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Treasure Mountain: Caverns of Gandum

Expansion for Treasure Mountain

Treasure Mountain: Caverns of Gandum Rulebook

Table of Contents

Table of Contents

  • Expansion Setup
  • New Gem Type
  • Spell Cards
  • New Action Spaces
  • Updated Tribute Action Space
  • Automa Decks
    • Claim Action Spaces (Automa)
    • All Play Actions
  • Fighting Dragons
    • Automa Fighting Dragons
  • End Game Scoring
    • Automa End Game Scoring
  • Solo Play
    • Experimenting with the Automa Player
  • Appendix
    • Spell Appendix
    • Special Mine Tile Appendix

Expansion Setup

Follow the setup instructions in the base game with the additional steps and updates below.

1. Set Up Game Board & Resources (Additional Step): Place the expansion game board to the left of the main game board so it lines up with the dirt road. Add the expansion board token to the Tribute space on the main game board to create a fourth tribute action (see illustration).

Place the purple gems next to the game board within reach of all players.

Place the white golem meeple in the golem space on the expansion board (see illustration).

2 - 4. No changes from base game.

5. Determine Player Order and Seed Dwarf Beds (Update):

  • Three and four players: Each player starts with an additional dwarf meeple (see table).
  • Two players: Add one automa player of a player selected color. Roll a die for the automa dwarf along with the players to determine player order. The two players and automa place five dwarves in the dwarf beds in the same row as their order disk in the tavern.
  • One player: Add two automa players. Select a different color for each. Roll dice for the automa dwarves along with the players to determine player order. The one regular and two automa players place five dwarves in the dwarf beds in the same row as their order disk in the tavern.

Dwarf Meeples per Player

PlayersDwarf meeples per player
4Dwarves 1, 2, 3, plus dwarf 4
3Dwarves 1, 2, 3, 4, plus dwarf 5
2Dwarves 1, 2, 3, 4, 5 (+ add one automa player)
1Dwarves 1, 2, 3, 4, 5 (+ add two automa players)

6. Take Starting Gold and Beer (Update): Give the automa player(s) starting gold but no beer.

7. Add Discs to the Scoring Track (Update): Add scoring discs for regular and automa players.

8. Add Round Track Discs (Update): Refer to the chart to determine the total number of game rounds played with the expansion.

Game Length

PlayersBase GameExpansion Game
454
365
276
1-5

9 - 10. No change from base game.

11. Shuffle and Place Mine Tiles (Update): Shuffle the expansion mine tiles with the base game mine tiles before filling the tunnel action boxes.

12 - 13. No change from base game.

14. Populate the Wizard's Cave (New): Shuffle the spell cards and fill the four spell card slots on the expansion game board with face up spell cards. Place the remaining spell cards face down on Wizard's Cave deck space on the expansion game board to form the draw deck.

Before the game begins, each player in reverse player order, selects one face-up spell card (last to first). The spell is placed face up next to your mine. This is called your "Spell Book". The spells are refreshed with new spell cards from the draw deck AFTER each player has selected one spell.

15. Shuffle Automa Deck (One and two player game only): Select and shuffle one automa deck for each automa player (red and/or green). Place the deck(s) face down in reach of the player with the automa player's die below each automa deck.

Return the unused automa deck to the game box (two player only).

New Gem Type

Mana gems are used to cast spells and are treated like all other gems in the base game with a few exceptions. Below are some clarifications for using mana gems:

  • Can't be sold in the Gem Market.
  • Can be purchased and sold at the Trading Post.
  • Can be selected as your all play reward at the Mine action space.
  • Can be collected as your reward at the bottom space in the Tavern.
  • Can be used to fulfill the "Any Gem" achievement.
  • Are lost to the dragon like any other gem.
  • Can be used to buy an axe at the Forge.
  • Can be used by the Templar Chamber (Special tile) to earn points.
  • Mana gems are mined from purple mine tiles like regular gems. (You must select purple as the gem color before performing your mine action.)

Spell Cards

Spells are cast during a player's turn. To cast a spell, you must spend the purple mana gems listed on the bottom of the spell card. After the spell is cast, discard the spell card. The effects and time to cast each spell is outlined in detail in the Spell Appendix (see Appendix below).

Drafted spell cards are kept face up in front of you. These spell cards make up your spell book. You may have no more than three spell cards in your spell book.

Spell card example (diagram labels: Spell Name, Spell Effect, Mana Gem Cost): In the Spell Card example on the right, you need to spend two purple mana gems, then you would immediately collect two beer barrels. The spell card is spent, so it would be removed from your spell book and placed into the spell discard pile.

(The printed example text carries a stray unmatched closing quotation mark, which is omitted here.)

New Action Spaces

Mana Cave

Take two purple mana gems from the supply. Roll an aggression die. If the die roll is three or higher, move the dragon token one space further up the aggression track.

Wizard's Cave

This is an "all play" action space, so the claiming player earns a bonus of two purple mana gems. After the claiming player performs the action, all other players may claim a spell in turn order.

Draft one additional spell card into your spell book. No resources are paid for the spell. Each time a spell is chosen, immediately replace the claimed card with a new one by sliding the remaining cards to the right, drawing a card from the spell deck and placing it in the empty card slot.

If a player already has three spell cards in their spell book, they must immediately reduce their Spell Book to its maximum.

The drafted spell card is placed face up in front of the player along with their other spells.

Reshuffle the discarded spell cards to form a new deck if you run out of spell cards.

Updated Tribute Action Space

The Tribute action space may now remove spell cards from the Wizard's Cave offering. After removing the spell card(s), slide any remaining cards to the right and draw new ones to refill the empty slot(s).

Tribute example: The green player claims the Tribute action space. He decides to remove one spell from the Wizard's Cave and one tile from the Tunneling action space.

Automa Decks

Automa decks simulate the actions of another player in the game. There are two decks (red and green). Each color deck is used for an individual automa player, therefore the cards in the two automa decks should not mix.

An automa discard pile is reshuffled to form a new deck when the last automa card is used and at the end of every game round during the Reset Phase.

Automa card (diagram labels: Primary Action, Secondary Action, Tertiary Action, All Play Actions, Axe Draw, Deck Identifier).

Claim Action Spaces (Automa)

Draw a card from the automa player's deck when the automa player needs to place a dwarf.

You must first attempt to place the automa player's dwarf into the primary action space listed on the automa card, dislodging any dwarf that currently occupies the space if possible. Discard the automa card after claiming the space.

If it is not possible to place the automa's dwarf into the primary action space, attempt to place the dwarf into the secondary action space listed on the automa card.

If placement into the secondary action space is not possible, then attempt to place the automa's dwarf into the tertiary action space.

If placement is not possible in the tertiary action space, then discard the current automa card and draw a new card. Repeat the process on the newly drawn card until the automa's dwarf is placed in a valid action space.

Automa action space claim example: An automa card is drawn to determine where the blue automa player places his #3 dwarf. The primary action space on the card is the Scout space. Unfortunately the Scout space is occupied by a #3 yellow dwarf. The Scout space may not be claimed by the blue #3 dwarf. The Temple is the second action space on the automa card. This space is unoccupied so the blue #3 dwarf is placed in the Temple space.

All Play Actions

Automa players may claim "all-play" action spaces and receive all play bonuses.

Automa players participate in all play actions, whether it claimed the space or not. When participating in an all play action, draw a new automa card from the automa player's deck and refer to the all play section of the automa card. This will determine how the automa player participates.

Each all-play action is explained in the following sections.

Dwarf King (All Play)

Counting the face up card positions from left to right, discard the achievement card in the position indicated on the automa card. The automa players scores points outlined on the card.

Collect two points for the all play bonus when the automa player selects this action space.

Dwarf King all play action example: The automa player claims the Dwarf King space and collects two victory points for the all play bonus. Then the automa player draws an automa card. The automa card says to remove the first achievement card. Counting from left to right, the first card is removed. The red gem achievement card is worth three victory points so the automa player scores three points. A new card is drawn to replace the removed card. The automa player has earned a total of five victory points (2+3).

Gem Market (All Play)

Discard the gem contract above the gold icon of the gem color listed on the automa's card. The automa player receives any gold coins that were on the contract. Place the coins next to the automa player's deck. The automa player does not receive the additional gold value of the contract.

Collect two gold for the all play bonus when the automa player selects this action space.

Gem Market all play action example: A human player claims the Gem Market space, collects the two gold all play bonus and fulfills a contract. The automa player is next and draws an automa card. The automa card instructs the automa player to claim the red gem contract above the gold coin. The contract card is discarded and the gold coins placed on the contract are placed above the automa player's deck. The red contract to the left slides over to fill the vacant gem market space and a new market card is drawn.

Mana Cave

Draw two purple gems and roll for the dragon.

Mine (All Play)

No mining action is taken by the automa but collect any two gems (selected by the other player(s)) for the all play bonus when the automa player selects the action space.

Tavern (gem)

Take two gems (the color is chosen by the other player(s)).

Tavern (gold)

Take one gold.

Treasure Hoard

Take two gold and roll for the dragon.

Tunneling (All Play)

Claim the mine tile with the cost listed. Collect the color and quantity of gems listed on the mine tile and place the mine tile face down above the automa player's deck.

Automa does not receive the all play bonus when it selects this action space. Automa players do not collect beer barrels.

Tunneling all play action example: The automa card's action is to remove the tile that costs one beer and one gold. Then two blue gems are placed next to the automa deck. The mine tile is removed and placed face down in front of the automa player's deck. The remaining mine tiles slide down and a new mine tile is drawn.

Wizard's Cave (All Play)

Counting the face up card positions from left to right, discard the spell card in the position indicated on the automa card. If the spell is worth victory points (Charm or Mind Control), award the automa player the listed points.

Collect two mana gems for the all play bonus when the automa player selects this action space.

Wizard's Cave all play action example: The automa card says to remove the third spell card. Counting from left to right, the third card is removed. Because the spell is worth victory points, the automa player collects nine victory points. The first two spell cards slide over to fill the spell slot and a new card is drawn and placed in the first spell space.

Fighting Dragons

Automa Fighting Dragons

Automa players participate in dragon attacks with the rest of the players. Follow the dragon attack steps as outlined in the base game, with the following updates and additional steps.

1. Roll Dice. All players simultaneously roll a die and place it in plain view of all players. Pick a player to roll the automa player's die.

2. Spend Axes. In turn order, each player decides how many axes they wish to spend, placing them face down under their die and in full view of all players. When it comes to the automa player's turn to declare axes, draw a new automa card. The axe draw box on the card depicts how many axes the automa player is drawing to use in the fight. Place the automa card under the die roll. The axes are not drawn from the bag until the dragon fight is resolved.

3. Reveal Dragon tile. No change to the standard rules.

4. Resolve fight. All players simultaneously reveal their axe values. Select a player to draw the automa player's axes from the axe bag. Follow the standard rules for the rest of the phase.

Automa dragon fighting example: The dragon attacks, so all players roll one die (select a player to roll for the automa player). In turn order, each player must declare how many axes they are using to fight the dragon. The automa player draws an automa card and referring to the axe value on the card, the automa player will draw three axes during resolution. Place the automa card under the green automa player's die.

The dragon is revealed to have a strength of four. The regular players flip over their axes and reveal their defensive strengths. The green automa player draws three axes from the bag.

The green automa player has a defensive strength of eight, the blue player has a defensive strength of five, and the red player has a defensive strength of six. The dragon does not defeat any of the players.

The green automa player has the highest defensive strength and wins the dragon. Award the green automa player eight points and return the dragon token to the box.

5. Award Dragon Tile. The automa player is able to win the dragon tile. Follow the standard rules.

End Game Scoring

The player reference card included in the base game is double sided. One side is labeled with Expansion on the bottom of the card. Use the expansion side for end game scoring when playing Treasure Mountain with the Caverns of Gandûm expansion.

The expansion reference card shows that players earn mine tile set bonuses with purple mana gem mine tiles (like the rest of the tiles). Purple mana gems are scored like the other gems. One point is earned for each mined mana gem and one point is earned for every two mana gems still in your mine.

Automa End Game Scoring

Automa player end game points are scored slightly differently than regular players. Select a difficulty level and consult the table below.

Automa Scoring

ScoringEasyHardPunishing
Mine Tiles: Points for every mine tile in their stack (both gem and special).234
Gold: Points for every gold.233
Mined Gems: Points for every mined gem.111
Gems in Mine: Points for every gem mine tile in their stack (do not count special mine tiles).112

Automa end game scoring example (Easy):

  • Mine Tiles: The automa has 12 mine tiles and scores 24 points.
  • Gold: The automa has 15 gold and scores 30 points.
  • Mined Gems: The automa player has eighteen gems and scores 18 points.
  • Gems in Mine: The automa has 11 gem mine tiles and scores 11 points.

Solo Play

The solo game is played with two automa players over five turns. You win the game if your score is higher than both of the automa players. After winning the game, refer to the Solo Play Beard Ranking table below. Your winning score determines your beard rank.

Solo Play Beard Ranking

PointsBeard Rank
0 - 50Stubble
51 - 70Goatee
71 - 90Van Dyke
91 - 110Mutton Chops
111 - 130Balbo
131 - 150Short Boxed
151 - 170Dragon Fork
171 - 190Imperial
191 - 200Garibaldi
201 +Dwarf Longbeard

Experimenting with the Automa Player

The automa decks can be used to substitute a player at any player count of three or less. We suggest adding an additional dwarf and reducing the turns by one when using the expansion set. However, this is only a suggestion. Have fun and create your own automa game setups with varied turn lengths. You may also use the automa decks with the base game by simply ignoring the expansion spaces on the cards.

Appendix

Spell Appendix

Blood Sacrifice: You may dislodge your own dwarf from an action space you occupy. The dislodged dwarf must have a smaller beard. The dislodged dwarf is placed in the dragon capture box instead of being returned to the dwarf beds.

Charm: Cast the spell to immediately collect three victory points. This spell can be cast anytime during your round before or after dwarf placement.

Countermagic Spell: Immediately cast this spell when another player casts a spell. That player's spell fails to cast. Their spell card is returned to discard pile and the mana gems on the spell are returned to their supply. That player is free to cast another spell.

A Countermagic spell may be cast to dispel another Countermagic spell, allowing the spell originally cast to be resolved normally.

Draco Speak: Move the dragon meeple up or down one space along the dragon track. This spell can be cast anytime during your round before or after dwarf placement. However, this spell can't be cast once the dragon reaches the top of the aggression track.

Frost Bolt: This spell is cast during the "Spend Axes" phase of the dragon attack resolution. Along with your axes, you must cast and declare you are using the frost bolt spell. The spell adds +1 to your defensive strength during the "Resolve Fight" dragon resolution phase. The frost bolt spell card is returned to the spell discard pile and the purple mana gems are returned to the supply after the dragon attack resolution is complete.

Ghost Axe: Draw three axes from the axe bag and review them. Return two of the axes back to the bag and keep one. This spell can be cast anytime during your round before or after dwarf placement. This spell cannot be cast during dragon attack resolution.

Grow Beard: You may dislodge an opponents' dwarf from an action space, even if your beard is smaller than theirs. After the dislodging player finishes his dwarf action, the dislodged dwarf is now free to take another dwarf action. The Grow Beard spell does not change the turn order rules for dwarf placement.

The Grow Beard spell may be cast on the Stone Golem.

Ice Storm: This spell is cast during the "Spend Axes" phase of the dragon attack resolution. Along with your axes, you must cast and declare you are using the ice storm spell. The spell adds +2 to your defensive strength during the "Resolve Fight" dragon resolution phase. The ice storm spell card is returned to the spell discard pile and the purple mana gems are returned to the supply after the dragon attack resolution is complete.

Illusion Spell: This spell is cast while performing the Gem Market dwarf action. Use this spell to fulfill the required number of gems on a contract by discarding any combination of gem colors, including purple mana gems. The selected gems may be a mixture of multiple colors but must still equal the required quantity of gems on the contract.

Labyrinth Spell: This spell may be cast anytime during your turn or while performing the Tunnel dwarf action. Casting the Labyrinth Spell allows you to remove up to two tiles from your mine, including the gems and dirt cubes on each of the selected tiles. Then you must add each of the removed tiles back to your mine, along with the associated gems and dirt cubes.

The moving of the two tiles cannot violate the placement zone or track match-up adjacency rules. All remaining tiles in your mine must be adjacent and connected by a mine track to another tile. There can be no mine tile gaps in your mine.

Mind Control: Cast the spell to immediately collect nice victory points. This spell can be cast anytime during your round, before or after dwarf placement.

Precognition: Cast the spell to peek at the top tile in the dragon tile stack on the game board. Return the dragon tile face down after looking. This spell can be cast anytime during your round before or after dwarf placement.

Shape Earth: Rearrange the order of the face up mine tiles in the tunnel action space. This spell can be cast immediately before the player purchases a mine tile in the tunnel action space. This spell may not be cast at any other time during the game.

Stone Golem: Place the white golem meeple into an action space and perform the action. Keep the golem spell card face up in front of you to remind all players you control the golem. Return the spell card to the discard pile and the white golem to the supply during the reset phase. Control of the golem does not carry over between game turns.

The stone golem meeple has an equivalent beard length of one. You may place the golem in another action space if it is dislodged by another player.

If another player casts the stone golem spell before the end of the round, he or she will take control of the golem, place it in another action space, and perform the action. Return your golem spell to the discard pile to show you no longer have control of the golem. This spell can be cast anytime during your round before or after dwarf placement.

Time Warp: Re-roll one die. The new result must be accepted. This spell can be cast anytime you roll a die. More than one spell card can be used on the same die roll and the Time Warp spell re-roll can be combined with the re-roll from the temple.

Transmutation: Collect two gold. This spell can be cast anytime during your round, before or after dwarf placement.

Water to Beer: Collect two beer barrels. This spell can be cast anytime during your round, before or after dwarf placement.

Special Mine Tile Appendix

Spell Chamber: Increase the maximum size of your Spell Book to four spell cards. Furthermore, you may draft two spells every time you perform the Wizard's Cave action. When drafting the two spells, the drafting cards are not refreshed until both spell cards have been selected.

There is a purple gem icon next to the name to help you separate this tile (along with the other purple mine tiles), when you want to play Treasure Mountain without the expansion.