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Big, Bold Blocks
Imagine walking into a room full of enormous, eye-catching structures. These towering constructs of metal and glass demand your attention, their grandeur leaving you in awe. That’s the power of monumental modules – architectural creations that are designed to make a statement and leave a lasting impression on anyone who encounters them.
Monumental modules have become increasingly popular in today’s world. Their massive size and distinct design draw people in, filling them with wonder and curiosity. Whether it’s a colossal sculpture or a towering building, these structures have the ability to ignite a sense of wonder and admiration within us.
But the impact of monumental modules goes beyond their visual appeal. They also serve a practical purpose, providing functional spaces for various activities. From museums to event venues, these structures are designed to accommodate large crowds and showcase art, history, or other forms of human expression.
They create an immersive environment where you can get lost in the magnificence of the architecture or enjoy an unforgettable experience. Imagine walking through a gallery housed within a monumental module, surrounded by breathtaking artwork and captivating displays. The sheer scale of the structure enhances the overall experience, making it truly unforgettable.
However, the concept of monumental modules is not without its challenges. The sheer size and complexity of these structures require careful planning, engineering, and construction. Creating a monumental module involves taking into account various factors such as structural integrity, aesthetics, and functionality.
It’s a delicate balance, as even the slightest flaw can have a significant impact on the overall impact and experience. The architects and engineers behind these projects must navigate this double-edged sword, constantly striving to strike the perfect balance between awe-inspiring design and practicality.
So, why are monumental modules important? They allow us to push the boundaries of architectural design, creating spaces that inspire and elevate us. They have the power to regenerate our response to the built environment, making us question what is possible and reimagining the spaces we inhabit.
Next time you encounter a monumental module, take a moment to appreciate the thought, effort, and creativity that went into its creation. These structures are more than just buildings; they are symbols of human ingenuity, creativity, and our endless pursuit of pushing the limits of what is possible.
The Automa cards are a set of 20 cards that come in two types: Action cards and Civilization cards. These cards allow you to introduce a new civilization into the game, but this civilization is controlled by the game itself.
Let’s say you’re playing a game with two players. In this case, one player controls a civilization while the other player controls the automa-controlled civilization.
Now, let’s talk about the setup. It’s pretty similar to a regular game, but with a few changes. First, you need to choose the civilization for the Automa. Once you’ve chosen, take the Warlord and Cultural Policy cards that belong to that civilization. Put the rest of the Civilization cards back in the box. Put the Automa’s Warlord card face up in their play area and place the Cultural Policy cards in a pile face down. Finally, put all the Automa’s Units in their Capital, just like you would with any other civilization. Oh, and don’t forget that the Automa starts with 2 gold.
And that’s it! Now you’re ready to play with the Automa cards and add an extra challenge to your game. Have fun!
Hey there! Let’s get ready for some Automa action! Here’s what you need to do: gather the Automa’s civilization card and mix it up together with the 15 Automa Action cards. This will create a deck that should be placed face-down in the Automa’s play area. Got it? Awesome!
In the world of the Automa civilization, they always get the final turn.
The Rules of the Game
The game follows the same rules as a regular game, but the Automa deck determines what the Automa does.
When it’s the Automa’s turn, two cards are drawn from the top of their deck. These cards are revealed and their actions are carried out, one by one. Each action is completed before moving on to the next. Sometimes, the actions will instruct you to draw an extra card, which is in addition to the two cards normally drawn.
Some actions have specializations: Architectural, Cultural, Economic, Aggressive, or Technological. These actions are only performed if the Automa civilization’s Warlord card matches the specified specialization. If there’s no match, simply skip that action.
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Hey there! Let me tell you about the cool stuff the second Action Card can do. You see, it’s like a special key that unlocks a specific action just for MusashiS. It’s called the Cultural type, which is a perfect match for this card.
Now, sometimes the Automa encounters a little problem. Let’s say it wants to get some Knowledge cards, but there aren’t any available in the Development display. No worries! In that case, the Automa says, “I’ll take 2 gold instead!” It’s a nifty way of making the best out of a situation.
At the end of the Automa’s turn, we make sure to refresh the Development display, just like we would in a regular game. It keeps things fair and balanced.
Actions
Gaining a Development Card
When the Automa grabs a card from the Development display, it goes right into their play area, with the front side facing up. But hold on, there’s a catch! The effects of this card don’t actually kick in. It’s only there to count towards scoring. So, it’s like having a cool card in your collection, but it doesn’t do anything special in the game.
Remember: When you have to choose between two cards, the one that is farthest from the Development deck is the one you should go for. If both cards are the same distance from the deck, pick the one that starts with the letter closest to the beginning of the alphabet.
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When I’m playing Automa, I need to choose a Building Card. I always go for the one on the far right, which in this case is a Market. It’s important to note that the Automa automatically takes the rightmost building available to construct.
Constructing a Wonder
If I manage to complete or acquire a new wonder, I prioritize finishing the wonder I’ve been working on. That’s the rule. However, if I do acquire a new wonder, I’ll choose the one with the lowest cost. If there are multiple wonders available, I apply the same rule I use when gaining a development card. I take the card for the chosen wonder and put a Wonder Construction Token on its first stage.
Once the wonder is built, I place the Wonder token on one of my available provinces. If I have multiple choices, I choose the province with the lowest terrain value. If I still have more than one option, the player to my right gets to decide where the token goes on my provinces.
If the Automa doesn’t control any Provinces or already has a Wonder in all of its Provinces, we’ll go ahead and put the Wonder token on the Automa’s Capital.
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The Automa has 1 Wonder Token for each province. I place my new tokens on my Capital.
Gaining a Cultural Policy
If I gain a Cultural policy, I take the top one from my face-down stack and place it face up. None of the card’s effects activate.
Conquering a Province
If I conquer a Province, I take my Warlord from its current location and one Soldier from my Capital and place them both on the conquered province.
If I have no Soldiers left in my Capital, I take and place an Outpost instead. If there are no Soldiers or Outposts in my Capital, then I cannot conquer more provinces.
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You only need one Soldier and your Warlord to conquer a province, whether you’re in your Capital or somewhere else.
When deciding which province to conquer, we always choose the one with the lowest terrain value. If there are multiple options with the same value, the player to the right of me gets to decide.
If the province has a Barbarian token, I reveal it and take the Gold value that’s printed on it. The token is then placed in my play area. If there’s a Free Town token, I do the same but get 2 gold instead of 1 culture.
Let’s Move Those Explorers
If I need to move my Explorers according to an action, I’ll start by moving the first Explorer. They’ll move to a Province that’s adjacent to their current location and closer to the nearest Market that I haven’t already claimed. Then, I’ll move the second Explorer to a Province that’s also adjacent to their current location, but this time in the direction of the second closest Market.
When choosing between multiple valid options for a province to move into, I’ll prioritize the one with a Production token. If there are still multiple choices, the player to my right will make the final decision on where my Explorer will go.
If the province my Explorer moves into has a Production token, I’ll claim it for myself. Once I have 2 Production tokens, I’ll trade them in for one Gold.
If there’s a Market in the Province, I take the top token, revealing it and gaining Gold equal to the number of resources on the token. For example, if the token shows 4 Military, I gain 4 Gold.
Once I have a Market token from all Markets on the board, I immediately discard all of them and return both Explorers to their Capital. Then, I can move and collect Market tokens from all Markets again.
Scoring
I score in each category as usual and can also gain Dominance in any category if I have achieved the most.
Additionally, for every 3 Gold I have at the end of the game, I score an extra point. The player or Automa with the most points wins the game.
Heros Module
Hey there, want to add some awesome Heroes to your game of Monumental? Look no further than this incredible module! When you recruit Heroes, they’ll help you out in exchange for Gold and bring game-changing abilities to the table.
The best part? This module works seamlessly with all other parts of the Core Box and Lost Kingdoms. So you can mix and match to your heart’s content!
Each Hero is unique and has a special ability that can make a huge difference in your game. The ability is explained on the Hero’s card, along with information about when the Hero returns.
Setting Up the Game
To start the game, first decide how many players there will be. If you have 1 to 3 players, choose randomly one Hero card from each Era deck. For 4 to 5 players, pick two Hero cards from each Era deck. Shuffle the chosen cards into their respective decks.
Revealing a Hero
When a Hero card is revealed from the Development deck, place it face up in a row above the Development display. Make sure to position it below the Basic Buildings. Take the corresponding token or figure and place it on the Hero card. Afterward, draw another card from the Development deck to replace the empty space in the Development display.
The Hero Card is positioned at the top of the Development Track, located above the leftmost card. It serves as a guide for other cards and helps to keep track of progress. You can easily spot the Hero Card by looking for the Hero Token or Miniature that sits on it.
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Get a Hero Card
Hey, did you know that you can become a hero in this game? It’s pretty cool! Here’s how it works:
Whenever it’s your turn, you have the opportunity to acquire a Hero card. All you have to do is pay the cost of the card in Gold (you can find the cost in the bottom left corner of the card). Once you’ve paid up, you get to take the card and put it face up next to your City. And that’s not all – you also get to take the matching figure or token!
Once you’ve got your hands on a Hero card, you need to put it to work right away. Just follow the instructions on the card and place it in the location of your choice. It’s as simple as that!
If you send a Hero to a Province, it acts like a Warlord and adds 2 Defense to that Province.
If the Hero has an Attack value, it can be used to conquer a Province, just like a Warlord or Soldier, and counts as 1 Unit.
Returning a Hero Card
When you return a Hero, put its card and token or figure back in the row above the Development display.
Note: You can only have ONE HERO AT A TIME. If you get a new Hero, the previous Hero card and its matching token or figure go back in the row above the Development display.
Monsters Module
Imagine adding fearsome creatures from ancient myths and legends to your game with this module. These monsters bring chaos and destruction, unleashing terrifying attacks on players. They can destroy units, Wonders, and even Knowledge cards! But don’t worry, only the most powerful civilizations will be able to defeat these beasts and gain incredible rewards.
The Monster Module is designed to work seamlessly with all other components of the Core Box and Lost Kingdoms.
Getting Started
Hey there! If you’re ready to dive into your own thrilling monster-hunting adventure, let’s get you set up. First things first, you’ll need to decide how many monsters you want to face. Don’t worry, I’ve got a recommendation for you – no more than 3, so it doesn’t get too overwhelming.
Once you’ve made your decision, it’s time to bring out the Barbarian/Monster tokens. These tokens have a special twist – they show a Barbarian on one side and a monster on the other. Exciting, right? Randomly choose the number of tokens you selected, and mix them up with the rest of the Barbarian tokens for the specific map you’re using.
Now comes the fun part. Place all the tokens on the map, just like you normally would. But here’s the challenge – don’t peek at the fronts of the tokens. It’s a mystery waiting to unfold!
Example: This is a special type of token called a Barbarian Token. When I reveal it, the Mogwai comes into play.
Discovering a Scary Token
When you conquer a province and reveal a token with a monster on it, something spooky happens! First, you get 1 Culture point right away. Then, you get to grab the matching Monster token or figure.
But here’s the catch – you have to put the Monster token or figure back on the same province where you found it. The only exception is the Kraken, which goes on the closest Water tile.
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When I played with that Barbarian Token, something interesting happened – it’s like I unleashed a Mogwai! The Monster Token, or as I like to call it, the Miniature, is put right on the same province.
As soon as the Monster arrives, it goes on a rampage, destroying half of the Units on that province. But here’s the twist – the number of Units destroyed is rounded up. Then, it boldly returns those Units to their Capital tile.
To keep things organized, I placed the corresponding Barbarian/Monster token right below the space of the Development display that matches the number of players. Oh, and don’t forget to add one, because that’s what you do! Just count from the front, so in a game with four players, the token would go under the 5th card from the front of the Development display.
When there’s a Monster in a province, it doesn’t change who controls that province, and you can still conquer it like normal and move Explorers to and from it.
If a province becomes empty because of a Monster, you can conquer it again. In this case, it’ll cost the same as the Terrain value of the tile.
Monster Attacks
At the end of every turn, each Barbarian/Monster token moves one space further down above the Development display (to the right). This movement happens no matter how many other cards were taken from the Development display.
When the Barbarian/Monster token moves off the end of the track, the Monster attacks, and its Attack ability takes effect. If an ability gives you a choice between two or more options, you get to choose if you control the Province where the Monster is located.
Note: Some creatures also have a special ability that is always active and explained before their attack.
After the attack, the Barbarian/Monster token is placed under the fourth card in the Development display. If the Monster is still undefeated, it will attack again every 3 turns.
Defeating Creatures
To defeat a creature, you must have one of your Explorers in the same Province (or an adjacent province for the Kraken) on your turn. Then, you can take an action to defeat the creature by paying the specified cost mentioned in the Defeat ability.
When you defeat a creature, you immediately gain the benefit written on the card. You also take the Monster card and place it next to your City. The corresponding token or figure is removed from the board and the Barbarian/Monster token is eliminated from the game.