Overview
Masons is a territory-building game where players construct city walls on a modular board, creating enclosed cities that score points. When a city is completed (fully enclosed), all players may play guild cards to enhance their scoring. The game blends tactical wall placement with hand management and timing.
Components
- 30 wooden towers (10 each in 3 colors)
- Wall segments
- Game board (grid of potential wall placements)
- Guild cards (5 types)
- 3 dice (1 wall die, 1 tower die, 1 number die)
- Score track
- Player pieces
Setup
- Place the game board centrally.
- Each player receives a set of guild cards and a starting hand.
- Place towers and wall pieces within reach.
- Place scoring markers on the track.
- Determine starting player.
Turn Structure
On your turn:
- Build a wall: Take a wall from the supply and place it on any unoccupied wall line on the board.
- Roll all 3 dice: The dice determine tower placement and scoring modifiers.
- Place towers: Based on the dice results, place colored towers in areas as indicated.
- Check for completed cities: If the wall you placed completes an enclosed city (surrounded by walls on all sides), scoring occurs.
Actions
Wall Placement
Place one wall segment on any empty wall position on the board. Walls gradually enclose areas, creating cities.
Dice Rolling and Tower Placement
The dice indicate:
- Which color tower to place
- Where to place it (which area)
- Numerical modifier for scoring
Scoring a Completed City
When a city is completed:
- Count the towers inside the city.
- Each player may play 1 or 2 guild cards from their hand.
- Guild cards modify scoring based on tower colors, city size, and other factors.
- Players score points based on their cards and the city contents.
Guild Cards
Each card type scores differently:
- Score for towers of a specific color
- Score for total towers
- Score for city size (number of squares)
- Score for majority of towers of a color
- Wild cards providing flexible scoring
Scoring / Victory Conditions
The game ends when all walls have been placed or a scoring threshold is reached. The player with the most points wins.
Special Rules & Edge Cases
- Sometimes it is strategically better to NOT score from a completed city, holding cards for a more valuable city later.
- Playing after another player in a completed city lets you see their card play – but playing first lets you establish the scoring framework.
- Tower placement via dice adds randomness that players must adapt to.
- Multiple cities may be completed simultaneously if a wall closes off more than one area.
Player Reference
| Turn Step |
Action |
| 1 |
Place 1 wall segment |
| 2 |
Roll 3 dice |
| 3 |
Place towers per dice |
| 4 |
Score any completed cities (play guild cards) |