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Dwar7s Fall

Dwar7s Fall Rulebook

Table of Contents

Table of Contents

  • Game Setup
  • Player's Turn
    • 1. Perform Actions
    • 2. Resolve
    • 3. Discard
  • Kingdom Tiles
    • 1. Castle
    • 2. Mines
    • 3. Monsters
    • 4. Tavern
    • 5. General Store
  • Goals
    • 1. Trading Goals
    • 2. Secret Goals
  • Endgame
  • Winning the Game
  • Reference
  • Game Contents
  • Credits

Game Setup

A — Goals:

  1. Shuffle the trading goal cards and reveal three of them.
  2. Shuffle the secret goal cards and deal one to each player. Players read their secret goal and place it face down in front of them.

B — Gems: Sort gem cards by type face up.

C — Kingdom Tiles: Sort kingdom tiles by color. Each player selects a color (blue, red, green or yellow) and gets the 9 Kingdom Tiles cards in their hand.

D — Dwarfs: Each player receives 7 dwarfs of the same color as his kingdom tiles.

E — Ogres: Shuffle the ogre cards.

F — Explore: Leave a big area to place the kingdom tiles.

Play! The youngest player starts the game. After him, the other players proceed clockwise and so on.

Player's Turn

A player's turn is divided into three phases: Perform Actions, Resolve, and then Discard.

1. Perform Actions

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 Tile, Place a Dwarf or Move a Dwarf. You can choose any combination of them, for example "Play 3 Kingdom Tiles" or "Place 3 Dwarfs" or "Place 1 Kingdom Tile and place 2 Dwarfs" etc.

Play a kingdom tile card: You place tiles either adjacent to another tile, or if applicable on top (stacking) another tile. You can place any tile any way you like, whether the walls match or not, whether it is connected to your castle or not. During the first turn, place the first Kingdom tile anywhere on the table.

Place one tile ... or stack a tile on top of another tile of the same type.

You can only stack tiles of the same type. Nothing can be stacked on top of Dragons or Frost Giants. You can not stack a tile on a tile that has a Dwarf on it.

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 tile requires, for example the Ruby mine requires three Dwarfs while the Emerald mine requires two in order to complete the task and resolve in the proper phase.

Move a Dwarf: You can move any of your dwarfs to an adjacent tile. You can not pass through walls, and there has to be a free spot on that tile to move there (even if you want to simply pass through a tile to go to another one).

Play an Ogre Card: Playing an ogre card is a FREE action. You can play more than one card in your turn during the Action Phase.

2. Resolve

During this phase, you check the board and you complete any tasks that have the required amount of 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 tavern, get an ogre card or dig tiles).

Be careful, dwarfs do NOT return to you unless they complete a task. If the task can not 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 in the same tile, then leave the extra dwarf on the tile and remove the other two. Exceeding dwarfs remain on the board.

3. Discard

You may never have more than 9 cards in your hand. During this phase if you have more than 9 cards you need to discard either Gems or Ogre Cards down to 9. You can not discard Kingdom Tiles from your hand.

Because none of these (Kingdom Tiles) can be discarded... one of these (Gems or Ogres) must be discarded!

Kingdom Tiles

Each player starts the game with one of each 9 kingdom tile cards in hand. Keep in mind that once you play a kingdom tile from your hand, every player will get the chance to place their dwarfs on it to use it.

1. Castle

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 tile 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 and defeat.

1.1 Extra Action: By just having a castle of your color in play grants you one extra action per turn.

1.2 Digging: To dig a covered tile, you need to place 2 dwarfs on any castle in play. If you do, put the top card of a stack of tiles under the other ones, without rotating it. You can only dig tiles that have no dwarfs. You can never dig tiles that have monsters (dragon or frost giant).

1.3 Kingdom Building: Whenever possible, place (or stack!) tiles 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. Your Kingdom is every kingdom tile within the walls of your castle. Add the VP of each tile of your kingdom at the end of the game.

1.4 Frost Giant: If you have a frost giant on top of your castle, you have no castle. So, you will not have the extra action nor the kingdom points. To get those back, you will need to defeat the monster.

2. Mines

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 in the mines to fulfill the task and collect gems at the end of the player's turn.

At the end of the game, add the VP of any remaining gem cards in your hand to your total score.

But be careful! When you place dwarfs on a tile 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.

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. They can only be stacked on tile cards of the same type. Dragons can be stacked on top of mines, and frost giants on top of castles, and only if there are no dwarfs on the target tile.

A monster prevents tasks from being fulfilled in the same type of tile in a kingdom.

To defeat one monster you need to place 5 dwarfs of the same color on the tile. When this happens, the monster tile is removed from the kingdom and placed along with the goals of the player who defeated it.

One dwarf of another color is enough to prevent a monster from being defeated.

A defeated monster does not count as a goal (for the purpose of triggering the game end). Each defeated monster grants +3 VP at the game end.

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.

4. Tavern

Using an ogre card is a free action. Despite their questionable loyalty ogres provide essential services to all dwarf kings: they take the blame for robberies, ambushes, intimidation, etc.

You cannot move an opponent's dwarfs. So if someone blocks you (for example: If you are trying to kill a dragon and the enemy puts a dwarf on the tile), then the only way to get rid of them is to hire the ogres to do your dirty work. 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 takes up one space in your hand and is not worth victory points at the end of the game.

Ogre cards:

CardEffect
AmbushRemove all dwarfs from the target tile.
BruteSwap an enemy dwarf of a target tile with another one of yours in board.
ThiefSteal a random gem from an enemy.
PanicMove an enemy dwarf by 2 zones.
CrownSteal all ogre cards from an enemy.

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 from the trading goal deck.

Goals

There are two types of goals in the game, each of which gives you Victory Points at the end of the game:

1. Trading Goals

To complete trading goals players need to collect gems and then perform a trade at the general store.

2. Secret Goals

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.

The seven secret goals (each worth 7 VP) are:

  • Your Kingdom must have 8 tiles or more.
  • Your Kingdom must have 10 victory points or more.
  • You must have at least 5 emeralds.
  • You must have at least a trio of dwarfs in 2 beast tiles.
  • You must have at least 1 gem of each kind.
  • You must have defeated 2 beasts or more.
  • You must have at least 5 ogres in hand.

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

When a player completes 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.

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: To be eligible for these points, you need to have your castle tile in play and not blocked by a frost giant. If your castle is not in play or it is blocked by a frost giant then you get NO Victory Points from your Kingdom. If two or more castles are within the same Kingdom, then they all get the same amount of Victory Points.

In case of a tie, the player with the biggest kingdom (in number of tiles) wins. If it is still a tie, the player with the most dwarfs on the board wins.

Reference

Kingdom tile types: Castle, Inn, Mine.

Allocation spots: the spots on a tile where dwarfs may be placed.

Dwarfs needed: the number of dwarfs needed to fulfill a task.

Fire Dragons and Frost Giants: Block tasks in all tiles of the same type in the same kingdom. It also blocks cards of the same type to be stacked or dug, until the monster is defeated.

General Store: Trade the amount of gems required for a revealed trading goal.

Digging: Move the uppermost kingdom tile of a stack to the bottom of its pile (without rotating it). You can only dig tiles that have no dwarfs.

Extra action: Grants 1 extra action to the player of the given color.

Obtain: 1 Ogre, 1 Emerald, 1 Diamond, 2 Golds, 1 Ruby.

Game Contents

  • 36 Kingdom Tiles
  • 10 Trading Goals
  • 7 Secret Goals
  • 34 Gems
  • 13 Ogres
  • 7 Dwarfs of each color

Credits

Game designer and artist: Luís Brüeh

Game developers: Constantine Kevorque and Anastasios Grigoriadis