Caverna UnofficialManualRewrite 01
Caverna UnofficialManualRewrite 01
The Dwarfs of Caverna dig out a living at the mountain’s edge. Reclusive Dwarfs dig deeper into the mountains, mining for stone and
expanding their homes. Sunnier Dwarfs climb above ground to sow crops and breed animals. Adventurous Dwarfs forge weapons and roam
for loot in the wilderness. Shrewd Dwarfs dig for rubies, which they can trade for whatever their hearts desire.
But what’s a Dwarf’s life about if not gold? At the end of the game, the player with the most gold points wins.
Components
16 single Meadow
Ruby mine
per per
for
breed up to
2 types
of Farm animals
1
Game boards
7 Player home boards 1 two-column board (6 Action spaces for 5 players,
1 small basic board (3 Action spaces, Round 1–3) or 6 Action spaces for 6–7 players)
1 large basic board (Round 4–12) 1 one-column board (3 Action spaces for 3 players,
1 three-column board (9 Action spaces for 1–3 or 3 Action spaces for 7 players)
players, or 10 Action spaces for 4–7 players) 4 supply boards for Furnishing tiles
Setup
Each player chooses a color and takes 5 Dwarfs and 2.) Feedin
g phase
cards. Place two of your Dwarfs in the Entry-level Room for 2 Dwarfs
and 1 pair of
3.) Breeding
phase
dwelling on your home board, and set the others aside animals
2
Always play with these two boards
Game boards
Ruby mining
Place the two game boards with Rounds 1–3 and Rounds 4–12 next with 2 players
Round 4
only from
Round 3 on Stage 2
to each other. Also place any game boards matching the number of
Wish children
remember:
no harvest no harvest
Housework
Scoring
Round setup
Shuffle the three Stage 1 Action space cards face-down. Do the same for the Stage 2 cards, the Stage 3 cards, and
the Stage 4 cards. Stack these cards from Stage 1 to Stage 4. Wish for children (a double-sided Stage 2 card) is
always the fourth card in the stack.
children
Wish for
either
or
furnish
a Dwelling
Round 4
Stage 2
Wish children
Round 7 Round 10
Stage 3 Stage 4
Pay 1 Food
The 2-player game only lasts 11 rounds. per Dwarf
instead of
Don’t shuffle the Stage 3 Exploration Round 6 Round 9 Round 12 harvest
2
Skip the
players
3
Supply boards
Dwelling
Dwelling
Dwelling
Dwelling
Room for 1 Dwarf
Room for 1 Dwarf
Room for 1 Dwarf
Room for 1 Dwarf
Dwelling
Dwelling
Dwelling
Dwelling
Place the four supply boards on the table, and cover each space with the
Room for 1 Dwarf
Room for 1 Dwarf
Room for 1 Dwarf
Room for 1 Dwarf
at the beginning
fewer Furnishings than the Full Game side. If you choose to play with the
of the next 4 rounds
Introductory Game boards, leave the unused Furnishings in the game box.
There is only one of each Furnishing, except for ordinary Dwellings, which
are always available. Stack any number of Dwellings on the supply board,
and if you ever run out, just add more to the stack.
Fodder chamber
3
per Farm
animals
Setup details
■■ Keep a supply of all other goods and tiles next to the board.
■■ You cannot hide your goods from the other players. Always leave your personal supply of
goods where the other players can see them.
■■ There is no use for the Dwarfs and Stables of colors that were not chosen by any player.
■■ See p.21 for setup rules for the Solo Game.
Goals
Action selection
You begin with an Entry-level dwelling on your home board, which holds your first two Dwarfs. If you furnish
more Dwellings, you can grow your family to gain more Dwarfs.
The Starting player takes the first turn of each round by placing a Dwarf onto an Action space, gaining the goods
or performing the Action shown on the space. In clockwise order, each player takes turns placing a Dwarf onto an
Action space, until everyone has placed all of their Dwarfs.
Each Action space can only hold one Dwarf. You can’t use a space that’s already been used.
Supplies
no harvest
Sheep farming
for
for
Round 2
Stage 1 for
and then / or
no harvest
The Blue player uses the Supplies Action space to Each game lasts 12 rounds (except for 2-player
gain 1 Wood, 1 Stone, 1 Ore, 1 Food, and 2 Gold games). You add a new Action space to the
from the supply. No one can use this space again board at the beginning of each round.
until the next round.
4
Your home board
Some Action spaces allow you to place tiles on your home board. You can use these tiles to take actions.
Some Action spaces place a twin You can trade Rubies for single-
landscape tile on your board. space tiles. (In fact, you can
trade Rubies for lots of things.)
Blacksmithing parlor
Ore mine
You can sow Grain and Entry-level dwelling Stone supplier
Ruby trading
Play 1 Dwarf out of order
5
End-game scoring
At the end of the game, the player with the most Gold points wins. Here’s an example of a final score.
6
The Game Round
A game of Caverna plays over 12 rounds, with five phases per round.
Sheep farming
for
Round 1
Stage 1 for
Reveal the top Action space card in the stack, and place remember: and then / or
round. no harvest
either
Stage 2
Pay 1 Food or furnish
a Dwelling
Wish children
per Dwarf
instead of or furnish
harvest and / or
furnish a Dwelling and then
a Dwelling
Skip the
Field phase
or the or
Breeding phase up to 2 new Grain and
2 new Vegetable fields
no harvest
Flip the Harvest marker to reveal a You always place Wish for children When you place the Family life
green leaf (for a full Harvest) or a as the Round 4 card (with the Wish Action space (in Stage 3), flip the
red mark (for a Harvest event). for Children side up). Wish for children card over to
Urgent wish for children.
2
Pay attention to which Actions will appear on the board.
players
7
2. Replenish accumulating spaces
Some Action spaces show a number and an arrow. Place goods on these
spaces from the supply. When you use these spaces, you take all of the
goods on the space.
Some spaces show two accumulating numbers. Use the number in
parenthesis if the space still has goods on it.
Replenish details
2
In a 2-player game, the Ruby ■■ Replenish Action spaces with goods from the supply.
players
Mining Action space does not ■■ An Action space can hold any number of goods.
accumulate a Ruby until Round 3. ■■ If the supply runs out of goods, use Multiplication markers or
improvise.
Weakest to strongest
8
4. Return all Dwarfs
board in Weapon order, so that the Room for 2 Dwarfs Room for 1 Dwarf
Return details
■■ It does not matter how you distribute your Dwarfs among your Dwellings.
■■ You can never have more Dwarfs than you have Dwelling space.
either
You can trade Crops, Farm animals, Gold, and Rubies for Food at
any time. (See the chart on your home board.)
If you cannot pay enough Food for your Dwarfs (or you choose The blue player has 3 Dwarfs and
not to pay), then you receive a Begging marker for each missing takes a Family growth action. This
Food. player pays 7 Food at Harvest time
— 2 Food per adult and 1 Food for
the newborn.
Feeding details
■■ You cannot give up a Dwarf so that you don’t have to feed it.
■■ You cannot get rid of Begging markers, but you can reduce the
penalty for begging by furnishing a Cavern with the Writing
chamber.
9
■■ Step 3: Breeding phase
Entry-level dwelling
If you have at least 2 Farm animals of the same type, and if you
have room on your board for another of that Animal, then you gain Room for 2 Dwarfs
and 1 pair of
animals
1 more of that Animal from the supply. (See p.13 for where you
can hold your Farm animals.)
Entry-level dwelling
Harvest events
You only perform a full Harvest on rounds with a leaf symbol. Harvest markers may have a leaf symbol for a full
Harvest, or a question mark for a Harvest event. Use the Harvest events card to track these markers.
No harvest 1st revealed event: No Harvest the first time you reveal a Harvest
event (no Field, Feeding, or Breeding phases).
2nd revealed event: No Harvest, but pay 1 Food per Dwarf
Pay 1 Food
per Dwarf (including newborn Dwarfs).
instead of
harvest 3rd revealed event: Full Harvest, but each player must skip either
the Field phase or the Breeding phase. (Players do not have to
Skip the
skip the same phase as the other players. Each player must still
Field phase
or the
pay 2 Food per Dwarf.)
Breeding phase
Late in the game, you’ll need a lot of Food for your hungry Dwarfs. But you’ll also grow
more Crops, breed more Farm animals, and furnish Caverns with rooms that provide
Food. If you’ve planned ahead, then feeding your family won’t be as hard as it seems.
10
Food conversion
At any time, you may return your goods or Farm animals to the supply, and take Food as shown on your home
board.
■■ Trade a Sheep, Donkey, or Grain for 1 Food.
■■ Trade a Wild boar, Ruby, or Vegetable for 2 Food.
■■ Trade a Cattle or a pair of Donkeys for 3 Food.
■■ Trade any amount of Gold for one less Food. (2 Gold for
1 Food, 3 Gold for 2 Food, 10 Gold for 9 Food, and so on.)
■■ You cannot trade Dogs, Wood, Stone, Ore, Weapons, or
Dwarfs for Food. 2 Gold 2 Gold points
■■ You cannot trade Gold points on your board for Food.
Anything that you can trade for Food is worth Gold points at the end of the game, but Food itself is not worth
any points. Be careful not to cook too much!
The actions
Most of the game’s Actions take place on Action spaces.
Some Actions don’t appear until you place an Action Extension
either
space card on the board. Other Actions only appear in
games with more players. either / or:
Most Action spaces allow you to take more than one Place a Meadow/Field tile and
action. You can usually skip one part of the Action, but take one Wood…
you can’t use a space unless you take at least one of its or place a Cavern/Tunnel tile
or
Actions. and take one Stone
and / or:
Urgent
Housework Slash-and-burn
You may take a Dog and wish for children
either
furnish a Cavern, in any
furnish
order a Dwelling
and / or
and then
furnish and then / or: and then / or You must furnish a
a Cavern Dwelling, and then you
You may place a
may grow your family... or
twin tile and sow Crops,
or you may take 3 Gold.
but if you do both, then
up to 2 new Grain and
2 new Vegetable fields
Place a landscape twin tile p.12 How do I cover the spaces on my home board?
Take goods p.12 How do I get goods and Farm animals?
Build Stables and Pastures p.13–14 Where can I hold my Farm animals?
Sow Crops p.14 How do I sow Grain and Vegetables on my Fields?
Furnish a Cavern p.14–15 How do I place Furnishings on my home board?
Family growth p.15 How do I get more Dwarfs?
Mine construction p.16 How do I get Coal mines and Ruby mines?
Forge a Weapon and Expeditions p.17–18 How do I forge Weapons for my Dwarfs? And what are the
numbered circles on some Action spaces?
11
Place a landscape twin tile
Place Caverns, Tunnels, Meadows, and Fields on unused spaces on your home board.
and then / or
and / or
Caverns and Tunnels must touch another tile in your Your first Meadow or Field must touch your cave
mountain (not diagonal). Your Entry-level dwelling and entrance. Your other Meadows and Fields must touch
starting Cavern count as tiles. another tile in your forest (not diagonal).
Excavation allows you to place a Cavern/Tunnel tile or a
Cavern/Cavern tile.
Take goods
On Action spaces with +1, +2, +3, and so on, take the goods shown from the
supply.
On accumulating spaces, take all of the goods on the Action space.
12
Build Stables and Pastures Sheep farming
for
When you take a farming Action, you can build 1 Small pasture, 1 Large pasture, and
1 Stable. This allows you to hold Farm animals on your board. for
for
and then / or
Pay 2 Wood to build a Small pasture Pay 4 Wood to build a Large pasture Pay 1 Stone to build a Stable on
on a Meadow in your forest. (Flip over two adjacent Meadows in your any Forest, Meadow, or Pasture.
over the twin Meadow/Field tile, forest. (Place a Large pasture tile (Place one of your three Stables on
or put a Small pasture tile over the over the Meadows. You can’t place the space.)
Meadow.) the Pasture diagonally.)
You can keep some Animals on a few special spaces. Some Furnishings also provide space for Animals.
Entry-level dwelling
Ruby mine
Ore mine
Room for 2 Dwarfs
and 1 pair of
animals
A Dog can watch 2 Sheep on an A Stable in a Forest Each Ore mine and Your Entry-level
open Meadow. Each additional space can hold Ruby mine can hold dwelling can hold
Dog on the Meadow can watch an 1 Wild boar. 1 Donkey. 2 Animals.
addtional Sheep.
There’s a farming Action space for Sheep and Donkeys, but not for Wild boars and Cattle! You can gain
these Animals with Ruby trading or Expeditions, and you can gain Wild boars by covering spaces in your
forest. With 5 or more players, you can also trade for Animals on the Weekly market Action space.
An armed Dwarf can also build Pastures and Stables with an Expedition.
13
Dog details Stable details
■■ Dogs aren’t Farm animals. You can’t trade them for Food, ■■ Once you build your Stables, you can’t move or destroy
but you can keep them anywhere on your board, them.
■■ Dogs can’t watch Sheep on a Field or Forest, and they ■■ Each player can build a maximum of 3 Stables.
can’t watch Animals other than Sheep. ■■ You can’t build more than one Stable on a single space,
■■ Pastures and Stables don’t affect Dogs, but Dogs may although a Large pasture may have a Stable in each of its
watch Sheep on spaces with Pastures or Stables. For spaces.
example, if you place four Dogs on a Small Pasture, you ■■ You can place a Meadow on a Forest space that has a
could keep 5 Sheep there, or 2 of any other Farm animal. Stable, and you can build a Pasture on a Meadow space
that has a Stable. (Place these tiles underneath the Stable.)
■■ When you build a Stable in the Forest, you don’t have to
Pasture details place it adjacent to a tile.
■■ With one build Action, you can build one of each Pasture ■■ You can’t build a Stable on a Field, and you can’t place a
and one Stable. You couldn’t build two Small pastures Field on a space with a Stable.
with one action, but you could build one Small pasture ■■ Building a Stable on a Forest space doesn’t allow you to
and one Large pasture. pick up the Food or Wild boar on that space.
■■ You can’t build Pastures on Forests or Fields. ■■ A Forest space with a Stable counts as a used space. (You
■■ You can’t move, cover, or split your Pastures. lose points for unused spaces at the end of the game.)
Sow Crops
Slash-and-burn
You can sow Grain and Vegetables on your Fields to get more at
Harvest time.
Place 1 of your Grain or Vegetables on an empty Field, then
and then / or
cover it with 2 additional Grain or 1 additional Vegetable from
the supply. With one Action, you can sow up to 2 Grain Fields
and/or 2 Vegetable Fields.
up to 2 new Grain and
2 new Vegetable fields
During a full Harvest, you remove one Crop from each Field and
place it in your supply.
Choose a Furnishing tile (on the Furnishing supply boards), pay its furnish cost, and place
it on an empty Cavern in your mountain. and / or
There’s only one copy of most Furnishings. Once a player takes a Furnishing, no other furnish
a Cavern
player can build the same tile. (Ordinary Dwellings are the exception.)
Ruby supplier
Pay these goods from your supply. You score these Gold points at the end of
(Ruby supplier costs 2 Wood and 2 Stone.
at the beginning
of the next 4 rounds
the game.
Most Furnishings require Wood or Stone.) (Ruby supplier scores 2 Gold points.)
Place the Furnishing on an empty Cavern. You gain the bonus listed here.
(Ruby supplier provides 1 Ruby each
round for the next 4 rounds.)
14
Urgent Dwelling
wish for children
Some Action spaces only allow you to furnish a Dwelling (any orange- either
bordered Furnishing). These Furnishings give you room for another furnish Room for 1 Dwarf
Dwarf, but you must take a Family growth action to get that Dwarf. a Dwelling
Furnishing details
■■ Once you furnish a Cavern, you cannot move, destroy, or
replace the Furnishing.
■■ You can furnish a Dwelling with any furnish Action. Instead of taking furnish Actions
■■ When you furnish a Dwelling, you may furnish an on the board, armed Dwarves
ordinary Dwelling or a unique Dwelling. often furnish their Caverns with
■■ You may furnish the Cavern printed on your home board a Strength 7 Expedition.
(adjacent to your Entry-level dwelling).
■■ If you ever run out of ordinary Dwellings, take more
from the game box or improvise. Each player may furnish
multiple ordinary Dwellings.
either
This Action gives you another Dwarf from your supply, allowing you to take an additional
Action each round.
or
You can’t take a Family growth Action unless you have Dwelling space for the new Dwarf. furnish
a Dwelling
15
Mine construction Ore mine construction Ruby mine construction
either
Ore mine construction places an Ore mine tile over two adjacent
Tunnels in your mountain.
or
Ruby mine construction places a Ruby mine over a Tunnel or and then / or
Deep tunnel in your mountain.
Ore mine
Ruby mine
Place an Ore mine over two adjacent Place a Ruby mine over a The other space on the Ore mine tile is a
Tunnels. You also immediately take Tunnel. Deep tunnel. You can construct a Ruby mine
3 Ore for building the mine. (You on a Deep tunnel, and you then immediately
can’t place the tile diagonally.) take 1 Ruby.
16
Ruby trading
At any time, you can trade a Ruby for a good on the Ruby overview card. Here’s some of the valuable trades
you can make.
Oremine
Ore mine
Before you build Before you construct an Before you sow Crops, Cover a Wild boar in
Pastures, trade for a Ore mine, trade for a trade for a single-space your forest, then trade
single-space Meadow single-space Tunnel Field or a Vegetable for another Wild boar
and breed them at
Harvest time
Weakest to strongest
17
Expedition Blacksmithing
After forging a Weapon, Blacksmithing allows you to test your new Weapon on a Rank 3
Expedition. Your armed Dwarf can then take Expeditions on other Action spaces.
and then / or
Expedition loot
after Expedition all Weapons +1
Expedition loot
Blacksmithing
after Expedition all Weapons +1
and then / or
Trade Ore to forge a With a Rank 3 Expedition, choose After the Expedition,
Weapon with Strength 3 different loot listed at your your Weapon levels up
equal to that Ore. Weapon’s Strength or less. by +1 Strength.
■■ You can’t take any loot more than once on the same
Don’t underestimate Expeditions!
Expedition.
They let you take many Actions that
■■ After the Expedition, your Dwarf levels up and adds are limited on the game board. But
+1 to its Weapon. (This allows you to gain Weapons it’s also possible to win with an
above Strength 8.) unarmed family.
■■ An armed Dwarf can use Expeditions on other Action
With 4 or more players, if only one
spaces, like the Rank 1 Expedition on Logging.
player is forging Weapons, then
■■ Some loot allows you to take an Action. You may use that player will probably win. But
loot from the same Expedition to pay for that Action. if there’s only one player that’s
For example, if you take 1 Wood (1 Strength), NOT forging Weapons, then THAT
1 Stone (3 Strength), and furnish a Cavern player will probably win, as the
(7 Strength) in one Expedition, then you could spend other players argue over the best
the 1 Wood and 1 Stone on the Furnishing. (See Expedition spaces.
Appendix p.1–2 for details about Expedition loot.)
■■ Starting player
This allows you to take the Starting player token (and any other
goods on the space). You then take the first turn next round.
■■ Weekly market
The Weekly market (5–7 players only) gives you 4 Gold. You may then trade
Gold for other goods. For example, you could trade 3 Gold for a Cattle, then
trade 1 Gold for a Stone.
You may trade for any number of goods with this Action, but you can only
trade for each listed good once.
■■ Imitation
When you use an Imitation space, you take the same Action as any space that
contains another player’s Dwarf.
When you take this Action, you must pay Food to the supply, as shown beside
the name of the space. (The Food cost changes depending on the number of
players.)
The only space that you can’t imitate is the Starting player Action. (Once
you take the Starting player marker, no one can take it from you until next
round.)
Imitation details
■■ You can’t imitate one of your own Dwarfs.
■■ Place your Dwarf on the Imitation space, not on the space that you imitate.
(This prevents another Dwarf from using Imitation.) You must pay 1 Food to
■■ Imitation doesn’t give you accumulating goods. (All accumulating goods use this Action.
should have been picked up by the player who used that space first.)
■■ There are multiple Imitation spaces with 5–7 players. Multiple Dwarfs can
imitate the same space.
19
End of the game and final scoring
The game ends after Round 12, after the final Harvest time. The player with the most Gold points wins the game.
(In case of a tie, there are multiple winners.)
You score Gold points for the goods on your board and in your supply. Record each player’s final score on the
scoring pad.
■■ 1 point per Farm animal and Dog
Name Uwe
■■ -2 points per missing type of Farm animal: You lose 2 points
each if you don’t have at least one Sheep, Donkey, Wild boar, and per Farm animal and Dog 21
Cattle. (You don’t lose points if you have no Dogs.) per missing type of Farm animal
■■ 1/2 point per Grain (rounded up): Count the Grain in your per Grain
(rounded up)
5
supply and on your Fields. per Vegetable 4
■■ 1 point per Vegetable: Count the Vegetables in your supply and per Ruby 1
on your Fields. per Dwarf 4
■■ 1 point per Ruby per unused space -3
■■ 1 point per Dwarf: This includes your starting two Dwarfs. Furnishing tiles, Pastures, Mines 29
■■ -1 point per unused space: Count the spaces in your forest and for Parlors, Storages
and Chambers
6
mountain that don’t have a tile or a Stable on them. (You don’t
lose points for empty tiles, like empty Meadows or Caverns. Your
Gold coins and Begging markers 13
Entry-level dwelling and starting Cavern aren’t unused spaces.) Total 80
■■ Points for Furnishings, Pastures, and Mines: Score the Gold
points on your Furnishings and Dwellings. You also score 2 points
for Small pastures, 4 points for Large pastures, 3 points for Ore
mines, and 4 points for Ruby mines.
■■ Bonus points for Parlors, Storages, and Chambers: For Ruby supplier
Ruby mine
Furnishing.)
■■ Gold coins and Begging markers: Gold coins are worth points
equal to their values. You lose 3 points for each Begging marker. Score the Gold points shown
on your Furnishings,
Pastures, and Mines.
Bonus points
When you score goods for a Parlor, Storage, or Chamber, you still score those goods’ usual points.
Some Furnishings allow you to trade goods for Gold. You can trade goods after the final Harvest
time, but you cannot trade any goods once you begin final scoring.
At any time
3 before scoring
per Farm
animals
With 7 Sheep and these Furnishings, you would You can trade Rubies and Ore for Gold and Food
score 12 Gold points: with the Blacksmithing parlor, but you then
• 1 point per Farm animal (basic scoring) cannot score those goods in any other way.
• 1 point per 3 Animals from Fodder chamber (You normally score 1 Gold point per Ruby, and
• 1 point per 2 Sheep from Weaving parlor you could score 1 bonus point per Ruby with the
Treasure chamber.)
20
Solo game
In the solo game, your goal is to score as many points as possible. Try to beat 100 points!
■■ Set up the solo game like a 2-player Harvest time
Ruby mining
with 2 players
Round 4
2.) Feeding phase
furnish
Round 2 Round 5 Round 8 Round 11
breed up to Scoring
2 types
of Farm
animals
21
Credits
Designer: Uwe Rosenberg
Editors: Uwe Rosenberg and Grzegorz Kobiela
Rulebook: Uwe Rosenberg
Realization: Klemens Franz and Hanno Girke
Illustrations and Graphic design: Klemens Franz
MAYFAIR GAMES Questions, problems or
Translation: Grzegorz Kobiela www.mayfairgames.com complaints? email us at:
buero@lookout-games.de
Expedition stories: Julian Steindorfer Mayfair Games, Inc
8060 St. Louis Ave. 2013 Lookout
Skokie, IL 60076 Lookout GmbH
Hiddigwarder Straße 37
27804 Berne
“Caverna: The Cave Farmers” was invented between October and December 2009. “Caverna” is Latin for “cave”. We would like to thank
Sebastian Wehlmann, Marc Jünger, Inga Blecher, Janina Kleinemenke, Mario Weise, Michael Wißner, Gabriele Goldschmidt, Stefanie
Neugebauer, Frank Hommes, Leopold Fajtak, Kathrin Seckelmann, Thomas Ludwig, Marcel Plum, Michael Kapik, Morphy and Karl-Heinz
Kettl for proof-reading the rule book. Special thanks to Melissa Rogerson for proof-reading the English translation. In chronological order, we
would also like to thank the record-breaking number of 261 play-testers. Without all of their invaluable feedback this game would not have become
what it is today. Susanne Rosenberg, Julia Griller, Beate Braukmüller, Susanne Kistenmacher, Jan Eric Feuster, Heike Feuster, Heiko Schiffer,
Carsten Büttemeier, Julius Kündiger, (10.) Andreas Odendahl, Ursula Kraft, Volker Kraft, Miriam Bode, Ulf Schneider, Hagen Dorgathen,
Mechthild Kanz, Antje Legler, Reinhold Kanz, Thomas Legler, (20.) Anja Vogelsang, Ulf Reintges, Sascha Hendriks, Kai Poggenklas,
Thorsten Roth, Katharina Woroniuk, Frank Hommes, Rahele Bagherzadeh, Miguel Zulaica, Susanne Cramer, (30.) Barbara Winner, Matthias
Cramer, Insa Zylka, Peter Zylka, Rolf Raupach, Thomas Winheller, Markus Tiffe, Detlev Runo, Inga Blecher, Jenni Guttmann, (40.) Diana
Schmidt, Marinka Voß, Christian Voß, Sabine Lochner, Jan-Hendrik Lochner, Diana Zey, Suse Dahn, Svenja Dahn, Monika Harke, Thomas
Balcerek, (50.) Rainer Harke, Nils Miehe, Sonja Sievers, Sven Sievers, Birgit Baer, Gabriele Goldschmidt, Jürgen Kudritzky, Arne Hoffmann,
Anne Rosenmeier, Markus Grafen, (60.) Cedric Hagelganz, Ronny Vorbrodt, Stefan Wahoff, Verena Wall, Marian Wall, Matthias Büttemeier,
Carolin Büttemeier, Adrian Büttemeier, Corinna Büttemeier, Ingrid Kranicz, (70.) Swantje Klein, Fredrik Wagener, Agnieszka Kobiela, Grzegorz
Kobiela, Björn Kalies, Nicole Reiske, Carsten Hübner, Georg von der Brüggen, Thorsten Kempkens, Detlef Krägenbrink, (80.) Désirée Moos,
Thomas Ludwig, Alfred Schneider, Jochen Tautges, Stefanie Hahmeier, Frank Felsner, Frederik Häfker, Michael Neugebauer, Christoph Kossendey,
Rebecca Welder, (90.) Ann-Katrin Drogi, Philipp Croon, Jörg Hübner, Christina Müller, Jessica Jordan, Timo Loist, Susanne Wichert, Marvin
Hehn, Sebastian Klein, Dominik Mechnig, (100.) Mike Neunert, Isabel Hagemann, Thomas Hagemann, Marcel Schwarz, Gisela Postler, Björn
Postler, Stefanie Janßen, Martina Wisnicki, Dirk Krause, Thorsten Riekmann, (110.) Jan Olaf Schulenburg, Katrin Barth, André Kretzschmar,
Bernd Gebbing, Lea Wild, Ilka Gebbing, Nicole Griesenbrock, Björn Westeroth, Björn Griesenbrock, Javier Ribes, (120.) Melanie Arens, Ralph
Arens, Susanne von Gerlach, Waldemar Cigrin, Colin Elsbernd, Florian Gebert, Björn Haase, Tobias Reisenberg, Marcus Krug, Bodo Drews,
(130.) Stefan Honigfort, Christine Hörner, Daniel Day, Henning Dudat, Robert Reiner, Hermann Resch, Sascha Grewe, Andrea Löwen, Peter
Raschdorf, Dirk Schröder, (140.) Jana Frieth, Jakob Wieczorek, Matthias Redecker, Claudia Hast, Ralf Partenheimer, Tina Junior, Sven Junior,
Fokko Toelstede, Volker Busch, Volker Geilmann, (150.) Oliver Krick, Sabrina Schröder, Janus Druz, Malte SchierWood, Astrid Nolte, Christian
Woelfel, Antje Lauxmann, Nao Nakashima, Sebastian Wehlmann, Meike Mählhop, (160.) Birthe Weibrecht, Gerald Francke, Michael Lang, Tina
Christian, Thorsten Koch, Jörn Nitschke, Günter Nörenberg, Nora Linse, Markus Rathgeb, Sebastian Schwarz, (170.) Peter Berneiser, Laura
Balser, Sandra Balser, Frank Balser, Lydia Lauxmann, Michael Lauxmann, Martin Schlegel, Joscha ScWood, Jürgen Fickert, Dominik Vogel, (180.)
Daniel Frieg, Sören Paukstädt, Lina Leschner, Bastian Winkelhaus, Elke Schneider, Stephan Kempen, Dave Kliczbor, Sandra Schmeink, Anna Mönter,
Henrik Nachtrodt, (190.) Claudia Odendahl, Thorsten Hanson, Tom Werner, Marc Schmitz, Barbara Kern, Christian Gentges, Elisabeth Mohing,
Nicole Bäumer, Silke Hüsges, Helga Wilde, (200.) Marcel Usai, Christin Michel, Olaf Michel, Oliver Walden, Mario Prochnow, Joachim Zajusch,
Kurt Kohse, Heinz Josef Hennen, Frank Fleischacker, Marion Menrath, (210.) Rainer Schönfisch, Ralf Brenning, Uwe Gemming, Holger Herrmann,
René Arentz, Bastian Indenhuck, Torsten Bister, Christopher Herrmann, Judith Oppermann, Joana Sousa, (220.) Judite Ventura, Bernardo Abreu,
Pedro Correia, Tiago Duarte, Joel Morgado, Nadine Nawotke, Pascal Hauck, Markus Treis, Charly Petri, Julia Rothes, (230.) Tina Wellmann, Marc
Kürten, Kay Wißmann, Bianca Batsch, Dirk Kleemann. Detlef Stein, Jonathan Stein, Julia Röper, Christian Tiggemann, Hans Pöter, (240.) Michael
Dupont, Simone Hüther, Ralf Rechmann, Torsten Herrmann, Sebastian Lohre, Rick Schumann, Stephan Matos Camacho, Janina Kleinemenke,
Tommy Braun, Torben Edelhoff, (250.) Andreas Leuschner, Nicolas Schäfer, Olaf Schulze, Felix Remer, Timo Schreiter, Sebastian Dames, Oleg
Galimov, Tobias Hartwig, Daniel Leser, Thomas Müller, (260.) Gernot Petsching and Frank Bergfried. Special thanks to Nicole Reiske, Carsten Hübner,
Georg von der Brüggen and Thorsten Kempkens who have play-tested this game over and over again for months.
22
Notes
23
Quick reference
Other reminders
■■ Imitation: Pay the Food on the space to use any other Action
space, you cannot imitate the Starting player space
■■ Unused spaces: Lose 1 point at end of game for each space
without a landscape tile or Stable
■■ Gold coins: You can make change with Gold coins for
smaller coins at any time
24
Appendix
Expedition loot
Now that you have forged weapons, you can quest for fame and fortune. Whether in the great depths of the mountains or
the dark gloom of the forests, you must face challenges that require all of your experience and smithery.
While preparing for great challenges, you might test your blades
Gain 1 Wood against the ancient trees and dense undergrowth of the forest.
There are more heroic quests, but hardly any more helpful.
The first time you encountered one of these hairy beasts, you
Gain 1 Sheep couldn’t decide whether to flee or draw or your axe. But its rough
fur matched the fuzz of your own beard, and you couldn’t help but
■■ If you don’t have space on your board for an take it into your heart.
Animal, you can immediately trade it for Food. Your ancestors did not leave many stories of their heroic deeds, but
they did leave small granaries near their old outposts. Some of the
grain has passed into oblivion, but you can still brew the old hops
Gain 1 Grain into beer and drink a toast to your forebears.
Gain 2 Ore Your grandfather used to say, “Don’t look a gift horse in the
mouth.” The same applies to “gift ore,” I guess. So get this home
fast, because there must be more where this came from...
■■ This counts as a single loot choice.
The sheep’s wool reminded you of your own beard, but the boar’s
Gain 1 Wild boar bristles remind you of your own body hair. Perhaps you could learn
something from these intelligent beasts. Next time you wash up,
maybe try a mud bath.
A1
You don’t want to live under a bridge like a troll, so don’t forget to Furnish a Cavern: This is the same as
bring some furniture home from time to time. Better to have a lousy taking a furnish Action (p.14). You must
painting on the wall than a fight with your wife. have an empty Cavern, and you must still
pay the tile’s furnish cost. You may take any
Furnishing tile with this.
On your first expeditions, you wondered why there were so many
empty stables in the countryside. But you studied the tracks on the
Build a Stable: You do not have to pay
ground, and it was clear why the animals were gone. Whatever — 1 Stone for this Stable (p.13). You cannot
now they’re yours! place more than 3 Stables on your board.
There are many stories about abandoned tunnels in the mountains.
You never knew that these old paths were so close to your own cave.
Tunnel: Place a single-space Tunnel (p.12).
But then you chopped through a weak wall of one old tunnel, and You must place it adjacent to another tile in
you broke right through into your own living room… your mountain.
You’ve learned your lesson about the empty stables in the
countryside. Those monsters won’t touch your own animals, or
Small pasture for 1 Wood: Pay 1 Wood to
they’ll meet your axe! You held the beasts at bay long enough to flip over a Meadow/Field twin tile or place a
fence in your livestock. Small pasture tile over a Meadow (p.13).
Huge nostrils, long horns, a coarse tongue… At first, you worried
that this beast was a legendary fire-breather! Luckily, it only seems Gain 1 Cattle
to give milk.
The farther you travel, the stranger the landscapes and the people Large pasture for 2 Wood: Pay 2 Wood to
that you encounter. For example, why would anyone abandon these place a Large pasture tile over two adjacent
huge pastures? Cowards. Meadows (p.13).
There’s no telling what excitement you’ll find on your next
adventure! Why, just across that forest, or maybe around that next
Meadow: Place a single-space Meadow
turn, you might find a fierce dragon! Or a legendary battle axe! Or (p.12). You must place it adjacent to your
maybe even a peaceful, idyllic patch of daffodils on a sunny day. cave entrance or another tile in your forest.
You’ve had so much fun away from home, but when you found this Dwelling for 2 Wood and 2 Stone: Furnish
warm bed in an abandoned cave, you realized that you’ve neglected a Cavern with an ordinary Dwelling. (This
your own home. Still, there was something soothing about sleeping
in a trophy that you won yourself…
replaces the normal furnish cost).
■■ This cannot furnish a unique Dwelling.
■■ You can only furnish a single Dwelling with
this loot. You could take the Strength 7 furnish
a Cavern as a separate loot item and use that to
furnish another Dwelling, for its normal cost.
■■ The Carpenter and Stone carver Furnishings may
reduce the cost of this Dwelling even more.
Fallow fields, abandoned homes, empty stables… but not a single
beard or helmet to till them. You find the plow that they left behind,
Field: Place a single-space Field (p.12). You
and you decide to honor your ancestors by putting their tools back must place it adjacent to your cave entrance
to good use. or another tile in your forest.
Your muscles have grown strong from swinging your axe against
Sow Crops: Sow up to 2 new Grain Fields
monsters in the countryside. But then you discovered that your
new, stronger arms were quite handy when working at home. You and/or 2 new Vegetable Fields, as though you
finished sowing the fields in half the usual time — more spare time had used a Sow Action space (p.14).
for adventures!
There’s not too many things that make your heart go boom. Huge Breed 2 Animals: This is similar to the
axes, long beards, sacks of gold… and, of course, baby animals. Breeding phase (p.10), but you may only
Words cannot tell what you would do to the monster that left these breed two newborn Animals this way. You
cute little puppies alone in the wild… must have at least 2 Animals of one type and
space to hold the newborn Animal.
A2
Furnishing tiles
There are eight blocks on the supply boards, each with six Furnishings that share a theme. The Furnishings listed
here with a lighter background do not appear in the Introductory Game.
■■ Set 1: Dwellings
Entry-level
Room for 2
Dwarfs
A3
■■ Sets 3 & 4: Goods Furnishings
A4
■■ Set 5: Food Furnishings
The Supplies storage is good for players who don’t take many Family growth actions. With three armed
Dwarfs, you could furnish the Supplies storage and Weapon storage together for 17 Gold points.
A5
■■ Set 8: Chambers
Action spaces
You can use any Action space as long as you can use one of the Actions on the space.
A6
■■ Round 1–3 board base Actions ■■ 6–7p board base Actions
(all players) (two-column board)
An unarmed Dwarf may use Logging and Hardware rental for simple Actions, but later in the
game, these spaces are more valuable to armed Dwarfs. For example, an armed Dwarf could
use Logging to take 3 or 4 Wood, then spend that Wood with the Expedition loot to furnish a
Cavern or build a Pasture.
A7
■■ Stage 1 Action cards (Rounds 1–3) ■■ Stage 3 Action cards (Rounds 7–9)
Donkey farming: Build Stable and Pastures (p.13) Blacksmithing (Stage 1 card): Forge a Weapon,
Rank 3
■■ Accumulates 1 Donkey
Ore mine construction (Stage 1 card): Rank 2
Ruby mine construction: Place a Ruby mine over a Tunnel
(p.16) Exploration (Stage 3 card): Rank 4
■■ Or... place a Ruby mine over a Deep tunnel (on the Ore mine ■■ Exploration does not appear in 2-player
tile) and take 1 Ruby games.
■■ If you have the Guest room Furnishing, you may place one Adventure (Stage 4 card): Forge a Weapon, Rank 1 + Rank 1
Mine over a Tunnel and one Mine over a Deep tunnel (and ■■ This space has two Explorations. You may take the same loot
take 1 Ruby) with a single Action. from both Expeditions. You level up after the first Expedition,
so your Weapon is stronger for the second Expedtion.
Ore mine construction is an interesting Action. If you take the Action with an armed Dwarf,
then you can also take an Expedition. But when you construct the Mine with an unarmed
Dwarf, you gain Ore to spend on a Weapon for that Dwarf.
A8