Skytear Horde Monoliths Rulebook
Skytear Horde Monoliths Rulebook
Rulebook
An arcane and unknown power has taken over the world of Skytear, controlling hordes of
monsters led by dreadful elementals, the outsiders. Legendary heroes from all the realms have
set aside their rivalries and forged an alliance to repel the common threat, once and for all!
INTRODUCTION
Start Here........................................................................... 2
Overview............................................................................. 3
Components....................................................................... 4
Setup................................................................................... 6
KEY CONCEPTS
Key concepts...................................................................... 8
Abilities.............................................................................10
Minions and back line......................................................10
Outsiders..........................................................................11
SEQUENCE OF PLAY
Horde Phase.....................................................................12
Alliance Phase..................................................................13
Treachery Phase..............................................................14
Skytear Horde is a card game with two game modes:
Fight Phase.......................................................................15
Pillage Phase....................................................................16 SOLO-COOPERATIVE One or two players fight as the
End Phase.........................................................................16 alliance against the horde controlled by the game itself.
Cooperative Mode............................................................16 The rulebook explains the solo and cooperative game
Competitive Mode............................................................17 mode first because it is the main way to play.
Alliance overview.............................................................18
Horde overview................................................................19
THE SETS OF SKYTEAR HORDE
Lore...................................................................................20
Customizing Decks..........................................................20 Monoliths is the second set of cards for Skytear Horde. It
can be played on its own or combined with the first set.
On page 21 you can read some notes to help you mix the
ADDITIONAL RULES two sets together.
The original Skytear Horde set........................................21
Quite a few rules changed in Monoliths. Be mindful of
Additional rules for abilities............................................21
this if you have already played the original or even if
Glossary............................................................................22
you plan to learn to play by watching videos from third
Universal abilities reference............................................24
parties, make sure they are using the rules of Monoliths.
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2
Overview
3
Components
AND CARD ANATOMY
These are the 250 cards in the Skytear Horde: Monoliths base box.
E F L A Name
B Abilities
A K A A D Attack (p. 8)
H F M N
J E Mana Boost (p. 12)
B B B
D I C C D C F Horde: Slitherers, Sinklings,
O
Monoliths (p. 7)
Organize into three decks, one for Organize into three decks, one for G Treachery (p.14)
each horde, based on the symbol each faction, based on the color of the
in the top right corner (F). banner behind the card name (A).
H Horde card type: monster,
spell, or attachment (p. 12)
and a possible qualifier
4 MINION CARDS 8 PORTAL CARDS 3 OUTSIDER CARDS
such as Epic (p. 23)
These replace the cards from S Portal stage: I, II, III, IV (p. 7)
the original Skytear Horde set.
They have this symbol at
T Type: enchanter, colossal,
1 BAR CODE AND the bottom of the cards. or immortal (p. 11)
1 FULL ART CARD
The bar code card is only U Outsider Enchantment
used to identify the card sets. (p. 11)
The full art card can be used
instead of the regular card.
4
60 TOKENS
There is no limit on tokens in the game. If you run out of tokens from the box, use alternate components to represent these tokens.
2 Lane Markers
HORDE RARITY
The icon indicates the set (e.g. The original
Skytear Horde or Monoliths).
CODE ARTIST
ALLIANCE RARITY
The icon indicates the set.
5
Setup
4 2
1
6 3
8
1 TOKENS
Place the two lane markers in the center of the table so that
the numbers progress from 0 to 10.
Area for monsters Leave room for a row of cards above and below the lane
markers for monsters and allies.
2 CASTLE CARD
Place a castle of your choice to the right of the lane
CASTLE'S markers (for your first game use “Beraph of Grialth”).
STARTING Place the castle health token on the lane marker to track
HEALTH the castle's starting health. Use the token's +10 side to add
10 to the number on the track.
FACTION (COLOR):
3 ALLIANCE DECK
LIOTHAN KURUMO
To play with pre-made decks, each player shuffles together
TAULOT NUPTEN 40 alliance cards from the same set and of the same
faction as their castle. (For your first game, use the blue
SET: and/or green decks from the Monoliths set).
6
4 PORTAL CARDS
STAGE
Take the 2 portal cards with the same game mode. For
your first game, use the solo or cooperative game mode.
Game modes:
Form a face-up pile ordered by stage number with stage
Solo
I on top and stage III on the bottom. Portals are 2-sided,
their stage is a roman numeral: in order: I, II, III, and IV.
COOPERATIVE
COMPETITIVE 2 players
Place these portals to the left of the lane markers.
COMPETITIVE 3 PLAYERS
5 MINION CARDS
Place the four minion cards above the space reserved
for monsters (their order does not matter).
you will place destroyed monsters, spells, etc... * The exact number of cards is not important and may vary from
set to set and also depending on the expansions you have.
7 OUTSIDER CARD
Place an outsider of your choice face-up and within
Any outsider can be paired with any
reach. (For your first game use "Purple Circle", see
horde, even though some outsiders are
image. The text at the top of it tells you to Reinforce thematically connected with a specific
3. To do so, just place 1 health token on 3 different horde as indicated on page 19.
minions of your choice. You can learn more about the
Reinforce keyword in the glossary.)
7
Key Concepts
On the next few pages, you will find the key concepts STRIKE AND DAMAGE
needed to start playing. For more complete definitions
see the additional rules and glossary at the end of the
rulebook.
THIS MONSTER HAS
MONSTERS AND ALLIES taken 3 damage and
has zero health, It
is destroyed.
monster ally
8
DESTRUCTION MANA
When the health of a card is 0 or less, follow these steps:
1 Resolve the card's "Destroyed:" ability. THE MANA TOKENS TRACK YOUR MANA
2 Discard the card's tokens and attachments.
3 The card leaves play. Depending on the card type:
Each player has their own deck and hand of cards. Remember that monster tokens do not let you draw a
Players can have at most 7 cards in hand at the end of card when destroyed.
the turn.
Each deck has its own discard pile. When you discard a
card, place it face-up in the appropriate discard pile (the
order of the cards in the discard piles does not matter).
9
Abilities Minions & Back Line
GENERAL RULES FOR ABILITIES The four minions are a special type of monster
threatening your resources (your alliance deck) instead
You must always resolve abilities as much as possible. of your castle.
(E.g. "Destroy 2 monsters" will destroy only 1 monster if
there is only one in play.) The back line is a game zone where the four minion
cards stay in play.
If something is tied or not specified, you are free to
decide. (E.g. "An ally gains 1 " lets you choose any During the pillage phase, the stronger the minions in
ally in play. Or if multiple abilities would resolve at the the back line, the more cards you will have to discard
same time, you decide the order in which they resolve.) from your alliance deck. Remember: all players lose if an
alliance deck runs out of cards!
These are the 2 most important rules to know. On page
21, you can see additional rules to help you resolve all Abilities can target monsters in the back line as long as
kind of abilities in case you have any doubts as you play. they do not specify the targeted monster must be in a
lane or in the front line.
Ready
Exhausted allies Exhausted
ally and tower castle
10
Outsiders
The outsider is the boss leading the horde and your goal COLOSSAL OUTSIDERS
is to destroy it. The outsider starts out of play and will
later be summoned from the outsider pile.
OUTSIDER PILE
At the start of the game the outsider pile is empty.
11
How to Play: Horde Phase
12
Alliance Phase
Each player may take these actions any number of UNIVERSAL ALLY
times, and in any order, during the alliance phase.
"EXHAUST:" ABILITIES
Fully resolve one action before taking another.
All allies have these universal abilities that you can use
Once all players are done taking actions, proceed to the
despite not being explicitly written on their card text.
treachery phase.
3 Resolve the card's "Play:" abilities, if any. You may want to do this in order to strike minions later on
during the fight phase. If you don't, they will pillage and
∞ USE “EXHAUST:” ABILITIES force you to discard cards from your deck.
For more details on the exhaust mechanic see page 10. DRAW
"Exhaust, pay 1 mana: Draw a card".
∞ DISCARD ALLIANCE CARDS
Discard one ally or tower in play.
TOWER CHARGES
Tower "Play:" abilities will often add to them.
These tokens are basically charges, since their
abilities will often read: "Exhaust, remove 1 :"
13
Treachery Phase
2 ALLIANCE REACTIONS
Each player may take the two actions below any number
of times and in any order.
14
Fight Phase
Follow the steps below for each lane from left to right.
3 STRIKE
Towers do nothing in this step while monsters and allies
in the lane will strike each other, see right sidebar.
UNENGAGED ALLY
If the lane has an unengaged ally (ready or
exhausted), the ally strikes the portal, dealing
4 RESOLVE THE NEXT LANE
damage to the portal equal to their attack.
Repeat the three previous steps for the next lane to the
If the portal is destroyed, resolve its "Destroyed:"
right until you have resolved all lanes.
ability and replace it with the next stage portal in
If all six lanes have been resolved, proceed to the pillage its upright position.
phase.
15
Pillage Phase End Phase
Follow these steps: If the outsider was destroyed this turn, you win!
"Pillage:" abilities of monsters in the back line resolve YOU ARE READY TO PLAY!
during this step too.
You do not need to read further in order to play your first
You can decide the order in which monsters pillage and game.
resolve their "Pillage:" abilities (this is a general rule for
all abilities triggering at the same time). As you play, make sure to have the player aid cards
nearby and reference the glossary at the end of the
rulebook to look up the meaning of the keywords found
2 RETURN PILLAGERS on cards.
Move each monster with the "Pillager" keyword to the Good luck and have fun!
back line. Usually, this will mean returning the minions
that were engaged during a fight back to the back line.
16
Competitive Mode
The competitive game mode is a secondary way to play ADDITIONAL HORDE PHASE STEPS
Skytear Horde with 2 or 3 players.
At the end of the horde phase, follow these steps:
One of them is known as the horde player and will be
controlling the horde while the other player(s) will follow
1 The horde player can take any number of the actions
below in any order.
the same rules of a solo or cooperative game.
2 The horde player draws 1 horde card.
The horde player is a bit like a dungeon master in role
playing games, their goal should be to make sure the
3 The horde player gains 1 mana.
17
Alliance Overview
WHERE TO START...?
If you have the whole collection with 8 hordes and
THE BATTLE PLAN
8 alliance pre-made decks, there are 64 possible Get an alliance deck, custom or pre-made, and go
combinations out of the box... And this is without even on to fight against all the hordes in your collection
considering additional outsiders and custom alliance in the order listed in the opposite page.
decks!
If you do not want to choose an alliance deck,
Unless you like the idea of randomizing all these follow the order below. (I.e. Start from Liothan
choices all the time, having so many options can be Shapeshifters and end with Nupten Diviners.)
overwhelming.
If you win 6 or more games, you can consider
In the right sidebar there is a battle plan to go through all yourself victorious, and it is time to defend
the alliance and hordes of your collections. another realm with another alliance deck.
Speed is the name of the game! A Kurumo deck that uses bigger
Attachments will empower your warriors. Make the best use of
relatively weak allies. Remember: attachments and upgrades to
the best defense is a good build unstoppable allies!
offense!
18
Horde Overview
The Death Dealer will raise an The Silent Damsel ensures her
army of undead, spirits, and onis monstrous sea creatures crash
to fill the lanes. Hope you like into the battlefield concealed.
skeletons. Will you face the terrors blindly
or wait for them to reveal
themselves?
19
The Lore Custom Decks
Legendary heroes from all the corners of Olan Taa are The only general rule not written on the castle card is:
called to fight side by side in these desperate times. Once across all players' decks, there can be at most 1 copy of
deadly foes, they are now bound to each other in the any Mythic or Legendary card, 2 copies of any
name of the Alliance. Under their guidance, humankind Rare card, and 3 copies of any Common card.
could hinder the unstoppable advance of Temrup’s
Visit www.playskytear.com/horde to get more decks and
Hordes and, eventually, discover the source behind the
share your own with the community!
power of their enemy and destroy it.
20
The Original Set Rules for Abilities
This section is for players who own the original set of The previous sections of this rulebook omitted these
Skytear Horde and want to integrate it with Monoliths. rules for abilities that were not needed to start playing.
The glossary has also extended entries of concepts
introduced earlier.
HORDE DECK AND DIFFICULTY
Monoliths introduces a new way to set the difficulty by
changing the horde deck instead of using different set
GENERAL RULES FOR ABILITIES
of portals. If a card’s ability contradicts this rulebook, the ability takes
precedence.
If you own the Challenge expansion, that allows you to If an ability says to do something and another says you cannot
play with the 4 hordes from the first set using the new do it, the "cannot" takes precedence.
difficulty system. Abilities can only interact with cards in play. (Specifically:
Otherwise, set the difficulty level by choosing the right the castle, the portal, allies, towers, monsters, and their
portals from the original Skytear Horde set and take all attachments.)
cards of the chosen horde to form the horde deck. If
you do so, remember that the stage 1 portal now has
TRIGGERED ABILITIES AND TIMING
"Destroyed: place the outsider in the outsider pile".
Triggered abilities are resolved at a specific time.
They are either preceded by a bold trigger (Play, Fight, Destroyed)
THE COMMON SET or otherwise a specific time ("After striking").
"After X is destroyed", "When X is destroyed", and "Destroyed:" all
These horde cards from the original set have the
trigger at the same time. The same is said for "Play:", "When X
symbol in their top right corner. In the original Skytear
enters play", "After X enters play" etc...
Horde box there were 4 cards of this set, and 4 more in
You must fully resolve an ability in the order it is written before
the Nupten & Utsesh expansions. resolving any other ability.
We do not recommend including these cards anymore A triggered ability that is resolved remains active for the
specified duration even if the card is destroyed (E.g. Wind Riders
in the horde deck because it slows down game setup,
reads: "Fight: a minion with attack 4 or less cannot pillage for
something we want to keep as fast and simple as
the remainder of the turn." Once it is resolved the ability will
possible.
remain active for the remainder of the turn even if Wind Riders
If you do not mind this extra step, add these cards to the are destroyed).
The same goes for all abilities written as "-X attack and
+X armor for the remainder of the turn".
REPLACEMENT ABILITIES
These are abilities worded with a structure similar to: "if THIS
Abilities giving "-X health for the remainder of the turn"
would happen, do THAT instead".
are never tracked with tokens and it is a type of effect Armor is the most common example of this kind of ability. (E.g. If
we did not use in Monoliths nor we plan to repeat in the this card would take 1 damage, consume 1 armor instead.)
future. The effect being replaced is not happening.
If there are multiple replacement abilities trying to replace the
The word damage has been replaced by .
same effect, resolve one at a time in the order of your choice.
This means that, very likely, only one of these replacement
RULE CHANGES abilities will actually resolve, because the others will not have
anything to replace anymore.
The most important rule that changed from the first
set is the universal exhaust abilities of allies to move
and engage minions, even though there are many other
smaller changes.
For a comprehensive list of what changed, visit the
resources section at www.playskytear.com/horde.
21
Glossary
ABILITY BENEATH
With the exception of the universal abilities, all abilities Some cards may end up with other cards "beneath/
are written on the cards. underneath" them. Let's call the former the hosting card
The card title and subtype (e.g. Shapeshifter) or qualifier and the latter the hosted cards.
(e.g. Epic) are not considered abilities. Hosted cards are considered out of play. Unless noted
If a card loses or copies all abilities of a card, it includes otherwise, you must follow the destruction steps (see:
the universal abilities as well. See page 10 for general Destruction) if they were in play before going beneath
rules about abilities and page 21 for additional details. another card.
When the hosting card leaves play, place the hosted
ADD X MANA cards in the owner's discard pile.
One alliance player of your choice gains X mana.
Players cannot have more than 10 mana. CANNOT ENGAGE / BE ENGAGED
If a monster would be summoned engaged with an ally
ADJACENT that they cannot engage, summon them in the closest
Two lanes are adjacent if they are next to each other. free lane instead (or place them in the outsider pile if
Two cards are adjacent if they are in adjacent lanes. there is no available lane). An ally cannot enter a lane of
a monster that they cannot engage.
ARMOR
Each turn, a card with armor prevents a number of
CHARGE LEFT/RIGHT/ETC
damage the card would take equal to their armor value. To Charge Left or Right, place the monster in the
leftmost or rightmost lane without monsters.
For example: a card with Armor 2 can prevent 2 damage
each turn or 1 damage twice from different effects To Charge the weakest/strongest ally, place the monster
during the same turn. in the lane of the weakest/strongest unengaged ally, if
any.
Place armor tokens on cards with armor and flip
them to their minus side to keep track of the armor CONCEALED MONSTERS
used this turn. (Flip them to the plus sign again during
A concealed monster is a face-down horde card in a lane
the end phase.)
that is considered a monster token with 1 health and 0
A card with Armor X that gains Armor Y (or +Y Armor) attack.
will end up with X+Y armor. Armor values that would
At the end of the alliance phase, all concealed cards in
be negative are considered to be zero when the card is
the lanes are revealed from left to right.
taking damage.
To reveal a concealed monster, flip it face-up and
If all the incoming damage is prevented, the card is summon it in that lane.
not considered damaged. Armor must be used before
If an ability (either from alliance or horde) would affect
Barrier.
a concealed monster, reveal the concealed monster.
Then, if the card was a monster, resolve the effect on the
ASSAULT X
monster instead. If the concealed monster was a spell or
Deal X damage to the portal or to the outsider. The
attachment, resolve the effect as much as possible.
outsider must be in be play to be damaged and it is not
Monsters with attachments or tokens on them cannot be
in play while in the outsider pile.
concealed.
ATTACK DAMAGE
When an effect references the attack of a card, you
When a card takes damage, you put that many
must consider the printed value modified by tokens and
damage tokens on it to keep track of its new lower
temporary effects.
health.
There is no maximum nor minimum attack value but if
It is considered damage any ability worded as: "Deal/
attack ends up being negative because of abilities, it is
gain X " or "Deal X damage".
considered to be zero instead.
Abilities worded as "-X health for the remainder of the
turn" or "remove/loses X " (like Guerrilla) are not
BARRIER considered damage. This distinction is particularly
If a card with Barrier and no damage would gain any important for applying Armor.
amount of damage, put a single damage on that
card instead. DAMAGED
Armor must be used before Barrier.
A card is damaged when it gains one or more .
22
Glossary
DESTRUCTION GUERRILLA X
When the health of a card is 0 or less, follow these steps: Remove X tokens from a minion, either in the front or
back line (Armor does not prevent this effect).
1 Resolve the card "Destroyed:" abilities.
2 Discard the card's tokens and attachments. HEALTH
3 The card leaves play. Depending on the card type: When an effect references the health of a card, you
MONSTER OR ALLY Place it in the proper discard pile. must consider the printed value modified by tokens and
temporary effects.
MINION OR OUTSIDER Set the card aside.
There is no maximum or minimum health value.
PORTAL Replace the card with the next stage portal in
its upright orientation. Since portals are double sided, HEROIC X
the next stage might be on the back of the destroyed
As long as this card has 1 or more damage, it gets
portal.
+X attack.
This sequence of steps interrupts any ability that is A card with Heroic X that gains Heroic Y will end up with
being resolved and cannot be interrupted by other Heroic X+Y. Please note: the card does not actually gain
abilities. any tokens, even though you can place those next to
The sequence is also irreversible, meaning that any card the card as a reminder (see Static Abilities on page 21).
tagged for destruction will be destroyed even if their
health goes back above zero. MOST WOUNDED
This sequence is also triggered when the card is about The card with the highest number of damage
to leave play without being destroyed. (e.g., the card is tokens. Do not consider cards without damage.
drawn back in hand or it is placed in the outsider pile).
In these cases, the third and last step of the sequence is
MUTAFORM X
replaced since the card is going to another zone like in Repeat X times: “put 1 or 1 " on the card.
hand, outsider pile, etc. Each time, you can choose a different type of token.
ELUSIVE X NEIGHBOR
After striking a monster for the first time in a turn, an ally The neighbors of a card are the cards of the same side
with elusive may move to a free lane within X lanes. This in adjacent lanes. Horde cards will never be theneighbor
might allow them to strike again this turn. of an alliance card and vice versa.
Moving this way does not require the ally to exhaust.
Elusive triggers before any engaged monster PILLAGE
"Destroyed:" ability. To pillage X cards, each alliance player places the top
X cards of their alliance deck face up in the respective
ENGAGED (MONSTER/ALLY) discard pile (the discard pile is not ordered, so you can
An ally is engaged if there is a monster in the same lane, put them in any order).
and vice versa.
When a monster pillages, it pillages a number of cards
The engaged monster of an ally is the monster in the
equal to their attack.
same lane.
The engaged ally of a monster is the ally in the same “PILLAGE:”
lane.
“Pillage:” abilities on a card in the back line (i.e. not in the
front line) trigger on the first step of the pillage phase.
EPIC
Epic is a class of stronger monster cards. Some abilities PILLAGER
are not able to target epic cards, for example “destroy
A monster with Pillager has this ability:
non-epic monster”. An ability that targets a monster can
"Play, Pillage: move the monster to the back line.".
also target epic monsters.
23
Glossary
STRIKE
When an ally or monster strikes, it deals an amount of
damage equal to its attack.
STRONGEST CARD
The card in play with the highest attack, after all
modifiers and tokens. In the case of a tie, consider the
highest health, considering all modifiers and tokens.
If there is still a tie, alliance players choose.
TAUNT
At the end of the alliance phase each unengaged
monster with Taunt from left to right taunts an ally.
TRAMPLE
When an engaged ally or monster with Trample strikes
and they deal enough damage to destroy the enemy, any
excess damage is dealt to the portal or castle. UNIVERSAL ABILITIES
For instance, if a monster with an attack of 3 and ALLIES have these universal abilities:
Trample would strike an ally with 1 health left, that
- MOVE: "Exhaust: move this ally to a lane
monster would deal 1 damage to the ally and 2 trample
without alliance cards."
damage to the castle. If that ally had 1 armor, the castle
- SWAP: "Exhaust this ally and another one:
would only take 1 damage. If that ally had Barrier and no
these two allies swap positions."
, the castle would take no damage.
- ENGAGE: "Exhaust: Move a monster from the
UNDERNEATH back line to the lane of this ally".
See Beneath.
CASTLES have this universal ability:
UNENGAGED - DRAW: "Exhaust, pay 1 mana: Draw a card".
An ally is unengaged if there is no monster in the same
lane, and vice versa. All non-token MONSTERS have this ability:
- "Destroyed: One alliance player may draw 1 card."
24