Full manual text

Welcome to Ankh-Morpork, the largest, smelliest, and most ‘interesting’
city on Discworld. The city’s patrician, Lord Vetinari, has disappeared,
and the citizens are calling out for firm leadership. Will one of the noble
families take control of the city, or will the people welcome the return
of the king to restore peace? Then again, Vetinari’s absence may have
been temporary and his spies could be spreading around the city, ready
to start pulling the levers of power for their master.
Ankh-Morpork is a relatively simple game. When it is your turn
you play a card, do what it says on it, and then fill your hand
back up to five cards. The next player then does the same, and so
on until someone declares that they have won the game, or the
deck of cards runs out. What you need to do to win the game
depends on the secret personality that is assigned to you at the
start of the game. You must keep your aims secret from the other
players and at the same time try to divine what your competitors
are up to and make sure they do not beat you to the ultimate
prize – lordship over the most unruly city in Discworld.
DISCWORLD
ANKH-MORPORK
®

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As well as the rule book and the playing board you should also have the following pieces:
four sets of twelve
minion pieces,
twelve trouble
markers,
four sets of
six buildings,
one twelve
sided die,
four demon pieces, three troll pieces,
twelve Random
Event cards,
thirty-five silver coins worth
$1 each, seventeen gold
coins worth $5 each,
four Player Aid cards,
seven Personality
cards,
forty-eight green
bordered Player
cards,
and fifty-three
brown bordered
Player cards.
twelve City Area
cards,
The board shows the city of Ankh-Morpork. The city has been
divided into twelve areas. Each area is bordered either by a line or
the River Ankh. Every area has a nameplate, a number and a cost
for building there. The number in an area is used to determine
where random events occur. Areas are adjacent if they share a
common border or are connected by bridge.
Components

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Each player should select a set of playing pieces of the
same colour. A set consists of twelve minion pieces
and six building pieces. Each player should place one
of their minions in The Shades, The Scours, and
Dolly Sisters. One trouble marker should also be
placed in each of these three areas.
Place the remaining trouble markers
by the side of the board.
Place the money by the side of the
board to form a bank. Each player
starts with ten Ankh-Morpork dollars.
During the game players cannot hide
how much money they have from
other players.
Place the demon and troll pieces
by the side of the board.
Shuffle the Personality cards and deal
one to each player. You keep your
Personality card secret until you either
achieve the victory conditions on it or
the game ends. Place the remaining
Personality cards to one side, without
examining them.
Shuffle the Random Event cards and
place in a deck face down by the side
of the board.
Players will take it in turn to have their ‘go’, starting
with the first player.
When it’s your turn you choose one of your cards to play.
You do whatever it tells you to do on the card. You may have
the option to play another card. When you have finished
playing cards you then take enough cards from the draw pile
to bring your hand size back to five cards. It may be that
during your turn you picked up more cards, bringing your
hand size up to more than five. This is fine, you just do not
pick up any more cards at the end of your turn and neither
do you have to discard any.
Starting the game
Playing the game
Separate the Player cards into two decks, the green bordered
deck and the brown bordered deck. Shuffle the brown deck
and place it on the table, face down. Then shuffle the green
deck and place it on top of the brown deck, face down.
Deal out five cards from the top of the deck to each player.
Place the remaining cards by the side
of the board to form a draw pile.
Place the City Area cards face up
on display by the side of the map so
that they can be clearly seen by all
of the players.
Each player should also take one
Player Aid card. This card helps to
remind you about important rules.
Use the die to randomly
determine who will be the
first player.
Playing with just two players
– You will need to remove the
Chrysoprase card before
shuffling and dealing out
Personality cards. You will also
need to remove the Hubert and
Cosmos Lavish cards from the
draw pile (both are brown
bordered cards).
Now the player to your left has his or her turn. Play continues
in this manner until either one player declares that he or she
has won (which depends on their Personality card) or the
draw pile is exhausted. At this point if a player is Commander
Vimes then they have won, otherwise the player with the most
points wins the game.
It is very important for all players to be aware of what all
of the potential victory conditions are. You must be careful
not to ‘gift’ the game to another player by not keeping an eye
on what they are doing. The victory conditions are detailed
towards the end of this rule book. Please make sure you read
them carefully before you start to play the game.

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The key to this game is learning how the Player cards
work. Nearly every such card has one or more
symbols at the top. These symbols tell you what
actions you can do and the order in which they can
be performed.
When you play a card you may carry out some or all of the
actions indicated. The order in which the actions can be
performed goes from left to right along the top of the card.
You are not forced to perform an individual action, so you
could choose one or more not to perform. The only action
that you must perform is the Random Event action. Once
you have finished with the card you place it next to the draw
pile, face-up. This is the discard pile.
Example: If you played the Bursar card then you
would first draw a Random Event card, you
would then have the option to swap the positions
of two minions (as written at the bottom of the
card). Finally, you would have the option to play
another card.
You complete one action before you start the next action.
Each of the actions is explained on this and the following
page. Note that there are two ‘asides’, one to explain trouble
markers and the other to explain City Area cards.
Place a minion
You take one of your minion pieces and you place
it in an area on the board. You must place it in
either an area that you already have a minion in or in an
adjacent area. There is no limit on the number of minions
that can be placed in an area. If you already have all of your
minions on the board then you can remove one and then
place it somewhere else (making sure you follow the other
rules above). These rules apply whenever you have to place a
minion, including due to the play of an interrupt card. If you
do not have a minion on the board then you can place your
minion in any area.
Trouble markers
Whenever a minion is placed or moved into an area that
already has one or more minions in it then you must place
a trouble marker in that area. An area can only contain one
trouble marker. As soon as a minion is moved or removed
from an area, any trouble marker in the area is also removed
(even if there are two or more minions remaining). Placing a
building in an area does not cause trouble. There are two main
effects of trouble. Firstly, you can only assassinate a minion if
there is a trouble marker in that area. Secondly, you cannot
build a building in an area that contains a trouble marker.
Trolls and demons are regarded as being minions and so will
affect trouble in the same way as a player’s minion.
Example: Let’s assume that you are the red player (for this
and all other examples) and you have just played a card with
the ‘Place a minion’ symbol on it. As you already have a minion
Example: Here is an example of what happens when you place
a minion in an area that already contains a minion. The picture
to the left shows the board before you have your turn, the one on
the right after you’ve had it. As there was already a minion in
Dimwell you must also place a trouble marker in the area.
Place a building
You can place one of your building pieces in an
area that you have a minion in. You cannot build
in an area that already contains either a building or
a trouble marker. The cost of placing the building
is shown in the area and on the matching City Area card.
You pay this amount of money to the bank. You then take
the matching City Area card into your possession. If, for any
reason, the building is removed later on then you must return
the City Area card to the display. Place the card in front of
your position, face up.
You can have up to six buildings on the board. If you already
have six buildings on the board then you can choose one to
remove and place in the area you wish to build in. Make sure
you return the City Area card for the area that you remove
your building from.
in Dolly Sisters you can legally place one in any area indicated
by the arrows. Note that areas that are connected by bridges are
adjacent to each other.

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Example: In the part of the map shown you can only place a
building in Nap Hill. Dolly Sisters has a trouble marker in it,
Seven Sleepers already has a building, and you do not have a
minion in either Unreal Estate or Dragon’s Landing. If you do
go ahead and build in Nap Hill then you must pay $12 to the
bank. Note that even though the yellow player has more minions
than you in Nap Hill you can still place a building there. Once
you have placed your building you take the Nap Hill card.
City Area Cards
Every area on the board has a City Area card. Each card grants
you a particular ability. In most cases you can use this ability
once per turn and you choose when you wish to use it. What
you cannot do is use the ability on a card in the same turn that
you gained it. The Small Gods card is the exception and can be
used when it is not your turn to react to the result of a random
event. Here is a more detailed description of each of the card
abilities:
The Shades – At any point in your turn you can place one
trouble marker in The Shades or an adjacent area (area must
contain at least one minion).
Dolly Sisters – Once per turn you can pay $3 and place one
of your minions in Dolly Sisters or an adjacent area.
The Scours – Once per turn you can discard one card and
take $2 from the bank.
Dimwell – Once per turn you can pay $3 and place one of
your minions in Dimwell or an adjacent area.
Nap Hill – Once per turn you can take $1 from the bank.
Longwall – Once per turn you can take $1 from the bank.
The Hippo – Once per turn you can take $2 from the bank.
Dragon’s Landing – Once per turn you can take $2 from
the bank.
Isle of Gods – Once per turn you can pay $2 to remove one
trouble marker from the board.
Small Gods – Whenever one of your minions or buildings is
affected by a random event you can pay $3 to ignore the effect.
If more than one piece is affected then you must pay $3 for
each piece you wish to protect.
Seven Sleepers – Once per turn you can take $3 from
the bank.
Unreal Estate – Once per turn you can draw one card and
then discard a card.
Assassination – You remove one minion
(but not your own) or troll or demon of your choice
from an area that contains a trouble marker.
Remember that this will also remove the trouble
marker from the area.
Remove one trouble marker
– You remove one trouble marker from an area
of your choice.
Take money – The gold circle has an amount
of money shown in it. You take this amount from
the bank.
Scroll – Perform the action described in the text
at the bottom of the card.
Random Event – This is the only action that
isn’t optional. You must draw the top card from the
Random Event deck. This will tell you which event
occurs. You must then check the back of the rule
book to see the effect of that event. Once you have
completed the event you place the Random Event
card to one side (i.e. each event can only occur once
in the entire game).
Play another card – You play another card
from your hand. You could end up playing a
succession of cards that have this symbol on.
Interrupt – A card with this symbol on can be
played at any time, even if it is not your turn.
Most interrupt cards protect you from something
bad happening to you. You may play this card at any
time, even if it is not your turn. For example,
somebody might try to assassinate one of your
minions and you could play the ‘Gaspode’ card to
stop them. Playing an interrupt card in your turn
does not count as an action, Please make sure you
play such a card promptly. If you forget to use a card
to negate the effect of another card played against
you then you cannot ‘go back in time’ and play the
card retrospectively.

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The game ends when either a player achieves the
victory conditions on his or her Personality card
OR if the ‘Riot’ Random Event card is drawn and
the conditions on the card are met OR as soon as
one player takes the last card from the draw pile.
All of the Personality cards apart from Commander Vimes
state that the conditions on the card must occur at the start
of your turn, not the end of it.
Lord Vetinari – you win if at the
beginning of your turn you have a certain
number of minions in different areas on
the board (think of them as your spies).
With two players you need to have
minions in at least eleven different areas.
With three players you need to have
minions in at least ten different areas.
With four players you need to have
minions in at least nine different areas.
Areas must be free of demons.
Lord Selachii, Lord Rust, Lord de Worde – you win if at
the beginning of your turn you control a certain number of
areas. If there are only two of you playing then you need to
control seven areas, if there are three of you then you need to
control five areas, and if there are four of you then you need
to control four areas. You control an area if you have more
playing pieces in it than any single other player (a playing
piece being a minion or a building). You would also have to
have more pieces there than the total number of trolls in the
area. You cannot control an area that contains one or more
demons. The presence of a trouble marker does not affect
the control of an area.
Example: The Green player controls Seven Sleepers. The yellow
player controls Nap Hill, even though there is a trouble marker
there. The red player does not control Dolly Sisters as there is a
demon there. The blue player does not control Unreal Estate as
there is one troll there. If blue had another piece there, either
another minion or a building, then he or she would control
the area. Neither yellow nor green control Dragon’s Landing.

Dragon King of Arms – If at the beginning of your turn
there are eight trouble markers on the board then you win.
The rationale is that the city has fallen into more chaos than
normal and people want the king back (who would be
controlled by you).
Chrysoprase – If at the beginning of your turn your net worth
(your cash plus the monetary cost of each building you have)
is $50 or more then you win the game. Please note that any
loans you have taken out count as $12 against your total
worth (certain cards allow you to take out loans).
Commander Vimes – you win if nobody else wins by the
time the draw pile has been exhausted.
If the game ends due to the draw pile running out AND
nobody has the Commander Vimes Personality card, then
the winner is the player with the most points. Each minion
on the board is worth five points. Each building is worth a
number of points equal to its monetary cost. Each $1 in hand
is worth one point. If you have the Dent card or the Bank card
then you must pay back the amount noted on the card. If you
cannot do so then you lose fifteen points each. In the case of a
tie the tied player with the highest monetary value City Area
card is the winner. If there is still a tie then the tied players
shared the honours of a joint win.
Ending and winning the game

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®
Credits
Game designed by Martin Wallace
Artwork by Peter Dennis, Ian Mitchell, Paul Kidby, and Bernard Pearson
Graphic design by Solid Colour
Playtesters: Hannah Bryan, Mike Bryan, Abby O’Rourke, Jerry Elsmore, Chris Boote,
Richard and Jan Dewsbery, Richard Pingree, Simon Goodway, Jess Wylde, Max Michael,
Simon Bracegirdle, Andy Ogden, Geoff Brown, Chris Dearlove, David Dearlove,
Catherine McManus, Alan McClenahan, Henry Proctor, Stewart Pilling, Jen Petruccio,
Don Oddy, various people at the Convention of Wargamers, Manorcon, Sorcon,
Beyond Monopoly, Kublacon, Hogswatch, and Spring Watch.
Thanks to Sir Terry Pratchett, Julia Wallace, Bernard and Isobel Pearson, Reb Voyce,
Ian Mitchell, Colin Smythe, Neil Kendrick, Chris Boote, Jerry Elsmore, Ian and Jo Drury,
Rob and Rob at Sigma, Robert Flach, Rob Mulholland, Sanders Bol, Pete Chapman,
Charles Bishop, Steve Rohan-Jones, David Gatheral, Jason Anthony, Helen and Chris Smith
and load and loads of Discworld fans.
© Terry Pratchett 2011.
Discworld is a registered trademark belonging to Terry Pratchett. Ankh-Morpork
®
is an official
DISCWORLD
®
board game and as such is protected by a worldwide copyright.
www.treefroggames.com
www.mayfairgames.com
Q. What exactly happens if I play Ponder Stibbons
or Drumknott?
A. You choose any two cards from your hand to play. You
should treat each card you play as a separate set of actions.
Thus, if one of the cards allows you to play another card then
you can do so, following on from that particular card. Once
you have completed all of the actions associated with one of
the cards you can then play the second card, which may also
result in you being able to play additional cards. If you play
all of your cards then your turn ends.
Q. If somebody plays the Death card against me can
I use an interrupt card, such as Gaspode, to protect
two of my minions?
A. No. An interrupt card will only protect one minion. You
may block the first attempt to remove one of your minions,
but the player who played the Death card could use the
second assassination symbol to remove the minion that you
just protected. You would have to play another interrupt card
to stop the second attempt to remove your minion.
Q. What exactly does the Wallace Sonky card do?
A. Wallace Sonky protects you against the text effect of
another card. It does not protect you against symbols on
other cards, so it would not protect one of your minions
being removed by a card with an assassination symbol on
it. However, it would protect one of your minions being
removed due to somebody playing the Carcer card, as the
effect of the card is described in the text area. Other examples
of cards it would protect against are The Fire Brigade,
Dr Whiteface, and The Thieves' Guild. It cannot be used to
protect another player, only you benefit from its use. It does
not protect against random events. If you do use the card then
the card you block cannot then be used against another player.
Q. Can the Small Gods card protect you against
demons?
A. Yes. You can pay $3 to stop a demon piece being placed in
an area. The demon piece should be placed to one side, it is
not placed on the board.
Q. Can Carcer remove troll or demon pieces?
A. Yes, troll and demon pieces should be treated just like
player minion pieces.
Q. What happens if I cannot play a card during
my turn?
A. You are forced to pass. You would still draw cards
as normal.
Frequently asked questions
Q. If you place one of your minions in an area that
only contains minions of your own colour do you still
place a trouble marker?
A. Yes, you still place a trouble marker.
Q. Do I have to control an area to be able to build
a building?
A. No, you need to have at least one minion there, and there
cannot be a trouble marker in the area.
Q. If I use a card that allows me to move a minion can
that cause trouble?
A. Yes. Whenever you add or move a minion into an area that
already has one or more minions in it then you place a trouble
marker in there (unless it already contains one).
Q. Can I get rid of the Fools’ Guild or Dr Whiteface?
A. No, once you have accepted one
of these cards you are stuck with
it for the rest of the game. Each of
these cards counts towards your hand
size, so the effect is to reduce your
hand size by one. You cannot discard
it using The Scours or Unreal Estate.

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Many of the events have an effect on buildings. If you
lose a building then you must hand back the City Area
card that goes with it.
The Dragon
Roll the die to determine which area on the board will be hit
by the dragon. Remove all minions (including demons and
trolls), any trouble marker, and any building from the area
affected.
Flood
Roll the die twice to see which areas are affected by flood.
Areas rolled that are adjacent to the river are affected by flood.
In player order, starting with the active player, each player
must move their minions from the affected areas to adjacent
areas. You cannot move your minion to another area affected
by flood. You can still move to an area adjacent to the river.
Buildings, trolls, and demons remain in the areas and are not
affected by flooding.
Fire
Roll the die to establish the area of the fire. If there is no
building in the rolled area then the random event ends
without effect. If there is a building in the area then remove it
from the board and roll the die again. If the next area rolled is
adjacent to the previous area and there is a building in it then
remove that building too (the fire has spread). You continue
rolling in this manner until you roll an area that either does
not contain a building or that is not adjacent to the last area
you rolled.
Fog
Draw and discard the top five cards from the draw pile. Make
sure you and the rest of the players can see which cards have
been discarded.
Riots
If there are eight or more trouble markers on the board then
the game ends immediately. You now work out who has won
by adding up points (see page 6). Please note that if a player
is Commander Vimes then they do not win at this stage,
although they may still win on points.
Explosion
Roll the die and remove any building in the area of the
same number.
Mysterious Murders!
You roll one die and remove a minion of your choice from the
area of the same number. You then pass the die to the player
to your left, who rolls it and removes a minion of their choice
from the area of the same number. Repeat this procedure until
all players have rolled the die once. If you roll an area and only
you have minions there then you must remove one of them.
Demons from the Dungeon Dimensions
Roll the die four times and place one demon minion piece in
each of the areas matching the numbers rolled. More than one
demon can end up in an area. If there is not a trouble marker
in the area that a demon is placed in then place such a marker,
even if there is no other minion in the area. While there are
one or more demons in an area the power on the City Area
card cannot be used and any building there has a value of zero.
The area also cannot be controlled by any player nor does it
count as an occupied area for Vetinari. If an area still has one
or more demons in it at the end of the game then nobody
scores any points for minions or buildings there. Demons
can be moved or removed from the board in the same way
as minions.
Subsidence
All players must pay $2 for each building they have on the
board. If they cannot pay for a building then it is removed
from the board.
Bloody Stupid Johnson
Roll the die. If the City Area Card of the same number is
in play then it is set to one side and is no longer in the game,
i.e. the power on the card is not in effect. Also, the owner
of the card must remove one minion from the same area as
the card. The building still counts towards control of the
area and retains its monetary value at the end of the game.
Trolls
Roll the die three times and place one troll piece in each
area of the same number. More than one troll can end up
in an area. Remember to place a trouble marker if there
is already one or more minions in the area. Trolls are like
minions, except they do not belong to any player. They affect
your ability to control an area, in that you must treat them as
belonging to ‘another player’. You can move or remove them
from the board in the same way as a minion.
Earthquake
Roll the die twice and remove any buildings from the areas
of the same number, if any.
Random events

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