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Dwergar

Dwergar Rulebook

Table of Contents

Table of Contents

  • Game Overview
  • Game Preparation
  • The Player Board
  • Player Resources
  • Heat
  • Sequence of Play
  • Victory Points (VPs)
  • The Mine
  • Example of Mining Resources
  • Actions
  • Board Location Actions
    • Mine
    • Lift
    • Workshop
    • Bellows
    • Alchemists' Laboratory
    • Forge
    • Chief Architect's Studio
  • Project Cards
  • Work Break
  • Foreman
  • End of a Round
  • End of the Game
  • Decks and Special Rules
    • The Western District
    • The New Shaft
    • Golden Terraces
    • The Eastern District
    • The Old Shaft
  • Table of Cards
    • The Western District (cards 1-9)
    • The New Shaft (cards 10-18)
    • Golden Terraces (cards 19-27)
    • The Old Shaft (cards 28-36)
    • The Eastern District (cards 37-45)
    • Event Cards (cards 46-60)
  • Game Components

Game Overview

Each player manages the activities of a dwarf clan working to expand the underground kingdom Dwergar. The game is won by the clan that gains the most victory points by completing the architects' projects.

The game consists of several rounds, during which each player takes one turn. Each player does three actions during their turn. Almost every action involves placing a dwarf onto the board to gain some benefit. During actions, players will mine resources (stone, iron, gold, and crystals), process them, and use them to complete projects, bringing victory points — and sometimes also providing additional bonuses during the game or during the final scoring.

In addition to the four mined resources, there is also a fifth resource: heat. It comes from blast furnaces, and it powers the great machines of Dwergar. Heat is an ephemeral resource, so to use it efficiently, players must expand their own furnace networks. The dwarf worker meeples come in colors representing their specialty (engineer, blacksmith, ironworker). Sending a worker to perform an action in his specialty brings additional benefits — which is why good worker management is important for winning. The workers are not permanently assigned to players, and the number of dwarves for each specialty may be different in each game — this ensures unique replay variety.

Dwergar is a large kingdom, and the players' clans are not the only ones working on projects. Each round, an event card tells what else is happening in the legendary kingdom.

Game Preparation

1. Place the main board in the center of the table, where each player has easy access to it. Place the 5 cart tiles on the 5 levels of the mine, as in the illustration (A).

2. Take the project decks that will be used in the game. The number of decks used equals the number of players:

Number of playersNumber of decksRecommended decks for new players*
22The Western District, The New Shaft
33The Western District, The New Shaft, Golden Terraces
44The Western District, The New Shaft, Golden Terraces, The Old Shaft

* Experienced players can select any set of decks.

Each project deck has 9 cards (4 basic projects and 5 advanced projects). Separate the basic and advanced cards. Shuffle all the basic cards together, and shuffle all the advanced cards together. Form a combined deck with the shuffled basic cards on top and the shuffled advanced cards on the bottom.

Deal the top 5 project cards onto the 5 spaces of the order track.

Example: 4 players take The Western District, The New Shaft, Golden Terraces and The Old Shaft decks. They separate the basic projects and the advanced projects. They shuffle all 20 advanced projects together (1) and place them onto the board (B), then shuffle all 16 basic projects (2), and place them on top of the advanced projects (C).

3. Choose the starting player. This is the player with the longest beard. If no player has a beard, then the shortest player. The starting player selects their clan color and takes the corresponding foreman (D), player board, furnace tokens, and heat level marker. Then in clockwise order, the other players choose their colors and each take their foreman, player board, furnace tokens, and heat level marker. Each player places two of their furnaces onto their player board, cool side up (E). Players can build more of their own furnaces during play. Place all players' victory point markers onto the "0" position of the victory point track (G). Each player puts their heat level marker (F) onto the "0" position on their own player board.

4. Shuffle the event deck and deal 9 cards (face down) onto the event card space (H) of the main board. Return the remaining event cards to the box — they will not be used.

The number of event cards equals the number of rounds. You can play a shorter 7-round game, for example, by playing with only 7 event cards.

5. Place all the resources (stone, iron, gold, crystals) near the main board. This is the bank (I). Resources are not limited to the physical mix provided; in the unlikely case that pieces run out, players can use chest tokens.

6. Shuffle the dwarf workers and randomly select 6 to return to the box; they will not be used. Thus each game will have a different distribution of specialties. (It can even happen that one specialty is entirely out of play.) From the remaining 12, each player receives one randomly selected worker. Randomly place the remaining workers, one each, on the following squares: alchemists' laboratory, bellows, workshop, forge, lift, chief architect's studio and on each level of the mine, starting from the top. (In a 2-player game, each mine level gets a worker; in a 3-player game, level 4 does not; in a 4-player game, levels 3 and 4 do not.)

7. Distribute starting resources in clockwise order from the starting player:

PlayerStarting resourcesIn the cart
11 stone1 stone in cart on the intermediate transit level
21 iron1 stone in cart on level 1
31 iron, 1 stone1 iron in cart on level 2
42 iron1 iron in cart on level 3

8. Set the round marker (J) on the board on space 1.

The Player Board

The player board has:

  • Marks for the Eastern District deck (a rune seal at the top left of the heat track).
  • Spaces for furnaces — the specific positions of furnace tokens on a player's board do not matter.
  • Heat track (0-10).
  • Spaces for resources (stone, iron, gold, crystal).
  • A space for project cards to the left of the board, and a space for upgraded project cards to the right.

Player Resources

Each player's board should have clearly visible their meeples (foreman and dwarves), resources, furnaces and heat level. Completed project cards go next to their owner's player board: non-upgraded completed projects on the left, and upgraded projects on the right.

Heat

Heat may be generated by furnaces. Furnaces can have their hot or cool side up. A player can extinguish a hot furnace, turning it over to its cool side, to gain 1 heat for immediate use.

To gain more heat, a player must light their furnaces again or build new ones.

Each player starts the game with two cool furnaces. Each player should take care to maintain their flame: at the end of each round, each player with a hot furnace can light one of their cool furnaces. Another way to gain heat is to use actions on the board (e.g. Bellows) and specialist dwarves. When a player gains heat this way, they advance their heat marker accordingly. This heat can be spent any time during the player's turn, instead of extinguishing a furnace. Heat is, however, ephemeral — at the end of the player's turn, the heat level on their board drops to zero (so any unused heat is lost).

Heat from extinguishing furnaces and heat from the heat track can be combined: for example, if a player wants to spend 3 heat points, they can extinguish one furnace and move their heat level marker down 2 spaces.

Heat from the track cannot light a cool furnace.

A player's heat level track can never have more than 10 heat.

Sequence of Play

The game takes place in several rounds. The same starting player takes the first player turn each round. At the start of a player's turn, first deal new project cards to fill all empty spaces. Next the player does 3 actions. When done, they set their heat level marker to 0. Then the next player in clockwise order takes their turn, and so on.

After each player has done one turn, the round ends. Draw the top event card (except at the end of the first round) to reveal what other dwarves in the kingdom of Dwergar are up to. Resolve the event. Then each player who has at least one hot furnace may light one of their cool furnaces. Advance the marker one space clockwise on the round track. The round is now finished; if this was not the last round, start a new round, again with the starting player's turn.

Each player's turn:

  • Refill the project track to 5 cards,
  • Do 3 actions,
  • Reset heat level to 0.

End of a round:

  • Discard any active event card,
  • Draw and resolve a new event card,
  • Each player with a hot furnace can light one cool furnace,
  • Move the Round Track marker.

Victory Points (VPs)

Victory points are the prestige earned by dwarf clans by their hard work. Each player starts the game with 0 victory points. Each time a player earns victory points, adjust their marker on the score track. When the game is over, the winner is the player with the most victory points.

The Mine

Dwergar's mine consists of 6 levels:

  • Unloading level
  • Intermediate transit level
  • level 1 produces 3 stone
  • level 2 produces 1 stone and 1 iron
  • level 3 produces 1 iron and 1 gold
  • level 4 produces 1 crystal

Resources obtained in the mine do not go straight to a player's board. Instead, they go into the player's cart, which must be brought up to the surface. To do this, you must operate the lift. Every time the lift operates, move all the carts 1 space toward the top of the board (along with the resources on each cart).

Thus the players are collectively responsible for the transport of resources — sometimes you unwillingly help opponents, by moving the lift to move your cart, and sometimes opponents help you.

Example of Mining Resources

Red player - Action 1:

Red has meeples: ironworker and blacksmith.

  1. Red decides to put an ironworker on mine level 1.
  2. The location currently has an engineer, so Red takes the engineer, then puts their ironworker.
  3. Red does the mine level's action, adding 3 stone from the bank to their cart on this level.

Red player - Action 2:

Red has meeples: engineer and blacksmith.

  1. Red sends their newly acquired engineer to mine level 2. There is currently no dwarf on this space, so Red does not take any meeple in compensation.
  2. Red does the mine level's action, adding 1 stone and 1 iron to their cart on this level.

Red player - Action 3:

Red has meeples: blacksmith.

  1. Red sends a blacksmith to the Lift and...
  2. ... lifts all carts up 1 level.
  3. Red gets 1 stone. The cart tile on the unloading level (at the top) must be moved down to mine level 4 (the bottom).

Red's turn is now over. This also happened to be the last turn of the round, so players reveal the next event card. This event lifts the carts up 2 more levels! As a result, individual players receive:

PlayerExtraction IExtraction II
Red3 stone1 stone, 1 iron
Blue—1 iron
Orange1 iron, 1 gold—
Green1 stone—

Actions

There are 11 possible actions. 10 are associated with board locations (4 mine levels and 6 other workplaces in the kingdom of Dwergar), and the 11th action is used when a player has no dwarves.

ActionEffectSpecialist
Mine Level 13 stone—
Mine Level 21 stone, 1 iron—
Mine Level 31 iron, 1 gold—
Mine Level 41 crystal—
Alchemists' LaboratoryExchange resourcesironworker, blacksmith
BellowsLight furnaceironworker, blacksmith
LiftRaise cartsironworker, engineer
WorkshopBuild furnaceironworker, engineer
ForgeExchange resourcesengineer, blacksmith
Chief Architect's StudioComplete projectsengineer, blacksmith
Work BreakTake foreman and a worker—

To do an action at a board location, a player must place a dwarf from their own pool of dwarves onto that board location and performs the action. If the location already has a dwarf, first remove it before placing the new dwarf:

  • If the removed dwarf is a worker (engineer, ironworker, or blacksmith), the acting player takes it (and can place it in a later action, in the same turn or later).
  • If the removed dwarf is a foreman, it returns to its owner.
  • If the location was empty, the active player simply places their dwarf (without gaining a meeple in compensation) and performs the action.

A player who has no dwarves to place can only do the Work Break action, to remove their own foreman from the board and one selected worker (engineer, ironworker, or blacksmith).

Each non-mine location lists two specializations. When a player places a dwarf who matches one of the location's specializations, the action gives a bonus effect in addition to the location's basic action. For example, on the Bellows:

  • ironworker: Light all furnaces.
  • blacksmith: Gain 2 heat levels.
  • foreman / engineer: No bonus effect, but can still go to the Bellows to do the basic Bellows action.

Using a specialist bonus is optional, and so is using a location's basic action! It is possible to:

  • use the basic action and the specialist action,
  • use only the special action,
  • use only the basic action (even if you placed a matching specialist),
  • use no action, placing a meeple only to take the meeple that is there.

Board Location Actions

Mine

On all mine levels, when you do that action's level, you will gain that level's resources into your cart, if your cart is empty. If your cart already has resources, then it is considered full, and the action gives no new resources, but you can still do the action (e.g. to take a specialized worker already there into your pool). If you placed your foreman to do a mine action, then put your foreman into your cart on that level (along with the resources in the cart). As soon as the foreman reaches the surface, he returns to you.

  • Level 1: Put 3 stone into your empty cart on level 1.
  • Level 2: Put 1 stone and 1 iron into your empty cart on level 2.
  • Level 3: Put 1 iron and 1 gold into your empty cart on level 3.
  • Level 4: Put 1 crystal into your empty cart on level 4.

Lift

Move all carts up by one level. You can spend extra heat to operate the lift longer, moving one additional level up for each heat spent.

It is legal to pay as much heat as you want to keep raising carts (to gain more VPs), even if all carts are empty. (The rulers of Dwergar appreciate hard-working dwarves.)

  • ironworker: Gain 1 victory point for each level moved.
  • engineer: You may put 1 stone into each player's cart on a selected level (regardless whether a cart is empty or not). This can be done before or after lifting the carts.

Workshop

Build one new furnace: pay 1 iron, then put a new cool furnace (of your color) onto your player board.

  • engineer: Build one new furnace, by paying 2 stone. (Thus you can buy 2 furnaces in one action, paying a total of 2 stone and 1 iron.)
  • ironworker: Light one of your furnaces.

Bellows

Light one of your furnaces.

  • ironworker: Light all your furnaces.
  • blacksmith: Raise your heat level by 2.

Alchemists' Laboratory

Convert 1 resource to several less valuable resources, as shown in the conversion table. (E.g. convert 1 gold to 2 iron, or 1 gold to 3 stone.)

Conversion table:

FromTo
1 crystal2 gold, or 3 iron, or 4 stone
1 gold2 iron, or 3 stone
1 iron2 stone

During one action, you may make only ONE such exchange. (E.g. in one action, you cannot convert 1 gold to 2 iron, and then convert 1 iron to 2 stone.)

  • blacksmith: You can make 2 additional exchanges (thus a total of 3 exchanges). It is legal to exchange newly acquired resources.

    Example: you can convert 1 crystal to 2 gold (as the 1st exchange), then convert those 2 gold into 6 stone (as the 2nd and 3rd exchanges).

  • ironworker: Light 1 furnace and raise your heat level by 1.

Forge

Convert resources into more valuable resources, as shown in the conversion table. During one action, you may make as many conversions as you like and can pay for.

Conversion table:

CostProduces
2 heat1 stone
1 heat + 1 stone1 iron
1 heat + 1 iron1 gold
1 heat + 1 gold1 crystal

Example: you can spend 1 heat and 1 stone to produce 1 iron, then spend 1 heat and 1 iron to produce 1 gold.

  • blacksmith: Upgrade one or more of your completed (but not yet upgraded) projects. Each project costs the printed upgrade cost +1 additional heat. In one action, you may upgrade any number of your completed projects in this way.
  • engineer: Gain one heat level (which you can spend in this same forge action).

Chief Architect's Studio

Complete one of the face-up project cards on the project track, by paying the resource cost on the top of the selected card. Move the project card from the board to the left side of your player board. When completing a project, you may immediately also pay the cost on the bottom of the card to upgrade it. Project cards are described on the next page. Each completed project immediately gives you victory points (shown at top of the card): adjust your VP marker on the score track. Upgrading a project can give additional victory points (shown on the bottom of the card).

  • engineer: Take back one resource used to pay for the project. This does not reduce the cost: you must have and pay all the required resources! You simply then immediately regain one of them.

    • You cannot take back heat, nor resources spent for upgrading the project.
    • You can only take back a resource if completing the project costs more than 1 of that type of resource.

    Example: if completing a project costs 2 stone and 1 iron, you can take back 1 stone, but you cannot take back the iron.

  • blacksmith: The cost to upgrade the project is reduced by 2 heat points. In contrast to the engineer bonus, the blacksmith bonus reduces the upgrade cost.

Project Cards

Each project card has the following information:

  1. Seal color - which deck this card belongs to.
  2. Project cost - resources paid to complete this project.
  3. Victory Points - VPs gained for completing this project.
  4. Upgrade cost - resources paid to upgrade this project.
  5. Extra victory points - VPs for upgrading this project.
  6. Upgrade effect - additional effects for upgrading this project.
  7. Card number

Detailed descriptions of all project cards are in the Table of Cards.

Each project also has an additional optional upgrade cost, on the bottom of the card. When you are completing a project, you can choose to immediately pay this additional cost, to upgrade the project for additional victory points or some other bonus (as described on the card). Place upgraded projects to the right side of your player board. Upgrading is not an additional action; the decision to pay for upgrading is part of completing the project.

The five project decks are:

  • The Western District (blue seal)
  • The New Shaft (green seal)
  • Golden Terraces (gold seal)
  • The Old Shaft (grey seal)
  • The Eastern District (red seal)

Work Break

If you have no dwarves to place, then you can use this action to take your own foreman and one other selected worker (ironworker, blacksmith, or engineer) from the board to your pool. They are now available to be placed for other actions.

Foreman

A foreman has three properties:

  • He is loyal to his owner and always returns to his owner when removed from the board.
  • When replaced by a different dwarf on a mine level, a foreman jumps into his owner's cart on that mine level.
  • When a player places their foreman onto an action location, the owner may install a furnace at that location, permanently heating that section of Dwergar.

To do this, the owner moves a furnace from their player board, pays the resource cost printed on the action space, and places the furnace onto the location (covering the cost). After installing a furnace, the player can no longer use that furnace to gain heat. But the player gains 2 victory points, and the installed furnace will give a bonus when the location is activated in the future (not on this action when the furnace is installed):

  • A furnace installed on one of the 6 locations outside the mine gives its owner 1 heat level whenever an opponent places a dwarf there.
  • A furnace installed on one of the 4 mine levels gives its owner additional resources (as printed on the board) whenever the owner activates that level. E.g. on level 1, the installed furnace's owner receives 5 stone instead of 3 stone.

A player can install a hot or cool furnace. Install it with its cool side visible, showing the owner's color. Only the owner of an installed furnace gains benefit from it. Each location can have only one installed furnace.

End of a Round

After each player has done their turn, the starting player draws the top card from the event deck. Apply its effect immediately, as described on the card. (At the end of the rulebook, each event card is described in more detail.)

Then each player who has at least one hot furnace may light one of their cool furnaces. Advance the marker one space clockwise on the round track.

End of the Game

At the end of the round in which the last event card was revealed, the game ends. Players may gain additional victory points from completed projects which give bonuses at the end of the game.

The player with the most victory points wins.

In case of a tie for victory, the tying player with the most crystals wins. In case of a tie for crystals, the tying player with the most gold wins; then compare iron, then stone.

In case tying players have exactly the same resources, they enjoy a shared victory.

Decks and Special Rules

Projects in the game are divided into 5 different decks. Each project deck in play introduces its own special rules. During setup, only use 2, 3, or 4 decks (equal to the number of players), so each game will play out differently, and different strategies may be useful.

You can use advantage tokens, to mark the leaders in the fulfillment of projects of given deck.

The Western District

The Western District is full of large machines, huge noisy gears, and conveyor belts. Blue deck projects are most focused on stone and iron.

If this deck is in play, then at the end of the game, before calculating the final scores, check which player has the most completed Western District projects. This player may do 3 additional actions. If several players are tied for the most completed Western District projects, they each get 3 bonus actions, in the normal turn order.

The New Shaft

The New Shaft is not yet an active mine — the dwarves are digging as deep as possible to verify its quality. Clans that contribute to the development of the New Shaft will gain recognition in the eyes of Dwergar residents.

Each New Shaft card gives the same upgrade bonus: 2 victory points for each upgraded New Shaft card you own. So your first upgraded New Shaft project gives you 2, the second gives you 4, the third gives you 6, etc. The value of each additional upgraded card grows rapidly, so players should not let any opponent gain too many New Shaft cards!

Golden Terraces

Golden Terraces is a district with jewelers and goldsmiths. Projects from this deck are usually more expensive and offer more victory points than the other cards.

If this deck is in play, then at the end of the game, before determining who won, check which player has the most completed Golden Terraces projects. That player (or players) may immediately upgrade one of their completed orders (from any deck) for free.

The Eastern District

The Eastern District is full of furnaces, pipes, and steam engines. In the workshops of this district, there are frequent explosions and fires.

Completed Eastern District projects let a player save heat for later rounds: for each of their completed Eastern District projects, 2 heat levels are not lost at the end of a player's turn. A player cannot have more than 10 heat levels. The amount of heat that we can save is marked with white arrows on the heat track.

Example: at the end of his turn, a player has 5 levels of heat and 1 Eastern District card, so he lowers his heat level to 2 instead of 0.

The Old Shaft

The Old Shaft was abandoned long ago, and it has a notorious reputation. Few clans will send their employees there. Those who dare visit it may perhaps gain the favor of Silverbeard, the oldest dwarf in the kingdom.

If the Old Shaft deck is in play, then at the start of each round (before the first player's turn), determine who has completed the most Old Shaft projects. That player takes the Silverbeard token. (In case of a tie for the most Old Shaft projects, nobody takes the Silverbeard token.)

When this player does an action during their turn, they may discard the Silverbeard token to use an unused bonus at the space where they are doing the action.

Example: a player places a blacksmith at the Bellows (and thus gains 2 heat from the blacksmith bonus) and discards the Silverbeard token to additionally use the ironworker bonus (and thus also lights all his furnaces).

Table of Cards

Costs are shown as "heat / resources". "VPs" are the victory points gained for completing (basic) or upgrading a project.

The Western District (cards 1-9)

Number / Name of the cardBasic cost / VPsUpgrade cost / VPsUpgraded card's effect
1. Master tools1 heat, 3 iron / 4 VP2 heat, 1 iron / 3 VPWhen you complete a project, you pay 1 stone or iron less.
2. Bowling alley1 heat, 1 stone, 1 iron, 1 gold / 5 VP1 heat, 1 goldYour foreman is a blacksmith. Your blacksmiths give additional resources: Mine level 1: 2 stone; Mine level 2: 1 iron; Mine level 3: 1 iron; Mine level 4: 1 gold.
3. Bridge club5 stone, 2 iron / 5 VP1 heat, 1 goldYour foreman is an engineer. Your engineers give additional resources: Mine level 1: 2 stone; Mine level 2: 1 iron; Mine level 3: 1 iron; Mine level 4: 1 gold.
4. Cricket field4 heat, 2 stone, 2 iron / 5 VP1 heat, 1 goldYour foreman is an ironworker. Your ironworkers give additional resources: Mine level 1: 2 stone; Mine level 2: 1 iron; Mine level 3: 1 iron; Mine level 4: 1 gold.
5. Private conveyor belt1 stone, 1 iron, 1 gold / 4 VP4 heat / 4 VPTake 3 stone.
6. North wall1 heat, 6 stone / 4 VP2 heat, 2 stone, 2 iron, 1 gold / 4 VPAt the end of the game, gain 1 VP for each upgraded project.
7. Armory2 heat, 3 iron, 1 gold / 7 VP3 heat, 3 stone / 6 VPAt the end of the game, gain 1 VP for every 2 iron.
8. Barricade of the abyss3 stone, 2 iron, 1 gold / 6 VP5 heat / 5 VPAt the end of the game, gain 1 VP for every 3 stone.
9. Clan elevator1 crystal / 5 VP1 heat, 2 iron, 1 gold / 4 VPWhen you put a worker onto an empty space or a space with an opponent's foreman, gain 1 point.

The New Shaft (cards 10-18)

Every New Shaft card has the same upgraded card's effect: When you upgrade this project, gain 2 VP for each of your upgraded New Shaft projects (including this one).

Number / Name of the cardBasic cost / VPsUpgrade cost
10. Entry to new shaft2 stone, 1 iron / 2 VP2 heat
11. New shaft supports2 iron / 2 VP2 heat
12. Filled fissure4 stone / 2 VP2 heat
13. Rails4 iron / 4 VP2 heat
14. Ore extraction2 iron, 1 gold / 4 VP3 heat
15. Shaft lighting2 gold / 4 VP3 heat
16. Qualified sappers4 gold / 9 VP3 heat
17. Diamond-headed crushers2 crystal / 9 VP3 heat
18. Runes reinforcing the ceiling2 gold, 1 crystal / 9 VP3 heat

Golden Terraces (cards 19-27)

Number / Name of the cardBasic cost / VPsUpgrade cost / VPsUpgraded card's effect
19. Secret entrance2 heat, 2 stone, 1 iron / 4 VP2 heat, 2 stone, 1 iron / 4 VPTake 1 gold.
20. Gold foundry2 heat, 1 gold / 4 VP3 heat, 1 gold / 5 VPGain 1 VP each time you complete or upgrade another project (not this one) that requires gold.
21. Entry to the treasury1 heat, 2 iron, 1 gold / 5 VP2 heat, 1 crystal / 4 VPPay 1 gold less when you complete each project.
22. Colossal statue3 stone, 2 gold / 6 VP1 heat, 3 stone, 1 crystal / 10 VPNo bonus.
23. Goldsmith's workshop3 gold / 7 VP2 gold / 8 VPNo bonus.
24. Main crucible1 gold, 1 crystal / 7 VP5 heatAt the end of the game, gain 2 VP for each crystal.
25. Jeweler's workshop3 crystal / 14 VP1 crystal / 6 VPAt the end of the game, gain 1 VP for each completed project with a cost including crystal.
26. Hall of the Oldbeard2 gold, 2 crystal / 14 VP5 heatAt the end of the game, gain 1 VP for each gold.
27. Treasury traps1 iron, 2 crystal / 10 VP3 stone, 1 iron, 1 gold / 4 VPAt the end of the game, gain 1 VP for each furnace on your player board.

The Old Shaft (cards 28-36)

Number / Name of the cardBasic cost / VPsUpgrade cost / VPsUpgraded card's effect
28. Bridge over a river of lava6 stone / 3 VP3 stone, 3 iron / 7 VPNo bonus.
29. Reinforcing old scaffolding4 iron / 4 VP3 heatTake 2 stone and 1 iron.
30. Crumbling earthwork4 stone, 2 iron / 4 VP1 stone, 1 iron / 6 VPAll other players receive 1 gold.
31. Dangerous obstruction10 stone5 heatAll other players receive 3 stone.
32. Cursed treasury3 heat / 2 VP4 heatTake 1 stone, 1 iron, 1 gold and 1 crystal.
33. Abandoned lift5 stone, 3 iron / 6 VP1 heat, 1 stone, 1 ironAt the beginning of each of your turns, you take 1 gold.
34. Calcination oven1 heat, 1 stone / 2 VP10 heat − 1 heat per other completed Old Shaft card / 10 VPTo upgrade this project, pay 1 heat for every other (not this one) Old Shaft deck card you have completed.
35. Ammunition store2 stone, 2 iron / 3 VP2 stone, 2 iron / 4 VPLight all your furnaces and gain 2 heat.
36. Ribs of an old boiler1 heat, 3 stone, 5 iron / 8 VP2 stone / 1 VPGain 4 heat; all other players gain 1 heat.

The Eastern District (cards 37-45)

Number / Name of the cardBasic cost / VPsUpgrade cost / VPsUpgraded card's effect
37. Southern pipeline1 heat, 2 stone, 1 iron, 1 gold / 5 VP1 gold / 4 VPYou can change 1 heat into 1 stone.
38. Central gas pipeline3 heat, 3 stone / 4 VP1 heat, 1 stone / 2 VPAt the start of each of your turns, you gain 1 heat.
39. North steam pipeline1 heat, 4 stone, 2 iron / 5 VP1 gold / 4 VPYou can change 2 heat into 1 iron.
40. Master furnace boilers3 stone, 2 gold / 8 VP2 heat, 3 stone / 4 VPYou gain 1 heat each time an opponent uses a space with your furnace.
41. Coal crusher3 heat, 2 iron, 1 crystal / 9 VP2 iron / 3 VPGain a new furnace and light it.
42. Main valve1 iron, 1 gold, 1 crystal / 8 VP3 heat / 3 VPAt the end of the game, gain 2 VP for each of your furnaces installed on the main board.
43. Runic hall1 heat, 3 iron, 1 gold, 1 crystal / 11 VP4 heat, 1 stone / 5 VPAfter upgrading this project, you can immediately do an additional action.
44. Workshop of helpful gnomes1 heat, 1 stone, 1 iron, 1 gold, 1 crystal / 9 VP1 iron, 1 gold, 1 crystal / 9 VPDuring any action, you can pay 1 heat to change the specialization of the dwarf that you use.
45. Mill chimney4 stone, 2 gold / 6 VP1 crystal / 5 VPWhen upgrading this project, you can pay any amount of extra heat; gain 1 VP for each 1 heat spent.

Event Cards (cards 46-60)

Number / Name of the cardCard's effect
46. Boiler explosionEach player gains 2 heat.
47. Activation of the transmissionThe mine lift moves up 1 level.
48. Lift malfunctionThis round, the lift costs 1 heat to move 1 level.
49. Underfloor heatingThis round, installing furnaces into Studio, Laboratory, Forge, Workshop, Bellows, Lift gives 2 VP.
50. Mining union reports 200% productivityThe lift moves up 2 levels.
51. Health and safety trainingThis round, all players have only 2 actions.
52. The Chief Architect changes plansTake the available project cards, shuffle them and discard 2. Return the remaining cards to the project track, then draw 2 more to replace the discarded cards.
53. Overheated crankThe lift moves up one level. Each player gains 1 heat.
54. Crusher malfunctionAdd 1 stone to each cart on mine level 3 (even to non-empty carts). Each player gains 1 heat.
55. Cave-inAdd 1 stone to each cart on mine levels 1 and 2 (even to non-empty carts).
56. Shaft maintenanceThis round, a player gains 1 VP for placing a dwarf on a mine space.
57. The Chief Alchemist makes BOOM!In the Alchemists' Laboratory, the specialist actions are unavailable this round.
58. New crystal veinsThis round, Foremen give additional resources in the Mine: level 1: 2 stone; level 2: 1 iron; level 3: 1 iron; level 4: 1 gold.
59. Hot steam ductsThis round, each action at the Workshop and the Laboratory gives 1 heat.
60. It's off to work we go!The lift moves up 1 level. This round, a player gains 1 VP for placing a blacksmith, engineer or ironworker onto an empty space.

Game Components

  • Main Board
  • 4 Player Boards
  • 4 Heat Level Markers
  • 5 Cart Tiles (each with 4 different player carts)
  • 45 Project Cards (5 card decks, each with 9 projects: 4 basic and 5 advanced)
  • 15 Event Cards
  • 4 Foreman Meeples (1 per player color)
  • 18 Worker Meeples: 6 x Ironworker, 6 x Engineer, 6 x Blacksmith
  • 4 Victory Point Markers (1 per player color)
  • Silverbeard Token
  • 8 Deck Advantage Tokens
  • 32 Furnace Tokens (8 per player color)
  • 2 Player Aid Cards
  • 8 Resource Multiplier Tokens (chests)
  • Resources: 35 x Stone, 25 x Iron, 15 x Gold, 10 x Crystal