Dwellings of Eldervale: My Reference

Game

Worker placement with bonus actions on Recall

Go clockwise and on your turn either play a unit or regroup

  • Place a Unit (from your Ready Area, into the realm)
    • Gain 1 treasure token from the top of a stack
    • Placement Rules
      • First placement after Regroup – anywhere unoccupied (dwellings don’t count as occupied)
        • Warrior – tile can be occupied
      • Subsequent placement – adjacent and not occupied by yourself
        • Dragon – up to 2 tiles away
        • Wizard – anywhere unoccupied
    • Tile type has an effect
      • Mage Tower – spend 2 resources, get 3 magic cards, discard 1
      • Summoning Portal – spend cost, move unit to Ready Area
      • Mill – spend cost, convert a worker into a dwelling
        • Choose a worker in a realm, Pay cost on the tile, place roof on worker
        • Score 2VP per adjacent ruin (mill, dungeon, etc), Score 2VP per adjacent dwelling
        • Progress up Elemental Track as pictured on tile
      • Dungeon – expand map, get 2 adventure cards
        • Take top tile from tile stock, place it, populate treasure/monster
        • Take an adventure card from the market and progress up Elemental Track
        • Optionally take another adventure card (and progress up track), or discard one from the market
        • Repopulate adventure card market
      • Fortress – spend 2 resources, get 2 gold (Gold is a wild resource)
      • Oracle – pay cost to gain 1 adventure card or take 1 magic card
      • Lair – spawns a monster
  • Regroup
    • Retrieve units from tiles, onto cards to take actions, or into Ready Area
      • e.g. on starter card there are actions for Summon, Gather, and Dwell
    • Retrieve units from underworld into Ready Area (no card actions allowed)
    • Retrieve units from cards into Ready Area
    • If you have any, return Merceneries to supply

Game ends on 6th dwelling or realm tile stock depleted

During Play

  • Battles
    • Triggered by placing a unit in an occupied tile, tile action resolved first
    • Adjacent units may join (even those uninvolved initially)
    • Battle dice: 1 per unit/dwelling/adjacent dwelling, 2 for warrior, 3 for dragon
    • Spend swords for additional dice
    • Roll dice. Single highest dice wins (ties go to next highest dice etc). Everyone loses tie.
      • Winner goes up Glory track for a bonus (if monster beaten, can progress up Elemental track instead)
      • Loser units go to underworld, Gain 1 sword per unit
  • Adventure Cards, some special types:
    • Doorways – these give bonus if you’re highest on their corresponding Elemental track
    • Vaults – bonuses at end of game
    • Auras – attach to existing cards (as a free action), for a modifier
  • Monsters
    • Going adjacent to a monster causes them to Rush in
    • They have different abilities
    • Monsters don’t go to the underworld, simply set them aside when destroyed
    • You can dominate a monster, they become yours to control until destroyed
      • chain symbol indicates abilities that apply while being dominated
    • Some effects send monster back to lair, units go to underworld
  • Mercenaries
    • Pay to hire until Regroup as a free action (or with an orb to keep)
    • Minotaur – has monster Rush ability
    • Shapeshifter – use another units ability
  • Magic Cards
    • Obtained from Mage Tower
    • Hand limit of 7
    • Can be spent as resources
    • Spells – various effects, read the card, some have a cost
    • Quests – gain points during the game for completing goals
    • Prophecies – end of game points for completing goals
  • Free Actions
    • Treasure token – discard for pictured resource
    • Treasure token – place in a slot
    • Play a magic card
    • Hire a Mercenary
    • Spend an Orb
      • Choose a reward from Orb reward market
      • Slot Orb into Tableau
      • Slot Orb into Adventure card
      • Slot Orb to permenantly hire Mercenary
  • Treasure chest symbol (looks a bit like a pie) means any resource
  • Resource limit of 5 per type

Score Points From

  • During Game
    • Complete Quests (from magic cards, from Mage Tower)
    • Glory Track rewards
    • Orb bonuses
    • Tableau actions
    • Monster effects
  • End of Game
    • Unspent Orbs = 1VP
    • Complete Prophecies(from magic cards, from Mage Tower)
    • Elemental Track (1VP per rank), progressed up via:
      • adventure cards, from Dungeon exploring
      • creating dwelling, from Mill tile or Dwell action
    • Dwellings = 1VP per rank on corresponding Elemental track
    • Tableau cards = 1VP per rank on corresponding Elemental track
      • limit to scoring 3 cards per constructed dwelling (i.e. 4 dwellings = 12 cards)
    • Vault adventure cards

Tips

  • Different factions have different abilities – read the mat and take advantage!
  • Familiarise yourself with the adventure card market throughout the game
  • Elemental track is critical for end game scoring
    • You can only progress up 4 tracks
    • Pick tracks based on tiles you’re dwelling in and adventure cards taken
  • Get magic cards throughout, they’re useful and give end of game scoring
  • First placement:
    • look for tiles to dwell in with many adjacent ruins (2VP each) – don’t rush to dwell if not scoring
  • Early game
    • get units out (target summoning portal) – units get bonus actions on recall
    • if there are worthwhile adventure cards then go to the Dungeon
    • being able to get resources as part of recall is important, look for adventure cards to do this
  • Remember magic cards can be spent as resources

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