RulesPal
Chat
Rulebook
Die Tafelrunde thumbnail

Die Tafelrunde

Die Tafelrunde Rulebook

Table of Contents

Table of Contents

  • Components
  • Preparations
  • The Play
    • 1) Play a Card
    • 2) Draw a Card
    • 3) Discard a Card
  • Veto and Veto-Veto
  • Startplayer Card
  • End of the Day: Pay-out
    • Zork
  • Game End
  • Peculiarities
  • The Actioncards

Components

  • 4 castles in 4 colors
  • 8 heroes in 4 colors
  • 1 Draco (with goblet)
  • 1 Zork (sitting on a hill of gold)
  • 1 Startplayer card (Herold)
  • 41 Actioncards
  • 15 Silver and 30 Gold
  • 2 additional D6-dice needed.

Component note: Draco (the one with the goblet) is a card with 2 sides, one side with the goblet in the right hand and one with the goblet in the left hand. The Herold is the same: it has two sides. All other cards have only one side.

Preparations

If you play with 4 players, place the heroes in a circle clockwise in the following order: Draco (goblet left), rogue lilac, amazon red, gnome green, amazon yellow, rogue yellow, goblin green, gnome red, goblin lilac, Zork and Draco again (pic.).

3 players: leave the yellow castle and the two yellow heroes out of the game. The clockwise order is: Draco (goblet left), rogue lilac, amazon red, gnome green, goblin green, gnome red, goblin lilac, Zork and Draco again (pic.).

Shuffle the castle cards and give each player one face down. Then every player places his castle face up in front of him. The colors define the two heroes belonging to each player.

Shuffle the actioncards. Every player gets 3 face down and takes them in his hand. Make the rest a face down draw pile. Every player gets 1 gold. The rest is the bank. Choose a startplayer; he gets the startplayer card (Herold), with the dayside face up.

The Play

It will be played clockwise. The startplayer begins.

The whole game consists of 12 days (single games). Every day consists of 2 parts (actionrounds). In each part of the day a player can make one of the following actions:

  1. Play a card
  2. Draw a card
  3. Discard a card and take 1 silver.

After that, the next player to the left takes his turn. He has the same possibilities for one action. If both parts of the day (actionrounds) are completed, the income will be shared out. After that the startplayer card moves to the next player left. It has to be turned over to the dayside face up.

Everyone who has less than 3 handcards fills up to 3 from the draw pile.

The next day begins. The money must be held open all the time.

1) Play a Card

Play one handcard and do the written action on it. The card should be played on an open discard pile next to the draw pile. No card will be drawn now. The next player continues.

Some actioncards cost or earn money. For some actioncards you have to roll dice. Most of the cards change the positions around the table. Most cards influence heroes, but it is often not fixed which hero and which moving direction.

If you play an actioncard, you first have to read it aloud.

If it is not fixed who will be affected, the player now has to say who will be affected.

If you have to roll dice, you have to do it now.

You should now ask the players for a "Veto". If no one has a Veto, the action will be carried out.

With actioncards which affect the positions, mostly 1 or 2 heroes will be moved up or down. The goblet of Draco shows on which side the better positions are (Up).

Move up means, at the beginning: move against clockwise. If a hero moves 2 positions up, he jumps over the 2 heroes in front of him (pic). But you have to stop before Draco. You're not allowed to move further than Draco. In the left picture the gnome could move 3 positions, but because of Draco he can only move 2 positions. The rest of 1 position expires.

It is the same with moving heroes down.

If more than one hero gets moved, the player who played the card can choose in which order this happens.

Roll dice: For some actions you have to roll dice. For that you have to take both dice all the time. Only the lowest number counts. If you don't like the result, you can roll a second time. But this result must be accepted. If you have for example a 4 and a 2, the result is 2.

2) Draw a Card

Draw a card from the draw pile. If the draw pile is gone, the discard pile will be shuffled and becomes the new draw pile. The next player continues.

It is not allowed to have more than 5 handcards.

3) Discard a Card

Put a handcard face up in front of you (not on the discard pile). You get 1 silver from the bank. At the end of the day, put the card on the discard pile. The next player continues.

This action is only possible one time a day.

Veto and Veto-Veto

If a player has a card with a shield, he can always make a Veto against an action of another player. For that he has to put the card with the shield on the discard pile. Then the action can't be carried out. The affected player doesn't get his card back, but the money he spent for the action. The next player continues.

If a player has a card with a broken shield, he can use it as a Veto-Veto against the Veto. Then the action will be carried out. The card with the broken shield has to be discarded.

The Veto-Veto is final.

Veto and Veto-Veto can be made by any player.

Startplayer Card

After the first part of the day (actionround), the startplayer card has to be turned over (nightside face up).

End of the Day: Pay-out

If both parts of the day are completed, the money will be shared out. Depending on the position, the player gets money or has to pay money for his heroes. The goblet of Draco points to his favourites. The first hero in this direction gets 4 silver, the second 3, the third 2 and the fourth 1 silver from the bank. The first hero on the other side of Draco has to pay 2 silver and the second 1 silver to the bank. All other heroes are neutral.

If a player has no money, he doesn't have to pay.

3 silver is 1 gold.

Zork

If a player has at the end of the day the most money (alone), the avaricious Zork joins him. That means, if Zork is at the last or before-last position, the player has to pay double for him: 4 silver for the last and 2 silver for the before-last position.

But: if Zork is at the front, he gets no money.

Zork always joins the richest player. If that changes during the day, Zork joins the other player. If there is no richest player, Zork stays alone.

After the pay-out, the startplayer card moves to the next player left. It has to be turned over (dayside face up). All players fill up their handcards from the draw pile, if they have less than 3.

The next day begins.

Game End

After 12 days the last pay-out happens.

The player with the most money wins.

In case of a tie, the player with the better positions wins.

Peculiarities

If a player has no handcards, he can only choose the action "draw a card".

Draco can only be moved with the "Capricious" actioncards.

A hero can't jump over Draco.

Zork counts double minus but never plus.

The Actioncards

Every person card is a hero except Draco. Even Zork is a hero.

Alliance: Usually long jumps.

Backwards: Only if Zork is the last or before-last, he gets expensive for the richest.

Black magic: This can be a very profitable card.

Booze-up: Roll dice. The result is the position of the hero, who has to move straight to the back. If the result is a 3, the hero on position 3 has to move straight to the back.

Capricious: The only 4 cards that can move Draco. If Draco changes the side of favour, Draco has to be turned over. Now the goblet is on the other side. The good became the bad positions and the bad the good positions. If Draco moves, he can be moved in both directions.

Confusion: This card is very effective if one of your heroes is already the last. Therefore he can't be moved further down. It is not allowed to use it on only one hero.

Diplomacy: Can make enemies.

Dubious Deal: You can choose a handcard of a player and put it in your hand.

There are 2 different cards of that kind:

  • Card 1: Here the other player gets 1 silver from you. If you don't have enough money, you're not allowed to play the card.
  • Card 2: The other player can choose (not you!) which of the heroes will be moved 2 up.

Favourite: Can only be used to move heroes up.

Gambling: First choose a hero, then roll dice. The result is the new position of the hero. For example: if the result is 2, the hero moves to the second position.

Heroic deed: This card works only on uninterrupted sequences of specific heroes. Depending on the cards, a hero can move up to 4 positions. You can use it to move heroes up or down.

Magical choice: Usually you get with it the card you want.

Magical mirror: Roll dice. The last hero moves up that many positions and the first hero moves down that many positions.

Like always, you can choose the order of actions.

Major Intrigue: Can only be used to move heroes down.

Minor Intrigue: Can only be used to move heroes down.

Mischievous: If you don't have enough money, you're not allowed to play the card. With this card you often can influence who plays with Zork.

Old friends: You choose another player, who can use the action as well. The other player himself (not you!) can decide which hero can move 3 forward.

Like always, you can choose the order of actions.

Rumours: You can use it to move heroes up or down. But all of that kind of hero must be moved and in the same direction.

Stroke of fate: Only the 1 or 2 heroes adjacent to Zork have to pay.

Transfer: You can move a hero to a position adjacent to Zork.

Venal: If you don't have enough money, you're not allowed to play the card.

Wrestling: The heroes on the first four positions have to roll dice, one after another. A 3 or higher is needed, or they have to move straight to the back. Rolling dice is like always: one or two times with both dice. Like always, the player of the card can decide in which order the 4 heroes have to roll dice.