Treasure Mountain
Treasure Mountain Rulebook
Table of Contents
Table of Contents
- Game Components
- Game Setup
- Playing the Game
- Phase 1 - Dwarf Actions
- Phase 2 - Set Turn Order
- Phase 3 - Reset
- End Game Scoring
- Appendix 1 - Action Space Overview
- Appendix 2 - Special Mine Tiles
- Appendix 3 - Achievement Card Overview
- Appendix 4 - The "Rahdo" Variant
- Appendix 5 - FAQ
Game Components
- Game board
- Gold coins (in denominations of one, five, and ten)
- Beer barrels
- Dirt piles
- Mine tiles
- Round tracking counters
- Player reference cards
- Dice
- Dragon tiles
- Dragon meeple
- Dwarf meeples (with number stickers for the length of each dwarf's beard)
- Axe token bag
- Axe tokens
- Player discs
- Emerald gems, sapphire gems, ruby gems, diamond gems
- Achievement cards
- Market cards
- Starting mine tiles
Dwarf Meeple Stickers (Optional)
Meeple stickers are included with the game. You may apply the number stickers to each of the dwarf meeples. Make sure the same number is on both sides of each meeple and the sticker color matches the wooden meeple color and number. The extra stickers included are spares.
Game Setup
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Set up Game Board & Resources: Put the game board in the center of the table. Place the gems, gold, beer barrels, and dirt piles in piles next to the game board within reach of all players.
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Fill Axe Bag: Place the axe tokens into the axe bag. Place the bag next to the game board within reach of all players.
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Choose Player Color and Seed Player Mines: Each player chooses a color (red, yellow, green, or blue) then takes the starting mine tile of the chosen color. Refer to the two square spaces on the tile and add the indicated color and quantity of gems from the supply to each tile square. This is called "seeding" a mine tile.
- Mine Seeding Example: The blue player places four blue gems in the top half and three in the bottom half of the tile.
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Take Reference Card and Die: Each player takes a player reference card and one die matching his or her player color.
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Determine Player Order and Seed Dwarf Beds: The players roll dice to determine starting player order. The highest die roll goes first and the lowest goes last. Re-roll all ties. Place the player turn order discs in the grey turn order boxes in the tavern on the game board. This is the starting turn order for the game.
Based on the player count (refer to the table below), players take the number of dwarf meeples matching their player color and place their dwarves in the beds on the same row as his or her turn order disc in the tavern. Each dwarf meeple is placed in numerical order in the bed matching his number sticker.
Players Dwarf Meeples per Player 4 1, 2, 3 3 1, 2, 3, 4 2 1, 2, 3, 4, 5 - Turn Order Example: The starting turn order is blue, red, green then yellow. The discs are placed on the numbered blocks in the turn order track. Each player puts his dwarf meeples in the spaces next to his turn order disc.
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Take Starting Gold and Beer: Give each player one beer barrel along with his or her starting gold. The amount of gold depends on each player's starting turn order (First Player, Second Player, Third Player, Fourth Player receive increasing amounts of starting gold).
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Add Disks to the Scoring Track: Place one player disk for each player in the zero space on the victory point track on the game board. Place a second player disc for each player in the "+0" scoring box.
Using the Scoring Track
Move the scoring disc matching your color whenever you earn victory points during the game.
Move your secondary scoring disc up one box when you lap the scoring track to indicate that you have scored more than 100 points. Continue to score normally around the scoring track, increasing your secondary scoring disc each time you lap the score track.
For example, the green player has 99 points and scores two points. He laps the scoring track and moves his secondary green scoring disc up to the +100 box. The green player now has 101 points.
Playing the Game
Treasure Mountain is played over a fixed number of rounds. The number of rounds depends on the number of players as referenced in Step 8 of Game Setup.
A game round is broken into three phases:
- Dwarf Actions - Players place their dwarf meeples onto action spaces during the first phase.
- Set Turn Order - Determine the player order for the next round.
- Reset - Reset the game pieces and cards on the game board.
Phase 1 - Dwarf Actions
Players move a dwarf meeple from its bed onto an action space on the game board, immediately performing the selected action. This is called "taking a dwarf action".
Dwarf meeples are labeled with a number that represents the length of the dwarf's beard. The bigger the number, the longer the beard.
Players take turns performing dwarf actions one at a time, always starting from the lowest beard numbers to the highest. If two players are tied for the lowest beard number, turn order determines who places first.
The Dwarf Actions phase continues until all dwarves have been placed onto action spaces on the game board.
- Dwarf Action Order Example: The turn order is blue, green, yellow and red. The red player is the next player to place her red #1 dwarf because she has the lowest numbered dwarf. After the red player completes her dwarf action, the #2 dwarves are placed in turn order (blue, green, yellow and red).
Action Spaces
Dwarf meeples are placed in the dwarf placement circle when claiming an action. Dwarves in white dwarf placement circles may be dislodged by other players. Dwarves in red dwarf placement circles are locked and cannot be dislodged. Action space dislodging is explained below.
The available action is described in the cavern below the dwarf placement circle. You are not required to perform the action when claiming an action space.
Action spaces are explained in detail in Appendix 1.
- Action Space Example: The green player moves his #1 dwarf from the dwarf beds to the Forge dwarf placement circle and then immediately performs the forge action.
Action Space Special Icons
Some action spaces contain special icons which provide additional information as to how the action is performed.
Double / Triple Action - The action may be performed multiple times. Resources to perform the action need to be spent with each action.
- Triple Action Space Example: The red player places her #2 dwarf meeple on the Excavate dwarf placement circle. The red player may perform the excavation action up to three times, spending a gold or beer each time.
Resource Icons
Learn the icons - Treasure Mountain uses icons to depict the game resources. Learning the icons will help you quickly read the game board, cards and game tiles.
- Sapphire
- Diamond
- Ruby
- Emerald
- Dirt Pile
- Gold
- Any Gem
- Victory Point
- Beer
All Play
Each "all play" symbol contains a resource reward (two victory points, two beer, two gold, or two gems). The player claiming an "all play" action space collects the listed resource from the supply and then may perform the action in the space. Taking the action is not required to collect the bonus.
- Collect two gold
- Collect two beer barrels
- Collect two gems of any color
- Collect two victory points
After the claiming player has performed the action, or chosen not to, all other players may each perform the action in turn order. Only the player who selected the action space gets the resource bonus.
- All Play Example: The green player claims the Mine action space with his first dwarf meeple. He collects any two gems he wants from the supply and then performs the mine action. In turn order, the other players now have the option to perform the mine action. The blue player may now choose to mine, and then the red player, and finally the yellow player.
Coins
Dwarves Love Gold! - Treasure Mountain includes coins in denominations of one, five, and ten.
Dragon Aggression
Some actions anger the dragon living in the mountain. After a player performs or passes on an action with the Dragon Aggression symbol, he or she will roll a die. If the die value is three or higher, the player moves the dragon meeple up one space on the dragon aggression track.
- Dragon Aggression Example: The blue player claims the Treasure Hoard action space with his #2 dwarf meeple and performs the action. The blue player rolls one die for the dragon aggression and rolls a five. The dragon meeple is moved up one space along the track.
Action Space Dislodging
When placing your dwarf meeple, you may dislodge another player's dwarf meeple occupying an action space, as long as your dwarf has a higher number than the dwarf occupying the space.
The dislodged dwarf is returned to his numbered bed in the tavern.
After the dislodging player finishes his dwarf action, the dislodged dwarf is now free to take another dwarf action, following the dwarf action order rules.
A dislodged dwarf may dislodge another dwarf with a smaller number when claiming another action on the game board.
A player may never dislodge his or her own dwarf meeple.
- Dwarf Dislodgement Example: The yellow player dislodges the green player's #1 dwarf in an action space. The green player puts her dwarf meeple back onto the #1 green bed space in the tavern. The green player takes a dwarf action with her #1 dwarf after the yellow player completes his action.
Reminder: Players take turns performing dwarf actions one at a time, starting from the lowest beard numbers to the highest. If two players are tied for the lowest beard number, turn order determines who places first.
Locked Action Spaces
The tavern is made up of four individual red locked action spaces. Dwarves in the tavern action spaces may not be dislodged. The tavern is covered in detail in the "Set Turn Order" section below.
Two Ways to Play Treasure Mountain
Treasure Mountain can be played two different ways. The standard rules use dice which are managed with luck mitigation. The Rahdo variant (see Appendix 4) is designed for players who prefer games with less reliance on dice. Both ways are a lot of fun.
Make sure the players agree to use the standard rules or Rahdo variant before starting the game.
Dragon Attack
When a player's Dragon Aggression roll causes the dragon token to be moved to the dragon head space on the Dragon Aggression track, the dragon attacks. The attack is resolved immediately and dislodged dwarves do not take their dwarf actions until after the attack is resolved.
- Dragon Attack Trigger Example: The yellow player dislodges the blue #1 dwarf meeple from the Supply Wagon action space with her #3 yellow dwarf. The #1 blue meeple is returned to the #1 blue bed space. The yellow player collects two beer barrels and rolls the dragon aggression die. The roll is a three and the dragon is moved to the last space of the dragon aggression track. The dragon immediately attacks. The game turn continues with the blue #1 meeple after the dragon attack is resolved.
Dragon Attack Resolution
A dragon attack is resolved in five steps:
- Roll Dice
- Spend Axes (Optional)
- Reveal Dragon Tile
- Resolve Fight
- Award Dragon Tile
1. Roll Dice
All players simultaneously roll their die in plain view of all players.
2. Spend Axes (Optional)
As shown on the axe token, axes are used to add a +1 or +2 modifier to the die value. Going 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. A player may choose to spend no axes.
All spent axes will be returned to the draw bag after the dragon attack is resolved.
- Spending Axes Example: Following turn order the blue player decides to spend three axes, placing them face down under his die. The red player goes next and spends two axes. The green player spends no axes. Lastly, the yellow player spends one axe.
3. Reveal Dragon Tile
The first player pulls the top dragon tile from the game board, flips it over and reveals it to all players.
Dragon Tile Characteristics:
- Dragon Strength Range - The potential strength of the dragon. For example, a dragon may have a strength between three and six.
- Dragon Level - The level of the dragon (I or II).
- Victory Points - The victory point reward for being awarded the dragon tile.
- Strength - This is the strength of the dragon.
- Treasure - This is the type of treasure, either gold or gems, which the dragon will take from players who lose the fight against the dragon.
4. Resolve Fight
All players simultaneously reveal their axe values. Each calculates his or her defensive strength by adding their axe values to their die value.
Defensive Strength = Die Value + Axe Value(s)
The strength of the dragon attack is compared to each player's defensive strength.
Players whose defensive strength is equal to or greater than the attack value win the fight and suffer no consequences.
Players who do not win the fight lose half of the treasure type indicated on the dragon tile (mined gems or gold coin value), rounded up.
Note: Gems in your mine are not lost to the dragon. Only mined gems in your personal supply may be taken by the dragon.
Players who lose the fight move their dwarf meeple with the highest number (longest beard) into the capture box on the game board, even if the dwarf is already on another game board space or in a tavern bed. Captured dwarves may not be used until the following game round.
- Dragon Attack Resolution Example: The dragon tile has a strength of four. All players simultaneously flip over their axes and calculate their defensive strengths. The blue and red players have a defensive strength of seven. They are safe from the dragon attack. The yellow player has a defensive strength of four and is safe from the dragon attack. The green player has a defensive value of three, so he loses to the dragon attack. The green dwarf has seven mined gems and chooses four to be returned to the gem supply. The green #3 dwarf is captured and moved to the dragon holding pen for the remainder of the round.
5. Award Dragon Tile
The defensive strength of the players who won the fight against the dragon are compared. The player with the highest defensive strength is awarded the dragon tile (kept in front of players) and immediately scores the victory points depicted on the front of the tile. Use turn order to resolve defensive strength ties.
If no players beat the dragon, the tile is not awarded and is returned to the game box.
All axes spent by the players during the dragon attack are returned to the axe token bag.
The dragon meeple is returned to the zero space on the dragon aggression track.
- Dragon Tile Scoring Example: Both the blue and red players defeat the dragon attack with high defense strengths of seven. Turn order is used to resolve the tie and the blue player wins the dragon tile and earns 8 victory points.
Strategy Tip! Don't Forget Axes - Axes offset bad die rolls and protect your treasure from the dragons. Don't forget to pick them up between dragon attacks. 75% of the axes have a value of one and the remaining 25% have a value of two. Keep this bit of information in mind when trying to figure out your opponents' defensive strength.
Phase 2 - Set Turn Order
Phase two begins after all dwarf meeples have been placed onto action spaces on the game board.
Dwarves placed in a tavern action space are used to recalculate the turn order, from top to bottom, ignoring un-occupied tavern spaces.
Players with no dwarves in the tavern retain their same relative order during re-calculation.
Move the player discs in the turn order track to set the new player order.
A player may have more than one dwarf meeple in the tavern on different action spaces. When this occurs, only the dwarf meeple closest to the top in the tavern is used to set the turn order.
The turn order stays the same if no dwarf meeples are placed in the tavern action spaces.
- Set Turn Order Example: The first space in the tavern is empty. The yellow player has claimed the second space in the tavern. The third space in the tavern is empty. The green player has taken the fourth space in the tavern. The blue and red players are not in the tavern. The yellow turn order player disc is moved to the first position in the turn order track. The green player takes the second position. The blue and red player discs slide down, keeping their relative order, into the third and fourth place turn order positions. The turn order is now set to yellow, green, blue and red.
- Set Turn Order Example 2: The first space in the tavern has been claimed by the green player. The blue player has claimed the second space in the tavern. The third space in the tavern is empty. The green player has taken the fourth space in the tavern. The yellow and red players are not in the tavern. Since the green player has two meeples in the tavern, only the meeple highest up in the tavern is used to calculate the next turn order. The green turn order player disc is moved to the first position in the turn order track. The blue player takes the second position. The red player disc slides down to the third position. The yellow player stays last. The turn order is now set to green, blue, red and yellow.
Phase 3 - Reset
The game board is reset at the end of each round. If it is the last round of the game then skip this phase and proceed to End Game Scoring.
Perform the following steps and continue game play with the new turn order:
- Move Round Marker
- Reset Tunnel Action
- Seed the Market
- Reset Dwarf King
- Return Dwarf Meeples
1. Move Round Marker
Move the mine cart marker one space down the round track.
- Round Marker Move Example: The mine cart marker is moved from the second to the third space.
2. Reset Tunnel Action
Remove the mine tile from the far right box with the red border in the tunnel action space and place it in a discard pile next to the game board.
Slide the remaining mine tiles one space to the right and draw a replacement mine tile to fill the empty space.
Shuffle and draw from the discard pile if you run out of mine tiles.
3. Seed the Market
Add one gold coin to each market card in the spaces marked with a gold coin.
4. Reset Dwarf King
Remove the achievement card from the far right box (with the red border) of the Dwarf King action space and place it in a discard pile next to the game board.
Slide the remaining cards one space to the right and draw a replacement card to fill the empty space.
If you run out of achievement cards, shuffle the discard pile to recreate the draw deck.
5. Return Dwarves
Return all the dwarf meeples from the game board action spaces to the bed spaces to the right of each player's turn order disk.
Captured dwarf meeples are returned to the dwarf beds.
End Game Scoring
The game ends after completing the final round on the turn track (as indicated by player count). The first and second phases are performed on the last round but the third phase (Reset) is replaced with end game scoring.
Refer to the player reference card. End game scoring is calculated one section at a time in turn order (i.e. first you score everyone's mines, then score all gold, followed by mined gems, and lastly gems in the mine). The details on how to score each section are explained below.
Score the end game points on the score track around the game board. The winner is the player with the most victory points. Use the newly calculated turn order to resolve all ties for final scoring.
Note: The player reference card is double sided. One side is labeled with "Expansion" on the bottom of the card. The expansion side is used when playing Treasure Mountain with the Caverns of Gandûm expansion. Flip it to the regular side when playing the game without the expansion.
Mine Tiles
Consult the scoring chart and score victory points based on the number of tiles of each type in your mine: ruby, emerald, diamond, sapphire, or special. The tiles do not need to be connected to receive the points. Your starting tile counts as two tiles for scoring purposes.
- Example: A player with five ruby mine tiles scores 10 victory points.
- Example: A player with three sapphire mine tiles scores 5 victory points.
- Example: A player with three special mine tiles scores 5 victory points.
- Example: A player with one diamond tile earns no victory points.
Gold
Earn two victory points for every gold coin.
- Example: A player with 15 gold at the end of the game earns 30 victory points.
Mined Gems
Get one victory point for each mined gem. Gems on your mine tiles are not counted.
- Example: A player with 14 mined gems at the end of the game earns 14 victory points.
Gems in Mine
Earn one point for every two gems still on your mine tiles (round up).
- Example: A player with 19 gems in her mine at the end of the game earns 10 victory points (19 ÷ 2 rounded up = 10).
Appendix 1 - Action Space Overview
Tunnel
This action space allows you to buy one of the four face up mine tiles in the offering and add it to your mine. After buying a mine tile, slide the remaining tiles to the right to fill the empty space. A new tile is then added to the far left space. Shuffle the tile discard pile if the tile draw stacks are empty. The tunnel action can no longer be taken once all of the tiles are used.
The Tunnel space is an "All Play" space, so the claiming player earns an All Play bonus of two beer barrels. After the selecting player performs the tunnel action, each player may purchase and place a new mine tile. Players will always have four tiles to choose from because mine tiles are immediately replaced after being purchased.
Purchase Mine Tiles
The price for each tile is listed below the offering space for each tile. The cost for each tile decreases as they move down the offering spaces:
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First tile - Pay one beer or one gold
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Second tile - Pay one beer and one gold
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Third tile - Pay one beer and two gold
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Fourth tile - Pay two beer and two gold
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Tunnel Tile Purchase Example: The red dwarf places her dwarf on the tunnel action space and collects two beer. She selects the first mine tile and chooses to pay one gold to the supply. The remaining tiles are shifted to the right, filling in the empty offering spaces, and a new tile is drawn.
Placing Mine Tiles
A player must add a newly purchased mine tile to his existing mine. The new tile must be:
- In a valid placement zone.
- Placed so the tracks match up with all adjacent tiles.
Valid mine placement zone - New tiles can't be placed on the table below your starting mine tile.
Match All Adjacent Tiles - Each tile has connecting hallways with mine tracks. Each of these tracks must match up with all existing tiles. Tiles can be flipped in any direction the player wants.
Seeding Gems in New Tiles
Gems are seeded into newly placed mine tiles. The quantity and type are denoted on the mine tile using a numbered gem icon.
- Seeding Gems Example: A gem mine tile with a blue three gem icon is added to a player's mine. Three blue gems are added to the newly placed mine tile.
Some mine tiles are not seeded with gems. Instead they give the player special abilities. Appendix 2 explains each of these tiles in detail.
Mine
The mine action harvests gems from your mine tiles and puts them into your personal supply.
Select a single gem type from your mine (ruby, emerald, sapphire, or diamond). You may still harvest gems from a tile not connected with the rest of the selected gem type.
First, harvest one gem from every tile in your mine containing your selected gem type.
Then, collect your mining gem bonus from tiles connected by mining tracks. Harvest one bonus gem from any tile of the selected gem type if two tiles containing the selected gem type are connected to each other, or harvest two bonus gems if three or more tiles containing the selected gem type are connected.
If there are multiple sets of connected tiles, only one mining gem bonus may be claimed during the mine action. For example, if a player has two different pairs of connected red tiles in his mine, he may only collect the +1 bonus from one of the pairs.
Players are not required to pull the entire calculated gem total but at least one gem per tile must be taken from each tile of the selected type.
Mining Action Gem Harvest:
Mine one (1) gem from every one of your tiles containing the selected gem type. Then:
- Mine +1 gem if two of your tiles containing the selected gem type are connected, or
- Mine +2 gems if three or more of your tiles containing the selected gem type are connected.
Mining is an "All Play" action space so the claiming player collects any two gems from the supply. After the claiming player mines his gems, the other players may take a mine action in turn order.
Option Rule: Players may perform this action simultaneously if agreed upon by all players before the game begins.
- Gem Mining Example: The red player chooses to mine red rubies. There are two connected tiles containing rubies so he harvests one bonus red gem from a ruby tile. There are four ruby mine tiles containing red gems and one gem is harvested from each tile. The total number of red gems mined is five (1+4).
- Gem Mining Example 2: The red dwarf player takes the mining action and chooses to mine blue sapphires. There are three connected tiles containing sapphires so he harvests two bonus blue gems. There are three sapphire mine tiles containing blue gems and one gem is harvested from each tile. The total number of blue gems mined is five (2+3).
Strategy Tip! Timing "All Play" Actions - If possible, claim an "all play" action space when your opponents are not in a position to take the action. Mine when one or more of your opponents have empty mines. Tunnel when your opponents are low on gold and beer. Claim the Dwarf King when you are the only one in a position to fulfill an achievement.
Gem Market
This action space enables players to earn gold by selling gems.
The market is filled with eight face up market cards, two for each gem type (ruby, emerald, diamond, and sapphire). Each market card depicts the quantity of gems the player must discard to fulfill the contract and how much gold the player collects.
Select the desired market card, pay the required gems from your personal supply of mined gems (not from your mines!), and collect the gold payment along with any gold coins on the card. The market card is placed into a discard pile.
The claimed market card is immediately replaced with a new market card. If the market card over a gold coin was claimed, the card to the left (above the arrow) is moved one space to the right and a new card is placed in the empty space. If the card above the arrow was claimed, the new card is placed in that empty market card space.
Shuffle and draw from the discard pile if you run out of market cards.
- Market Card Action Example: The blue dwarf player claims a ruby market card. He discards three red gems. He takes the gold on the card and two gold from the supply because the market action space is an All Play. The card to the left slides one space to the right and the new card is added to the empty ruby space.
This is an All Play space, so the claiming player collects two gold as a reward. All other players may also perform the market action in turn order. Replace each empty space with a new market card after each action.
Strategy Tip! Building Up Contracts - Don't always sell your gems right away in the gem market. Waiting another turn will build up the value of the gem contracts and allow you to use the gems in hand to claim achievements with the dwarf king.
Dwarf King
Players fulfill the achievement cards in this action space to earn victory points.
Claim one of the face-up achievement cards by meeting the criteria on the card. The resource requirements on the achievement card are not returned to the supply, but stay in the player's area. Each type of achievement card is explained in Appendix 3.
The claiming player immediately scores the points on the card and puts the achievement card into a discard pile next to the game board.
Slide the remaining cards down to the right, and draw a new achievement card to fill the empty action space card offering closest to the draw deck.
This is an All Play space so the claiming player earns a bonus of two victory points. After the claiming player performs the action, all other players may claim achievements in turn order, immediately replacing each claimed card with a new card from the draw pile.
Reshuffle the discarded achievement cards to form a new deck if you run out of achievement cards.
- Achievement Card Example: The red player places her #2 dwarf on the Dwarf King action space. She immediately collects the all play bonus of two victory points. The red player reviews the cards and claims the sapphire achievement card. She shows she has five mined blue gems in her supply. The gems are not spent and remain in her inventory. She collects three victory points by moving her scoring token three spaces along the track. She then slides the remaining achievement cards down one slot and draws a replacement card. The other players may claim one achievement card in player order, immediately replacing all claimed cards.
Excavate
This action allows players to dig deeper in their mine tiles to add more gems.
Select a mine tile and spend one gold or one beer. Add three additional gems to the tile, minus one gem for every dirt pile already in the tile. After adding the gems, one dirt pile is added to the tile.
The excavation space has an action multiplier of three, so the excavation action can be performed on up to three tiles when the space is claimed.
- Excavation Example: The red player selects the excavation space. She decides to excavate three tiles, so she pays two beer barrels and one gold to the supply.
- Tile 1 - There are no dirt piles on the tile so three rubies are added. One dirt pile is added after the gems have been placed. There are now four rubies in the tile.
- Tile 2 - There is one dirt pile on the tile so two rubies are added (3-1). One dirt pile is added after the gems have been placed. There are now four rubies in the tile.
- Tile 3 - There are two dirt piles on the tile so one ruby is added (3-2). One dirt pile is added to the tile after the gems have been placed. There are now two rubies in the tile.
Forge
Pay one beer or one gem (any type) to the supply and randomly draw one axe token from the bag. You may look at the axe's value, but keep it face down and secret from other players.
Temple
Pay two gold to the supply and collect five victory points by moving your scoring token up the scoring track.
A player may re-roll his or her own die result as long as their dwarf occupies the temple. A player is not required to cash in the gold for victory points to get the re-roll ability.
A die roll may be re-rolled only once and the new result must be accepted. The player occupying the temple may re-roll each new instance of a die roll once.
A player can only re-roll his or her own die rolls.
Trading Post
Perform up to two of the transactions listed in the trading post action space. A transaction may be performed more than once.
- Spend a gold for one beer barrel
- Spend a gold for one axe
- Spend a gold for any two gems
- Spend any two gems for one gold
Treasure Hoard
Take two gold 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.
Supply Wagon
Take two beer barrels 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.
Strategy Tip! Don't Be Greedy - The dragon action spaces are some of the best spaces on the game board. However, using them may anger the dragons. Using these spaces without preparing for an attack will often result in the loss of treasure.
Scout
Draw an axe from the bag and then peek at the top tile in the dragon tile stack on the game board. Return the dragon tile face down.
Roll an aggression die. If the die roll is three or higher, move the dragon token one space further up the aggression track.
- Scout Action Example: The blue player claims the scout action space. She randomly draws one axe from the bag. She peeks at the top dragon in the dragon stack. The dragon is a strength four who is after gems. The blue player puts the dragon tile back (face down) and rolls her die. She rolls a two so the dragon token does not move up the aggression track.
Tribute
Remove up to two of the following from the game board in any combination you wish, placing them in their respective discard pile:
- Face-Up Market Card
- Face-Up Mine Tile
- Face-Up Achievement Card
Any gold on the removed market cards is returned to the game supply.
After removing the cards/tiles, slide any remaining cards/tiles to the right and a new card/tile is drawn to refill the empty slot(s).
Roll an aggression die. If the die roll is three or higher, move the dragon token one space further up the aggression track.
- Tribute Action Example: The green player uses the Tribute action space and chooses to remove one mine tile and one market card. The remaining tiles and achievement cards are moved to the right and a new one added.
Tavern
The tavern is made up of four separate action spaces. Dwarves placed in a tavern action space are used to recalculate the turn order, from top to bottom, ignoring un-occupied tavern spaces.
The tavern is covered in detail in the "Set Turn Order" section above.
Strategy Tip! Don't Forget the Tavern - With so many great spaces on the game board, it's easy to forget the tavern. The tavern allows you to move up in turn order for the next phase. Going first in the turn order greatly increases the chances of getting bumped and getting extra dwarf actions. Also, don't forget you can have more than one dwarf in the tavern, allowing you to collect gold, beer and gems.
Appendix 2 - Special Mine Tiles
Adding a special tile to your mine immediately grants you the ability on the tile. Special mine tiles do not hold gems and can never be excavated to add gems.
- Architect Hall - Pay one less gold or one less beer when taking the Tunnel action. The first space in the Tunnel action space becomes free to purchase a mine tile.
- Barter Cave - You may take three actions with the Trading Post space (instead of two).
- Brewers - Collect one gold every time you claim the first space in the tavern.
- Diplomats - You may clear three cards/tiles with the Tribute space (instead of only two).
- Dragon Song - Whenever you occupy the Treasure Hoard space, dragon aggression occurs on a five or higher instead of a three or higher. This applies to ALL player rolls, even those made by other players.
- Fast Wagons - Collect an extra beer barrel every time you use the Supply Caravan space (total of three beer barrels).
- Gem Cutters - Pay one less gem to the supply for the Gem Market action. You must pay at least one gem to claim a market card.
- Gnome Hollow - Add an extra gem to all excavation actions. Four minus the existing dirt piles are added instead of three minus the existing dirt piles.
- Migrant Gnomes - Take an extra two gems from your mine every time you perform the Mine Action. You must select the same color you are mining.
- Smithy - You may take two actions with the Forge action space. For example, you can spend two beer at the forge and draw two axes.
- Stone Beards - Your dwarf with the longest beard (highest number) is not captured if you lose to a dragon attack and your gold or gem losses are cut in half (1/4 of a resource instead of 1/2).
- Templar Chamber - Use the Temple to spend four gems for six victory points instead of two gold for five points. The player can take one or the other Temple action but not both.
Appendix 3 - Achievement Card Overview
- Gem Achievements - You have the quantity (or more) and type of gem(s) listed on the card in your personal supply. Unmined gems in your mine are not counted. Gems are not discarded when claiming a gem achievement card.
- Gold Achievements - You must have the amount of gold coins listed on the card in your personal supply. The gold coins are not discarded when claiming a gold achievement card.
- Any Gem Achievements - You have the quantity (or more) of gems in your personal supply. The gems can be a mixture of colors. Unmined gems in your mine are not counted. Gems are not discarded when claiming a gem achievement card.
- Dragon Tile Achievements - You must have the number (or more) of dragon tiles listed on the card in your personal supply. Dragon tiles are not discarded when claiming a dragon achievement card.
- Beer Achievements - You must have the number of beer barrels listed on the card in your personal supply. The beer barrels are not discarded when claiming a beer achievement card.
- Axe Achievements - You must have the number of axes listed on the card in your personal supply. Axes are not discarded when claiming an axe achievement card.
- Mine Achievements - Your mine must contain at least the number of tiles listed on the achievement card. Your starting tile is a double tile so it is counted as two mine tiles.
- Dirt Pile Achievements - You must have the quantity of dirt piles listed on the card in your mine.
Appendix 4 - The "Rahdo" Variant
The "Rahdo" variant is designed for players who prefer more "euro" style games and do not like the occasional swings in luck associated with the rolling of the dice.
The only changes to the rules involve the dragon attack resolution.
Dragon Attack Resolution
A dragon attack is resolved in five steps:
- Roll Die
- Spend Axes (Optional)
- Reveal Dragon Tile
- Resolve Fight
- Award Dragon Tile
1. Roll Die
The player whose dwarf action resulted in the dragon attacking rolls the black dragon die and places it in plain view of all players. This die value is shared by all players.
2. Spend Axes (Optional)
As shown on the axe token, axes are used to add a +1 or +2 modifier to the die value. Going in turn order, each player decides how many axes they wish to spend (or no axes at all), and places them face down in front of them in full view of all players.
All spent axes will be returned to the draw bag after the dragon attack is resolved.
3. Reveal Dragon Tile
Use the standard rules.
4. Resolve Fight
All players simultaneously reveal their axe values. Each calculates his or her defensive strength by adding the axe values to the shared black die value.
Use the standard rules for the remainder of the resolution.
- Dragon Attack Resolution Example: The dragon tile has a strength of four. All players simultaneously flip over their axes and calculate their defensive strengths using the black die. All players have a defensive strength of at least four and are safe from the dragon attack.
5. Award Dragon Tile
Use the standard rules.
Temple Re-Rolls
Since the single black die value of the dragon attack is shared by all players, the re-roll ability of Temple can only be used by the player whose dwarf action caused the dragon attack and only if that player also has a dwarf in the Temple space. No other player occupying the Temple space can use its ability for the dragon attack.
Caverns of Gandûm Spells
How does the "Rahdo" variant affect spells in the Treasure Mountain Expansion? Any spell cast during a dragon attack is cast normally, except for spells that re-roll dice. Similar to the Temple action space, only the player who triggered the dragon attack may cast a spell that re-rolls dice during a dragon attack.
Appendix 5 - FAQ
Q - What happens if I run out of resource game pieces?
A - The game is not limited by the enclosed components. Use a piece of paper to track additional resources in the unlikely event of this occurring.
Q - Do I add my dirt piles before or after adding new gems to my mine tiles?
A - Dirt piles are added after the new gems are added to your mine tiles.
Q - Do I have to perform the action in a selected action space, or can I just move my dwarf there to block the space?
A - You can use your dwarf to block a space. You are not required to perform the action in a selected action space.
Q - Am I required to use the game abilities on my special mine tiles?
A - No, these are optional. Players can decide if and when they choose to use the power at any time.
Q - Do I still get the re-rolls in the Temple if I don't turn gold into victory points?
A - Yes. You are not required to use the Temple action to receive the re-rolls.
Q - Is it true that I will play Treasure Mountain better while drinking a root beer and wearing a fake dwarf beard?
A - Try it and find out for yourself.