Necromolds: Monster Battles
Necromolds: Monster Battles Rulebook
Table of Contents
Table of Contents
Overview
In Necromolds®: Monster Battles, players build and battle golem armies using their Necromolds® spellbooks and Spell Clay™. The stronger the monster, the more clay it demands—so build your army wisely. Command your golems across the battle map and smash defeated enemies using your powerful Caster Ring™. The player with the last monster standing wins the game!
Components
- Battle Map
- 3 Spellbooks
- 6 Shared Play Cards
- 25 Gems
- 8 Command Dice
- 2 Distance Tools
- 2 Caster Rings™
- 2 Containers of Spell Clay™ (3.5 oz each)
- 6 Terrain Pieces
- 12 Combat Dice
Setup
Necromolds®: Monster Battles is designed for 2 players. To set up a game, follow these steps:
For different player counts and varying complexity, see the additional rules starting on page 11 (see Additional Game Mode: 3+ Players).
- Place the Battle Map and Gems: With players seated at opposite sides of the table, place the battle map at the center of the table and place the gems in a supply pile nearby.
- Give Players Their Starting Items:
- 4 command dice
- 6 combat dice
- 4 gems
- 1 Caster Ring™
- 1 distance tool
- 1 container of Spell Clay™
- Position Terrain Pieces: Each player rolls 3 combat dice and counts their attack hit symbols. The player with the highest result chooses and places a terrain piece anywhere on the battle map. Players take turns choosing and placing terrain until 3 pieces are on the battle map. Terrain pieces slot into the stands.
WARNING: Do not play with clay on or near carpet, upholstery, fabric, or other delicate surfaces. Doing so may cause damage. Clay is non-toxic but not intended to be eaten. Clay contains wheat.
- Choose and Mold Monsters: Using the Necromolds® spellbooks, each player molds an army of monsters until they run out of clay. An army can be made from any combination and number of monsters but they must be fully molded without gaps. It is recommended to use 2 or 3 spellbooks when making your army. When finished, return any leftover clay to your container and place your chosen spellbooks or matching shared play cards in front of you.
Shared Play Cards: These cards allow players to share spellbooks between their armies. During the game, a shared play card is used as if it were a spellbook. To print extra shared play cards at home, visit necromolds.com/rules.
Starting Tip: Having a hard time choosing which monsters to make for your first army? Try playing with 1 Insectomite, 3 Graveghouls, and use the rest of your clay to make Mud Mumps!
Making a Perfect Mold
STEP 1: Estimate how much clay you'll need for the monster and roll it into a ball. Place the ball at the center of the monster's mold cavity.
STEP 2: Carefully close the spellbook to squish the clay into the mold. If it is difficult to close, use less clay.
STEP 3: Open the spellbook and see how you did! If there are gaps, try again with more clay. Otherwise, remove the excess clay and wiggle the monster out of the mold by its base.
Cleanup: To allow for detailed monsters, the spellbooks have small holes which let trapped air escape during the molding process. Sometimes, clay gets stuck in these air holes. You can take apart a spellbook for cleaning by carefully lifting off the green mold inserts. Watch how at necromolds.com/videos.
- Position Armies on the Battle Map: Each player positions their army on the edge of the battle map closest to them, opposite their opponent. Monsters can be arranged in any order but must be touching the green border of the battle map edge.
Once both armies are in position, it's time to begin the battle!
Spellbook Diagram
Don't worry if it doesn't make sense yet. Turn the page to learn how to play and reference this diagram in the future!
- Name: The name of the monster.
- Support Type: The monster's support classification identifying its support skills. Advanced play.
- Size: The volume of clay used to mold a single monster.
- Magic Ability: A monster power that is only active when assigned a magic command die.
- Command Slots: The commands the monster can obey. Each slot can be assigned 1 matching command die at a time. Arrows on each slot specify the command's distance.
- Combined Command Slot: A single command slot with multiple command symbols that can be assigned one of those matching command dice.
- Unstable Command: A command slot with a jagged border that can only be performed by a single monster per round.
- Support Skill: A skill designated by a blue highlight that can be assisted by friendly monsters in close distance with a matching support skill. Advanced play.
- Melee Skill: Starting number of combat dice during a melee attack.
- Ranged Skill: Starting number of combat dice during a ranged attack.
- Defense Skill: Starting number of combat dice when defending against a melee or ranged attack.
- Faction: The monster's faction. Used in future game rules only.
- Passive Ability: A monster power that is always active and doesn't require command dice.
Gameplay
Necromolds®: Monster Battles is played in rounds until one player wins by smashing all their enemy's monsters. Each round, players roll and assign commands to their spellbooks. Then, players take turns choosing a spellbook and performing its commands. When all commands have been performed, the round ends and a new round begins.
There are three steps to each round:
- Determine Who Goes First
- Roll & Assign Command Dice
- Take Turns Performing Commands
Playing a Round
1. Determine Who Goes First: The player with the fewest monsters currently in their army will take the first turn.
If tied, each player rolls 3 combat dice and counts their attack hit symbols. The player with the highest result will go first.
2. Roll & Assign Command Dice: At the same time, both players roll their command dice and assign them to their spellbooks' command slots:
- Move: Move monsters and make melee attacks.
- Ranged Attack: Make ranged attacks against enemy monsters.
- Magic: Activate a magic ability or discard for 2 gems.
- Wild: Immediately flip it to the result of your choice: move, ranged attack, or magic.
Command dice can be assigned to any open matching slot on a spellbook. Assign command dice to your spellbooks based on their available matching command slots. Each slot can only be assigned one die. Spellbooks with multiple command slots can be assigned one command die per slot, allowing them to hold multiple dice.
Combined Command Slot: When a single command slot is shown with multiple command symbols, only one of those matching command dice can be assigned to it. When the commands share the same distance, the slot looks smaller.
Unstable Command: When a command slot is shown with a jagged border, the command can only be performed by 1 monster per round.
Magic Ability: A command die placed on a magic ability slot will immediately activate the ability and it remains in effect for the entire round unless otherwise noted by the ability's text. At the end of the round, the die is removed from the spellbook and its effect ends.
Sometimes ability text uses symbols. A list of symbols and their meanings can be found on the back of this rulebook.
Passive Ability: A passive ability is always active and doesn't require command dice.
Unassigned Dice: If you cannot or choose not to assign a command die, discard it for the round. Gain 2 gems for each discarded magic command die.
Combined Command Slots: Move and ranged command slots on a spellbook define the distance used when performing the command. For example, the Mud Mumps' combined command slot can be assigned either a move OR ranged command die.
3. Take Turns Performing Commands: On your turn, choose a spellbook that you control with move or ranged command dice assigned to it. Then, choose one of those commands to perform. All friendly monsters created from that spellbook may perform that command once.
Afterward, remove the command die from the spellbook to show that it has been performed.
Repeat this until there are no more move or ranged command dice remaining on the spellbook. Then, it is the other player's turn.
Some players may only have one turn during a round while others may have multiple turns in a row depending on how they've assigned their dice.
The round ends when both players have performed all of their assigned move and ranged command dice. Then, another round begins!
Distance Tool
The battle map does not use a movement grid; instead, the distance tool's edges are used to measure move and ranged distances.
There are three distances: close, medium, and far.
Each command slot has a defined distance that matches an edge of the distance tool.
Performing a Move Command
When performing a move, the monster moves up to the distance defined by the command slot.
Move Distance: Measure from the front of the monster's base to the end of the distance tool edge.
The monster can move less than its defined distance. The monster does not need to move in a straight line, but its total movement cannot exceed the length of the edge.
Movement Obstacles: The monster cannot move through solid terrain or enemy monsters and cannot end its move on smashed clay. The monster can move through friendly monsters.
Triggering a Melee Attack: If the monster ends its move in contact with an enemy monster, it immediately triggers a melee attack! A monster cannot end its move in contact with more than one enemy monster. Resolve the combat using the steps on the next page.
A melee attack is initiated when a monster ends its move in contact with an enemy monster.
Performing a Ranged Attack Command
When performing a ranged attack, the monster can make a ranged attack against an enemy monster that is within the distance defined by the command slot and in line of sight.
Ranged Distance: A ranged attack can only be performed if both your monster and the enemy monster can touch the defined distance tool edge at the same time.
Line of Sight: A ranged attack must be measured in a straight line from your monster to the enemy monster and cannot travel through solid terrain or other monsters. Terrain blocks line of sight.
Ranged attacks can be made through openings in terrain or over shorter obstacles.
Resolve the combat using the steps on the next page. Ranged combat can be performed when an enemy monster is in clear line of sight and distance of the attacking monster.
Resolving Combat
When two monsters enter combat, both players roll a pool of combat dice and compare their dice results to determine a winner.
Resolve combat by following these steps:
1. Assemble Dice Pools: Start with a number of combat dice in your dice pool equal to your monster's skill rating.
The attacking player uses the melee attack skill or ranged attack skill while the defending player always uses the defense skill.
2. Spend Gems to Add Combat Dice: You may spend gems to add temporary combat dice to your current dice pool. The gem cost is equal to the number of combat dice in the new dice pool. E.g., adding a 3rd combat die to the dice pool costs 3 gems. Adding a 4th combat die costs 4 gems.
Additional combat dice must be added one at a time. E.g., you must spend 4 gems to add a 4th die before spending 5 gems to add a 5th die.
The attacking player performs this combat step before the defender.
Spent gems are returned to their supply. If you run out of gems, you may use another token as a substitute.
3. Roll Dice Pools: Roll your combat dice pools. The attacking player counts their total attack hit symbols showing. The defending player counts their total defense hit symbols showing.
4. Determine Winner:
For melee combat: The player with the most hit symbols wins the combat and smashes the enemy monster with their Caster Ring. When tied, both monsters are smashed!
For ranged combat: If the defending player ties or rolls more hits, their monster survives. Otherwise, it gets smashed!
5. Collect Gems: Gain a gem for every gem symbol showing in your combat results.
If your monster was smashed, gain a gem for each combat die in your final dice pool. E.g., if you rolled 3 combat dice and your monster was smashed, gain 3 gems.
Smashed Monsters: When a monster is smashed, its clay is left on the battle map and is no longer considered a monster. Monsters can move over smashed clay but cannot end their move on smashed clay!
Ending the Game
The last player with monsters on the battle map wins the game! If two players simultaneously destroy each other's last monster in combat, they both win!
Resolving a Turn Example
Choose a Spellbook and Command: On his turn, Clint chooses his Graveghoul spellbook which has been assigned move and ranged command dice. Its magic ability has also been activated for the round. He chooses to perform the move command first. He moves Graveghoul A and B each a medium distance. Because Graveghoul B ended its move in contact with the enemy Insectomite, melee combat is instantly triggered.
Resolving Melee Combat
- Assemble Dice Pools: The Graveghoul's melee skill is 3, so it starts with 3 combat dice. The Insectomite's defense skill is 4, so it starts with 4 combat dice.
- Spend Gems to Add Combat Dice: Clint spends 4 gems to add a 4th combat die to his dice pool. His opponent chooses not to spend any gems.
- Roll Dice Pools: Clint rolls 4 combat dice and scores 4 attack hits while his opponent rolls 4 combat dice and scores 4 defense hits.
- Determine Winner: Clint's Graveghoul and the Insectomite tied with 4 hits each. Normally, in tied melee combat both monsters are smashed, but Insectomite's passive ability says: "When tied in combat, friendly monster is not smashed." The result is that only the Graveghoul is smashed!
- Collect Gems: Because Clint's Graveghoul was smashed and had 4 combat dice in its dice pool, he gains 4 gems. He also gains 1 gem for the gem symbol showing in his combat dice results. His opponent has two gem symbols showing, so they gain 2 gems.
Graveghoul B's Melee Attack Roll result: 4 attack hits, +1 gem. Insectomite's Defense Roll result: 4 defense hits, +2 gems. Graveghoul B and Insectomite tie in melee combat but because of the Insectomite's passive ability, only the Graveghoul is smashed! Because his monster was smashed, Clint gains extra gems (+4 gems).
With the melee combat resolved, Clint moves Graveghoul C. After melee combat is resolved, Clint continues performing his move command. He moves Graveghoul C and finishes the move command by removing the command die from the spellbook. Graveghoul C's line of sight is blocked by the terrain piece.
Choose Another Command: Next, Clint resolves the ranged command. Because the magic ability has been activated for the round, the Graveghoul's ranged attack distance increases from close to far. Normally, the Graveghoul has a close ranged attack distance. Because the spellbook has been assigned a magic die, its magic ability has been activated for the round. The Graveghoul's magic ability extends its ranged attack distance from close to far.
The enemy Insectomite is within a far distance with clear line of sight of Graveghoul A for a ranged attack. Graveghoul A makes a ranged attack against the Insectomite within a far distance.
Resolving Ranged Combat
- Assemble Dice Pools: The Graveghoul's ranged skill is 3, so it starts with 3 combat dice. The Insectomite's defense skill is 4, so it starts with 4 combat dice.
- Spend Gems to Add Combat Dice: Clint decides not to spend any gems. His opponent spends 5 gems to add a 5th combat die to their dice pool.
- Roll Dice Pools: Clint rolls 3 combat dice and scores 6 attack hits while his opponent rolls 5 combat dice and scores 5 defense hits.
- Determine Winner: Clint's Graveghoul scored more hits than the Insectomite, so the Insectomite gets smashed!
- Collect Gems: Because the enemy Insectomite was smashed and had 5 combat dice in its dice pool, they gain 5 gems. Neither player rolled any gem symbols, so they gain no additional gems.
Graveghoul A's Ranged Attack Roll result: 6 attack hits. Insectomite's Defense Roll result: 5 defense hits, +5 gems. Graveghoul A scores more hits than the Insectomite and smashes it! Its player gains extra gems.
Because no enemies are in far distance of Graveghoul C, Clint removes the ranged die from the spellbook. With no move or ranged command dice left on his Graveghoul spellbook, Clint's turn ends.
More Ways to Play: The Golem Occult Battle System™
Necromolds®: Monster Battles is powered by the Golem Occult Battle System™ (G.O.B.S.). This wargaming system introduces new players to the miniature gaming hobby by offering varying levels of complexity and game modes.
- Basic: Designed for young players.
- Advanced: Designed for experienced players.
- Solo Play: Take on Basalt LaSeur in this standalone solo battle.
- 3+ Players: Rule adjustments for playing with more than 2 players. Requires additional components.
Similar to popular fantasy roleplaying games, G.O.B.S. is designed to grow over time through a creative community. Discover and share new game modes at necromolds.com/rules.
Basic Play
Overview
Basic play is a very simplified game mode designed to help grown-ups teach the concepts of miniature gaming to young players. The goal of basic play is to slowly build up to the standard game rules, so it's helpful to read and understand the standard rules before teaching this game mode. If a rule ever seems too complex for a young player, simplify it or remove it.
Setup
- Place the Battle Map and Gems: With players seated at opposite sides of the table, place the battle map at the center of the table and place the gems in a supply pile nearby.
- Give Players Their Starting Items:
- 4 command dice
- 6 combat dice
- 2 gems
- 1 Caster Ring™
- 1 distance tool
- 1 container of Spell Clay™
- Mold and Place Armies: Using the Necromolds® spellbooks, players choose and make any monsters until they run out of clay. The monster's skills and abilities do not matter because all monsters are considered the same in basic play!
Then, return the spellbooks to the game box. They will no longer be needed for the game. Finally, players position their armies on opposite edges of the battle map to begin the battle!
Distance Tool
In basic play, players may measure using any edge of the distance tool when performing commands.
Gameplay
The game is played in rounds until the last player with monsters on the battle map wins the game.
There are two steps to each round:
- Roll Command Dice: At the start of the round, both players roll their command dice at the same time and look at their results.
- Take Turns Performing Commands: The player with the fewest monsters in their army takes the first turn. If tied, the youngest goes first. On your turn, choose a command die and perform its command. Then, discard the command die for the round to end your turn. Take turns until all command dice are discarded. Then, another round begins!
Commands
- Move: Move any 2 monsters using the full length of a distance tool edge. If a monster ends its move in contact with an enemy monster, immediately resolve melee combat.
- Ranged Attack: Have 1 monster perform a ranged attack against an enemy monster. The distance tool must be able to touch both monsters at the same time. If it does, immediately resolve ranged combat.
- Magic: Discard the magic die for the round to gain 1 gem.
- Wild: Perform the command of your choice: move, ranged attack, or magic.
Resolving Combat
Resolve combat by following these steps:
- Assemble Dice Pools: For melee combat: The attacking player starts with 4 dice while the defending player starts with 2 dice. For ranged combat: Both players start with 2 dice. For all combat: The player with the larger monster adds 1 extra die to their dice pool.
- Spend Gems: You may spend 1 gem to add 1 extra die to your dice pool. The attacking player must decide if they are spending a gem first.
- Roll Dice Pools: Roll your combat dice pools. The attacking player counts their attack hit symbols showing. The defending player counts their defense hit symbols showing.
- Compare to Determine Winner: For melee combat: The player with the most hit symbols wins the combat and their enemy's monster gets smashed. When tied, both monsters are smashed! For ranged combat: If the defending player ties or rolls more hits, their monster survives. Otherwise, it gets smashed!
- Collect Gems: Gain a gem for every gem symbol showing in your combat results.
Smashed Monsters
Players get to smash their own monsters when they lose. Return smashed monsters to their clay containers.
Note: Young players can be very competitive and are still developing the skills to respectfully win or lose. Rewarding a loss by letting the player smash their own monster helps emotionally balance the defeat. Once ready, try letting players smash each other's monsters as a reward for victory.
Ending the Game
The last player with monsters on the battle map wins the game. If both players simultaneously destroy each other's last monster in combat, they both win!
What Next?
As young players' skills develop, consider adding more complex standard rules in the following order:
- Add terrain pieces to the battle map which block movement and line of sight.
- Use spellbook skill ratings to determine starting combat dice pools.
- Use spellbook command slot distances to determine which edge of the distance tool to use when performing move and ranged commands.
- Assign command dice to spellbook command slots.
- Use spellbook passive and magic abilities.
Hidden Objects Mini-Game: The Battle of Twins Vale
The second recorded battle of The Golem Wars took place in the Deepwater farming village of Twins Vale. Known for its vulgaberry* farms, the rural region was lorded over by the Sorceress twins Ruthel and Ezmira; who were ruthless and cunning respectively. Taken by surprise, their serfs plunged into a hasty battle for their lives. Insectomites stormed the streets, Veggitoads darted through alleys, Graveghouls filled their coffins, and Mud Mumps ran amok, leaving no doubt to the battle's ill-fated outcome. Leaving her sister to hold back the golem forces for as long as she could, Ezmira fled to cry warning of the invasion.
Separated from her bonded sister, Ruthel's magic weakened. She fought to maintain the protective barrier cast around the village's main hall where the wounded and sick sheltered from battle. With no sight of Ezmira or reinforcements, she expended the last of her power to retreat.
Both sisters escaped the battle with their lives but lost the village of Twins Vale to LaSeur's Necromolds. This victory gave LaSeur the foothold he needed within Argil and became a staging ground for his push into the continent.
*Vulgaberries are not named after their vulgar appearance as traditionally believed but after the vulgar expressions farmers often shout when harvesting the thorn-husked fruit.
Can you find them all on the battle map? 38 Mud Mumps, 7 Necromolds, 2 Baked Pies, 1 Pair of Boxers, 1 Caster Ring, 1 Banner, 5 Coin Purses.
Advanced Play
Advanced play enhances the standard game of Necromolds®: Monster Battles with extra rules for more experienced players.
Add the following advanced rules to the standard rules of the game:
Weakening Command
During Setup: If you build your army using monsters from only 1 spellbook, start the game with only 3 command dice.
During the Game: If you are reduced to only 1 spellbook with active monsters remaining on the battle map, lose 1 command die at the start of the next round.
Rerolling Commands
When Assigning Command Dice: You may discard 1 command die for the round to reroll any of your remaining command dice.
You may discard 2 command dice for the round to change 1 command die to the result of your choice.
Discarding a magic die when performing either action still awards the player with 2 gems.
Gem Rage
During Melee Combat Only: After rolling combat dice pools, the melee attacking player may invoke gem rage, collecting any of their combat dice showing a gem symbol and rerolling them.
Invoking gem rage costs 1 gem per die collected and can only be performed once per combat.
Support Skills
Skill symbols shown with a blue highlight are support skills. Friendly monsters in close distance that share a support skill aid each other in combat. They may reroll 1 die in that skill's combat dice pool results. Monsters must be from different spellbooks and must remain in close distance to be supported. A skill can only be supported by one monster at a time.
When both players' monsters are being supported in combat, the attacker rerolls first.
Support Types
- Forsaken (none)
- Maniac (melee)
- Pest (ranged)
- Guardian (defense)
- Ravager (melee, ranged)
- Thrasher (melee, defense)
- Tormentor (ranged, defense)
- Abomination (melee, ranged, defense)
Support Skills Example: Insectomite (Guardian) and Batadactyl (Tormentor) share a defense support skill. The Insectomite and friendly Batadactyl are within a close distance. That means both can reroll a combat die when using their defense skill. Remember: Supporting monsters must be from different spellbooks, e.g. an Insectomite cannot support another Insectomite.
Solo Play: Basalt LaSeur's Revenge
Prepare yourself! By way of the dangerous Caster Ring locked around your finger, Basalt LaSeur's soul-power is rising up to take over your mind so he may escape from his banded prison. The only way to keep him sealed away is to defeat him. Summon your strongest forces to stop him at his own game before it's too late!
In Basalt LaSeur's Revenge, you will battle against a fragment of Basalt LaSeur's soul-power which has been imprisoned within your Caster Ring. Unless stated otherwise, follow the standard game rules.
Setup
- Place the Map, Gems, and Terrain: Place the battle map at the center of the table and place the gem supply pile nearby. Choose and place up to 3 terrain pieces anywhere on the battle map.
- Collect Your Starting Items:
- 8 command dice
- 12 combat dice
- 4 gems
- 1 Caster Ring™
- 1 distance tool
- 1 container of Spell Clay™
- Mold and Place Your Monsters: Create and position your army following the standard game rules.
- Summon and Place Basalt's Army:
- Shuffle all shared play cards face-down into a deck.
- Reveal the top shared play card.
- Roll 4 combat dice and count the defense hits. Make that many monsters from that spellbook.
- If a spellbook offers multiple size options (e.g., Veggitoad), alternate between largest and smallest.
- Assign the shared play card to Basalt's army.
- Repeat steps 2–5 until Basalt runs out of clay. Use any leftover clay to make more of the smallest monster already assigned to Basalt's army.
- Place Basalt's army on the edge opposite of your own with each monster next to a different monster in the line up. Give Basalt 4 starting gems.
Gameplay
Basalt LaSeur's Revenge is played in rounds until either you or Basalt win. It is similar to a standard game of Necromolds®: Monster Battles, except in each round you'll be rolling one large pool of command dice and taking turns choosing and assigning them. You'll also be carrying out Basalt's turn.
There are two phases to each round:
- Roll, Draft, & Assign Command Dice
- Take Turns Performing Commands
Note: During a solo battle, Basalt LaSeur shares your mind. He always makes the best choice possible to increase his chance at victory. If he ever makes a decision which causes you to think "It would have been smarter to do _____ instead," he instantly does that. Basalt LaSeur isn't here to give you an easy victory; he wants to defeat you and steal your mind!
1. Roll, Draft, & Assign Command Dice: Roll all 8 command dice. The player with the most active spellbooks in their army chooses the first command die and immediately assigns it to one of their spellbooks. An active spellbook is one that still has monsters created from it on the battle map.
If tied, the player with the fewest monsters chooses and assigns first. If still tied, you and Basalt each roll 3 combat dice and compare attack hits.
Take turns choosing and assigning command dice until there are none left. To draft dice for Basalt LaSeur, see "Basalt's Dice Draft Guide."
2. Take Turns Performing Commands: Each round, the player with the fewest monsters takes the first turn. If tied, you and Basalt each roll 3 combat dice and compare attack hits.
On your turn, choose a spellbook and perform its commands following the standard game rules.
On Basalt's turn, see "Basalt's Turn Guide."
For resolving combat and ending the game, follow the standard game rules.
Basalt's Dice Draft Guide
Read the questions below in order. If the answer is Yes, follow the instructions to end Basalt's turn. If No, or if the required command die is not available, continue on to the next question.
- Can Basalt's monster make a ranged attack this round? If Yes: Select and assign it a ranged command die.
- Can Basalt's monster move to make a ranged attack this round? If Yes: Select and assign it a move command die. On Basalt's next turn, assign it a ranged command die.
- Can Basalt's monster move to make a melee attack this round? If Yes: Select and assign it a move command die.
- Do the following: Assign a move command die to the monster that is furthest from an enemy — OR ELSE — assign a move command die to the monster that is closest to an enemy — OTHERWISE — do whatever seems most advantageous for Basalt.
Other Basalt Dice Draft Rules
- Wild First: Basalt will always select a wild die if one is available.
- Action Priority: When given the choice, Basalt always assigns the die to the shared play card which will result in the most actions that turn. Usually, this is the card with the most monsters in play. E.g., if either 2 Insectomites or 4 Mud Mumps may be assigned and perform ranged attacks, Basalt will prioritize the Mud Mumps.
- Discard for Gems: Basalt always chooses command dice that can be assigned to an open command slot. If Basalt is forced to select an unusable die, he discards it for 2 gems no matter its command type.
- Magic Last: When a magic command die is required to perform a melee or ranged attack, Basalt will choose and assign it after choosing and assigning the other required dice.
Basalt's Turn Guide
On Basalt's turn, choose the shared play card with move or ranged command dice assigned to it that will result in the most combat. Usually, this is the one with the most monsters on the battle map.
Then read the questions below in order. If the answer is Yes, follow the instructions. If No, continue on to the next question.
Remember to remove the command die from the shared play card after performing the command. Repeat this until there are no more move or ranged command dice remaining on the shared play card. Then Basalt's turn ends.
- Can Basalt's monster(s) make a ranged attack? If Yes: Perform the ranged attack command and resolve the combat.
- Can Basalt's monster(s) move and then make a ranged attack? If Yes: Perform the move command. Then, perform the ranged attack command and resolve the combat.
- Can Basalt's monster(s) move to make a melee attack? If Yes: Perform the move command and resolve the combat.
- Otherwise do the following: Perform Basalt's command(s) as best you can. Remember, you share a mind!
Other Basalt Combat Rules
- Weak Targets: For melee and ranged attacks, Basalt always targets the enemy within distance with the weakest defense skill first. If tied, he targets the larger enemy.
- Strategic Movement: When Basalt moves a monster that doesn't result in melee combat, he always moves it toward its closest enemy. When moving a monster to get within distance to perform a ranged attack, he only moves it enough to get within the required ranged attack distance.
- Big Spender: If Basalt can afford to spend gems to add a combat die to his dice pool, he does so — but only adds 1 die per combat. If the combat will result in Basalt either winning or losing the game, he will add as many combat dice to his dice pool as he can afford.
Additional Game Mode: 3+ Players
To expand the battle beyond 2 players, you'll need the Battle Box 4-Player Upgrade (sold separately).
Additionally, each player will need their own Caster Ring™ and unique color clay. Game components and accessories can be purchased at necromolds.com.
Rule Adjustments
During Setup: Each additional player adds approx. 20 minutes of playtime. For faster games, have each player use less clay when building their army.
Make sure all starting armies are equally spaced apart on opposite edges and/or corners of the battle map. This may take some discussion and agreement by all players.
During the Game: Players take turns from the smallest army (fewest monsters) to the largest. Give each player their matching turn order card. If multiple players are tied, shuffle their turn order cards and deal them randomly.
Turn order cards can also be used to break ties during the game, such as during terrain setup.
Players are eliminated from the game the moment they have no monsters remaining.
Need help? Visit: necromolds.com/rules
FAQ
Gameplay Questions
Do I need to assign and/or perform commands from left to right on a spellbook? No. You may assign and perform commands in any order.
Can I switch between performing two command dice? No. When you choose a command die to perform, you must finish performing it before choosing and performing the next command.
What do I do with command dice assigned to a spellbook that no longer has monsters on the battle map? Discard the dice until the next round. Discarding a magic die this way does not award gems.
Does the direction a monster is facing matter? No. A monster can move or attack in any direction.
Can a spellbook be left empty for the round? Yes. You are not required to assign a command die to every spellbook or command slot each round.
What happens if two Insectomites tie in melee combat? When two Insectomites tie in melee combat, both get smashed!
Do supporting monsters need to be the exact same support type? No. Different support types still aid each other in close distance if they share a support skill. E.g., a guardian (defense) and a thrasher (melee, defense) would still support each other's defense skill within close distance.
Clay Questions
What ingredients are in Spell Clay™? Spell Clay™ is non-toxic and made from: water, flour, pigments, and expanding agent.
Is Spell Clay™ gluten-free? No. Spell Clay™ contains wheat and is not gluten-free.
Why is my Spell Clay™ sticky and too soft to remove from the mold? Sometimes, new Spell Clay™ can contain too much moisture resulting in it being extra soft and/or sticky. The simple fix is to let the clay air dry for approx. 10-20 minutes to reduce the moisture. Another solution is to put the clay in the freezer for a few minutes. Otherwise, try adding a dash of flour to the clay, which will absorb the extra moisture.
What do I do when my Spell Clay™ begins to dry out? You can try adding drops of water to the Spell Clay™ to restore its softness.
Can I use other brands of clay? Yes. Many popular brands of soft dough-like clay are compatible with Necromolds® and are widely available and inexpensive. 3oz to 4oz per player is recommended.
Can I dry and paint the monsters? Yes! You can mold and air dry your favorite monsters before painting them. It is best to air dry several copies at once on a baking rack, as the clay may crack when shrinking.
For more frequently asked questions, visit: necromolds.com/faq
Optional Fan Rules
G.O.B.S. is designed to be expanded upon and molded by players. Create new ways to play and share them with others online! Check out these house rules our playtesters came up with during development:
- Turn Order Choice:* The player with the fewest monsters (or who wins the tiebreaker roll) chooses to go first or second in a round.
- Turn Order Gems: When breaking ties for taking the first turn, the player who loses the tiebreaker roll gains any gems they rolled.
- Partial Cover: When defending against a ranged attack, a monster which is more than 50% covered by terrain adds 1 combat die to their dice pool.
- High Ground: When playing with custom terrain pieces, a monster attacking down at an enemy adds 1 combat die to their dice pool.
- Directional Attacks: A monster attacking an enemy from behind adds 1 combat die to their dice pool. It is important that both players know the front and back of each model before playing, as each monster can only attack in the direction it is facing.
- Command Gems: When assigning your command dice, you may spend 4 gems to reroll any or all of your command dice.
- Four Corner Deployment:* During setup, each player splits their army into two groups and places their groups in opposite corners of the battle map. The player who went second when placing terrain pieces chooses their corners and places their monsters first. Monsters must be touching the green border and cannot be further than a medium distance out from the corner.
- Wilder Wilds:* Wild command dice can be assigned to combined command slots as wild and are not determined until performing the command.
- Decisive Combat:* Melee attacks trigger after performing a move to any/all monsters from a spellbook. Then, resolve melee combat for each monster in contact with an enemy. Multiple monsters in contact with a single enemy only attack one at a time. When performing a ranged attack, all targets must be decided before performing ranged attack combat.
- Hindering Terrain: Monsters can move over smashed clay but must end their move immediately after passing over it (provided their movement allows them to reach a clear space).
*= Basalt's Favorite!
More Fun with Clay: Each player receives an additional container of clay at the beginning of the game for performing the following actions:
- Magic Wall [Add or Remove] — When: At end of turn | Cost: 3 gems (add), 5 gems (remove). Create a wall of clay and place it anywhere on the battle map. The wall must be taller than a Mud Mump and it follows standard terrain rules. A magic wall may be removed by any player who takes a Magic Wall action to remove it, destroying the clay.
- Magic Missile — When: During turn | Cost: 6 gems. Create an Insectomite and roll it into a ball. Drop the ball from an arms length or higher above the table onto the battle map. Do not throw the ball. Smash all monsters that are crushed or knocked over by the ball. Then, the ball of clay is destroyed.
- Magic Blast — When: During turn | Cost: 8 gems. Roll a ball of clay and flatten it. The flattened ball must be at least as thick as a monster's base. Hover the flattened ball over any area of the battle map and lower it until it makes contact with a monster. All monsters that are under the flattened ball must individually roll their defense skill against separate 3-die ranged attacks. If a monster scores fewer hits, it gets smashed. Then, the magic blast clay is destroyed.
For more fan rules and scenarios, visit: necromolds.com/rules
Download the community created Necromolds: Mud Bowl game mode!
Credits
Dear Kickstarter Backers...
Your support and enthusiasm during the 2019 campaign were indispensable to its success. It's because of you that we have 11 series 1 spellbooks, a box large enough to carry them all in, and more. The game design and final product all benefited from your involvement. I cannot thank you enough for giving me the opportunity to bring this idea to life!
In 2017, I started developing the game based on one sentence written in my notebook: "Wizards battle with clay figures to show their power!" After a lot of work, a lot of help, and a bit of magic, that sentence has turned into the world you hold in your hands.
Please continue to share and play Necromolds with your family and friends. Take pictures of the mayhem on your battle map. Create your own battle scenarios. Dry, paint, and share your miniatures. Teach the next generation of miniature hobbyists. The more our community grows, the more expansive the Necromolds' world can become!
Clint Bohaty Creator of Necromolds®
World and Game Design: Clint Bohaty Illustration: Thad Stalmack II 3D Modeling: Thomas Grave Lore Writing: Julian Bernick Rulebook Layout: Sarah Swindle Rulebook Editing: Em Handy Rulebook Consultant: Alexandar Ortloff
Special Thanks: Peter Aoun, Erik Stanfill, Joe Wiggins & Panda Game Manufacturing, Zac Armstrong, Hayley Aseltine & E.N. Reynolds, Matthew Binder, Sarae Boone, Benjamin Dolle, Albert C.H. Green, Kaitlin Kelly, Stu Lombardo, Kenny Murphey, Austin Otto, Jocelyn Sanchez, Ricky Becher, Xander Zschokke
Playtesters: Alexander S. Cooper, Alexander Buirch, Andre Zuniga, Austin Cooper & Jerry Cooper, Bastian Bair, Benjamin Dolle, The Berens Clan: Bill, AnaLisa & Logan, Bobby Fleetwood, Chelzee Lemm-Thompson, Chris Ermel, Dr. Christian Karl, Daniel P. Raven, Elvyn Leviste, Em Handy, Jamie Wilbie, Jo "Broodhelm" Hennessy, Johnathan Bair, Jonatan Hämäläinen, Joseph & Atticus Krump, Josh Hunter, Kenny Murphey, Kyrinn S. Eis, Lilly Bergmeister & Jan Bergmeister, Luca "Leyart" Galli, Malte Wessel, Marcel Wilbie, Michael Reno, Mitch Zielke, Pati Hyun, Patrick Q & Katelen S. Haas, The Schmidt Clan: Tyler, Brittany, Peyton, Collin, Audrey & Liam, The Seda Clan: Leon, Wil, Chris & John, Shane Knerl, Talon Mortrell, Therese Larkin, Tim Nash, Zac Armstrong
How-to-Play videos: necromolds.com/videos Digital rulebooks: necromolds.com/rules Missing or broken parts?: necromolds.com/parts For all other questions: [email protected]
© 2025 Necromolds LLC. All rights reserved. | US: Necromolds LLC, PO BOX 11192, Minneapolis, MN 55411, USA. | UK: Zatu Games, 40 Barnard Road, Norwich, Norfolk, NR5 9JB, UK. | EU: Surfin' Meeple, 161 Rue Fernand Audeguil, 33000 Bordeaux, France. | WWW.NECROMOLDS.COM
Quick Reference
Playing a Round
- Determine Who Goes First: Each round, the player with the fewest monsters goes first. If tied, each player rolls 3 combat dice and compares attack hits.
- Roll & Assign Command Dice: At the same time, players roll and assign their command dice to their spellbook command slots.
- Move: Move monsters and make melee attacks.
- Ranged Attack: Make ranged attacks against enemy monsters.
- Magic: Activate a monster's magic ability or discard for 2 gems.
- Wild: Your choice: move, ranged attack, or magic.
- Rerolling Commands: Discard 1 command die to reroll any of your remaining command dice. Discard 2 command dice to change 1 to the result of your choice.
- Take Turns Performing Commands: On your turn, choose one spellbook and resolve the command dice assigned to it. All monsters created from that spellbook can perform the commands once. Remove the command die after performing it. The round ends when both players have performed all of their assigned commands.
Movement Obstacles: Monsters cannot move through solid terrain or enemy monsters and cannot end their move on smashed clay.
Triggering a Melee Attack: If a monster ends its move in contact with an enemy monster, it immediately triggers melee attack combat!
Line of Sight: Ranged attacks must travel in a straight line and cannot travel through solid terrain or monsters.
Ranged Attack Combat: If your monster is within distance and line of sight of the enemy monster, it can perform a ranged attack!
Combat
- Assemble Combat Dice Pools: Your starting combat dice pool is equal to the monster's skill rating (melee, ranged, or defense).
- Spend Gems to Add Combat Dice: You may spend gems to add to your dice pool. The attacking player must decide first. Gem cost = size of new dice pool. E.g., adding a 3rd die costs 3 gems.
- Roll Dice Pools: Roll your combat dice pools. The attacking player counts their attack hits while the defending player counts their defense hits.
- Determine Winner: For melee: The player with the most hits wins and smashes the enemy monster. When tied, both monsters are smashed! For ranged: If the defending player ties or rolls more hits, their monster survives. Otherwise, it gets smashed!
- Collect Gems: Gain a gem for every gem symbol showing in your combat dice results. If your monster was smashed, gain a gem for each combat die in your final dice pool.
Supporting Monsters: Unique friendly monsters within close distance that share a support skill can reroll 1 die in that skill's dice pool results. A skill can only be supported by one monster at a time.
Gem Rage: The melee attacking player may reroll any of their combat dice showing the gem symbol for 1 gem per die. Once per combat.
Weakening Command: Lose 1 command die when you only have monsters from 1 spellbook remaining on the battle map.
Ending the Game: The last player with monsters on the battle map wins the game!
Common Game Icons
- Commands: Move, Ranged, Magic, Wild
- Distances: Close, Medium, Far, Distance to Size
- Misc.: Friendly, Enemy, Smashed, Locked, Reroll
- Skills: Melee Attack, Ranged Attack, Defense
- Combat: Attack Hit, Defense Hit, Gem
Learn all the monster abilities at necromolds.com/spellbooks