Gormenghast: The Board Game
Gormenghast: The Board Game Rulebook
Table of Contents
Table of Contents
Components
- Rule Book
- Book of Ritual
- Character Pieces (10)
- Castle Tiles (30)
- Three Card decks:
- Action Cards (66)
- Character Cards (10)
- Plot Cards (30)
- Artifact Tokens (30)
- Influence Tokens (20)
- Victory Tokens (40)
- Blocking Token (1)
- Ritual Die (1 thirty-sided die)
Component Notes
Ritual Die: This die is rolled whenever a Ritual Card is played, or a Plot Card is completed. When you roll the die, match the number with the number in the Book of Ritual.
Book of Ritual: Gormenghast is ruled by tradition and ritual. Whenever a ritual is called for, roll the ritual die and check the result. Then consult the corresponding ritual in the book.
Character Cards: There are 10 Character Cards. These are used to keep track of which player is controlling which character. There are two types of characters: Nobles (blue cards) and Servants (green cards).
Character Pieces: Like Character Cards, the pieces are divided into 2 types of characters: Nobles (blue background) and Servants (green background). When you first play this game, place each piece in a plastic stand.
Castle Tiles: The game board in Gormenghast is made up of square sections called Castle Tiles. The Tower of Flints is always placed first, and 19 more are dealt out at the start of play. The remaining 10 tiles are brought into play as the game progresses. When Castle Tiles are played, all the entrances and exits must match.
The Castle Tiles have one of three different floor types: Marble (blue), Wood (brown) and Stone (grey).
Plot Cards: There are 30 Plot Cards. The plot card contains a number of criteria the player must fulfil to win Victory Tokens. These requirements are Character Piece, Castle Tile and Artifact.
If the player can move a Character Piece to the named Castle Tile they score 1 Victory Token.
If the player can move a Character Piece to the named Castle Tile with the named Artifact they score 3 Victory Tokens.
Action Cards: Each card has 3 functions, but you can only use one at a time. An Action Card can be used to move Influence Tokens around, move characters you control, or it has a special "text effect" which breaks the normal rules of the game.
Influence Tokens: Each player has 5 Influence Tokens (either red, green, blue or yellow). These are used to control characters. You can only move tokens from your pool or from character to character by playing an Action Card. To control a character you must have at least 1 token on a Character Card to a maximum of 3.
Victory Tokens: These are used to keep score in the game. You need 9 Victory Tokens to win.
Blocking Token: Some rituals block a location, preventing characters from entering or leaving that particular Castle Tile. To mark this the Blocking Token is placed on that tile. Only 1 location can be blocked at a time.
Artifact Tokens: Artifacts are used to score higher points for completing a plot. When a Castle Tile is played, a new token is drawn and put into play. If it is blank, discard it. If it names a character, replace it with a Character Piece. If it names an Artifact, leave it there to be used later.
The Game in Brief
Welcome to Gormenghast, that massive and crumbling stone edifice which provides the backdrop to this game. In this board game each player takes on the role of a "kitchen rat" similar to Steerpike in the books. Like Steerpike you have the same murderous desire for power. Your goal is to accumulate as much influence as you can (in the form of Victory Tokens), rise to the top and become Master of Ritual. To acquire Victory Tokens players move characters around the board to complete various intrigues (detailed on Plot Cards). When a player completes a plot they gain Victory Tokens. The first player to acquire 9 (or more) Victory Tokens wins the game.
Rules
Set Up
Before you begin the game you need to set up. Unlike other games, the board in Gormenghast is not fixed when you start, but it evolves and develops as you play. You need a good sized space to play on - an average family dining table is ideal.
Characters
- Place the Character Cards next to the play space.
- Place each Character Piece on its corresponding card.
Castle Tiles
Choose a player to be the dealer.
- Place the Tower of Flints Castle Tile in the centre of the play space.
- Shuffle the rest of the Castle Tiles.
- Deal out 19 Castle Tiles between the players.
- Each player in turn (starting with the dealer) puts out a tile from their hand (always matching up exits with entrances) until all 19 have been placed. Players may choose which tile in their hand may be placed during their turn.
- The remaining 10 tiles are placed face down next to the Character Cards.
When a character moves around the board, they may only do so through marked entrances and exits, unless a Ritual or Card Text Effect states otherwise.
Some rituals can prevent a character from entering a tile. This complication is marked with the Blocking Token. If this token is placed on a Castle Tile no character may be placed on that tile, although they may be removed. There is only one Blocking Token, so if a ritual requires another room to be blocked, the token is moved. Its previous location is now unblocked.
Artifact Tokens
- Shuffle the Artifact Tokens and spread them out face down on the table.
- Each player in turn (starting with the dealer) places 1 Artifact Token face down on each Castle Tile.
- Remaining tokens are left within easy reach of the other players next to the undrawn Castle Tiles.
- Turn the Artifact Tokens that have been laid out face up.
- Remove blank tokens (put them back in the box).
- Replace any token naming a character with a Character Piece (then place named character tokens back in the box).
Other Components
- Put the two card decks (Action Cards and Plot Cards) next to the Character Cards.
- Put the Victory Tokens above the Character Cards.
- Put the Book of Ritual on the table.
Set up the Players' Playspace
The dealer deals out the following to each player:
- 5 Action Cards.
- 2 Plot Cards.
- 5 Influence Tokens, all of the same colour, colours to be chosen by players.
Anatomy of the Cards
Plot Cards
- Card Title.
- Flavour Text: this section takes the key words and places them in a story format. The key words are highlighted.
- Key Words: these are the 3 key words needed to complete the plot. If you can complete the first 2 you score 1 Victory Token, if you can fulfil all 3 you score 3 Victory Tokens.
- Ritual Symbol.
Action Cards
- Card Title.
- Influence Rating.
- Quote.
- Movement Rating.
- Text Effect.
- Ritual Symbol.
Ritual Cards
- Card Title.
- Ritual Symbol.
- Text Effect.
How to Play
Objective
The object of the game is to acquire Victory Tokens. To do this, the players move characters around the board to complete the requirements on Plot Cards. When a player completes a plot they score a number of Victory Tokens. The first player to score 9 Victory Tokens wins the game.
If you want to play a shorter or longer game than the average 45 minutes, just increase or decrease this goal.
Completing a Plot
The Plot Cards you hold will determine how you choose to play your turn. Each Plot Card is worth either 1 or 3 Victory Tokens depending on the number of requirements you are able to fulfil.
- If you are able to move the named character into the named Castle Tile you score 1 Victory Token.
- If you are able to move the named character AND the named Artifact into the named Castle Tile you score 3 Victory Tokens.
- When you are able to complete a plot, reveal the relevant Plot Card and announce how you are claiming 1 or 3 Victory Tokens.
All Plot Cards are marked with the owl icon which signifies that a ritual will take place. After completing a plot, roll the Ritual Die, consult the Book of Ritual to find out which ritual is invoked and follow the instructions.
After you have played the Plot Card, place it face up on the Plot Card discard pile. If the Plot Card deck runs out during play, shuffle the discard pile and use it as a fresh deck.
About Card Icons
There are 3 key icons or symbols used in the game. They are the Influence Icon, the Movement Icon and the Ritual Icon.
- Influence Icon: This symbol shows how many of your Influence Tokens you can move by playing this card.
- Movement Icon: This shows how many "moves" a character that you control can make. Some "text effects" also have a movement effect. In this case the number of "moves" that effect gives is shown in a plain icon.
- Ritual Icon: Indicates that a Ritual must be performed. They are found on both Ritual Cards and Plot Cards. When either are played roll the Ritual Die and find that entry in the Book of Ritual.
For example, if you roll a 4, you must find ritual 4 in the Book of Ritual.
Your Turn
The dealer takes the first turn and play proceeds clockwise. When it is your turn you can perform as many actions as you wish depending on the Action Cards in your hand.
Action Cards
Each card played allows you to do 1 of the following 3 things. You must choose which one when you play the card.
- Influence Icon: (top left of card) This shows how many of your Influence Tokens you can move.
- Movement Icon: (top right of card) This shows how many character "moves" you can make.
- Text Effect: (bottom of card) These are special rules which often allow you to break the normal rules of the game.
Once an Action Card is played, place it face up on the Action Card discard pile. If the Action Card deck runs out during play, shuffle the discard pile and use it as a fresh deck.
Influence
To move a character, you must first control them. Influence Tokens are used to take control of a character. You can also use Influence Tokens to remove another player's control of a character. When you play a card you may choose to move a number of your Influence Tokens equal to the value on the top left of the influence icon.
Taking Control of a Character
- If you want to control a character, place 1 (or more) token(s) on the chosen character's card. These tokens can come from your Influence Token Pool or from tokens you've placed on other characters you control.
- You can move a number of Influence Tokens equal to the value in the Influence Icon on the top left hand side of each Action Card played.
- You need at least 1 Influence Token on a character to control them. You cannot place more than 3 tokens on a Character Card. Note that control of a character is never guaranteed as opponents can always exceed your maximum 3 influence.
- Only 1 player at a time can control a character.
Example of Using Influence Tokens
Joanne (the blue player) has control over Nanny Slagg, with 2 Influence Tokens on the Character Card. Oliver (the green player) needs to control Nanny Slagg to complete a plot.
Oliver plays 2 Action Cards which allows him to move 4 of his Influence Tokens. Oliver plays the cards and places 4 tokens on the Character Card and compares them. Oliver has moved 4 Influence Tokens onto the card, Joanne has 2.
Joanne removes her 2 Influence Tokens back to her pool; Oliver must do the same. This leaves 2 of Oliver's Influence Tokens on Nanny Slagg, so he is now in control.
Removing Control of Another's Character
If someone else already has influence over a character, you may weaken their control or take control of that character, by using your tokens.
- Place 1 or more of your Tokens on the controlled character's card. Each Influence Token you place on a controlled Character Card removes 1 of the controlling player's tokens. It also removes 1 of yours. Removed tokens are returned to the relevant players' Influence Token pool.
- If, when you have removed all your and your opponent's Influence Tokens you still have 1 or more tokens on the Character Card, you take control of that character.
Movement
The Movement Icon at the top right of the Action Cards shows how many "moves" you can make. You can move within the current board, or explore beyond it to bring more locations, characters and artifacts into play. A single move may consist of any of the following:
- Move any character you control from one Castle Tile to another via an exit. Moves cannot be split between characters. All moves must be completed before another card is played. Any unused moves are lost.
- If you exit a Castle Tile through an exit which has no adjoining tile, draw another Castle Tile and put it into play. Place an Artifact Token on that tile and turn it over following the instructions as in the set up. Unlike Set Up the only exit that needs to match is the one the character has just passed through. Once all Castle Tiles are in play, characters can no longer exit the board.
- Picking up Artifacts: This uses up one "move". When a character is in the same location as an artifact it can be picked up and placed on the character's card to signify that it is being carried. Characters may carry only one artifact at a time.
- It costs nothing to put an artifact down. When you put an artifact down, move it from the Character Card and place it in the character's current location.
Text Effects
Always pay attention to the text effects on the cards, they can prove to be invaluable in achieving your goals. Some cards are marked with the words INTERRUPT. An interrupt effect can be played at any time, even during another player's turn.
Ritual Cards
In the Action Deck there are 12 Ritual Cards, each with the ritual symbol on them. These cards cannot be discarded, and will slowly fill up your hand if not played. When a Ritual Card is played, roll the Ritual Die and consult the Book of Ritual to find out which ritual is invoked and follow the instructions.
End of Turn
When you no longer want to perform more actions, or can't, your turn ends. Draw 3 cards in any combination from the Action and Plot card decks. At the end of your turn you cannot hold more than 7 cards in your hand. If you finish your turn with more than 7 cards in your hand discard any unwanted cards (except Ritual Cards). Place unwanted cards on the appropriate discard pile.
End of Game
The game ends when one player has acquired 9 Victory Tokens. That player is the winner!