with the highest total dice result socketed on this card gains the resource stated, in this case: 5 Skills.
  • "Each opponent loses 1 VP": All players without dice socketed on this card lose the resource stated, in this case: 1 VP.

Setup

  1. Place the score track on the table. Count out and place five (5) gems and five (5) dice per player under the score track. Any remaining gems are placed back in the box, out of play.
  2. Each player chooses a color and takes the corresponding colored VP markers. Each player then places one (1) of their VP markers on the score track at START and the second just below the score track in the Source.
  3. Each player takes three (3) starting dice (of their color) from the Source and places them in their Action Pool. The other two (2) dice of their color remain in the Source for now.
  4. Each player takes one (1) random Player Power card IF they have been decided to be in use for the game (these cards are optional, see FAQs for more info on Player Power cards).
  5. Separately shuffle the Power and Skill cards. Place them face down above the score track. Place the Round cards above the score track in descending order (Round 5, 4, 3, 2, 1), with Round 1 being the topmost card. Discard piles for these cards will be placed above the Source.
  6. Place the Starting Runes in numeric order: 1, 2, (leave an open space in the third position for the Fate card, see below for further explanation), 4, 5, 6, on the table directly below the Source. They are numbered in the bottom right corner of each card. Socket the Primus Token on the first Starting Rune where indicated. NOTE: There is NO Starting Rune number 3. The Fate cards fill this position on the game board.
  7. Shuffle the Fate cards, then draw one (1) and place it face up in the open space on the game board in between Starting Runes 2 and 4. The remaining Fate cards are placed back in the box, out of play.
  8. Shuffle the Rune cards and place six (6) randomly chosen Runes below the Starting Runes, for a total of twelve (12) cards (see Suggested Game Introduction if this is your first time playing Monolith). You now have a complete game board. Place the remaining Runes face down above the score track. See the graphic in the rulebook for proper card placement: the Starting Runes with the Fate card in the third position, followed by six (6) randomly chosen Runes (three rows of four cards).

Suggested Game Introduction

In any introductory game of Monolith, rather than six (6) randomly chosen Runes, place the Runes numbered 7-12 (all Rune cards are numbered on the bottom right corner of the card) in numeric order (7, 8, 9, 10, 11, 12) beneath the Starting Runes. This Rune sequence is designed as an ideal opportunity for newcomers to quickly learn the core concepts of the game. As a result, the entirety of the cards of an introductory game would be numbered 1-12 and would be placed as follows: the Starting Runes and Fate card followed by the recommended introductory Runes (7-12) in numeric order.

Beginning Game Play

Once the Source and game board have been set up, players roll their three (3) dice, locking the rolled results in place. The player with the highest total result gains the Primus Token from the first Starting Rune. In case of a tie, the players who tied will re-roll their dice to break the tie. Players not holding the Primus Token receive one (1) Skill card or one (1) gem (their choice) at the start of the first round only.

The player with the Primus Token will then roll their additional two (2) dice (located in the Source), immediately returning the dice to the Source afterwards. The result will dictate which of the cards on the game board will be covered with the first Round card (which side of the Round card used is up to the Primus Token holder), thus disallowing that Rune or Fate for the round. Below are two examples of how this would operate. In the first example, a total dice result of 9 was rolled (3+6=9), so the Round 1 card is placed covering the ninth card.

In round 2, the Primus Token holder rolled a 4 (2+2=4), so the Round 2 card is placed covering the fourth card.

Round Progression

Each round is composed of a Chance Phase, an Action Phase, a Resolution Phase, and an Advancement Phase. During the Chance Phase, players roll all of their active dice, locking the results in place. In the Action Phase, players play action cards (see Casting Actions) and socket dice on the game board, resolving all Immediate effects (if any). During the Resolution Phase, all remaining effects are resolved in the Resolution Sequence (see Resolution Sequence). Finally, the Advancement Phase prepares the players for the next round.

Chance Phase

After the Round card has been placed, each player rolls their current pool of dice and places them in their Action Pool (the resource holding area directly in front of them, housing their gems, dice, and action cards). The facings (rolled result) of the dice are important, make certain not to jostle/alter them during play.

Action Phase

The player with the Primus Token takes the opening turn by first playing any number of Action cards desired to their Action Pool.* Each Action card played resolves immediately (unless otherwise indicated) and should resolve completely before playing the next card. That player then places one (1) die** from their Action Pool in any legal open socket (remember that Immediate effects are resolved as soon as the die is placed). Once a player sockets a die, no further Action cards may be played that turn, except those featuring the keywords: Play Anytime. Additional unused cards may be played at the beginning of a player's next turn, unless otherwise indicated. Proceeding clockwise around the game board, each player takes their turn by playing as many Action cards as they desire, and then placing one (1) die in any legal open socket. Continue in turn order, until all dice have been socketed. If one or more players run out of dice, the other players continue in turn order among each other.

NOTE: If and when a player runs out of dice, that player cannot play any more action cards for the duration of the round. However, if there are no available legal sockets for a player to place a die in, that player would set the die out of play until the end of the round, yet would still be able to play any action cards desired for that turn. The removed die would then be collected and added back into that player's dice pool at the beginning of the Advancement Phase.

* It is unlikely that the Primus Token holder will have any action cards yet at this stage in the first round, unless, of course, you are playing with the Exalted Rounds (see FAQs for more info on Exalted Rounds).

** Exceptions to the one (1) die only rule exist. For example: a previously played Action card may augment the number of dice allowed for that turn, etc.

Resolution Phase

Unless otherwise specified, all effects triggered by the socketing of dice are now resolved in a specific order known as the Resolution Sequence.

Resolution Sequence

The Resolution Sequence starts at the first Starting Rune position and moves left to right, top to bottom, as if reading a book. (The rulebook's example game board is resolved in this order: first, second, third, and so on across each row.)

For each card individually, the Resolution Sequence proceeds in the exact same way, resolving each effect from left to right, top to bottom.

When an effect is triggered, players with dice socketed on that card resolve its effects and then remove their dice, placing them back in their Action Pool.

Certain effects necessitate the expenditure of gems when triggered. This requires that the appropriate number of gems are returned from the player's Action Pool to the Source. If the player does not have (or does not wish to return) the required number of gems, that card's effect is ignored. However, if an effect awards the player one (1) or more gems and an insufficient number are currently available, the player takes what is possible, but any remaining gains are lost. Players will be able to gain gems again, as normal, when one (1) or more gems have been returned to the Source by player actions.

If any effect grants the player action cards (either Skill or Power), the cards are drawn from the Source and placed in the player's hand. If the additional cards increase the player's hand size beyond the five (5) card limit, the player must immediately discard those of their choosing down to five (5) cards (see Casting Actions for complete info on playing action cards).

If an effect grants the player VP, the player's VP marker is moved the appropriate number of spaces on the score track at the exact time that the VP are gained. Certain spaces on the score track are marked as toll stones, each with an indicating toll number. In order to move onto these spaces, the player must pay (return to the Source) the toll number in gems from their Action Pool.

If the player has an insufficient number of gems (or does not wish to use them) to pay the toll, their VP marker cannot advance onto the toll stone and any additional VP are ignored. If at any time a player loses VP and is forced to move backward onto a toll stone, they do not need to repay that toll. However, if a player loses enough VP and is forced to move backward to a space before a toll stone, they will have to pay that toll again in order to readvance onto it.

Example: this toll stone requires 2 gems to be paid. The red player gained 3 VP, so their VP marker advances 3 spaces on the score track.

At any point, if a player's VP marker reaches VICTORY, that player immediately wins the game.

The Resolution Phase continues until all socketed cards have been resolved and all dice have been returned to their appropriate Action Pool.

Advancement Phase

  1. The player with the Primus Token rolls two (2) of their dice. The result indicates which corresponding card on the game board is covered with the next Round card (which side to be used is their choice). The previous Round card is removed from play.
  2. Players return all Action cards from their Action Pools to their hands, unless the card specifies otherwise.
  3. One additional die is distributed from the Source to each of the players. Players may only gain dice of their same color. If no more dice of a player's color remain, that player collects no dice.
  4. All players roll their dice, locking the results in place.
  5. The next round begins with the player holding the Primus Token.

Casting Actions

Skills and Powers are cast by placing any unplayed card in the player's hand face up into the player's Action Pool.

The hand size limit for all players is five (5) cards. A player's hand size consists of both unplayed Action cards (Skills and Powers held in the player's hand) and played Action cards that have been placed face up into the player's Action Pool.

A player may play any number of Action cards desired to their Action Pool. Unless otherwise indicated, Action cards may only be played on the player's turn. Unless otherwise indicated, each Action card may only be played once during a round. Each Action card played resolves immediately (unless otherwise indicated) and should resolve completely before playing the next card. Once a player sockets a die, no further Action cards may be played that turn, except those featuring the keywords: Play Anytime. Additional unused cards may be played at the beginning of a player's next turn, unless otherwise indicated. Once played, they remain in the player's Action Pool until the end of the Advancement Phase when they are then returned to that player's hand.

Action cards displaying pictures of gems may be played as gems by their controlling player at any time during the game. Action cards used in this way must be discarded after use. If the card or cards contain more gems than are required, any extra gems are ignored. These cards may not be exchanged for physical gems, but instead act as an alternative gem source themselves if and when necessary.

If at any time the Skill or Power draw pile becomes exhausted, the piles are not reshuffled. They are a finite resource.

Winner

If no player has reached VICTORY on the score track by the end of the Resolution Phase of the fifth and final round, a special Advancement Phase, called the Final Scoring Phase occurs.

Starting with the player holding the Primus Token and proceeding clockwise around the game board, players may reveal up to six (6) gems and gain one (1) VP per gem (to a maximum of 6 VP). Gems revealed may be actual gems or gems featured on cards (e.g. Augment, Haste, Wealth). Each time a VP is gained a corresponding revealed gem must be returned to the Source. As usual, tolls must be paid as toll stones are crossed. Gems revealed to gain VP cannot also be used to pay toll stones. If any player reaches VICTORY on the score track at this time, he or she wins immediately.

If two or more players are tied with the highest total VP, the player with the most gems remaining in their Action Pool is the victor. Gems featured on cards may be used to break the tie. If gems are equal, the one with the greater number of Power cards wins. If that does not break the tie, no player wins. Only another game will decide the issue.

FAQs

Exalted Rounds

Each Round card comes with an optional, alternate side known as the Exalted Round. Exalted Rounds trigger unique effects that occur immediately at the beginning of each round. If an Exalted Round effect requires that you socket dice, those dice remain in place until the card is resolved in the Resolution Phase. Exalted Rounds are placed, and in every other sense function just like their alternate versions, but the decision to use them is the privilege of the Primus Token holder at that time.

Fate Card 3.5

Players' second VP markers needed for this Fate card are located in the Source. During the Advancement Phase, all second VP markers that have been put into play must be returned to the Source. There they will again be available for the next round.

Fate Card 3.6

The effect of this Fate card is resolved immediately during setup, and not during the Resolution Phase. The additional Fate card set into play increases the game board card count to thirteen (13) and remains until the end of the game.

Player Power Cards

Player Power cards are another optional enhancement to Monolith. If decided to be used, each player randomly selects one (1) Player Power card during setup. These cards count toward the players' five (5) card limit and may be played at any time during the player's turn. Once played, Player Power card effects are triggered in turn order, just before the Resolution Phase begins. Once resolved, Player Power cards are discarded.

NOTE: These cards are not recommended for an introductory game.

Secrecy Power Card

Runes brought into players' Action Pools are resolved in turn order, after the last card on the game board. The Runes chosen do not count toward the players' five (5) card limit and may remain until the end of the game, even if the Secrecy Power card is discarded.

Variant Rules

Solo Play Rules

To begin a single player game of Monolith, follow the setup procedure below, and then continue with normal gameplay.

  1. Place the score track on the table. Count out and place five (5) gems and five (5) dice of one color and place them under the score track. Any remaining gems are placed back in the box, out of play.
  2. Take one (1) of the corresponding colored VP markers and place it on the score track at START. The other is placed back in the box, out of play.
  3. Take three (3) starting dice from the Source and place them in your Action Pool. Your other two (2) dice will remain in the Source for now.
  4. Remove Fate card 3.5. Remove all Skill, Power, and Rune cards featuring the Attack or Immediate Attack keywords. Remove the Guard Skill card, and the Stacker and Synergy Power cards, place them back in the box, out of play.
  5. Separately shuffle the Power and Skill cards. Place them face down above the score track. Place the Round cards above the score track in descending order (Round 5, 4, 3, 2, 1), with Round 1 being the topmost card. Discard piles for these cards will be placed above the Source.
  6. Place Solo Play Rune 1, Solo Play Rune 2, and any random Fate card (in this order) in the top row. Place the remaining Fate cards back in the box, out of play. Next, place any three (3) Rune cards (excluding Starting Runes) in the bottom row. NOTE: If this is your first attempt at a Solo Play game, it is recommended that you use Fate 3.3 and Runes 10, 11 and 14 for the bottom row. Shuffle and place the remaining Rune cards face down above the score track. See the graphic in the rulebook for proper Rune placement: the Solo Play Runes followed by the recommended introductory Fate card 3.3 and Runes 10, 11 and 14 in numeric order.
  7. To begin, roll one (1) die located in the Source, immediately returning the die to the Source afterwards. The result will dictate which of the cards on the game board will be covered with the first Round card. Continue with normal gameplay.

Remember, action cards displaying pictures of gems may be played as gems at any time during the game.

While you may not always reach VICTORY, finishing at or beyond toll stone 4 defines someone who can one day master Monolith. Good luck!