Game Objective
Get ready for a cooperative and relaxing adventure! In Dorfromantik: The Board Game, all players join forces to build a stunning map, piece by piece, while fulfilling the villagers' tasks. But that's not all: you also need to create the longest Tracks and Rivers you can and close off territories with Flags to secure extra points. The more harmonious and efficient your village, the higher your score at the end of the game!
And the best part? This is a campaign game! As you accumulate points and progress, new boxes with secret components will be unlocked, adding more challenges and ways to score in future games. It's like watching your village grow and evolve with each play!
Preparation (Setup)
Let's set up the table to start building your dream village:
- Separate the Task Tiles (those with task icons) from the Landscape Tiles (the more common ones).
- Shuffle all Task Tiles face down and create as many stacks as you like around the play area.
- Shuffle all Landscape Tiles face down. Then, without looking, return 3 of them to the box – they will not be used in this game. With the remaining tiles, create as many stacks as you like and place them separate from the Task Tile stacks.
- Take the 25 Task Markers, shuffle them face down, and separate them by color (or icon). Place them next to the Task Tile stacks.
- Keep the Scorepad and Campaign Sheet handy, but don't worry about them now – they will only be needed at the end of the game.
- Important: Do not open any of the 5 numbered boxes that come in the game insert. They contain surprises that will be unlocked throughout the campaign!
The Game Turn
Gameplay in Dorfromantik is simple and fluid, with everyone working together for the best outcome. The first player is chosen, and from them, turns proceed clockwise.
On your turn, you must follow these steps:
-
Reveal and Discuss a Tile:
- In the first 3 turns of the game, you must always reveal 1 Task Tile. When you do, immediately take 1 corresponding Task Marker and place it on the tile, with the number visible.
- In subsequent turns, check how many Task Markers are in the play area:
- If there are fewer than 3 Task Markers, reveal 1 Task Tile and take its corresponding Task Marker.
- If there are 3 Task Markers, reveal 1 Landscape Tile.
- Before placing the tile, discuss with the other players the best placement option. Remember, the final decision is yours!
-
Place the Tile:
All tiles must be placed to maintain a single connected group. This means the new tile must have at least 1 of its 6 edges touching the edge of another tile already in the play area.
There are only two additional placement rules:
- Edges with Tracks and Rivers must always connect to edges of the same type. You cannot connect a River to an edge without a River, for example. (But you can start several separate Tracks or Rivers to connect them later!)
- Edges with Forest, Grain, Village, and the neutral grassland can be connected however you like. There is no need to match these edge types.
-
Complete Tasks (if applicable):
Each Task Marker has a number (4, 5, or 6) that indicates how many tiles the corresponding territory (Forest, Grain, or Village) or Track/River needs to have to be completed. You can complete tasks immediately when placing a tile!
- If, when placing a tile, a territory, Track, or River reaches or exceeds the number of tiles required by a Task Marker, that task is completed. Place the Task Marker face up in a Completed Task Markers area.
- You can complete more than 1 Task Marker at the same time with a single move!
- Attention: You cannot place a Task Tile in such a way that the territory, Track, or River is closed with fewer tiles than the value of the Task Marker you are placing. You also cannot close a territory with a Task Tile if it creates a territory smaller than the value of the new Task Marker.
- If, in a later turn, you add tiles to a territory, Track, or River, and this causes it to exceed the number of tiles required by an already placed Task Marker, that Task Marker is canceled and must be returned to the box without scoring. The same happens if you close a territory with a Landscape Tile, leaving it with fewer tiles than required.
-
End of Stacks:
- If the stack of Task Tiles runs out, you can no longer place Task Tiles. Continue playing, placing only Landscape Tiles until the end of the game.
The Flags: At the start of the Campaign, 3 Landscape Tiles have Flags (green for Forest, yellow for Grain, red for Village). They follow the same placement rules, but only score at the end of the game if they are in completely closed territories (no open edges).
End of Game and Scoring
The game ends when you need to reveal a Landscape Tile and there are no more available. If there are still unrevealed Task Tiles, they are not used in this game. If a task is completed or canceled with the last Landscape Tile, the game continues, revealing and placing new Task Tiles until no more tasks can be completed or removed.
After the end, it's time to grab the Scorepad and celebrate your achievements!
- Completed Tasks (S1): For each type of completed task (Forest, Grain, Village, Track, River), sum the values of all corresponding Task Markers and write them in fields B1 to B5. Sum these totals and write the result in S1.
- Flags, Longest Track, and Longest River (S2):
- Flags (C1-C3): Check which Flags are in completely closed territories. For each one, you earn points equal to the number of tiles in that territory. Write down the points for green (C1), yellow (C2), and red (C3) Flags.
- Longest Track (D1): Count the number of tiles of the longest continuous Track on your map. Write it in D1.
- Longest River (D2): Count the number of tiles of the longest continuous River on your map. Write it in D2.
- Sum the points from Flags, Longest Track, and Longest River and write the total in S2.
- Unlocked Components (S3): At the beginning of the campaign, ignore this section. As you unlock new components, they may provide additional points, which will be summed here.
- Grand Total (H): Sum S1 + S2 + S3 to get your final game result and write it in H. Don't forget to fill in the player names (F) and the date (G)!
After scoring, transfer your result to the Campaign Sheet to record your progress, unlock new achievements and components for future games!
Tips for Winning
- Plan Your Tasks Carefully: Tasks are your main source of points. When placing a Task Tile, think about how you can expand the territory, Track, or River to reach the number required by the Task Marker. Avoid closing territories too early if there are still Task Markers on them that require more tiles.
- Prioritize Long Tracks and Rivers: The longest Track and longest River can yield many points at the end of the game. Try to connect segments of Tracks and Rivers whenever possible, even if they start separately. Keeping options open for future connections is crucial.
- Close Territories with Flags: Flags only score if they are in completely closed territories. Keep an eye on these tiles and plan your placements to surround these territories before the game ends. A closed territory with a Flag and many tiles can be a big bonus!
In English
-
Dorfromantik the Board Game - How to Play with Campaign Guide (no spoiler)
-
Dorfromantik: The Board Game Solo Teach & Play
-
Dorfromantik Play Through | The Brothers Murph
-
DORFROMANTIK: Overview by WTW
-
How to Play Dorf Romantik - Surprisingly Addictive Board Game
-
DORFROMANTIK – THE BOARD GAME, English edition, Teaser
-
All the Games with Steph: Dorfromantik
-
Meeples & Munchies - Rules Overview & Setup - Dorf Romantik