DIG: the Card Game
DIG: the Card Game Rulebook
Table of Contents
Table of Contents
Components
- 40 Gold Coins
- 10 Wooden Chests
- 28 Gemstones
- 20 Tunnels
- 14 Picks
- 14 Lanterns
- 15 Dwarves
- 7 Cave-Ins
- 10 Provisions
Overview and Object of the Game
In Dig, two to four players take the role of Dwarves mining the dangerous caverns of an unexplored mountain in search of valuable gemstones. Players must buy supplies and dig tunnels, as well as carefully plan when and where to position their miners for the most successful haul of gemstones. There is a significant danger to consider: Cave-Ins. Finally, players must choose when to sell their gemstones for the best possible exchange rate of Gold Coins in order to finish the game with the most gold. The object of the game is to gain the most Gold Coins by mining and selling Gemstones.
Set Up
- Each player receives five Tunnel Cards, one each, Levels 1-5. Any remaining Tunnel Cards are set aside for this game.
- Divide the remaining cards into four decks; shuffle each deck. For 2-player games, remove 4 rubies, 2 emeralds, and 1 sapphire. For 3-player games, remove 3 rubies, 1 emerald, and 1 sapphire.
- Deal two random Tool Cards to each player.
- Each player receives ten Gold Coins. For making change, one Wooden Chest equals ten Gold Coins.
- Remove and set aside face-down four random Provision Cards. A game of DIG uses only six random Provision Cards.
- Place the four shuffled decks in the center of the play area.
The diagram on the next page shows a sample play area after the Buy Phase has begun.
Game Play
The game lasts for six Turns (referred to as Days). Each Day is made up of four Phases. For all Phases, Player One will go first. For Day One, the youngest player is Player One. Play proceeds clockwise. Turn order changes each Day, see rules: Day Two – Day Six.
Buy Phase
Each Day, a new Provision Card determines the costs for buying Tools, selling Tools and Gemstones, and hiring Dwarves. For simplicity, every hired Dwarf works for up to six Days, so, a Dwarf hired any time during the week will work through the sixth Day.
- Flip one card from the Provision Deck.
- Flip a number of Dwarf Cards equal to the number of players. If there are already enough Dwarf Cards, do not flip any more Cards.
- Flip a number of Tool Cards equal to the number of players +2. If there are already enough Tool Cards, do not flip any more Cards.
Player One buys first. He may hire one face-up Dwarf (who isn't on strike), buy one face-up Tool or, pass. Player One may only choose to do one of the three options: (hire a Dwarf, buy a Tool, or Pass). Player Two, who is clockwise from Player One, may now buy; she may hire one face-up Dwarf, buy one face-up Tool, or pass. When all players have bought once, Player One may buy again. Continue buying, one card at a time, one player at a time, until all players have passed or run out of Gold Coins. There is no limit to the number of cards a player may buy from the face-up supply.
Dig Phase
Each Day, try to place as many Tunnel Cards into play as possible. Dig your Tunnels quickly so that you can maximize your mining returns as early in the game as possible. Remember, though, if a Cave-In occurs, you may lose a Tunnel for the rest of the game.
To dig a Tunnel means to play a Tunnel Card in your Play Area. Player One digs first. He must always dig his Tunnels in order, from 1-5. For each Tunnel he digs, he must also play a Dwarf Card, a Pick Card, and a Lantern Card. He places these cards on the Tunnel Card in the Play Area. If he has enough Dwarves, Picks, and Lanterns, he may dig multiple Tunnels in a Day. If he has Dwarves, Picks, and/or Lanterns in play from previous Days, he may move them around as he wishes (one adjacent Tunnel space per Day—Collapsed Tunnel spaces do not prevent movement) in order to dig new Tunnels. When Player One is done, Player Two may now dig her Tunnel(s).
Example: On Day Two, Player One dug Tunnels 1 and 2. On Day Three, he may move his Dwarf, Pick, and Lantern from Tunnel 2 to dig Tunnel 3. Remember, you may only use each Dwarf, Pick, and Lantern once per day. So, you cannot dig Tunnel 4, for example, and then dig Tunnel 5 using the same Dwarf, Pick, and Lantern on the same Day; you must wait until the next Day.
- Apprentice Dwarves may only dig Tunnel Levels 1 and 2.
- Journeymen Dwarves may only dig Tunnel Levels 1, 2, 3, & 4.
- Master Dwarves may dig all Levels of Tunnels.
Mine Phase
Each day, try to position your Dwarves, Picks, and Lanterns in such a way as to maximize your mining returns. Remember, you can move Dwarves, Picks, and Lanterns around within your Tunnels as you wish, but only one Tunnel space per Dwarf per Day.
To Mine a Tunnel means to draw an appropriate number of Mine Card(s) for each fully equipped Dwarf (bearing a Pick and a Lantern) in each Tunnel that is in play. Player One Mines first. He may play new Dwarves, Picks, and Lanterns onto existing Tunnels or move Dwarves, Picks, and Lanterns already in play around within his Tunnels, as he wishes (one adjacent Tunnel space per Day—Collapsed Tunnel spaces do not prevent movement). He may only mine Tunnels that contain a Dwarf, a Pick, and a Lantern. Multiple Dwarves may mine the same Tunnel as long as each Dwarf is equipped with a Pick and a Lantern. Each Dwarf may only mine one Tunnel per Day. Dwarves of different levels mine with varying skill and efficiency. When Dwarves mine, the Player draws the appropriate number of Cards from the Mine Deck. Mining is optional, but each Dwarf who chooses to mine must mine the full allotment of Cards. The Player chooses the order in which his Dwarves mine, and Cards are drawn in order accordingly. Cave-Ins immediately halt all mining in that Tunnel, but other Tunnels may still be mined.
- Apprentice Dwarves mine one time (draw one Card). Apprentices may only mine Tunnel Levels 1 and 2.
- Journeymen Dwarves mine one time (draw one Card). Journeymen may only mine Tunnel Levels 1, 2, 3, & 4.
- Master Dwarves mine two times (draw two Cards). Masters may mine all Tunnel Levels.
Mother Lode Bonuses: Tunnel Levels 4 and 5 offer an additional bonus:
- Tunnel Level 4 allows one bonus card-draw per fully equipped Dwarf.
- Tunnel Level 5 allows two bonus card-draws per fully equipped Dwarf.
Example: Two fully-equipped Master Dwarves in Tunnel Level 5 mine two times each (4 Mine Cards) plus two additional times each (4 bonus Mine Cards) for a total of eight cards!
Mine Cards are first flipped face-up so that their contents are public knowledge. Gemstone Cards are then placed into the Player's hand and are kept secret (unless sold) for the rest of the game. It is not mandatory to sell Gemstones; a Player may hold onto as many cards as he wishes and wait for better rates another Day.
Cave-Ins
The rewards of Mining are balanced by the risk of calamity—for each lode of precious stones uncovered, the stability of the Tunnels grows less sure. Mine at your own risk.
Cave-In effects are activated immediately. There are two types of Cave-In Cards: Regular and Escape. For Regular Cave-In Cards, collapsed Tunnel Cards and Dwarves mining them are removed from the game and any Picks and Lanterns in those tunnels are shuffled to the bottom of their respective Decks. If a Player draws an Escape Card, the Tunnel Card is still removed from the game, but the Dwarves escape with their Tools to the Player's hand. Collapsed Tunnels do not prevent the digging of new Tunnels, the mining of existing Tunnels, or the moving of Dwarves and Tools from Tunnel to Tunnel.
Sell Phase
At the end of the Day, you may sell any Gemstones or sell-back any Picks or Lanterns using the rates from the Day's Provision Card. You may hold Gemstone cards or Tool cards in your hand if you want to wait /hope for better prices on another Day. Players may not sell-back any Tools on Day Six.
Player One sells first. He may sell Gemstones, sell-back Picks or Lanterns, or buy new Picks or Lanterns from the face-up supply. Sold Tools are placed face-up next to the Tool Deck along with any Tools from earlier in the Day—this may increase the number of Tools for sale above the "number of players plus 2" formula for the next Day. Sold Gemstone Cards (and exhausted Cave-In Cards) are shuffled and placed on the bottom of the Mine Deck. When Player One is done selling, Player Two may now sell.
Note that Player Two may have additional Tool choices in the face-up supply based on what Player One sold-back, and so on. Dwarves never get returned to the supply; they stay in Player's hands, in Player's in-play Tunnels, or are removed from the game during Regular Cave-Ins.
Day Two - Day Six
Days Two through Six play the same way as Day One, with these minor changes:
- Player One for each consecutive Day is the player with the fewest Tunnels in play. If there is a tie, the Player with the fewest Dwarves in play goes first. If there is still a tie, the Player to the left of Player One from the previous Day goes first.
- Flip over Dwarf Cards and Tool Cards to make up for those removed during the previous Day, but, If there are already enough Dwarf Cards or Tool Cards face-up, do not flip any more cards.
- Players may not sell-back any Tools during the Sell Phase on Day Six. Players may sell Gemstones on Day Six.
Winning the Game
After 6 full Days, the player with the most Gold Coins wins! If there is a tie, the Player with the most Tunnels wins. If there is still a tie, the Player with the most Dwarves wins. If there is still a tie, play again!
Strategy Option
You may wish to allow each Player to peruse the Provision Deck prior to shuffling as knowledge of the week's buy/sell prices allows for strategic planning. There will be four unused Provision Cards per game.
Sample Day
Buy Phase
Caleb is the youngest of the three players at the table, so he goes first. He has five Tunnel Cards (numbered from 1 – 5), two Pick cards, and ten Gold Coins to spend. Caleb sees that there are three Dwarves for hire: one Apprentice and two Journeymen and that there are five Tools for sale: two Picks and three Lanterns. Caleb only has Picks in his hand. Without a Dwarf and a Lantern he will be unable to dig or mine today, so he had better try to hire a Dwarf and buy a Lantern. He hires a Journeyman Dwarf. Today's Provision Card informs Caleb that Lanterns cost one Gold Coin; he plans to buy a Lantern next time. It is now Marci's turn to Buy, who is clockwise at the table from Caleb, followed by Aden who Buys last. Caleb will have another chance to Buy following Aden, and so on until all three players have either passed, there are no more Dwarves to hire or Tools to buy, or all three players have run out of Gold Coins.
Dig Phase
Caleb now has a Dwarf and enough Tools to dig one Tunnel. He places his Level 1 Tunnel Card in the play area and places a Dwarf Card, a Pick Card, and a Lantern Card on top of the Tunnel Card. As he has no more Dwarves or Lanterns in his hand—he only has a Pick remaining—he cannot dig any more Tunnels today. It is now Marci's turn to dig Tunnels, if she can, followed by Aden. Each player may dig multiple Tunnels during the Dig phase as long as each new Tunnel contains one Dwarf, one Pick, and one Lantern.
Mine Phase
Caleb now has one Tunnel in play. The Journeyman Dwarf (equipped with a Pick and a Lantern) who dug that Tunnel is still in the Tunnel. Therefore, the Dwarf can mine—draw Mine Card(s) from the Mine Deck. Remember, Dwarves of different skill levels mine a varying number of times. As Caleb has no other fully-equipped Dwarves in this or any other Tunnel, he may not mine again today. It is now Marci's turn to mine.
Sell Phase
Caleb reviews the Provision Card—the card that was used to set the Day's hire/buy prices will be used to set tonight's hire/buy/sell-back prices. He does not want to sell his extra Pick, as he'll use it tomorrow. There are no other Tools he wishes to buy and no other Dwarves are available to hire. Caleb drew a Ruby during his Mine Phase, so he decides to take advantage of today's Provision Rates; he sells the Ruby for 1 Gold Coin. He takes one Gold Coin from the general supply and places his Ruby Card face-up on top of the Mine Deck. It is now Marci's turn to Sell, followed by Aden. Once all players have completed the Sell Phase, all sold Gemstone Cards and any exhausted Cave-In Cards will be shuffled and placed on the bottom of the Mine Deck.
Day Two through Day Six
Day Two through Day Six follow the same rules as Day One, but only flip new Tool/Dwarf Cards if the face-up supply does not already contain enough Cards. Player One for each consecutive Day is the player with the fewest Tunnels in play. If there is a tie, the Player with the fewest Dwarves in play goes first. If there is still a tie, the Player to the left of Player One from the previous Day goes first. Players may not sell-back any Tools during the Sell Phase on Day Six. Players may sell Gemstones on Day Six.
Summary for Each Day
- Flip over a new Provision Card. This Card will determine the Day's buy/sell prices.
- Flip over Dwarf Cards equal to the number of Players. If there are already enough Dwarf Cards, do not flip any more Cards.
- Flip over Tool Cards equal to the number of Players + 2. If there are already enough Tool Cards, do not flip any more Cards.
- Shuffle sold Gemstone Cards and Exhausted Cave-In Cards and place them on the bottom of the Mine Deck.
Turn Summary
Player One goes first for each Phase.
- Buy: In turn order, each player may hire one Dwarf or buy one Tool. Players may continue to hire/buy, in turn order, one card at a time.
- Dig: In turn order, each player may dig as many Tunnels as he is able. Each Tunnel requires one Dwarf, one Pick, and one Lantern. Dwarves, Picks, and Lanterns may be freely moved from Tunnel to Tunnel, one adjacent Tunnel "space" per day each. Collapsed Tunnels do not prevent movement.
- Mine: In turn order, each player may mine as many Tunnels as he is able and wishes. A Dwarf, Pick, and Lantern is required to mine each Tunnel. Tunnels may be mined by more than one fully-equipped Dwarf. Dwarves, Picks, and Lanterns may be freely moved from Tunnel to Tunnel, one adjacent Tunnel "space" per day each. Collapsed Tunnels do not prevent movement. Mining is optional, but each Dwarf who does choose to mine must mine his full allotment of Cards. A Player chooses the order in which his Dwarves mine, and Cards are drawn in order accordingly. Cave-Ins halt all mining in the respective Tunnel.
- Sell: In turn order, each player may sell-back as many Tools or sell as many Gemstones as he wishes. Tools may not be sold-back on Day Six.