Grow your population, grow crops, keep animals, dig mines, go on expeditions: wealthiest people win.
Setup
- Randomly assign first player
- 1st and 2nd player get 1 food each
- 3rd player gets 2 food
- 4th onwards get 3 food each
Game
- Phase 1: Add new Action space
- Reveal the next Action space card
- Reveal the next Harvest token (from round 6)
- There are 3 red tokens that go on the Harvest event card, top to bottom
- Phase 2: Replenish accumulating spaces
- If there’s a bracket this is for non-empty spaces
- Phase 3: Work phase
- In turn order, in ascending weapon level, each person takes an action
- If you have fewer people than opponents you simply miss a turn
- Phase 4: Return home to their dwellings, don’t stack so they’re visible
- Phase 5: Harvest time
- 5.1: harvest 1 token per sown field
- 5.2: feed 2 meals per dwarf (1 per child)
- conversions are free actions, conversion table reference on your player board
- take 1 Begging Marker for each missing food (2 per dwarf), there is no way to remove these. -3 at the end of the game
- 5.3: get 1 extra animal for each animal you have 2 or more of (not dogs)
- parents may be in separate areas
- There must be space to accommodate the babies, or they are not gained
- breeding animal types may not be converted to food during this phase
- (non-breeding animals can, however, be converted to food)
- Red tokens
- No harvest
- 1 food per dwarf
- skip field (5.1) or breeding (5.3) phase – chosen individually
During Play
- Action Spaces
- Twin Tiles
- Play adjacent to existing tiles
- If covering an icon, gain the resource
- Note the tile type being covered
- If there’s not sufficient space you may not downgrade to a single tile
- Sow: Grain, Veg, Gemfruit, Mushrooms; up to 2 times each (quantities as pictured on action tile and reference card)
- Furnishing
- Placed in caverns, not tunnels, mines or unexcavated
- Furnish a cavern includes dwellings
- Furnish a dwelling is only dwellings
- Family Growth
- Must have space to house new person
- New person can’t take an action this round
- Max of 5 people
- Additional Dwelling allows a 6th, use an extra token of a different colour
- Goblins can also extend to a max of 6 total (with fewer normal people used if using multiple Goblins)
- Goods & Mines
- Ore Mine goes on 2 ordinary tunnels (not deep)
- Ruby Mine can go on ordinary or deep tunnels
- Animals
- Farming action spaces create Pastures (fenced areas)
- 2 animals in a small Pasture
- 4 animals in a large Pasture
- Stables double the Pasture capacity (e.g. 2x stables in large pasture = 16 capacity)
- Stable in a Meadow = 1 animal
- Stable in a Forest = 1 Boar
- Ore/Ruby mine = 1 Donkey
- Entry cave = 2 animals
- Dogs can go anywhere
- Dogs in Meadow or Pasture (not fields or forest) can keep one more Sheep than there are Dogs
- Weapons
- Pay 1-8 ore to get a weapon
- People must be played in ascending weapon order
- People with weapons can go on Expeditions for loot
- Loot as per reference card
- Weapon level dictates max loot level
- Expedition level dictates how many loot items obtained
- Loot items must be different
- At end of Expedition weapon level increases for the person that did it
- Starting Player
- Imitation
- You can’t imitate a space occupied by your own people
- Twin Tiles
- Rubies – free action to trade as per reference card
- Gemfruits – swap for Rubies as a free action
- Mushrooms – swap for Vegetables as a free action
Score Points From
- 1 per animal (farm/dog)
- -2 per missing farm animal type (4 types total: sheep, donkey, cattle, boar)
- ½ per Grain
- 1 per Veg
- 1 per Ruby
- 1 per Person
- -1 per unused space
- Tile Points
- Tile Bonuses
- 1 per Gold
- -3 per Begging Marker
Tips
- If only 1 player does expeditions they will probably win
- If only 1 player doesn’t do expeditions they will probably win