The Monuments+ expansion cover
Monuments and Monuments+ are unofficial community-made mini-expansions, coming in the form of an Galactic Event (since v 3.0) of Twilight Imperium Fourth Edition and Twilight Imperium Fourth Edition: Prophecy of Kings, respectively, created to be compliant with the Asmodee guidelines on community usage of TI4 Intellectual property.
Current release: 3.0 (from prev. v2.1)
Purpose[]
Monuments: small buff to Construction strategy card and faction balancing for Base game.
Monuments+: small buff to Construction strategy card and faction strategic options for Base game + PoK (as PoK did the faction balancing originally intended by Monuments)
Since Version 3.1 and the introduction of Thunders Edge, monuments has been come standalone expansion, being basically a very large Galactic Event with additional components.
Additional Components[]
Strategy Card[]
| Card | Name | Type | Ability |
|---|---|---|---|
|
Monument Construction | Galactic Event Card | Cultural Monuments
Each empire, regardless of its own priorities, eventually designs a structure that represents the pinnacle of its dominance. These cultural behemoths influence vast reaches of space. During setup, include the Monuments+ expansion components. Players take a matching monument card and color unit. Monuments are structures and can only be placed on planets or systems matching their placement indicators or text requirements. After you resolve the primary ability of the "Construction" strategy card, if you did not place your monument this turn, you may place your monument. During the action phase, a player can only place monument structures during their turn. COMPLEXITY 1 out of 3 |
|
Monuments to the Ages Ω
(note - just a title change) |
Galactic Event Card | See image - besides title it is the same as the orginal one |
|
Monument Construction
(used until V 2.1) |
Strategy Card+
(used until V 2.1) |
Keep this card with the "Construction" strategy card.
The following text is an additional clause of the primary ability: You may place your monument on a planet you control that matches at least one of its listed planetary requirements (cultural, hazardous, industrial, tech specialty, legendary, or Mecatol Rex). |
Laws[]
Laws can permanently change the rules of the game. If enacted, players resolve the outcome and place the agenda card either in the common play area or in a player’s play area, as dictated by the card.
| Name | Elect (if applicable) | Effect |
|---|---|---|
| Cathedral of Ixth | Planet | Attach this card to the elected planet. The owner of this planet gains 1 VP if their monument is on this planet.
When a player places their monument on this planet, they gain 1 VP. When a player's monument on this planet is removed, they lose 1 VP. |
| Minister of Culture | Player | As long as the owner of this card controls their monument their commodity value is increased by 2.
The elected player gains this card and refreshes their commodities. |
Action Cards[]
| Name | Number in Deck | Play | Effect | Flavor Text |
|---|---|---|---|---|
| Festival | 1 | As an Action: | Ready a non-home planet that contains 1 of your structures. If that planet contains your monument, place 4 infantry or 1 mech on it. | Party time, your excellency. |
| Rebel Bombing | 1 | As an Action: | Spend 2 trade goods to destroy 1 of your neighbor's structures in a non-home system. | The bombs were placed with care. |
| Renovation | 1 | As an Action: | Replace 1 of your structures with 1 from your reinforcements. | Necessity demands that this shell be repurposed for a greater good. |
Secret Objectives[]
| Name | Phase | Condition | Points |
|---|---|---|---|
| Great Work | Status Phase | Have a monument on the game board and 3 ground forces on its planet. | 1 |
| Topple Monument | Action Phase | Destroy another player's monument during an invasion. | 1 |
Monuments[]
Base Game[]
| Faction | Card | Name | Eligible Planets | Ability |
|---|---|---|---|---|
|
|
Flaah Orbitals (Arborec Monument) |
When you pass, place 1 infantry on a planet in or adjacent to this system other than Mecatol Rex. If that planet is controlled by another player, place that unit into coexistence.
| |
|
|
Revenance Circuit (Creuss Monument) |
After a player activates this system:
You may produce 1 hit against players' ships in each system adjacent to this planet that contains a wormhole. | |
|
|
Mowshir Freeport (Hacan Monument) |
When negotiating transactions, units in the space area of this and adjacent systems may be exchanged as part of that transaction. A player who gains ships this way then moves them to a system that contains their ships and 1 of their command tokens, if able; otherwise, destroy those ships. | |
|
|
Calm Seas Sanatorium (Jol-Nar Monument) |
After an agenda outcome you voted for or predicted is resolved:
Place up to 2 infantry on a planet you control in this system. | |
|
[0.0.2] (L1Z1X Monument) |
At the start of your turn, you may exhaust this card to take a player's command token from an adjacent system and place it in this system, if it does not already contain that player's command token. | ||
|
|
Palatine Obelisk (Letnev Monument) |
When you exhaust this planet to cast votes, you may cast an additional number of votes equal to the number of your non-fighter ships in this system.
Double the PRODUCTION values of your units in this system. | |
|
|
Erwan's Fist (Mentak Monument) |
At any time, you may exhaust this card to choose an adjacent system; each ship in that system that has SUSTAIN DAMAGE becomes damaged. | |
|
|
Glory Furnace (Muaat Monument) |
When you exhaust this planet to cast votes:
For each war sun or flagship you control in this system, and for each adjacent supernova, choose: cast 3 additional votes, or produce a hit against another player's ships in a system adjacent to this planet. | |
|
Nefishh Projector (Naalu Monument) |
Infantry that you commit to planets in this and adjacent systems may be committed into coexistence, if able. | ||
|
|
Valefar Assimilator M (Nekro Monument) |
When you destroy another player's structure, you may place or move an "M" or "Z" assimilator token onto that player's monument card.
While any of those tokens are on a monument card, this card gains that card's attributes, abilities, and ability text. | |
|
|
Beacon of Ragh (Saar Monument) |
You may treat this system as being adjacent to 1 of your space docks.
Space Cannon (8x2) | |
|
|
G'hom Firefly Beacon (Norr Monument) |
When you place your monument, produce up to a total of 3 infantry or fighters in this or adjacent systems without spending resources.
At the end of your turn, you may replace this unit with a different structure from your reinforcements. | |
|
The Cenotaph (Sol Monument) |
When you place 1 or more infantry on a planet, exhaust this card to place any of those infantry on this planet instead. | ||
|
|
Scepter Of Ul (Ul Monument) |
ACTION: Exhaust this card to place a sleeper token on a planet in this or an adjacent system that has a planetary trait. | |
|
|
The Imperial Vault (Winnu Monument) |
At the start of the agenda phase:
if your monument is on the game board, gain any number of trade goods on this card. Otherwise, spend any number of resources to place 1 trade good from the supply on this card for every 3 resources spent. | |
|
|
Qanoj Shield Array (Xxcha Monument) |
During the agenda phase, when an outcome you voted for or predicted is resolved, you may exhaust this card to place 1 PDS from your reinforcements on this planet. | |
|
|
The Blessed Sanctum (Yin Monument) |
ACTION: Exhaust this card. Then, for every 2 infantry on this planet, move 1 of those infantry to any other planet you control. | |
|
|
Sector KVD-14 (Yssaril Monument) |
When another player plays an action card:
If that player controls 1 or more units in this or an adjacent system, you may gain 2 trade goods. |
Prophecy of Kings[]
|
|
Phoenix Cauldron (Argent Monument) |
ACTION: Exhaust this card to choose 1 ship that has SUSTAIN DAMAGE in or adjacent to this system.
If that ship is damaged, destroy it; else, that ship becomes damaged. | |
|
|
The Panopticon (Empyrean Monument) |
This unit is placed in the space area of any non-Fracture, non-supernova system that does not contain planets, instead of on a planet.
If this unit is blockaded, destroy it. | |
|
Spire Of Ixth (Mahact Monument) |
At the start of the status phase, the Mahact player may place 1 command token in this system into their fleet pool, if it does not already contain that player's token. | ||
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|
Quantum Reliquary (Naaz-Rokha Monument) |
When you are negotiating a transaction with a player who controls units in or adjacent to this system, relics can be exchanged as part of that transaction; ignore 'when you gain' effects of those relics. | |
|
|
Lodestar (Nomad Monument) |
At the start of your turn, you may return this unit to your reinforcements. If you do, produce your flagship in this system without spending resources. | |
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|
She Consumes Worlds (Vuil'raith Monument) |
DEPLOY: hen you gain control of a planet that contains 1 or more structures, you may place this unit on that planet and capture each other structure on that planet as if it were a non-fighter. |
Thunders Edge[]
Discordant Stars[]
|
AI Conclave (Augurs Monument) |
When you would explore another planet, you may explore this planet instead. If you do, you may gain trade goods equal to the number of your scored secret objectives. | ||
|
Anvil of Atlas (Axis Monument) |
When you produce 1 or more non-fighter ships in this system, gain 1 trade good. | ||
|
Tucc Academy (Bentor Monument) |
DEPLOY: After another player explores a planet that is not adjacent to a home system, you may place this unit on that planet into coexistence even if it is not your turn; then, you may explore this planet. | ||
|
Jump Relay (Celdauri Monument) |
During your tactical action, you may commit ground forces on this planet to planets that contain your space docks. | ||
|
Polemarch's Hive (Cheiran Monument) |
This unit's PRODUCTION value is equal to the number of structures you control in or adjacent to this system. | ||
|
Jatta's Palace (Cymiae Monument) |
When another player activates this system they must discard 1 action card, if able. | ||
|
Flotilla Cyclotron (Dih-Mohn Monument) |
After you activate a system, you may exhaust this card to apply +1 to the move value of ships in this system until the end of this tactical action. | ||
|
Twilight Throne (Edyn Monument) |
At any time, you may exhaust this card to produce a mech on this planet without spending resources. | ||
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Corsairs' Cove (Florzen Monument) |
When you produce fighters, you may place that many plastic fighter units on this card, instead. At the start of your turn, you may produce any fighters on this card in this system without spending resources. | ||
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Independence Tower (Free Systems Monument) |
After you resolve the primary or secondary ability of the "Leadership" strategy card, each other player with units in or adjacent to this system who reveals 1 of your promissory notes from their hand gains 1 command token. | ||
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Halls of Valor (Ghemina Monument) |
You may treat this system as being adjacent to systems that contain 2 of your structures of the same unit type.
Space Cannon 6 (2) | ||
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Ghoti Anchorpoint (Ghoti Monument) |
At any time, you may choose to treat this system as if it contains planets and contains a frontier token. | ||
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Central Mining Hub (Gledge Monument) |
When a player places 1 or more units on a planet with an attachment in this or an adjacent system, you may alllow that player to gain 1 trade good. | ||
|
Sleeping World (Khrask Monument) |
During ground combat in this system, this unit is treated as a structure and a ground force.
Combat 3x2 | ||
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Bannerhall (Kjalengard Monument) |
When a player wins a combat in or adjacent to this system, you and that player may each gain 1 command token. | ||
|
Shades' Den (Kollecc Monument) |
After movement, if this is the active system and contains no more than 1 other player's ships, you may place any of your captured units from your faction sheet into this system. | ||
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Wonell's Bastion (Kolume Monument) |
When this unit produces 1 or more hits against another player's ships, you may exhaust this card to gain 1 command token for each hit produced.
| ||
|
Queen's Rest (Kortali Monument) |
At the start of each round of space combat in this system, repair 1 ship you control in this system. | ||
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Kyro Reliquary (Kyro Monument) |
This planet counts as a legendary planet witrh an attachment and a technology specialty of no type.
When this unit is destroyed, you must place it on a valid adjacent planet you control, if able, even if it is not your turn; if you do, draw a relic. | ||
|
Forbidden Library (Lanefir Monument) |
Once per action, you may use the technology specialty of a planet in or adjacent to this system. | ||
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Nightfall Fortress (Li-Zho Monument) |
When another player activates this system, remove 1 command token from this system or gain 1 command token. | ||
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Ado Citadel (Mirveda Monument) |
During the first round of ground combat in this system, your opponent's units do not make combat rolls. | ||
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Mirrorforge (Mortheus Monument) |
ACTION: Exhaust this card and choose an adjacent system that contains another player's ships. That player moves 1 of those ships into this system if able. Then, resolve a space combat in this system. | ||
|
Gravelord's Keep (Myko-Mentori Monument) |
Up to 3 fighters in this and each adjacent system do not count against your ships' capacity.
After a player uses an omen die, you may produce 1 fighter in this system without spending resources. | ||
|
The Maw (Nivyn Monument) |
Other players' ships cannot move out of ore through this system.
Your ships may treat this system as adjacent to the Wound. | ||
|
Freehold Starport (Nokar Monument) |
Your ships may move out of this system, even if it contains 1 of your command tokens. | ||
|
Diplomatic Enclave (Olradin Monument) |
After you resolve the primary or secondary ability of the "Diplomacy" strategy card, ready this planet. | ||
|
Vault of New Phrad (Rhodun Monument) |
Start with this side face up; when a player activates this system, you may flip this card.
During combat, apply +1 to each of your units' combat rolls in this or an adjacent systems if your opponent has any unit technology upgrades. | ||
|
Reliquat Unleashed (Rhodun Monument) |
Flip this at any time. Other players with units in the Fracture cannot activate this system. During combat, apply +2 to each of your units' combat rolls in this and adjacent systems if your opponent has any units in the Fracture. | ||
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Zha'Ren Foundry (Roh'Dhna Monument) |
When you produce any number of units in this system, reduce the combined cost of those units by 2.
Space Cannon 7 (x2) | ||
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Dawnstar HQ (Tnelis Monument) |
When you lose a ground combat on this planet, destroy each unit on this planet. | ||
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Bounty Brokerage (Vaden Monument) |
After another player with ships in a system adjacent to this planet replenishes commodities, if that player has control tokens on the Vaden player's faction sheet, you may take one of their commodities. | ||
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Drive Disruptor (Vaylerian Monument) |
When a player spends trade goods during a space combat in or adjacent to this system, you may exhaust this card to draw 1 action card.
While another player has ships in or adjacent to this system, your commodity value is increased | ||
|
Perdition Array (Veldyr Monument) |
During movement, hits produced by the SPACE CANNON abilities of your units in this system cannot be canceled. | ||
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Debris Field (Zelian Monument) |
This system counts as an asteroid field; units can move into this system as if it were a non-anomaly tile.
Place the Zelian asteroid field token in this system as a reminder. |
Blue Reverie[]
|
Deepmantle Interface (Atokera Monument) |
During the agenda phase, when an outcome you voted for or predicted is resolved, produce up to 1 unit in this system. | ||
|
Koldan’s Outpost (Belkosea Monument) |
This card has the text abilities of each Superweapon card in your play area. | ||
|
The Crown Temple (Kaltrim Monument) |
DEPLOY: When the Kaltrim Crown token is revealed, place this structure on a planet in your home system.
While you have the Kaltrim Crown token, other players must spend 1 command token from their command sheet to activate this system. | ||
|
Black Pyramid (Pharad'n Monument) |
Capture all other players' infantry destroyed in or adjacent to this system. | ||
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Sacred Pools (Qhet Monument) |
When 1 or more of your infantry would be destroyed, you may exhaust this card to place those units on this planet instead. | ||
|
Raider Stronghold (Sarcosa Monument) |
You may place this structure into coexistence on a non-home planet adjacent to a system that contains your or neutral units. You can produce units on this planet..
| ||
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The People's Temple (Toldar Monument) |
If you have more Dishonor than Honor, flip this card.
This unit gains the abilities matching your Honor: 2+: PRODUCTION 2 8+: Space Cannon 4 (x3) | ||
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Charnel Fane (Toldar Monument) |
At the beginning of your turn you may remove this unit from this planet and place it onto a different valid planet you control.
| ||
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Hidden Oasis (Uydai Monument) |
At the beginning of your turn you may remove this unit from this planet and place it onto a different valid planet you control.
| ||
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Celestial Court (Xin Monument) |
When a player activates this system, gain 1 balance token or flip 1 balance token on your faciton sheet. This unit may also be placed on legendary planets. |
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Koldan’s Outpost (Drahn Monument) |
At the beginning of your turn you may remove this unit from this planet and place it onto a different valid planet you control.
|
Other Expansion Support[]
Discordant Stars support was added in Monuments+ 2.1
Drahn+ support was added in Monuments+ 2.1
Blue Reverie was added in Monuments+ 3.0
References/Sources[]
Original concept, Monuments: blarknob, posted on Reddit/BGG: https://www.reddit.com/r/twilightimperium/comments/bpdkmt/monuments_mini_expansion/
Monuments+ (PoK support): Cacotopos, posted on Reddit/BGG: https://www.reddit.com/r/twilightimperium/comments/owespi/monuments_miniexpansion/
Monuments+ (DS support): TacticBlue with Cacotopos
Monuments+ files/rules document (including Monument Plastic STL): G-Drive link
Contact the designer: @cacotopos on Discord
Design Notes[]
Monuments are broadly designed to provide strategic options, not simple a faction buff that must always be deployed (much like a faction's flagship).
FAQ[]
Q: What if you move the DMZ with Scepter of Ul?
A: I guess all your structures on the target planet are returned to reinforcements and all ground forces fly into space.
Q: What happens when I Nekro “M” the Spire of Ixth?
A: The copy benefits the Mahact player only (this is deliberate, to avoid ‘foreign token scripts in RAM’ buffer overflow errors). Sorry Nekro.
Q: That reminds me: what is up with the Valefar Z, W, M nonsense?
A: I am paranoid that we’ll see a Z in future codices and I would need to update the file, so I preemptively went with the W, then realised M was an upside down W and more appropriate.
Q: Does The Panopticon just go anywhere on the map, as long as there is no planet or anomaly there?
A: Yep. If you (not-Empyrean) want to stop it spawning Empyrean units, next turn, you should blockade and destroy it ASAP.
Q: What if I can’t place an Arborec infantry on a valid planet when I pass with Flaah Orbitals.
A: You can’t place it, but you still have space cannons.
Q: Can I redeploy a monument with its deploy ability?
A: No, deploy (as per LRR 30) is only possible from your reinforcements.
Q: Creuss monument says ‘after a player activates’ and then ‘another player’s ships’. Does that mean you can’t generate hits against the player who activated it?
A: No, then it would say ‘another, different, player’. ‘Another player’ is just worded to emphasise that it cannot produce hits against the monument owner’s own ships.







































































































