Mined Out!
Mined Out! Rulebook
Table of Contents
Table of Contents
Setup
Give each player 1 Meeple, 4 Cubes, a Player Card, 3 Supports, 1 Dynamite, and a full set of Upgrade cards (Ladder, Coffee, Mine Cart and Shovel.) Place a wooden cube on the symbol below each counter on the Player Card, and place each Upgrade nearby with the cost-side face-up.
Then, give each Player four Mine Cards of each colour, placing them in a column of three face-down piles, with Green at the top and Red at the bottom. Reveal the top Green card, choose the orientation and place your Meeple in the top middle space of that card. It should all look like this:
[Setup example diagram omitted: image in the source.]
Actions
Pick a Player to go first. Play moves clockwise.
Each turn, a Player has 3 Action Points (left) to spend. They can spend these Action Points (AP) on the Actions listed on their Player Card, and on their purchased Upgrade cards.
On each turn, Players may save up to 2 AP, by moving the cube up the AP counter for each point saved. If you wish to use more than your allocated AP on a turn, move the AP counter down one for each point used.
Gaining Gems
When you move into a space with a Gem, move the cube on the relevant Gem Counter up one space, and turn the Mine card 45°. That area of the mine is now 'Shaky.'
If you gain a Gem from a card that is already 'Shaky,' you gain the Gem but that card 'collapses' and is permanently overturned, moving you to the nearest space outside the card. If you are in the centre or a corner, you may choose which direction you move in. If you must reveal a new card, do so.
Movement
All Actions on the Player Card with the Meeple icon mean you may move your Meeple one space in the indicated direction.
Note: You may only move upwards once you have bought the Ladder upgrade.
When you move off the edge of the card, place a new one from the pile on the same row. Once a card is drawn, you must move. If you immediately land on a Gem, take it and make the new card 'Shaky.'
Be careful when placing cards, as once a pile is empty, it may not be replenished, and uneven rows may make navigating the mine difficult.
Supports
Supports are an important part of gameplay for securing routes around the Mine and preventing cave-ins to help you continue mining precious Gems.
If you're on the edge of a Mine card (top, bottom or side) you may spend 2 AP and 2 Yellow Gems to place a Support bar between the card you are on and the adjacent card. Straighten both cards if they are 'Shaky.' Both cards are now immune from collapsing (unless Dynamite's used) or becoming 'Shaky,' and the Gems on them may be mined without risk.
Dynamite
Another important tool is Dynamite - which you can use to damage other players' mines to put them at a disadvantage.
On your turn, you may spend 1 AP to place your Dynamite piece on one opponent's Mine Card, and collapse (flip) it. If your opponent's Meeple is on the card, they move as though it were collapsing naturally. Once spent, you may not use your Dynamite again. Supports do not prevent Dynamite. If unused, Dynamite is worth 2 points.
Buying Upgrades
For 3AP you can buy an Upgrade card. Pay the cost by moving Gems on your Gem counter down the indicated number of spaces, and then overturn the Upgrade card. That effect or Ability is now available to you.
Upgrades
Coffee: The Coffee gives you 1 extra AP every turn, starting on the turn after you buy the upgrade. It is worth 6 points.
Shovel: The Shovel allows you to move down one space for 1 AP instead of 2 AP, helping you descend to the valuable lower levels of the mine faster. It's worth 3 points.
Ladder: The Ladder allows you to move upwards for 2 AP (usually you are not able to move upwards.) It's worth 4 points.
Mine Cart: When unlocked, place the Mine Cart card above the Gem Counter. Your Gem inventory is now increased by 4. The Mine Cart is worth 5 points.
Scoring
As soon as one Player has bought their last Upgrade, the game is over, and players count up their scores. The player with the highest score is the winner. In the case of a tie, the winner is the player with all of their upgrades.
Upgrades: The points indicated on any unlocked Upgrade cards count towards your final score.
Gems: Any Gems that remain in your inventory also score points at the end of the game. Each Gem is worth the amount of points indicated at the bottom of the relevant Gem counter: 1 for Green Gems, 2 for Yellow Gems, and 3 for Red Gems.
Uncollapsed Mine Cards: Players gain an additional 2 points for each Mine Card in their grid that has been revealed but has not collapsed.
Dynamite: If a player has not used their Dynamite, they gain an extra 2 points.