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Dig Down Dwarf

Dig Down Dwarf Rulebook

Table of Contents

Table of Contents

  • Objective
  • Components
  • Setup
  • Playing the Game
  • Dwarf Cards
  • The Gems
  • Ending the Game
  • Scoring
  • Component Notes: Player Reference Card

Objective

You are a dwarven chief in a race to collect the most valuable gems to claim the vacant throne and become the new Dwarf King! Roll dice in attempt to mine gems! Spend gems to alter your rolls, and avoid Cursite like the Plague!

Components

  • 4 Dice - 1 Red, 1 Blue, 1 Green, & 1 Black
  • 37 Gems - 1 clear, 4 green, 8 blue, 14 purple, & 10 brown.
  • 4 Player Cards & 1 Reference Card
  • 1 Drawstring Bag & Instructions

Setup

  1. Players select a dwarf card at random and place it dwarf-side up with the word "WILD" on top.
  2. The youngest player places all the gems into the bag and shakes it. Then that player retrieves 6 gems at random from the bag and places them into the center of the table where all players can reach them.
  3. Congrats! You are ready to play!

Playing the Game

Dig Down Deep is played in turns starting with the youngest player and moving clockwise. On your turn you will take these actions.

  1. Draw 2 gems at random, and place them with the others at the center of the table.
  2. Roll all 4 dice! Examine the results. You may keep your roll if you want, or you can reroll any number of the dice for better results. You may reroll up to two times!
  3. If you roll a ONE you may NOT reroll it unless you spend a gem to do so!
  4. If you roll a SIX you may ALWAYS reroll it, even if you used up your two rerolls.
  5. You should now refer to the player reference mat to see if you successfully gained any gems! You may only earn gems that are out on the table and not the ones still in the bag.
  6. If you are successful you get to take all of the available gems that your roll matches. Example: If there are 6 Amethyst out on the table and you roll a 3 of a kind, you get to take all 6 gems for a total of 12 points!
  7. You should avoid ending your rolls with a single matching pair, as you will have to take all the Cursite on the table!

Dwarf Cards

Each dwarf has a favored die color and whenever a 6 is rolled with that die the player may trigger a dwarf power! At the beginning of the game, players can only use the "Wild!" power. Once a power is used the card is then rotated counter-clockwise 90 degrees to reveal a new power. Once a power is revealed the player may always use it again if a 6 comes up on their favored dice. For instance, if a 6 has been rolled twice with the favored die, and the card rotated twice to reveal the "SWAP!" power, and the player rolls a 6 again, they can pick from the "WILD!", "DRAW!", or "SWAP!" powers. Once learned, a skill may always be chosen again.

  • WILD! Hold the favored die to the side and treat it as a wild die worth any value!
  • DRAW! At the end of your turn you may draw an additional random gem from the bag!
  • SWAP! You may swap one of your gems with one from an opponent, as long as you DO NOT take the diamond!
  • RAID! You may take any one gem from the table!

Each dwarf also is looking for certain gems in the mine. This is indicated by the gems below the picture of the dwarf. If the player ends the game with the required gems they will garner FIVE bonus points! For example, Bombarnok, above, is looking for 2 emeralds. If he ends the game with them, he will get 5 extra points!

The Gems

Diamond There is only one diamond in the mine and you can only get it by rolling a 4 Ones! It is worth 12 victory points! It can be spent to claim any one type of gems available on the table!

Emerald There are only 4 emeralds in the mine and you can only get them by rolling two pairs (must be different numbers)! They are each worth 6 VPs and can be spent to set a single die to the side of your choice! Multiple emeralds may be spent at once.

Sapphire There are 8 sapphires in the mine and each one is worth 4 victory points! You can earn them by rolling a straight (4 in a row)! You can also spend a sapphire to reroll up to four dice, at once, on your turn!

Amethyst The mine is home to 14 amethysts and each one is worth 2 points! You can claim them by rolling a 3 of a kind! You may also spend one to reroll any one die on your turn! Multiple amethysts can be spent at once to reroll two or more dice!

Cursite There are 10 pieces of cursite in the mine. Cursite is a foul smelling gem that is rumoured to be fossilized dragon dung, and is thought to bring bad luck. You must try and avoid them, as each one removes 1 victroy point! You must take the cursite from table if your ending roll is a single pair. However, if you manage to claim 8(4 player), 9(3 player), or 10(2 player) or more of them, they are worth 1 victory point each!

Note: Spent gems are removed from play altogether!

Transcription note: the source prints "victroy" and "spend" (for "spent") in the Cursite and Amethyst entries; corrected to "victory" and "spent" here. "Dig Down Deep" in the Playing the Game section is kept as printed.

Ending the Game

Players continue to take turns until one player draws the last of the gems from the bag. This triggers the last round! Each player will get one more turn and the game will end as soon as play returns to the player that drew the final gem(s).

Scoring

Once the game ends, each player simply needs to refer to the player reference card to add up their scores, adding any bonus points as well! The player with the most victory points wins!

Component Notes: Player Reference Card

The player card page lists the gem values for each player. The same reference is printed on each of the four player mats.

  • Diamond (1) 12VP - Four Ones: Spend to take any one group of gems from the table!
  • Emerald (4) 6VP - Two Pairs: Spend to set any one die to the side of your choice!
  • Sapphire (8) 4VP - Straight: Spend to reroll any number of dice, at once, on your turn!
  • Amethyst (14) 2VP - Three of a Kind: Spend to reroll one die on your turn!
  • Cursite (10) -1VP - Single Pair: Gain 10(2P) 9(3P) 8(4P) or more and each is worth 1VP!