Frequently Asked Questions
Have a question reguarding our Spell Clay? Or playing Necromolds using Play-Doh? Or do you have a question on the board game's wargaming rules? Read the answers to our most frequently asked questions below!To play the core game with 3 or 4 players, you'll need:
- Battle Box Starter Set
- Battle Box 4-Player Upgrade
- 2x Monster Packs (specifically for the extra caster rings and Spell Clay)
To play the Call to Arms expansion with 3 or 4 players, you'll also need:
To play the core game with 3 or 4 players, you'll need:
- Battle Box Starter Set
- Battle Box 4-Player Upgrade
- 2x Monster Packs (specifically for the extra caster rings and Spell Clay)
To play the Call to Arms expansion with 3 or 4 players, you'll also need:
USA ring size: 6.5 (16.9mm)
Want to resize your Caster Rings for larger fingers? You can! Just watch my Caster Ring Resizing Video to learn more.
USA ring size: 6.5 (16.9mm)
Want to resize your Caster Rings for larger fingers? You can! Just watch my Caster Ring Resizing Video to learn more.
Artifact Cards and Shared Play Cards (42 cards total): Mini Euro 45mm x 68mm
Soul Cards and Reference Cards (11 cards total): Standard Euro 59mm x 92mm
Artifact Cards and Shared Play Cards (42 cards total): Mini Euro 45mm x 68mm
Soul Cards and Reference Cards (11 cards total): Standard Euro 59mm x 92mm
Necromolds' spellbooks are designed so that the monster molds can be removed and cleaned. There are four parts to a spellbook: the front cover, the front insert, the back cover, and the back insert. If a spellbook comes apart, carefully push the parts back together to reassemble it.
Video: How to Disassemble & Clean a Necromolds Spellbook
Necromolds' spellbooks are designed so that the monster molds can be removed and cleaned. There are four parts to a spellbook: the front cover, the front insert, the back cover, and the back insert. If a spellbook comes apart, carefully push the parts back together to reassemble it.
Video: How to Disassemble & Clean a Necromolds Spellbook
In Necromolds, our deluxe distance tools and Call to Arms components are made from a softer, flexible plastic. While the soft plastic makes the pieces safer to handle, it also makes them more susceptible to storage warp.
Luckily, it's really easy to fix! Just follow the steps in this blog post.
In Necromolds, our deluxe distance tools and Call to Arms components are made from a softer, flexible plastic. While the soft plastic makes the pieces safer to handle, it also makes them more susceptible to storage warp.
Luckily, it's really easy to fix! Just follow the steps in this blog post.
No changes made between the first and second printing impact compatibility.
General Changes:
- Shared Play Card material was changed from punchboard to traditional card stock.
- Revised retail packaging design.
- Revised Necromolds logo.
Battle Box:
- Revised rulebook with errata rule integration.
- Inclusion of new lore book.
Monster Packs 1-4:
- Mongeragon's magic command slot has been updated to an "unstable command" to reflect errata.
- Veggitoad's card layout was revised. No changes to stats.
No changes made between the first and second printing impact compatibility.
General Changes:
- Shared Play Card material was changed from punchboard to traditional card stock.
- Revised retail packaging design.
- Revised Necromolds logo.
Battle Box:
- Revised rulebook with errata rule integration.
- Inclusion of new lore book.
Monster Packs 1-4:
- Mongeragon's magic command slot has been updated to an "unstable command" to reflect errata.
- Veggitoad's card layout was revised. No changes to stats.
When activated, Graveghoul's magic ability increases its ranged command slot distance from close to far range for all of the player's Graveghouls.
Therefore, the player must also have a ranged commad die assigned to the command spell slot to take advantage of the ability for the round.
When activated, Graveghoul's magic ability increases its ranged command slot distance from close to far range for all of the player's Graveghouls.
Therefore, the player must also have a ranged commad die assigned to the command spell slot to take advantage of the ability for the round.
When two Insectomites tie in melee combat, both get smashed!
When two Insectomites tie in melee combat, both get smashed!
When activated, Batadactyl's magic ability increases its ranged attack skill rating from 2 to 3.
Until the end of the round when making a ranged attack, Batadactyl's starting number of combat dice is 3.
When activated, Batadactyl's magic ability increases its ranged attack skill rating from 2 to 3.
Until the end of the round when making a ranged attack, Batadactyl's starting number of combat dice is 3.
No. At the start of the game, you may only mold the larger size 15 model.
The smaller size 4 model is only unlocked by using the activated magic ability.
No. At the start of the game, you may only mold the larger size 15 model.
The smaller size 4 model is only unlocked by using the activated magic ability.
If the player's Mongeragon is smashed during combat where its magic ability is activated, the player may pick up the smashed clay and mold it into the small dwarvern warrior model (size 4) located in the Mongeragon spellbook. Any leftover clay is returned to its Spell Clay container.
The new model must be placed in the same location as the smashed Mongeragon.
After using the magic ability once, the player must remove the magic command die from the spellbook, deactivating the magic ability for the remainder of the round.
If the player controls more than one Mongeragon, they can choose if/when to use the activated magic ability. The ability can only be used immediately after combat has ended.
If the player's Mongeragon is smashed during combat where its magic ability is activated, the player may pick up the smashed clay and mold it into the small dwarvern warrior model (size 4) located in the Mongeragon spellbook. Any leftover clay is returned to its Spell Clay container.
The new model must be placed in the same location as the smashed Mongeragon.
After using the magic ability once, the player must remove the magic command die from the spellbook, deactivating the magic ability for the remainder of the round.
If the player controls more than one Mongeragon, they can choose if/when to use the activated magic ability. The ability can only be used immediately after combat has ended.
When activated, Fungix' magic ability increases its ranged attack skill rating for the round.
The ranged attack skill rating is the number of combat dice it starts with when making a ranged attack.
For each smashed friendly monster in medium distance of the Fungix, its' ranged attack skill rating is increased by 1.
For example, a Fungix with 3 smashed friendly monsters in medium distance would have a ranged attack skill rating of 4.
When activated, Fungix' magic ability increases its ranged attack skill rating for the round.
The ranged attack skill rating is the number of combat dice it starts with when making a ranged attack.
For each smashed friendly monster in medium distance of the Fungix, its' ranged attack skill rating is increased by 1.
For example, a Fungix with 3 smashed friendly monsters in medium distance would have a ranged attack skill rating of 4.
When defending against a ranged attack, a Petripod's defense skill rating increases from a 2 to 4.
When defending against a ranged attack, a Petripod's defense skill rating increases from a 2 to 4.
At the start of the round, if the Sigurath's magic ability has been activated, its skill ratings change from 6/1/2 to 3/2/4.
At the end of the round, when all command dice are removed, the Sigurath's skill ratings automatically revert back to 6/1/2.
At the start of the round, if the Sigurath's magic ability has been activated, its skill ratings change from 6/1/2 to 3/2/4.
At the end of the round, when all command dice are removed, the Sigurath's skill ratings automatically revert back to 6/1/2.
On your turn, when performing commands from the Magmass spellbook with its' magic ability activated, you may remove the volcano top of the Magmass model to permanently change it from a size 21 to a size 19.
Until the end of the game, that Magmass is a size 19 and its skill ratings are that of a size 19 as listed on its spellbook.
On your turn, when performing commands from the Magmass spellbook with its' magic ability activated, you may remove the volcano top of the Magmass model to permanently change it from a size 21 to a size 19.
Until the end of the game, that Magmass is a size 19 and its skill ratings are that of a size 19 as listed on its spellbook.
Yes, but the small Krackling must spend 1 gem to add 1 combat die to their dice pool to perform a ranged attack.
An attack (melee or ranged) must have a combat dice pool of at least 1 to be performed.
Yes, but the small Krackling must spend 1 gem to add 1 combat die to their dice pool to perform a ranged attack.
An attack (melee or ranged) must have a combat dice pool of at least 1 to be performed.
During combat, if the Krackling's size rating is equal to or larger than its enemy's size rating, the Kracking's melee skill rating increases from 4 to 5, and its defense skill rating increases from 2 to 4.
During combat, if the Krackling's size rating is equal to or larger than its enemy's size rating, the Kracking's melee skill rating increases from 4 to 5, and its defense skill rating increases from 2 to 4.
On your turn, when performing commands from the Gorgoden spellbook, a Gorgoden may spend its move command to instead remove a smashed monster in close distance of it from the battle map to gain 2 gems.
Since there are two move commands on the Gorgoden spellbook, each individual Gorgoden may perform this passive ability twice in a round if the spellbook has been assigned two move command dice.
Not all Gorgoden need to use the passive ability. During its turn, some could perform the ability while others could perform the move command.
On your turn, when performing commands from the Gorgoden spellbook, a Gorgoden may spend its move command to instead remove a smashed monster in close distance of it from the battle map to gain 2 gems.
Since there are two move commands on the Gorgoden spellbook, each individual Gorgoden may perform this passive ability twice in a round if the spellbook has been assigned two move command dice.
Not all Gorgoden need to use the passive ability. During its turn, some could perform the ability while others could perform the move command.
On your turn, when performing commands from the Tormurack spellbook, a Tormurack may spend its ranged attack command to instead move a friendly or enemy monster in far distance of it a medium distance toward it. The movement cannot end in melee combat.
Since there is one ranged attack command on the Tormurack spellbook, each individual Tormurack may perform this passive ability once in a round if the spellbook has been assigned a ranged attack command die.
Not all Tormurack need to use the passive ability. During its turn, some could perform the ability while others could perform the ranged attack command.
On your turn, when performing commands from the Tormurack spellbook, a Tormurack may spend its ranged attack command to instead move a friendly or enemy monster in far distance of it a medium distance toward it. The movement cannot end in melee combat.
Since there is one ranged attack command on the Tormurack spellbook, each individual Tormurack may perform this passive ability once in a round if the spellbook has been assigned a ranged attack command die.
Not all Tormurack need to use the passive ability. During its turn, some could perform the ability while others could perform the ranged attack command.
During the Modify Roll Results step of Resolving Combat, a Blood Mump may reroll a combat die for each wounded friendly and enemy monster in medium distance to it. Each combat die can only be rerolled once by this ability.
When wounded, a Blood Mump does count itself as a wounded friendly monster in medium distance.
During the Modify Roll Results step of Resolving Combat, a Blood Mump may reroll a combat die for each wounded friendly and enemy monster in medium distance to it. Each combat die can only be rerolled once by this ability.
When wounded, a Blood Mump does count itself as a wounded friendly monster in medium distance.
No. You may assign and perform commands in any order.
No. You may assign and perform commands in any order.
No. When you choose a command die to perform, you must finish performing it before choosing and performing the next command.
No. When you choose a command die to perform, you must finish performing it before choosing and performing the next command.
Discard the dice until the next round. Discarding a magic die this way does not award gems.
Discard the dice until the next round. Discarding a magic die this way does not award gems.
No. A monster can move or attack in any direction.
No. A monster can move or attack in any direction.
Yes. You are not required to assign a command die to every spellbook or command slot each round.
Yes. You are not required to assign a command die to every spellbook or command slot each round.
No. Different support types still aid each other in close distance if they share a support skill. E.g., a guardian and a thrasher would still support each other's defense skill within close distance.
No. Different support types still aid each other in close distance if they share a support skill. E.g., a guardian and a thrasher would still support each other's defense skill within close distance.
Yes. When a Soul card's soul special text states "distance to the smashed friendly monster," the smashed friendly monster must be the one that was just smashed in combat.
Yes. When a Soul card's soul special text states "distance to the smashed friendly monster," the smashed friendly monster must be the one that was just smashed in combat.
When assigned a magic command die, a magic ability is immediately active for the entire round unless otherwise noted by the ability's text.
If a magic or passive ability changes a monsters skill rating, that change is active at the start of combat.
If a monster ability requires knowing the dice roll results, like Blood Mump, it is considered an AFTER ROLL ability and is resolved during the modify roll results combat step.
When assigned a magic command die, a magic ability is immediately active for the entire round unless otherwise noted by the ability's text.
If a magic or passive ability changes a monsters skill rating, that change is active at the start of combat.
If a monster ability requires knowing the dice roll results, like Blood Mump, it is considered an AFTER ROLL ability and is resolved during the modify roll results combat step.
Yes. You must announce when your turn has ended.
Yes. You must announce when your turn has ended.
No. Unless stated otherwise, distance is always measured "up to."
No. Unless stated otherwise, distance is always measured "up to."
No. You can only mold a single monster.
No. You can only mold a single monster.
Yes. No matter the result of your rerolled champion die, it is still included in your roll results.
Yes. No matter the result of your rerolled champion die, it is still included in your roll results.
No. You must choose how many dice to discard before rolling in the additional weak combat dice.
No. You must choose how many dice to discard before rolling in the additional weak combat dice.
No. Although you cannot end your movement on smashed clay, it is not considered "terrain."
No. Although you cannot end your movement on smashed clay, it is not considered "terrain."
Spell Clay™ is non-toxic and made from: water, flour,
pigments, and expanding agent.
Spell Clay™ is non-toxic and made from: water, flour,
pigments, and expanding agent.
No. Spell Clay™ contains wheat and is
not gluten-free.
No. Spell Clay™ contains wheat and is
not gluten-free.
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.
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.
You can try adding drops of water to the Spell Clay™ to restore its softness.
You can try adding drops of water to the Spell Clay™ to restore its softness.
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.
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.
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.
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.
At this time, Spell Clay is not sold separately. It is recommended to substitute 3oz or 4oz of Play-Doh or any other soft compound.
At this time, Spell Clay is not sold separately. It is recommended to substitute 3oz or 4oz of Play-Doh or any other soft compound.