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2
Game Setup
AGoals:
1) Shuffle the trading goal cards and reveal
three of them.
2) Shuffle the secret goal cards and give one
to each player. Players read their secret goal
and place it face down in front of them.
BGems:
Sort gem cards by type face up.
CKingdom Cards:
Sort kingdom cards by color. Each player
selects a color (blue, red, green or yellow) and
gets the 9 kingdom cards in their hand.
DDwarfs:
Each player receives 7 dwarfs of the
same color as their kingdom cards.
EOgres:
Shuffle the ogre cards.
FExplore:
Leave a big area to place the kingdom cards.
The youngest player starts the game.
After him, the other players proceed
clockwise.
Play!
To survive the long and terrible winter that is approaching, the dwarfs need to prepare. It is
time to collect gems, build castles and stock up on food. The fire dragons are sleeping. The
frost giants are lurking. Fall is precious and it is vital to plan your actions wisely!
B
C
D
E
F
A1 A2
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3
Player’s turn
Each player can perform 3 actions per turn (4 if their castle is in play). An action can be any of the following: Play a
Kingdom Card, Place a Dwarf or Move a Dwarf. You can choose any combination of them, for example “Play 3 Kingdom
Cards” or “Place 3 Dwarfs” or “Place 1 Kingdom Card and place 2 Dwarfs” etc.
1. Perform Actions:
Play an Ogre Card: Playing an ogre card is a FREE action. You can
play more than one ogre card during your Actions Phase.
A player’s turn is divided into three phases: Perform Actions, Resolve, and Discard.
Place a dwarf: You can place a dwarf from your pile on any free spot on the board. You
may place a dwarf in any kingdom. You can even use another player’s castle to “dig”. To
complete a task you need to have as many dwarf meeples as the card requires, for example
the ruby mine requires three dwarfs while the emerald mine requires two in order to com-
plete the task and resolve in the proper phase.
Move a dwarf: You can move any of your dwarfs to an adjacent card.
You cannot pass through walls, and there has to be a free spot on that
card to move there (even if you want to simply pass through a card to go
to another one).
Play a kingdom card: You place cards either adjacent or (if applicable) stacking
on other cards. You can place cards any way you like, whether the walls match or not,
whether they are connected to your castle or not.
During the first turn, the first player places the first kingdom card anywhere on the
table.
...OR STACK A CARD ON TOP OF
ANOTHER CARD OF THE SAME TYPE.
PLACE ONE CARD...
You can only stack cards of these three types. You
cannot stack on a card with a dwarf on it.
Nothing can be stacked on top of castles or monsters.
---
4
2. Resolve:
During this phase, you check the board and you complete all tasks that have
the required amount of your dwarfs on them. All the dwarfs completing a task
must have the same color. Move all dwarfs that completed the task back to your
pile and then execute the task. (for example: pick up a gem, trade in the general
store, get an ogre card or dig cards).
Be careful, dwarfs do NOT return to you unless they complete a task. If the task
cannot be completed (for example there is a dragon in the kingdom and your
dwarfs were mining), dwarfs return but the task has no effect. If the task requires
two dwarfs and you have three on the card, then leave the extra dwarf on the
card and remove the other two. Exceeding dwarfs remain on the board.
3. Discard:
You may never have more than 9 cards in your hand. The cards that count towards your hand limit, are Kingdom cards,
Gems and Ogre cards. During this phase if you have more than 9 cards you need to discard either gems or ogre cards
down to 9. You cannot discard kingdom cards from your hand.
BECAUSE NONE OF THESE CAN BE DISCARDED...
...ONE OF THESE MUST BE DISCARDED!
---
5
Kingdom Cards
Nothing is more valuable to a dwarf king than his castle. The defense of his land occupies
much of his thoughts and the conquest of new territories is essential. Kingdom cards are not
worth points when in players’ hands. However, within the walls of a castle at the end of the
game, they can make the difference between victory or defeat.
1.1 Extra Action: Having a castle of your color in play grants you one extra
action per turn.
1. Castle:
Your kingdom is every kingdom card within the
walls of your castle. Add the VP of each card of
your Kingdom at the end of the game.
To find out if a kingdom card belongs to your
kingdom, imagine a dwarf on your castle card and
try to move it to that card without passing through
walls. If you can, then this card is part of the
kingdom.
1.3 Kingdom building: Whenever possible, place
(or stack!) cards in order to prevent the plans of your
opponents. The key to a successful game is to build
strategically, consolidating a powerful kingdom,
while decreasing or weakening the enemy’s lands.
Each player starts the game with 9 kingdom cards in hand. Keep in mind that once you play a kingdom card from
your hand, every player will get the chance to place their dwarfs on it to use it.
1.2 Digging: To dig a stacked card, you need to place 2 dwarfs on any
castle in play. If you do, put the top card of the stack of cards under the
other ones, without rotating it. You can only dig cards that have no dwarfs.
You can never dig Monster cards (dragon or frost giant).
If you have any monster in your kingdom the digging action of your castle
will not work. Dwarfs may only dig in times of peace.
---
6
Example: The red player placed 2 dwarfs on the diamond
mine but there was no diamond card available. The dwarfs
return to the player’s pile without collecting a diamond card.
3. Monsters:
Monsters are scary and territorial beasts. Dragons stop all mines in their Kingdom
from working, while Frost Giants cancel the extra actions of castles.
You cannot stack any card on top of a monster. Having any monster within the
walls of a kingdom will prevent the digging action of the castles in it.
To defeat one monster you need to place 5 dwarfs of the
same color on the card. When this happens, the monster
card is removed from the kingdom and placed along with
the goals of the player who defeated it.
A defeated monster does not count as a goal (for the
purpose of triggering the endgame). Each defeated
monster grants +3 VP at the end of the game.
In order to accomplish a trading goal players need to collect gems from mines. To
do so, they need to place the required amount of dwarfs on the mines to fulfill the
task and collect gems during their Resolve phase.
But be careful! When you place dwarfs on a card in the amount required to perform
a task, and, for whatever reason, you cannot complete it, these dwarfs will return to
your pile at the end of your turn empty handed.
REQUIRED
AMOUNT
OF DWARFS
TO FULFILL
THIS TASK
2. Mines:
At the end of the game, add the VP of any remaining gem cards in
your hand to your total score.
Example: The blue player wants to place his third dwarf on the
ruby mine but there is a dragon in the kingdom. If he does it, his
dwarfs will return to his player’s pile without collecting a ruby card.
WHENEVER POSSIBLE, TRY TO
BLOCK SOMEONE ELSE’S PLANS
BY STACKING THE DRAGON INTO
THE MINES.
---
7
4. Tavern:
Despite their questionable loyalty ogres provide essential services to all
dwarf kings: they take the blame for robberies, ambushes, intimidation, etc.
Whenever you need, you can get ogre cards at the Tavern. If the
ogre deck runs out, reshuffle the ogre discard pile.
Using an ogre card is a free action.
Each ogre card counts towards your hand limit and is not worth
victory points at the end of the game.
You cannot move an opponent’s dwarfs. If someone blocks you
(for example: while are trying to kill a dragon, the enemy puts
a dwarf on the monster’s card), then the only way to get rid of
them is to hire the ogres to do your dirty work.
5. General Store:
To complete a trading goal you must perform a trade at the general store. Place 3 dwarfs there and in the resolve phase of
your turn exchange the number of gems shown on one of the trading goals to buy it. Return the gems to the appropriate
gem decks and take the trading goal card. Refill its position with the top card of the trading goal deck. You can complete
only one trading goal per trade.
DISCARD THESE CARDS...
... TO GET THIS ONE.
PLACE 3 DWARFS
---
8
Goals
1. Trading Goals:
When a player has completed at least 3 goals at the end of his/her turn then the endgame is triggered. Players who
have not played this round take their last turn and the game ends. You can have any combination of completed
goals to trigger the endgame. For example: 2 trading goals and 1 secret goal or 3 trading goals.
2. Secret Goals:
To complete trading goals players need to collect
gems and then perform a trade at the general store.
Secret goals can be revealed at any point during the game (even at the end of the game before scoring) provided
the requirements written on the secret goal card are met.
There are two types of goals in the game, each of which gives you Victory points at the end of the game:
Keep completed trading goals, your secret goal and the monsters that you have defeated together next to you.
They do not count towards your 9 cards hand limit.
Endgame
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9
Winning the Game
At the end of the game the player with the most Victory Points (VP) wins.
You score Victory Points from all the following:
Completed Goals: These can
be either Trading Goals or your
Secret Goals. Each one of them
gives a specific amount of VP.
Defeated Monsters: Every
monster you defeated during
the game gives you 3 VP.
Gems in your Hand: At the
end of the game any Gem
still in your hand awards you
the number of Victory Points
shown on the card.
Kingdom: Every kingdom card
(including other players’ castles)
within your kingdom awards
or subtracts a certain amount
of Victory Points. Add them all
together to find how many you
gain at the end of the game. If
your castle is not in play you get
NO extra Victory Points. If one or
more players share a kingdom,
they all get the same amount of
Victory Points.
In case of a tie, the player with the biggest kingdom (in number of cards) wins.
If it is still a tie, the player with the most dwarfs on the board is the winner.
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10
Ogre Cards
Swap an enemy meeple on
a kingdom card with one of
yours on the board.
Brute:
Remove all meeples from the
target kingdom card.
Ambush:
Steal all ogre cards
from an enemy.
Crown:
Move a dwarf from a target kingdom
card up to two kingdom cards away,
without passing through walls.
Panic:
Steal a random gem
from an enemy.
Thief:
Description of the cards:
Using an ogre card is a free action. Whenever you need, you can get ogre cards at the
Tavern. If the ogre deck runs out, renew it by shuffling the ogre discard pile.
Each ogre card counts towards your hand limit and is not
worth victory points at the end of the game.
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11
Your kingdom must have
8 kingdom cards or more.
Architect:
You must have defeated any
2 monsters or more.
Hunter:
Your kingdom must
worth 10 Victory Points
or more.
King:
You must have at least 1 gem
of each kind in hand.
Miner:
You must have at least
5 ogre cards in hand.
Ogre in disguise:
You must have at least a trio of
meeples in 2 different monster cards
at the same time.
Researcher:
You must have at least 5
emeralds in hand.
Wizard:
Secret Goals
Description of the cards:
Every player gets one random secret goal at the beginning of the game. Secret goals can be revealed at any point during
the game (even at the end of the game before scoring) provided the requirements written on the secret goal card are met.
Keep your secret goal on the board next to you. It does not
count towards your 9 cards hand limit.
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SPECIAL THANKS: Alan Farias, Alexandros Manos, Almer Briene, André Pretzel, André Teruya, Bebel Ribeiro, Carton
Olvidado, Daiskardas, Darren Hsiao, Dustin Gaspard, Evellyn Brüehmüeller, Fabio Piovesan, Fernando Celso, Igor
Knop, Irene Theoharopoulos, Jon-Paul Decosse, Karen Soarele, Kei Kouji, Kolja van der Vaart, Lucas Andrade,
Luis Francisco, Mac Schwarz Crow, Moisés Pacheco, Nicolas Quesque, Richard Courchese, Rafael Souza, Rodrigo
Deus, Sam Fraser, Stefani Angelopoulos, Thiago Leite, Vin Parker, Wei-Chun Yang, Xenia Theoharopoulos.
DESIGNER AND ARTIST: Luís Brüeh DEVELOPERS: Constantine Kevorque and Anastasios Grigoriadis
36 KINGDOM CARDS 10 TRADING GOALS 7 SECRET GOALS
7 DWARFS OF
EACH COLOR
34 GEMS 13 OGRES
Kingdom cards types: Allocation spots:
Number of
dwarfs needed
to fulfill a task
Dwarfs needed:
Fire Dragons and Frost Giants:
Trade the amount of gems required
for a revealed trading goal.
General Store:
Move the top kingdom card of a stack to the bottom of its pile (without
rotating it). You can only dig cards that have no dwarfs.
Digging:
Grants 1 extra
action to the player
of the given color.
Extra action:
1 Ogre
1 Emerald1 Diamond
2 Golds 1 Ruby
Obtain:
Monsters will not allow digging in the kingdom. Dragons also stop all
mines in their kingdom from working, while frost giants cancel the
extra actions from castles.
Game Components:
MORE GAMES AND SUPPORT AT: WWW.VESUVIUSMEDIA.COM
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