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Mini Miners

Mini Miners Rulebook

Table of Contents

Table of Contents

  • Gaming material
    • Structure of the Dwarf cards
    • Description of the gaming board
  • Setup
  • Game rules
    • How to win
    • Structure of a game
    • How to play
      • Recruitment phase
      • Market phase
      • Placement phase
      • Collection phase
      • Resting phase
    • End of the game
  • Features
    • The Dwarfs
    • Special Skills
    • Targeting
    • The Tools
    • Alcoves and diamonds
    • Bonuses
    • Event cards
    • Trade
    • Visibility
    • Additional information
      • The Tools
      • The Events
      • The Dwarfs
  • Optional rules
    • Simplified game
    • Long game
    • Open Draft
  • The Symbols

Gaming material

  • 1x Rulebook
  • 4x Help sheets
  • 1x Gaming board
  • 18x Dwarf standees
  • 18x Bases for the miniatures
  • 18x Dwarf tokens
  • 18x Dwarf cards
  • 36x Tool cards
  • 40x Mine cards
  • 8x Event cards
  • 16x Standard Bonus tokens
  • 5x Special Bonus tokens
  • 52x Gold Nuggets
  • 14x Diamonds
  • 1x First player token (for optional rule)
  • 6x Collapse tokens

Structure of the Dwarf cards

The rulebook's diagram of a Dwarf card labels these parts: Initiative value, Image, Name, Target icon, Phase indicator, and Ability (Special Skill).

Description of the gaming board

The rulebook's diagram of the gaming board labels these parts: Dwarf token slots, The inn, Entrance/Exit, Alcove, Gold nuggets value, Mining value, Lantern (alcove indicator), and Mine section.

Setup

  1. Place the gaming board in the middle of the gaming zone.

  2. (If you'd rather play a simplified game, please refer to the "Simplified game" part in the "Optional rules" chapter page 14.)

Shuffle the 16 Standard Bonus tokens and place them randomly face up on each section of the gaming board except on the Alcoves and the last section containing a Diamond.

  1. Shuffle the 5 Special Bonus tokens and place them randomly face up on each Alcove and on the last section of the gaming board containing a Diamond.

  2. Shuffle the Tool cards and place them in a stack face down next to the gaming board. Then draw 5 cards and place them face up in a line next to the stack. This will be the Market zone.

  3. Take the Mine cards and separate them according to the color on their back to form 4 stacks of 4 different colors. Shuffle each stack and place them side by side next to the gaming board. Keep a space to make a discard pile for each of the stacks.

  4. Shuffle the Event cards and place them in a stack face down next to the gaming board. Draw one card and put it face up next to the stack. This card will show the Event taking place in the first round.

  5. Give each player 6 Gold Nuggets (Diamonds are worth 7 Gold Nuggets) to constitute their treasury. Place the remainder of the Nuggets and Diamonds close to the gaming board to constitute the Gold stock.

Callout on the setup page: 8 Nuggets in a 2- or 3-players game.

  1. Select randomly or choose 16 Dwarf cards with which you will play for this game, and place the leftover cards in the box as they won't be used in this game.

Callout on the setup page: 15 in a 3-players game or 12 in a 2-players game.

  1. Take the Dwarf standees matching each card and place them near the gaming board.

  2. (optional) Take the matching Dwarf tokens and place them on the appropriate zone of the gaming board, colored face up and in the ascending order of their initiative value. (These tokens are optional and help remind which Dwarfs are in game.)

  3. Shuffle the Dwarf cards and distribute 4 of them to each player.

Callout on the setup page: 5 in a 3-players game or 6 in a 2-players game.

  1. Place the 6 Collapse tokens near the gaming board.

Game rules

How to win

The game plays out in 3 rounds during which you will recruit, equip and send your Dwarfs into the Mine to try and gather as much Gold as possible. At the end of the third round, the player with the most Gold will be declared the winner.

Structure of a game

The game plays out in 3 rounds, each of which is divided in 5 different phases:

  1. Recruitment phase. The players select the Dwarfs they want to play with during each round.
  2. Market phase. The players can buy Tools to equip their Dwarfs.
  3. Placement phase. The players strategically place their Dwarfs in the Mine in their order of initiative value.
  4. Collection phase. The Dwarfs mine to collect Gold Nuggets, then try to escape the Mine with their loot.
  5. Resting phase. This phase marks the end of the round, the players reboot the gaming board to prepare a new round.

How to play

After setting-up, start directly with the first round's Recruitment phase.

Recruitment phase

Each player takes the Dwarf cards they received. You all choose one card to be placed face down in front of you and pass the other cards on to your left neighbor, only to take the ones handed out to you by your right neighbor. You then select a new card to put face down in front of you and proceed in the same way as before until every card has been selected. (The last card to be received is automatically placed face down in front of each player, with your previously selected cards).

In the following rounds, the direction of rotation will be reversed every time (E.g.: give the cards to your right neighbor in round 2, then again to your left neighbor in round 3).

Once all the Dwarfs have been selected, you can discard the one you choose not to play with during this round (that Dwarf will however be available again in the following round). Place the discarded Dwarf card next to the gaming board as well as the corresponding Dwarf standee. If you play with the Dwarf tokens, turn over the corresponding token to show the gray surface.

Afterwards, you all reveal the 3 Dwarf cards you have selected and place them face up in front of you.

Callout on the recruitment page: 4 in a 3-players game or 5 in a 2-players game.

Take the Dwarf standee corresponding to each Dwarf card you have selected.

Market phase

Starting with the player controlling the Dwarf with the lowest initiative value, each player will proceed to his market phase. During your market phase you can spend 1 Gold Nugget to draw the top card on the Tool cards stack, or spend 2 Gold Nuggets to choose one of the face-up cards in the Market zone. Once a card has been bought in the Market zone, it is immediately replaced by the top card of the Tool cards stack. (If, at any point, 3 identical Tool cards should be revealed in the Market zone, every Tool card in market zone and discard pile must be shuffled again with the stack. Draw 5 new cards and place them face up in the Market zone.)

When players spend their Gold, they return the corresponding number of Nuggets from their personal treasury to the Gold stock.

It is possible to buy cards one after the other and the number of purchases is only limited by the player's amount of Gold Nuggets. When you buy cards, add them face down in your Tool reserve.

The Tool reserve is where each player keeps all the tool cards they have that are not currently equipped on a dwarf.

Once you are satisfied with your purchase, take the cards from your Tool reserve and equip your Dwarfs with them. When you equip a Dwarf with a Tool, place the Tool card face down slightly covered by the Dwarf card in question. A Dwarf can be equipped with only one Tool card (unless mentioned otherwise because of a Special Skill).

The extra unused Tools are returned to your Tool reserve.

At any time during your Market phase, you can pay 1 Nugget to shuffle the discard pile and the Market zone cards together again to get a new Tool cards stack. You then draw 5 new Tool cards and place them face up in the Market zone.

NOTE: Equipping Tools is optional, and you can decide to equip all, part or none of your Dwarfs.

CAREFUL: In the rare cases in which the Tool cards stack might run out, shuffle the discard pile and make a new Tool cards stack with it.

Once a player is done with his market phase, it is up to the next player who controls the dwarf with lowest initiative value to resolve his Market phase, and so on until every player has resolved their Market phase.

Placement phase

A player is designated to call the roll; he calls out the Dwarfs in the ascending order of initiative value. (He can use the Dwarf tokens placed on the gaming board to see which Dwarfs have been selected for this round.)

When a Dwarf is called, the player controlling him takes the corresponding Dwarf standee and places it on an unoccupied mine section that doesn't bear the lantern symbol. (The sections with a lantern are Alcoves and are explained in the "Alcoves and Diamonds" chapter on page 10.)

Then the following Dwarf is called in the order of initiative value, and so on until every Dwarf has been placed.

Collection phase

The collection phase breaks down into 2 steps: Mining, followed by Escape; both steps are repeated for each Dwarf in the Mine.

Starting by the Dwarf closest to the Mine's exit (follow the opposite direction of the arrows), the players resolve the phase for each of their Dwarfs.

When a Dwarf executes his Collection phase, he starts by Mining:

You must draw the top card of the Mine cards stack corresponding to the section on which stands the Dwarf (a I, II, III or IV symbol indicates which stack you must draw from).

After drawing the card, reveal it to everyone. (Some Special Skill let you draw and reveal more than one card.)

From then on, several situations can happen:

  1. You reveal one or more Nugget cards. In this case, you take the same number of Nuggets in the Gold stock and place them on your Dwarf card.

  2. You reveal one or more Special Nugget cards. In this case, you choose for each one whether you want to receive the indicated number of Nuggets (at the top), in which case refer to the previous point, or the Bonus associated to the symbol (at the bottom, see chapter "Bonuses" page 10). In this second case, the card is considered as a Nugget card with a value of 0 and the effect is immediately applied.

  3. You reveal one or more Collapse cards. In this case, the Mine collapses on the Dwarf and buries him. The Dwarf is thus eliminated. Return all the Nuggets on the Dwarf card to the Gold stock, turn the Dwarf card over face down, discard all the Tools the Dwarf was equipped with and remove the Dwarf standee from the gaming board. Place a Collapse token for each revealed Collapse cards on the section.

NOTE: If the Mine cards stack is empty, the Dwarf doesn't draw any Mine card and goes directly to the Escape step.

NOTE: if at any time all six Collapse tokens are already placed on the board and you should place a 7th Collapse token, then the mine immediately collapses on itself and all dwarves still inside are therefore eliminated, whether they are wearing a helmet or not (this includes the dwarf having caused the 7th Collapse token to be placed)

If after the Mining step, the Dwarf is still on the gaming board, he then proceeds to Escape:

You can find yourself in three potential situations:

  1. You can try to Escape the Mine. In this case, check if the way between the Dwarf and the Mine's exit (following the arrows) is free from any Collapse token. If the road is clear, then the Dwarf can escape the Mine successfully; you can place the Dwarf standee in the Inn and move the Gold Nuggets on the Dwarf card to your treasury.

  2. If you try to Escape the Mine with Collapse tokens in your way that you can't remove, nor ingnore, then the Dwarf finds himself locked inside the Mine and is eliminated. Return all the Nuggets on the Dwarf card to the Gold stock, turn the Dwarf card over face down, discard all the Tools the Dwarf was equipped with and remove the Dwarf standee from the gaming board.

NOTE: It doesn't matter if other dwarfs are still in the mine and might remove it later, the dwarf is still eliminated.

  1. You can decide to have your Dwarf perform a Heroic sacrifice. The Dwarf sacrifices himself to try and help the other Dwarfs. In this case, remove one Collapse token from the gaming board, then the Dwarf is eliminated. Return all the Nuggets on the Dwarf card to the Gold stock, turn the Dwarf card over face down, discard all the Tool cards the Dwarf was equipped with and remove the Dwarf standee from the gaming board.

IMPORTANT: In some cases, like after using a dynamite or a helmet, you might find your dwarf being on a section with collapse tokens on. Collapse tokens do not block the path to the exit for the dwarf standing on the same section.

When a Dwarf has completed his Collection phase, the following Dwarf in the Mine takes his turn. When there is an intersection with an Alcove, the Dwarf in the Alcove is always resolved before going any further inside the Mine.

NOTE: The way to execute the Collection phase for Dwarfs in Alcoves or on the last section of the gaming board is explained in the "Alcoves and Diamonds" chapter on page 10.

Resting phase

When no more dwarfs are remaining in the mine, the resting phase takes place.

Resolve this phase in the following order:

  1. Apply the eventual Skills effects triggered by the Resting phase.
  2. Take all the Tools your Dwarfs are equipped with and put them back in your Tool reserve (all used and unused tools go back to your Tool reserve). (If this is the last round, after this step the game ends, refer to the "End of the game" chapter on page 8.)
  3. Remove all the Dwarf standees from the gaming board.
  4. (Optional, if you're playing with Dwarf tokens) Turn all the Dwarf tokens colored side face up.
  5. Take back all the Dwarf cards (including those discarded during the Recruitment phase), shuffle them and redistribute 4 to each player.

Callout on the resting page: 5 in a 3-players game or 6 in a 2-players game.

  1. Put the discarded Mine cards back into each corresponding stack and shuffle them.
  2. Remove all the Collapse tokens from the gaming board.
  3. Turn a new Event card over the previous one.

Then start a new round with the Recruitment phase.

End of the game

At the end of the third round, during the Resting phase, the game ends. Each player earns 1 additional Gold Nugget for every 3 Tools in their reserve, then everyone counts their treasury. The player with the most Gold Nuggets wins the game.

In case of a draw, the player controlling the Dwarf with the lowest initiative value (including the Dwarfs eliminated during the round) breaks the draw and wins the game.

Features

The Dwarfs

The Dwarfs are the main element of the game. They are represented by three components: a Dwarf card placed in front of the player controlling the Dwarf; this card not only helps visualize who controls the Dwarf, it also reminds his initiative value, his name and his Special Skill. On some cards, there is a specific symbol that allows people to see easily that his Skill is an offensive one targeting other Dwarfs. (Refer to the "Targeting" chapter on page 9.)

The second component is the Dwarf standee to be placed on the gaming board. It mentions the initiative value, the name of the Dwarf and the target symbol for those having an offensive Skill.

Finally, there's the Dwarf token, which is optional and helps the players see easily which Dwarfs are in game. This token is placed on the gaming board and indicates the initiative value and the Dwarf's name. The grey side means that a dwarf is available for this game but has not been picked for the current turn.

One of the Dwarf's essential particularity is his Special Skill. It is indicated on the card and can take 2 different forms: a text or the symbol of a Tool. When a Dwarf has the symbol of a Tool on his card, it means he has a Special Skill identical to the Tool in question, on top of any Tool he could be equipped with (using this skill is not considered as using a tool). For more information on the use of Special Skills, refer to the "Special Skills" chapter on page 9.

IMPORTANT: The Dwarfs can use their Special Skills when they are either in the Mine or in the Inn; however, a Dwarf who has been eliminated can't use his Special Skill.

NOTE: Some Dwarfs may have Skills whose details are not all written on the card because of a lack of space, but you can find all the explanations for these Skills in the "Additional information" chapter on page 11.

If two Dwarfs were to use their Skills at the same time, they are resolved in the ascending order of the Dwarfs' initiative value.

Quite often, the name of a phase or a step is mentioned before the description of the Skill (e.g.: Market, Placement, Mining, Escape…). This indicates the moment when the Skill can be used. If this is not the case, then the description of the Skill will explain how and when it can be used.

Finally, in other cases, instead of a game phase or step, the word "Reaction" will be mentioned; this means that the Skill can be used in reaction to a situation defined in the text.

Special Skills

Several things in the game can modify the basic rules, such as the Dwarfs' Skills, the Tools or the Bonuses; in those cases, the Skills take over the rules.

These Skills can sometimes be directly written on the game's elements, as is the case for some Dwarfs – the Skill is indicated on the Dwarf card. Sometimes, it is represented by a symbol and is then explained on the last page of the rulebook or on the help sheet.

To know how a Skill is used, refer to the text on the card, as it explains everything. However, because of a lack of space, some details have not been added in the texts; in this case, the Skill is further explained in the "additional information" chapter on page 11.

Targeting

Some special skills ask to target a dwarf. When a skill says "target", you must designate a dwarf against which you wish to use the skill. If the controller of the targeted dwarf can't cancel the effect (using a sheriff's star), then the effect is resolved as mentioned on the Dwarf card.

It is possible to recognize the dwarfs having such special skill as they bear the symbol in their text box.

The Tools

The Tools are the other essential elements of the game. They come as cards and offer a Special Skill, represented by a symbol, to the Dwarf equipped with them.

When a Dwarf is equipped with a Tool, the Tool card is placed face down partly under the Dwarf card. The Tools that are unused but belong to you remain in your gaming zone and constitute the Tool reserve. You can use tools in your reserve during the Market phase to equip your Dwarfs. When you want to use a Tool, reveal the Tool card to use its Special Skill and place it again partly under the Dwarf card but this time, face up. Each Tool you reveal can be used only once for each trigger, but can be used many times for different triggers. (Only Tools that are equipped can be used and only for the equipped dwarf).

Example 1: Haggler has just finished Mining and proceeds to Escape. You decide to place a Collapse token on his section, revealing Dynamite as a Tool, then reveal another Tool card Haggler is equipped with, which is also Dynamite. You can then place a second Collapse token using this card. As both Tools have been used, even though Haggler remains equipped with them, you can't place any additional Collapse token.

Example 2: You place Lucky, who is equipped with a Lantern, on an Alcove during the Placement phase. Then the player controlling Runner reveals he also has a Lantern and takes Lucky's place. You must then put Lucky back on the gaming board, and since he is still equipped with a Lantern, you can place him on another Alcove (the Placement round being different, the Tool can be used again).

NOTE: Some Tools have a cumulative effect, such as Dynamite, Shovel, Wagon or Magnifying Glass. Other Tools, although they could theoretically be cumulated, offer no advantage in being equipped several times (such as Sheriff's Star, Lantern or Helmet).

NOTE: Tools equipped on a dwarf that are revealed can still be used.

Alcoves and diamonds

The alcoves are special sections of the Mine indicated on the gaming board by a Lantern.

During the Placement phase, the Dwarfs can't be placed in an Alcove, except if a Dwarf reveals a Lantern; he can then be placed in an Alcove. (A Dwarf can't be placed in an Alcove without a Lantern; however, he can be moved to an Alcove if using a Special Skill, like Bully's.)

The Collection phase for Dwarfs in the Alcoves and on the last section of the Mine (with a Diamond) happens as follow:

These sections don't show any Mine cards symbol but have a number of Nuggets directly printed on the gaming board (Diamonds are worth 7 Nuggets). During the Mining step, instead of drawing Mine cards, take the number of Nuggets indicated on the section from the Gold stock and place them on the Dwarf card. (Skills that act on the Mine cards drawing, like the Magnifying Glass or the Wagon, have no effect.)

Once the Nuggets have been collected, the Escape step can take place normally. (Refer to the "Collection phase" chapter on page 6.)

The last section of the Mine (with a Diamond) is resolved in the same manner as an Alcove, except that there is no need to reveal a Lantern to place a Dwarf there.

Bonuses

There are 2 types of Bonus effects: those on the Special Nuggets cards and those on the Bonus tokens.

There are 2 types of Bonus tokens: Standard and Special; the only difference between them is that the Special Bonus tokens are placed in the Alcoves and the last section of the Mine. Other than that, they all work the same way.

When a Dwarf is placed on a section of the Mine, he gets an additional advantage or disadvantage given by the Bonus token, thus differentiating each section of the gaming board.

When a Dwarf is placed on a section with a Bonus token representing one of the Tools, the Dwarf is considered as being equipped with that Tool on top of any Tool card he might be equipped with. If he finds himself with a Bonus token showing a number of Nuggets preceded by a + or a -, he adds or subtract the indicated number of Nuggets to the total number of Nuggets he is collecting (can't be inferior to 0). Finally, if he's on a section with a Bonus token showing another symbol, he benefits from the Bonus given by that symbol (see the last page of the rulebook or the Help sheet).

NOTE: a Dwarf can always choose to apply or not the effect of the bonus token, except in the case of a bonus or penalty of gold Nuggets, in that case the modifications must be applied.

The tokens with no symbol are neutral and bring neither advantage nor disadvantage.

The symbol "Forbidden zone" blocks the section where it is standing. No Dwarf can be placed or moved there.

NOTE: Bonus tokens are placed during setup and remains on the board for the duraton of the game, unless an effect specifies otherwise.

The Special Nuggets cards show a Bonus symbol. When you reveal this card, you must choose between using it for the Nuggets or for the Bonus. If you choose the Bonus, you can immediately benefit from its effect. To know the effect of each symbol, refer to the last page of the rulebook or to the Help sheet.

Event cards

Each round an Event card will be revealed; this cards modify the base rules of the game for the current round. The text written on the revealed card describes the modifications that apply for this round.

During the Resting phase, a new Event card is revealed, covering the previous card. Only the card currently revealed applies its effect. Therefore the Event card of the previous round stops being active once a new card has been revealed to replace it.

Trade

The players can, at any time during the game, negotiate and exchange Gold Nuggets. However, no one is ever bound to keep their word.

Gold Nuggets can be exchanged, however Tools and Dwarfs can neither be exchanged nor sold nor given away.

Visibility

The number of Gold Nuggets as well as the number (but not the type) of Tools each player possesses, whether they are equipped or not, are always visible to every player. The various discard piles are also face up and accessible for all to see at any time.

Additional information

Cards and Help sheets don't always have enough space to explain Special Skills, especially when they include particular cases. In this section, we will explain these cases further. Only the cards that we think need more explanations are detailed here.

The Tools

Magnifying Glass. The Magnifying Glass allows you, during the Mining step, to draw an additional card, then, before revealing the cards, you can put back one of the drawn cards on the top or the bottom of the corresponding stack whatever card it is.

If you want to use several Magnifying Glasses to resolve one of your Dwarfs' turn, then the effects can cumulate. For instance, if you use 2 Magnifying Glasses, you draw 2 more cards. Then you choose 2 cards to discard among all the cards you have and put them back on the top or the bottom of the stack in whichever order you like (it can be one on the top and one on the bottom).

Wagon. The Wagon allows you to draw for the Dwarf currently resolving his turn one more card per Wagon (the effects of several Wagons can cumulate). You then reveal all the drawn cards and resolve them all. If one or more cards thus revealed are Collapses and the Dwarf is not protected against them, these Collapses are resolved first and the other cards are then ignored.

Wagon + Magnifying Glass. One case might bring confusion: if you want to use the effects of one or more Wagons and add to that the effects of one or more Magnifying Glasses. In this case, the Mining step is resolved in sequences: first, you draw an additional card for each Magnifying Glass and each Wagon used; then you check the cards you've drawn and put back one card for each used Magnifying Glass on the top or the bottom of the stack. You then reveal all the cards you have left and resolve them.

Helmet. When a Dwarf equipped with a Helmet reveals one or more Collapse cards, you place a Collapse token for each of them, but the Dwarf ignores their effects. Then, you draw a new Mine card for each Collapse thus revealed. Note that if the new cards are Collapse cards, the effect of the Helmet keeps on working and you go on until you have revealed an adequate number of cards that are not Collapse cards, or until there are no cards left to draw.

Sheriff's Star. If a Dwarf is equipped with the Sheriff's Star, the player controlling him can reveal it to cancel an effect targeting this Dwarf, and the player using an offensive Skill on this Dwarf must give 2 Gold Nuggets to the controller (if it's not possible, give as many Nuggets as possible).

NOTE: A Sheriff's star equipped to a dwarf keeps being usable even if already revealed.

Gadget. At the beginning of your Market phase, draw a card face down from the Tool cards stack and equip Gadget with it (you can look at it at any time). Then, when you equip your Dwarfs as usual with the cards from your Tool reserve, you can equip Gadget with a second Tool card, provided it is a different card than the one previously equipped.

The Events

Neighborly troubles. In the rounds when this Event is revealed, the players will have to select, during the Recruitment phase, a team for their left neighbor. You proceed to a normal Recruitment phase, then, once all the Dwarfs have been selected, each player passes them on to the neighbor on the left. Then everyone chooses the Dwarf to be left aside and reveals all the other Dwarfs.

Rivers of diamonds. When this event is revealed, add 2 to the base value of gold nuggets for each Alcoves and sections with diamonds. This way the first Alcove is worth 4 Nuggets, the second is worth 5 Nuggets, the third is worth 5, the last Alcove is worth 9 Nuggets and the last section of the mine also gives 9 gold Nuggets.

The Dwarfs

Handy. Other Dwarfs can use the Tool cards Handy is equipped with as long as the card is face down (unused); if they do that, discard the card after use. (Does not work with the Sheriff's Star.) If Handy uses his Tool for himself, the card isn't discarded.

Mobster. When Mobster escapes the Mine successfully, his controller decides whether or not to use his Skill. If you use it, then the next Dwarf to leave the Mine will be automatically targeted and will have to give Mobster half of the Nuggets he has collected (rounded up).

The collected Nuggets are the Nuggets on the Dwarf card, wherever they come from.

Lucky. When Lucky escaped the Mine successfully, his controller gets 2 Gold Nuggets. These Nuggets are not considered as being collected and are directly added to the player's treasury.

Risky. When Risky proceeds to do his Mining step, he can draw Mine cards from any stack instead of the normal one. However, once he has chosen a stack, all the cards he draws during that step has to come from that same stack.

Haggler. At the end of the Market phase, you can target a Dwarf and give his controller 1 Gold Nugget, then take one equipped Tool at random on that Dwarf and equip Haggler with it. The Tool thus equipped can add to any Tool previously equipped on Haggler. (The Market phase being over for everyone, the Dwarf thus targeted by Haggler cannot be equipped with another Tool.)

NOTE: If you can't pay 1 Gold Nugget, you can't use Haggler's skill. Moreover, if this skill is canceled with the Sheriff's Star, you don't pay the Nugget, but you have to pay the usual 2 Gold Nuggets owed to the Sheriff's Star.

Shady. After placing Shady in the Mine, target a Dwarf placed at a distance of two sections or less from Shady. His controller must place 2 Gold Nuggets from his treasury on Shady, if possible. If the player doesn't have 2 Gold Nuggets, he must give you as many Nuggets as possible. (If Shady doesn't successfully escape the Mine, the Nuggets are lost as with the normal rules.)

Bully. After placing Bully in the mine, target a dwarf to move him one section, provided that the section is unoccupied. A dwarf targeted by this skill is moved, not "placed"; thus, a dwarf can be moved to an Alcove without being equipped with a Lantern.

If no section adjacent to the targeted Dwarf is unoccupied, the Dwarf cannot be moved.

Crafty. At the end of the Market phase, if Crafty hasn't been equipped with any Tool card, you can search in the Tool card stack or in the discard pile for a Tool of your choice and equip Crafty with it, then shuffle the Tool cards stack again.

(However, you cannot take a Tool from the Market zone.)

(Crafty's skill is resolved after Haggler's according to the initiative rule mentioned on page 9.)

Brewer. You can place Brewer on the Inn instead of in the Mine. If you do so, Brewer gets 1 Gold Nugget for each pair of Dwarfs in the Inn during the Resting phase.

Brewer counts for his own Skill.

(It is possible to place Brewer in the Mine, then his Skill will not be applicable this round, even if he escapes the mine successfully.)

Trixy. After placing Trixy, you can target 2 Dwarfs and exchange the Bonus tokens of the sections they stand on.

If both of the players controlling the 2 chosen Dwarfs want to use the Sheriff's Star Skill, you must give them 2 Nuggets each; if you can't, then you must give them to the player controlling the Dwarf with the lowest initiative value.

The Special Bonus tokens can also be exchanged even with Standard bonus tokens.

Runner. When you place Runner, you can target a Dwarf and place Runner on that Dwarfs section, if possible. The player controlling that Dwarf must immediately put him back on another section, as if it was their Placement turn.

To target a Dwarf in an Alcove, Runner must be able to be placed in this Alcove, meaning he must be equipped with a Lantern.

When the targeted Dwarf has to be put back, it counts as a new Placement phase; thus, if the Dwarf has a Placement Skill, he can use it again.

Optional rules

Simplified game

To play a simplified game (typically ideal for young players or beginners), you can apply the following rule:

During the setup, ignore steps 2), 3) and 6).

Depending on the number of players, remove the following Dwarfs from the game:

  • 4 players: 12. Haggler & 17. Trixy
  • 3 players: 1. Handy
  • 2 players: 7. Mobster, 8. Kaboom & 11. Risky

(Remove also the Dwarves from the upper lines.)

During the game, ignore all rules related to the Bonus tokens and the Event cards.

Long game

For a longer and more competitive game, you can apply the following optional rule:

A long game follows the usual rules of the game but plays out in 4 rounds instead of 3. The winner is therefore designated during the Resting phase of the fourth round.

(In case there aren't enough Nuggets or Diamonds left in the Gold Stock, the players can choose any other way to count their amount of Gold.)

Open Draft

For a less random game where the players have more control over the Dwarves they want to recruit, you can apply the following optional rule:

This mode requires to add the "first player" token.

During the setting-up, ignore step 11).

Instead of step 11), place all the chosen Dwarfs face up next to the gaming board.

The shortest player gets the "first player" token.

Ignore the rules of the Recruitment phase and follow this one instead:

Starting with the first player, and going clockwise afterwards, each player choose a Dwarf card facing up next to the gaming board and place it in front of him in his team, and so on until everyone has chosen 3 Dwarfs for his team.

Callout on the open draft page: 4 in a 3-players game or 5 in a 2-players game.

WARNING: The player with the "first player" token cannot choose the Dwarf with the smallest initiative value during their first selection round (but he can choose him during his second round of selection).

Move the unselected Dwarfs aside and turn over their corresponding Dwarf tokens grey side up.

The player controlling the Dwarf with the smallest initiative value then takes the "first player" token.

Afterwards, proceed to the Market phase and the following phases as usual.

During the Resting phase, ignore step 5) and instead place all the Dwarf cards face up next to the gaming board again to proceed then to the next round.

The Symbols

The rulebook's symbols page pairs each icon with the text below. The object shown in each icon is named in brackets for reference only; the printed page itself is icon-only.

  • Reaction [Sheriff's Star]: When a dwarf use his offensive skill to target equipped dwarf, cancel that skill's effect and then his controller must give you 2 gold Nuggets, if possible.
  • Escape [Dynamite]: Place a Collapse token on a section with equipped dwarf.
  • Escape [Shovel]: Remove up to 2 Collapse tokens from the Mine.
  • Mining [Magnifying Glass]: When mining, draw 1 extra Mine card, then choose one card to put back on the top or the bottom of the Mine cards pile.
  • Mining [Wagon]: When mining, draw and reveal 1 extra Mine card.
  • Reaction [Helmet]: When mining, if you reveal one or more Collapse card, ignore its effects and draw another card to replace each. Then place 1 Collapse token on the section with equipped dwarf for each Collapse cards revealed.
  • Placement [Lantern]: You can place equipped dwarf on any unoccupied Alcove section.
  • Mining [Collapse pile with X]: Remove up to 1 Collapse token from any section of the Mine.
  • Mining [Tool card with +]: Draw one Tool card from the Tool cards pile and add it to your tool reserve.
  • Escape [Collapse pile with arrow]: Ignore up to 1 Collapse token when escaping the Mine.
  • Escape [Mine exit with arrow]: Ignore all Collapse tokens when escaping the Mine.
  • Forbidden zone [Dwarf with X]: You can never place nor move any dwarf on this section.