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Caverna UnofficialManualRewrite 01

Caverna is a strategy board game for 1-7 players where players take on the role of dwarves mining, farming, and crafting to earn victory points. Over multiple rounds, dwarves take actions like mining ore, growing crops, breeding animals, and trading rubies to earn the most gold and win. The game includes landscape tiles, goods tokens, player pieces, and cards to track resources and actions.

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0% found this document useful (0 votes)
68 views32 pages

Caverna UnofficialManualRewrite 01

Caverna is a strategy board game for 1-7 players where players take on the role of dwarves mining, farming, and crafting to earn victory points. Over multiple rounds, dwarves take actions like mining ore, growing crops, breeding animals, and trading rubies to earn the most gold and win. The game includes landscape tiles, goods tokens, player pieces, and cards to track resources and actions.

Uploaded by

LuchianAndrei
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A development strategy game for 1 to 7 players

Age 12 and up • 30 minutes per player


Uwe Rosenberg advises:

You can play with up to 7 players. We recommend


5 players or less for your first game to reduce
downtime.
Unofficial Manual Rewrite

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

Wood animals Wood and acrylic goods


20 light brown Dog tokens 45 brown Wood tokens
35 white Sheep tokens 25 gray Stone tokens
30 gray Donkey tokens 45 black Ore gems
30 black Wild boar tokens 20 red Ruby gems
30 brown Cattle tokens 40 yellow Grain tokens
35 orange Vegetable tokens

Cardboard goods Player tokens Cardboard markers


88 Food tokens 5 Dwarf discs (in 7 colors) 8 Multiple goods markers
20 1-Gold coins 3 Stables (in 7 colors) (8 Sheep, 8 Donkeys, 8 Wild
24 2-Gold coins 1 yellow Starting player boars, 8 Cattle, 10 Wood,
5 10-Gold coins wooden token 10 Stone, 10 Ore, 5 Rubies)
52 Weapon markers 1 Additional Dwarf 2 8x Animals markers
(one ‘1’, one ‘2’, four each cardboard token 8 Multiplication markers
of ‘3’–‘13’, six ‘14’) (Begging markers on back)

Landscape tiles Overview cards


40 twin Cavern/Tunnel 7 Ruby trading cards
(Cavern/Cavern on back) (Harvest time on back)
40 twin Meadow/Field 7 Expedition loot overview cards
(Small pasture/Field on back)
24 twin Ore mine/Deep tunnel Expedition loot

after Expedition all Weapons +1

(Large pasture on back)


8 single Tunnel
Ore mine

(Cavern on back) Play 1 Dwarf out of order

16 single Ruby mine


Harvest time for

1.) Field phase

(Field on back) 2.) Feeding phase


for

16 single Meadow
Ruby mine
per per
for

(Small pasture on back)


3.) Breeding phase
Sow

up to 2 new Grain and


2 new Vegetable fields

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

Game board cards and tokens


No harvest

12 Action space cards


2 Dwarf cards (for solo and 2-player game)
Pay 1 Food
per Dwarf
instead of
harvest

7 cardboard Harvest markers Skip the


Field phas
or the
e

1 Harvest Events card


Breeding phas
e

Furnishing tiles Dwelling Other items


Ruby supplier
17 ordinary Dwellings Room for 1 Dwarf Fodder chamber Scoring pad • Components bags
5 unique Dwellings at the beginning
of the next 4 rounds
Rulebook
30 green-border Furnishings per
3
Farm
animals
Appendix book (explains Expeditions,
12 yellow-border Furnishings Furnishings, and Action spaces)

Setup

Players' home boards Expedition


loot Harvest tim
e
after Expedit 1.) Field ph
ion all Weapo ase
ns +1

Each player chooses a color and takes 5 Dwarfs and 2.) Feedin
g phase

3 Stables in their color, a home board, and 2 Overview Entry-level dwelling


per
per

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

as your personal supply.


Randomly determine which player begins with the
Starting player token. Each player then takes 1, 2, or
3 Food, depending on their seating clockwise from the
Starting player.
We recommend you
In clockwise order cover the three Dwarfs
in your supply with your
Stables, to avoid using
them by accident.
Starting player: 2nd player: 3rd player: 4th, 5th, 6th, and 7th players:
1 Food 1 Food 2 Food 3 Food each

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

Round 1 Round 7 Round 10

to each other. Also place any game boards matching the number of
Wish children

Stage 1 Stage 3 Stage 4

remember:

players in the game.


use additional game boards
if you have
at least in games with 3 and 5 to 7 players

no harvest no harvest
Housework

2 players: 3 players: 4 players:


and / or
Round 2 Round 5 Round 8 Round 11
furnish
a Cavern Stage 1 Stage 2 Stage 3 Stage 4

1–3p board 1–3p board + 3p board 4–7p board


no harvest
Slash-and-burn

and then / or Round 3 Round 6 Round 9 Round 12

Stage 1 Stage 4 Stage 4 Stage 4

up to 2 new Grain and


2 new Vegetable fields

Scoring

5 players: 6 players: 7 players:


4–7p board + 5p board 4–7p board + 6–7p board 4–7p board + 6–7p board + 7p board

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

Also shuffle the 7 Harvest markers face-down (with the no harvest

gray rune showing). Place them on the rune spots shown


on the board. Round 5 Round 8 Round 11
Stage 2 Stage 3 Stage 4

Place the Harvest Events card beside the board. No harvest

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

Action card into the stack, and remove


Stage 4 Stage 4 Stage 4

2
Skip the
players

one Harvest marker with a green leaf Scoring


Field phase
or the
before placing markers on the board. Breeding phase

Do not set up the Round 9 action space.


Cover this space with a Dwarf card.

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

appropriate Furnishing tile.


The supply boards are double-sided. The Introductory Game side has Ruby supplier

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

With 6 or 7 players, we recommend playing


the Full Game so that you have enough Dwelling Ruby supplier Fodder chamber

Furnishings for everyone. Room for 1 Dwarf at the beginning 3


of the next 4 rounds 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

You can build Pastures and At any time

Stables on your Meadows to


before scoring

hold Farm animals. You can construct Ore mines


over two adjacent Tunnels.

Ore mine
You can sow Grain and Entry-level dwelling Stone supplier

Vegetables on your Fields, then Room for 2 Dwarfs


and 1 pair of
animals
At the beginning of
the next 5 rounds:
You can furnish a Cavern,
harvest them for Food on later though each Furnishing has its
receive 1

rounds. own furnish cost.

Harvest and feeding

Many rounds end with a Harvest time. During these


rounds, you’ll harvest Grain and Vegetables from
your Fields, and you’ll breed your Farm animals.
But during Harvest time, you must also feed 2 Food
to each of your Dwarfs. If you can’t feed them, then
Trade two Sheep and a Vegetable for
you’ll lose points for begging.
4 Food, enough to feed your starting
You can trade some Goods and Animals for Food at two Dwarfs at Harvest time.
any time, using the chart on your home board.

Weapons and Expeditions


Expedition loot
Blacksmithing
after Expedition all Weapons +1

The Blacksmithing Action space allows you to forge


a Weapon. An armed Dwarf can take Expeditions, and then / or

hunting for useful loot as shown on the Expedition


loot card.
In large games of Caverna, there’s often a division This Dwarf trades 8 Ore for a mighty Weapon!
between the armed players, who argue over the best Then, it takes a Rank 3 Expedition (choose 3 loot
Expeditions, and the unarmed players, who race each items). With a Strength 8 Weapon, it could find a
other for the best Actions without Expeditions. To Vegetable, find a Wild boar, and build a Stable.
win, you’ll need to keep an eye on players using the
same strategy as you, to make sure that they don’t
take the Actions that you wanted.

Ruby trading
Play 1 Dwarf out of order

You can also trade for goods by mining for Rubies. At


any time, you can trade a Ruby for one of the goods
shown on the Ruby overview card.

Cattle and single-space Caverns cost more than 1 Ruby.

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.

■■ 4 Sheep, 2 Donkeys, 3 Wild boars, 10 Cattle,


Breeding cave Ruby supplier Blacksmithing parlor
and 2 Dogs (21 pts.)
for 1/2/3/4
newborn animals:
at the beginning
of the next 4 rounds
at any time
before scoring
■■ At least 1 of each of the four Farm animals
(-0 pts.)
Ruby mine ■■ 9 Grain, counting the goods in the supply and
sown on Fields (5 pts.)
Dwelling Ruby mine
■■ 4 Vegetables, including sown on Fields (4 pts.)
Room for 1 Dwarf Ore mine
■■ 1 Ruby (1 pt.)
Dwelling Fodder chamber
■■ 4 Dwarves (4 pts.)
Entry-level dwelling

Room for 1 Dwarf 3


■■ Three unused spaces—spaces without tiles or
Stables (-3 pts.)
Room for 2 Dwarfs per Farm
and 1 pair of animals
animals

■■ 2+2+2+3+3 Gold points printed on Furnishing


tiles (12 pts.)
Name Uwe ■■ 2+4 Gold points printed on Pastures (6 pts.)
per Farm animal and Dog 21 ■■ 3 Gold points printed on Ore mines (3 pts.)
per missing type of Farm animal
■■ 4+4 Gold points printed on Ruby mines
per Grain
(rounded up)
5 (8 pts.)
per Vegetable 4 ■■ The Fodder chamber scores 1 Gold point for
per Ruby 1 each 3 Farm animals, rounded down (6 pts.)
per Dwarf 4 ■■ 13 Gold and no Begging markers (13 pts.)
per unused space -3
Furnishing tiles, Pastures, Mines 29
A score of 80 Gold points might be enough to win the
for Parlors, Storages,
and Chambers 6 game. Experienced players can crack 100 points.
Gold coins and Begging markers 13 New players might want to keep the scoring pad nearby.
It’s a good reminder of what scores points at the end of the
Total 80 game.
Did you find all of the Farm animals on the board? Dogs
can watch Sheep on a Meadow, a Forest Stable can hold a
Wild boar, a Mine can hold a Donkey, and the Entry-level
dwelling can hold two Animals.

Components limits How do I feed my Dwarfs?


Players can each build 3 Stables and grow their ■■ Sow Grain and Vegetables in your Fields, then
families to 5 Dwarfs. There’s also only one copy trade your harvested Crops for Food during
of each Furnishing, besides ordinary Dwellings. Harvest time.
Every other component is unlimited. If the general ■■ Breed Farm animals during Harvest time, then
supply ever runs out of Animals or goods, you trade the newborn Animals for Food for the
can use Multiple goods markers or Multiplication next harvest.
markers, or improvise with other tokens. ■■ Furnish your Caverns with Furnishings that
provide Food, like the Mining cave or the
Beer parlor.
Put a Wild boar on this
Multiplication marker ■■ Forge a strong Weapon for a Dwarf, then send
to substitute for 4 Wild that Dwarf on Expeditions for Farm animals
boars in this Pasture. and Vegetables.

6
The Game Round
A game of Caverna plays over 12 rounds, with five phases per round.

1. Add a new Action space card to the game board, and


reveal the round’s Harvest marker Hello, Agricola fans! The
brown sentences in this
2. Replenish accumulating spaces
section are rules that are
3. Work phase, where players take turns placing Dwarfs new to Caverna. The other
4. Return all Dwarfs to their Dwellings rules here are the same as
5. Harvest time, where you harvest your Fields, feed your you’ve played in Agricola.
Dwarfs, and breed Farm animals

Sheep farming

1. Add a new Action space card


for

for
Round 1
Stage 1 for

Reveal the top Action space card in the stack, and place remember: and then / or

it face‑up on the game board, in the space for the current


use additional game boards
in games with 3 and 5 to 7 players

round. no harvest

In Rounds 6–12, reveal the Harvest marker on that space.


This affects the Harvest time at the end of the round. At the start of Round 1, reveal one of the Stage 1
Action space cards and place it here.

Wish for children

Wish for children Family life either


Urgent
No harvest
either Round 4 wish for children

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.

Action space cards You only play 11 rounds in a


2-player game. The Round 9

2
Pay attention to which Actions will appear on the board.
players

space does not get an Action


For example, if Sheep farming and Ore mine construction space card or a Harvest marker,
are the first two Action spaces to appear, then you can and the Exploration Action
expect to see Blacksmithing in Round 3 (and you may want won’t appear.
to gather some Ore beforehand to forge a Weapon).
■■ Rounds 1–3: Blacksmithing, Ore mine construction,
Sheep farming
■■ Round 4: Wish for children If you prefer the element of
■■ Rounds 5–6: Donkey farming, Ruby mine construction surprise, you can reveal the
Harvest marker at the end of
■■ Rounds 7–9: Exploration, Family life, Ore delivery the round.
■■ Rounds 10–12: Adventure, Ore trading, Ruby delivery

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.

Add 2 Stone to this space


Excavation when it’s empty.
Add 1 Wood to this Forest exploration
If there’s any Stone on the Sustenance

space each round. space at the start of the


When you use this round, you only add 1 Stone.
space, take all of the and / or

Wood on the space.


Add 1 Grain to this space and / or

Also take 1 Vegetable when it’s empty. When it’s not


from the supply. empty (if there’s any Grain
or Vegetables still on it), add
1 Vegetable instead.

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.

3. Work phase Small-scale drift mining


Place a Dwarf on this space.
Players take their turns during this phase—clockwise Take 1 Stone from the supply.
around the table, beginning with the Starting player.
Place a Cavern/Tunnel tile in
On your turn, place one of your Dwarfs on an Action and / or your mountain.
space, and immediately take its Action. (We explain the Now that you’ve used the
Actions in the next section.) space, no one else can place a
You can’t place a Dwarf on an Action space that contains Dwarf here.
another Dwarf.
This phase ends when all players have placed all of their
Dwarfs on the board.
You must play your Dwarfs in Weapon order. On your
turn, you must place an unarmed Dwarf or your Dwarf
with the weakest Weapon.

Weakest to strongest

Work phase details


■■ You can only place Dwarfs from your cave. You cannot place Dwarfs from your supply.
(Those Dwarfs haven’t been born yet! See p.15.)
■■ Later in the game, some players may have more Dwarfs than others. Keep taking turns
clockwise around the table, skipping any players that have no more Dwarfs to place.
■■ You can never place more than one Dwarf on your turn.
■■ You can’t place a Dwarf on an Action space unless you can use at least one of its Actions.

8
4. Return all Dwarfs

Return all Dwarfs to their owners’ home boards.

It’s kind to place your Dwarfs on your Entry-level dwelling Dwelling

board in Weapon order, so that the Room for 2 Dwarfs Room for 1 Dwarf

other players can see your order. and 1 pair of


animals

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.

5. Harvest time Round 1–2: No feeding, no Field or Breeding


Round 3: Full harvest
A full Harvest has three phases, as shown on your Round 4: Pay 1 Food per Dwarf, no Field or Breeding
Harvest overview card, but you don’t perform a
Round 5: Full harvest
full Harvest every round. (See Harvest events on
the next page.) Round 6–12: Check the Harvest marker

■■ Step 1: Field phase

Remove 1 Grain or Vegetable from each of your Fields. Place


these Crops in your supply. (Use a Sow action to place Crops in
your Fields. See p.14.)

■■ Step 2: Feeding phase


Wish for children

either

Pay 2 Food to the supply for each of your Dwarfs.


If you took a Family growth action this round, you only pay or
furnish
1 Food for each newborn Dwarf. a Dwelling

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.

Begging markers are worth


-3 Gold points at final scoring.

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.)

There’s room for another Animal in


the Entry-level dwelling, so these
two Sheep can breed a third Sheep.

Entry-level dwelling

Room for 2 Dwarfs


and 1 pair of
animals

With a Stable, this Large Pasture


can hold 8 Animals. Two of these
five Cattle give birth to a 6th Cattle
Each Small Pasture can hold 2 Animals. You can’t keep different Animals in
(but no more than that).
the same space, so these Wild boars can’t breed into the space with a Donkey.
You might trade one of these adult Wild boars for Food before breeding, so
that it leaves space for the newborn Animal.

Usually, if you gain Farm animals Breeding details


and have nowhere to hold them, ■■ You breed all of your Animals at the same time. You can’t
breed one Animal, then immediately trade it for Food to make
then you can immediately trade
space for another Animal.
them for Food. However, you MUST ■■ Your Animals can breed no matter where they are on your
have space to breed your Animals. home board. Animals in different spaces can still find each
You can’t choose to gain Food other during the Breeding phase.
instead of the newborn Animal. ■■ Dogs aren’t Farm animals, so they don’t breed.

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 the tile first

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.

Excavation Slash-and-burn Cave entrance

and then / or
and / or

Entry-level dwelling Entry-level dwelling

Room for 2 Dwarfs Room for 2 Dwarfs


and 1 pair of and 1 pair of
animals up to 2 new Grain and animals
2 new Vegetable fields

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.

Watch where you place your


landscapes. You need two adjacent
Tunnels to construct an Ore
mine, and you need two adjacent
Meadows to build a Large pasture.
Your Caverns and Fields usually
When you place a landscape tile over these spaces, you don’t need to touch each other.
gain the Food or Wild boar shown on the space, taken
from the supply. (You can trade the Wild boar for 2 Food if
you can’t place it on your board.)

Landscape tile details


■■ You can’t place a twin tile if you don’t have two adjacent empty spaces on your board.
■■ Once you place a landscape tile on your board, you can’t move it or rotate it, and you
can’t cover it or replace it with a different landscape tile.
■■ You can place single-space landscapes with Ruby trading or Expeditions. You must also
place these tiles adjacent to your cave entrance or another 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.

When you gain these goods, keep them in


your personal supply, off of your board,
where the other players can see them.
Take all of the accumulated
When you gain Farm animals, you must
Food on the Action space.
hold them on your home board. (See the
next section.) If you can’t put them on your Also take 1 Grain from the
board, you can trade them for Food instead. supply.

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.)

Keeping Farm animals on your home board


You can keep Farm animals in your Pastures and Stables. You can rearrange your Farm animals on your board
at any time, but you can only keep one type of Animal on one space.

Stable on an open Meadow: 1x Animal Large Pasture: 4x Animals


Small Pasture: 2x Animals With a Stable: 8x Animals
With a Stable: 4x Animals With two Stables (one in each space): 16x Animals

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.

Sow crops details


■■ You can’t sow a Crop if you don’t have at least one of it in your personal supply.
■■ You can’t sow Crops on a Field that already has Crops on it. Once you harvest all of the
Crops from a Field, you can then sow that Field again.
■■ At the end of the game, you score points for the Crops in your supply and on your Fields.

Furnish a Cavern Housework

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.

Family growth Wish for children

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

Entry-level dwelling Dwelling

Room for 2 Dwarfs Room for 1 Dwarf


and 1 pair of
animals
Place a Dwarf from your supply under the Dwarf on the
Action space.
(Look at this lovely pregnant Dwarf woman!)
In the Return phase, place each Dwarf in its own
You can’t use the newborn Dwarf until the next round.
Dwelling space.

Family growth details


■■ Each player can use Family growth three times, for a maximum of 5 Dwarfs.
■■ The Additional dwelling is a unique Dwelling that allows one player to have
a sixth Dwarf. (See Appendix p.3.)
■■ You can only gain one Dwarf with each Family growth Action, but you can
take multiple Family growth Actions in a single round, provided you have
enough Dwelling space for everyone.

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

Ore mine

Ruby mine

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.

Mine construction details


■■ Ore mine construction doesn’t give you 3 Ore if you don’t place an Ore mine on your board.
■■ You can’t place an Ore mine tile over a Deep tunnel.
■■ Each Ore mine and Ruby mine can hold 1 Donkey. Deep tunnels cannot hold Donkeys.
■■ You can’t move, destroy, or build over your Mines.

Mining and delivery


Ore trading
Some Action spaces provide bonus goods if you have mines in
your mountain.

Ore mining Ore delivery

Ore mining and Ore


delivery allow you to
take 2 additional Ore
for each Ore mine in
your mountain.
for each for each

Ore trading appears in


Round 10–12. This space
Ruby mining Ruby delivery Ruby mining gives
lets you trade 2 Ore for
you an extra Ruby if
2 Gold and 1 Food, up to
with 2 players
you have at least one
only from
round 3 on 3 times. If you construct
Ruby mine.
multiple Ore mines,
Ruby delivery gives then this is a great place
you an extra Ruby if to score points at the
If you have If you have you have at least two end of the game.
at least at least
Ruby mines.

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

Trade to play any of your Dwarfs on your turn,


instead of your weakest Dwarf, so it can quickly Trade a Ruby with Trade 2 Rubies for a
use the best Expedition actions 1 Food for a Cattle single-space Cavern

Forge a Weapon Blacksmithing

Blacksmithing allows you to arm a Dwarf. Place an


unarmed Dwarf on the Action space and pay up to 8 Ore.
Place a Weapon on the Dwarf with Strength equal to the and then / or

Ore that you paid.

Weakest to strongest

On your turn, you must play your Dwarf with the


weakest Weapon. You can trade a Ruby on your
turn to instead place any Dwarf.

Forge a Weapon details


■■ You cannot move or destroy a Dwarf’s Weapon. (A
Dwarf is too proud to give up its Weapon!)
■■ An armed Dwarf cannot take a forge Action to gain a
different Weapon.
■■ You can’t forge a Weapon above 8 Strength. You must
level up to gain stronger Weapons.

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

The Expedition rank (the The Weapon’s Strength (on


The Expedition loot card
number on the Action the Dwarf taking the Action)
shows the Strength needed
symbol) is the number of determines the loot you can
for each loot.
loot items you take. take.

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.)

Choosing the right loot is critical,


Expedition details so we suggest you allow other
■■ Unarmed Dwarfs cannot take Expeditions. players to continue playing while
■■ You may take loot in any order. you pick your loot. Take your next
■■ You can’t attack other players. Weapon (what you’ll have after you
■■ You can’t increase a Weapon past 14 Strength. level up) and place it next to your
■■ If you take a Farm animal as loot, you must Dwarf while you pick your loot.
hold it on your game board, or you can When you’re done picking loot,
immediately trade it for Food.
place your new Weapon on your
Dwarf to show that you’re done.
18
Other Actions

■■ 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.

Starting player details


■■ If no one takes this Action, then the Starting player stays the
same next round.
■■ The current Starting player may take this Action (and keep the
Starting player token for the 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.

Weekly market details


■■ You can make change with Gold coins. (You could trade a 2 Gold coin for two
1 Gold coins at any time.)
■■ You may choose to trade zero Gold at the Weekly market, keeping the 4 Gold
for other uses. You can also trade more than 4 Gold with one Action, if you
have Gold from other sources.
■■ When you gain Farm animals, you may trade them for Food instead of placing
them on your board.

■■ 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

a Furnishing that scores * Gold points, you score points as


described on the tile. (See the Appendix for explanations of each
at the beginning
of the next 4 rounds

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.

Fodder chamber Blacksmithing parlor

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

game. Also use overview cards to cover


1.) Field phase

Ruby mining

with 2 players
Round 4
2.) Feeding phase

the Drift mining, Supplies, Clearing,


only from
per per Round 3 on Stage 2

Round 1 Wish children


Round 7 Round 10
3.) Breeding phase

Play 1 Dwarf out of order Stage 1 Stage 3 Stage 4

and Starting player Action spaces. if you have


at least
remember:
use additional game boards
in games with 3 and 5 to 7 players

These spaces are not available. Expedition loot

after Expedition all Weapons +1


Housework
no harvest no harvest

■■ You begin the game with 2 Food. and / or

furnish
Round 2 Round 5 Round 8 Round 11

a Cavern Stage 1 Stage 2 Stage 3 Stage 4

■■ There are no Harvest events. Rounds


5–12 have a full Harvest. for
Slash-and-burn
no harvest

■■ Ruby mining accumulates Rubies every


for

and then / or Round 3 Round 6 Round 9 Round 12

round (unlike the 2-Player game).


for Stage 1 Stage 4 Stage 4 Stage 4
Sow

up to 2 new Grain and


2 new Vegetable fields
up to 2 new Grain and

■■ Reveal new Action space cards in the


2 new Vegetable fields

breed up to Scoring
2 types
of Farm
animals

order shown in the sidebar.


■■ Play the game normally, using your
1. Blacksmithing 7. Ore delivery
Dwarfs to take Actions each round, with
no other players to block the spaces that 2. Sheep farming 8. Family life
you want to use. 3. Ore mine construction (Wish for children →
Urgent wish for children)
■■ At the beginning of a round, before
adding goods to accumulating spaces, 9. (skip Round 9)
check for any Action spaces that contain 4. Wish for children 10. Ore trading
6 goods or more. Clear these spaces, 5. Donkey farming 11. Adventure
returning their goods to the general
supply. The space then accumulates as 6. Ruby mine construction 12. Ruby delivery
though it were empty. You may trade a
Ruby to prevent a space from clearing
(and the space still accumulates goods
that round).

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

Uwe Rosendwarf 2009 Uwe four years later

“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.

■■ Unofficial Manual Rewrite credits


This document was edited and formatted by Dean Ray Johnson / dreamshade @ BGG. This document contains text and graphics from the
original manual published by Mayfair Games. This manual also contains images of game components scanned by Andrius is Lietuvos /
AndriusLT and Simon George / Jherek @ BGG. All text and graphics copied in this document are assumed to fall under fair-use purposes for
non-profit works.

22
Notes

23
Quick reference

Board setup Expeditions


■■ Starting Food: 1 Food for Player 1 and Player 2, 2 Food for
Player 3, 3 Food for all other players
■■ 2-Player setup: Remove the Adventure Stage 3 Action space
card, remove a green leaf Harvest marker, cover and do
not play Round 9, Ruby Mining does not accumulate until
Round 3 ■■ Expedition rank (on the Action space): The number of loot
items you take
■■ Boards for all games: Ruby Mining / Round 1–3 board
(2 columns), Round 4–12 board (3 columns) ■■ Weapon Strength (on the Dwarf): The strength of loot you
can take from the Expedition loot overview card
■■ 2 Players: 1–3p board (3 columns)
■■ Level up: Add +1 to the Dwarf’s Weapon after the Expedition
■■ 3 Players: 1–3p board (3 columns), 3p board (1 column)
■■ Weapon order: On your turn, play the Dwarf with the
■■ 4 Players: 4–7p board (3 columns) weakest Weapon Strength
■■ 5 Players: 4–7p board (3 columns), 5p board (2 columns)
■■ 6 Players: 4–7p board (3 columns), 6–7p board (2 columns)
■■ 7 Players: 4–7p board (3 columns), 6–7p board (2 columns), Family growth
7p board (1 column)

The game round


■■ 1: Add a new Action space card to the game board, and reveal
the round’s Harvest marker (Green leaf for full harvest, red ■■ Must have a Dwelling space (any orange-bordered
question mark for harvest event) Furnishing) for the new Dwarf
■■ Urgent wish for growth: When the Family life card appears, ■■ Take a Family growth action, place the newborn Dwarf under
flip the Wish for growth card the Dwarf taking the Action
■■ 2: Replenish accumulating spaces (Add the resource in ■■ Pay 1 Food for each newborn Dwarf during a full Harvest
parenthesis if the space isn’t empty)
■■ 3: Work phase (Players take turns placing Dwarfs)
■■ 4: Return all Dwarfs to their Dwellings Farm animals on your home board
■■ 5: Harvest time
■■ Field phase: Remove 1 Crop from each Field
■■ Feeding phase: Pay 2 Food per Dwarf, gain 1 Begging
marker for each unpaid Food
■■ Breeding phase: Gain 1 of each Farm animal if you have a ■■ You may rearrange your Animals at any time
pair, cannot breed more than one of each Animal
■■ Open Meadow with Stable: 1x Animal
■■ Small Pasture: 2x Animals (4x Animals with Stable)
Action space cards ■■ Large Pasture: 4x Animals (8x Animals with Stable,
16x Animals with two Stables)
■■ Rounds 1–3: Blacksmithing, Ore mine construction,
Sheep farming Ruby mine
Ore mine

■■ Round 4: Wish for children (Family growth or funish a


Dwelling)
■■ Rounds 5–6: Donkey farming, Ruby mine construction
■■ Rounds 7–9: Exploration (Rank 4 Expedition, not used in ■■ Open Meadow with Dog: 2x Sheep, +1 Sheep for each
2-player games), Family life (Sow crops / Family growth), additional Dog
Ore delivery (Accumulates Ore and Stone) ■■ Forest with Stable: 1x Wild boar
■■ Rounds 10–12: Adventure (Forge weapon / 2x Rank 1 ■■ Coal mine or Ruby mine: 1x Donkey
Expeditions), Ore trading (Trade 2 Ore for 2 Gold and 1 Food
up to 3x), Ruby delivery (Accumulates Rubies)

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.

All Weapons +1: After the Expedition,


increase all of your Dwarfs’ Weapons by +1.
■■ This doesn’t affect your unarmed Dwarfs. Your adventures may be great, but there is always an opportunity
■■ The Dwarf taking the Expedition increases by to cross axes with other Dwarfs and improve your prowess.
Sometimes, you are best served by returning home early to train for
+2, since it also levels up after the Expedition. the next fight.
■■ This does not increase your Strength for the
current Expedition.
You will find many rare animals and unexpected treasures on your
expeditions, but there is nothing more joyful for your children than
Gain 1 Dog a new dog to play with — whether you find it by the wayside, or
heroically free it from someone else’s pen.

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.

Your grandfathers used to tell respectful stories about the


mysterious gray creatures living in their mines. After meeting this
Gain 1 Donkey beast, you quickly understood that fondness — and understood why
your ancestors cursed the stubborn beasts so often.

Admittedly, you have a lot of stone at hand where you’re living.


Gain 1 Stone But every now and then, you might stumble across a lovely boulder
while rambling through the countryside. And hey, you can never
have enough stone, can you?

A pumpkin as big as a wagon wheel? Your wife scoffed when you


Gain 1 Vegetable told her — but then you rolled it into your cave. A crop like this was
well worth the dents in your armor, the scratches on your skin, and
the quarrel with your wife.

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.

Hard work, endless hours of training, and a grand adventure. You


Gain 2 Gold would think that would be enough of a reward. But look — there’s
even some gold here for you! And if you look harder, you might
find even more...

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!

As a child, your parents told you to stop hacking mindlessly on the


Cavern: Place a single-space Cavern (p.12).
rocks with your axe. If you had listened to them, you wouldn’t have You must place it adjacent to another tile in
fallen through the roof into this abandoned cave. your mountain.

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

Dwelling 4 3 3 Simple dwelling 4 2 0 Simple dwelling 3 3 0


Provides room for 1 Dwarf (one Family Provides room for 1 Dwarf (one Family Provides room for 1 Dwarf (one Family
growth action). growth action). growth action).
■■ Ordinary Dwellings are unlimited. ■■ Costs 1 less Stone than an ordinary ■■ Costs 1 less Wood than an ordinary
If you run out of Dwelling tiles, add Dwelling. Dwelling.
more from the box or improvise tiles. ■■ One player may furnish both Simple
■■ With a Strength 11 Weapon, you dwellings.
can use an Expedition to furnish an
ordinary Dwelling, at a discounted
cost.

Mixed dwelling 5 4 4 Couple dwelling 8 6 5 Additional dwelling 4 3 5


Provides room for 1 Dwarf (one Family Provides room for 2 Dwarfs (two Family Provides room for a 6th Dwarf. Either
growth action) and space for two Farm growth actions). take the Additional dwarf marker or use a
animals (of the same type). ■■ If you furnish this Dwelling with Dwarf of an unused color.
Urgent wish for children, you may ■■ You may furnish this Dwelling at any
still only gain one new Dwarf for the time, even if you have fewer than 5
Family growth action. Dwarfs. However, you cannot use
Family growth with this Dwelling
unless you have five Dwarfs.

The Additional dwarf marker

■■ Set 2: Special Furnishings

Cuddle room 1 2 Breakfast room 1 0 Stubble room 1 1 1


Provides space for Sheep equal to the Provides space for 3 Cattle. You can keep 1 Farm animal on each empty
number of your Dwarfs. ■■ This cannot hold any other Farm Field.
■■ This cannot hold any other Farm animals. ■■ You cannot keep Animals on a Field with
animals. sown Grain or Vegetables.
■■ When you take a Family growth
action, your newborn Dwarf
immediately provides space for
another Sheep.

Work room 1 2 Guest room 1 1 0 Office room 1 0


When you furnish a Cavern or furnish a When you use an “either / or” Action You may place twin landscape tiles on your
Dwelling, you may place a Furnishing tile space, you may use both Actions, in board with one space hanging off of the
over a Tunnel or Deep tunnel (instead of any order. board. You gain 2 Gold each time you do so.
over a Cavern). ■■ This affects Wish for children, ■■ You may use the spaces hanging off of
■■ You cannot place the Work room itself Urgent wish for children, Ruby your board. You may cover these spaces
over a Tunnel or Deep tunnel. mine construction, and Growth with Pastures, Mines, and Furnishings.
(4+ players). ■■ This doesn’t provide Gold when placing
■■ Special: In a 7-player game, you Ore mine or Large pasture tiles.
Ruby supplier Ruby supplier may use the Guest room with
at the beginning at the beginning
Extension only once per game, to
of the next 4 rounds of the next 4 rounds
take both twin tiles and goods.
Ore mine

Entry-level

Room for 2
Dwarfs

A3
■■ Sets 3 & 4: Goods Furnishings

Carpenter 1 0 Stone carver 1 1 Blacksmith 1 2 3


You pay 1 fewer Wood to furnish a When you furnish this tile, you When you furnish this tile, you
Cavern or build a Pasture. (Pay 1 Wood immediately gain 2 Stone. immediately gain 2 Ore.
for a Small pasture and 3 Wood for a You pay 1 fewer Stone to furnish a You pay 2 fewer Ore to forge a Weapon
Large pasture.) Cavern or build a Stable. (Pay zero Stone (with Blacksmithing or Adventure).
■■ You can use this tile with Expeditions to build a Stable.) ■■ You may pay zero Ore to forge a
that furnish a Cavern (Strength 7), ■■ You can use this with Expeditions that Strength 2 Weapon.
build a Pasture (Strength 9 / 10), or furnish a Cavern or Dwelling.
furnish a Dwelling (Strength 11). ■■ You still cannot forge a Weapon with
For example, with the Carpenter, Strength greater than 8.
the Strength 9 loot to build a Small ■■ This Furnishing doesn’t affect the Ore
pasture would cost zero Wood. trading Action.

Miner 1 1 3 Builder 1 2 Trader 1 2


At the beginning of each round, you gain When furnishing a Cavern, you may pay You may trade 2 Gold to gain 1 Wood, 1
1 Ore for each of your Ore mines that 1 Ore in place of 1 Wood, and/or pay 1 Stone, and 1 Ore.
holds a Donkey. Ore in place of 1 Stone. (For example, ■■ You cannot trade Gold for different
■■ Your Ruby mines don’t affect this. the Blacksmith costs 1 Wood and 2 Stone. combinations of goods. You must take
You could instead pay 2 Ore and 1 Stone.) one of each good.
■■ You cannot replace more than one ■■ When you furnish this tile, if you
Ore mine Wood or more than one Stone this own the Spare part storage, then you
way. must place this tile over the Spare
part storage. (See Trader / Spare part
storage below.)

Wood supplier 1 2 Stone supplier 1 1 Ruby supplier 2 2 2


When you furnish this tile, place 1 Wood When you furnish this tile, place 1 Stone When you furnish this tile, place 1 Ruby
from the general supply on the next from the general supply on the next 5 from the general supply on the next 4
7 Round spaces. At the beginnings of Round spaces. At the beginnings of these Round spaces. At the beginnings of these
these rounds, take the Wood on the space. rounds, take the Stone on the space. rounds, take the Ruby on the space.

Dog school 0 Quarry 1 2 Seam 2 1


Each time you gain a Dog, you gain Each time you breed a Donkey (during Each time you gain Stone, you gain an
1 Wood. (This Furnishing has no Harvest time), you gain 1 Stone. equal amount of Ore.
furnish cost.) ■■ This also affects the Strength 14 ■■ It doesn’t matter where you get the
■■ If you furnish this with the Expedition loot, but it does not affect Stone.
Housework Action, be sure to furnish Donkeys gained in any other way.
the Cavern before you gain the Dog.
■■ This does not affect Dogs that you
already owned when you furnished
this tile.

Trader / Spare part storage


If you owned both of these Furnishings, you could trade 2 Gold for 3 goods, then
trade those goods back for 2 Gold. This isn’t a problem… unless you also own the
Seam, which gives you an additional Ore each time you make the trade. To ensure
that no Dwarf can corner the market on Ore, the high Dwarf council has banned
this combination.
■■ You cannot own the Trader and the Spare part storage. When you furnish one
of these tiles, if you own the other tile, then you must cover it with your new
Furnishing. Do not return the covered tile to the supply board.
■■ You can’t use the covered tile again. The covered tile does not score Gold
points at the end of the game.
■■ This is the only time that a player can cover a Furnishing.

A4
■■ Set 5: Food Furnishings

Slaughtering cave 2 2 2 Cooking cave 2 2 Working cave 1 1 2


Each time you trade a Farm animal for Food, You can trade 1 Grain and When you feed your Dwarfs, you may
you gain 1 additional Food. 1 Vegetable together for 5 Food. feed one Dwarf with 1 Wood, 1 Stone, or
■■ When you trade 2 Donkeys for 3 Food, you (This is usually worth 3 Food.) 2 Ore.
gain 2 additional Food for the 2 Animals. ■■ This is worth 2 Food during a full
■■ You don’t gain this bonus Food when you Harvest, or 1 Food during a “Pay
trade Wild boars with the Hunting parlor. 1 Food per Dwarf” round.

Mining cave 3 2 2 Breeding cave 1 1 2 Peaceful cave 2 2 2


When you feed your Dwarfs, you pay 1 less When you breed Farm animals At any time, you can discard a Dwarf’s
Food for each Donkey in an Ore mine or Ruby (during Harvest time), you gain Weapon to gain Food equal to the
mine on your board. 1 Food for each newborn Animal, Weapon’s Strength. (For example, you
■■ This also affects the “Pay 1 Food per or 5 Food if you breed all 4 Animal could trade a Strength 10 Weapon for
Dwarf” rounds. types. 10 Food.)
■■ This works with the Strength 14 ■■ You can use this to discard your
Expedition loot. Weapons before scoring the Prayer
chamber.

■■ Sets 6 & 7: Parlors & Storages

Weaving parlor 2 1 * Milking parlor 2 2 * State parlor 5 3 *


When you furnish this tile, you When you furnish this tile, you When you furnish this tile, you immediately
immediately gain 1 Food for each Sheep immediately gain 1 Food for each gain 2 Food for each Dwelling adjacent to this
that you own. Cattle that you own. tile. (Diagonal Dwellings don’t count.)
At final scoring, you score 1 bonus point At final scoring, you score 1 bonus At final scoring, you score 4 bonus points
for each 2 Sheep that you own (rounded point for each Cattle that you own. for each Dwelling adjacent to this tile (to a
down). maximum of 16 Bonus points).
■■ Your Entry-level dwelling and unique
Dwellings may count toward this bonus.

Hunting parlor 2 1 Beer parlor 2 3 Blacksmithing parlor 3 2


At any time before final scoring, you can At any time before final scoring, At any time before final scoring, you can trade
trade 2 Wild boars for 2 Gold and 2 Food. you can trade 2 Grain for 3 Gold or 1 Ruby and 1 Ore together for 2 Gold and
■■ You cannot trade a single Wild boar 4 Food. 1 Food.
this way. ■■ You cannot trade a single Grain
■■ This trade doesn’t gain bonus Food this way.
from the Slaughtering cave.

Stone storage 3 1 * Ore storage 1 2 * Spare part storage 2 0


At final scoring, you score 1 bonus At final scoring, you score 1 bonus At any time before final scoring, you may trade
point for each Stone that you own. point for each 2 Ore that you own 1 Wood, 1 Stone, and 1 Ore together for 2 Gold.
(rounded down). ■■ When you furnish this tile, if you own the
Trader, then you must place this tile over the
Trader. (See Trader / Spare part storage on the
previous page.)

Main storage 2 1 * Weapon storage 3 2 * Supplies storage 3 1 *


At final scoring, you score 2 bonus At final scoring, you score 3 bonus At final scoring, you score 8 bonus points if all of
points for each yellow-bordered points for each armed Dwarf that you your Dwarfs are armed.
Furnishing that you own (Parlors, own. ■■ Your Weapons’ Strengths don’t affect this.
Storages, and Chambers), including ■■ Your Weapons’ Strengths don’t
the Main storage itself. ■■ You can combine this with the Weapon storage.
affect this.

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

Broom chamber 1 * Treasure chamber 1 1 * Food chamber 2 2 *


At final scoring, you score 5 bonus At final scoring, you score 1 bonus point At final scoring, you score 2 bonus points
points if you have 5 Dwarfs. If you have for each Ruby you own (in addition to for each 1 Grain and 1 Vegetable that
6 Dwarfs (with the Additional dwelling), the normal final scoring for Rubies). you own. (For example, 5 Grain and
you instead score 10 bonus points. 3 Vegetables would score 3 bonus points.)
■■ It doesn’t matter how many Dwarfs ■■ This counts the Crops in your supply
you had when you furnished the and the Crops on your Fields.
Broom chamber.

Prayer chamber 2 * Writing chamber 2 0 Fodder chamber 2 1 *


At final scoring, you score 8 bonus points At final scoring, this Furnishing At final scoring, you score 1 bonus point
if none of your Dwarfs are armed. prevents you from losing up to 7 Gold for every 3 Farm animals you own. (For
■■ Before final scoring, you can trade points. (Reduce the points lost on the example, if you own 2 Sheep, 3 Wild
your Dwarfs’ Weapons away with the appropriate lines of the scorepad.) boars, 1 Donkey, and 1 Cattle, you have 7
Peaceful cave. ■■ You can lose Gold points from Animals and score 2 bonus points.)
missing Farm animals, unused ■■ Dogs are not Farm animals and do not
spaces on your home board, and count for this bonus.
Begging markers.

Action spaces

You can use any Action space as long as you can use one of the Actions on the space.

■■ 4–7p board base Actions (three-column board)

Drift mining: Accumulates 2 Stone


■■ Place a Cavern/Tunnel twin tile (p.12)
Imitation: Pay 2 Food to imitate a space (p.19)
Logging: Accumulates 3 Wood
■■ Rank 1 Expedition (p.17)
■■ 1–3p board base Actions (three-column board) Forest exploration: Accumulates 2 Wood when empty, 1 Wood
when not empty
Drift mining: Accumulates 1 Stone ■■ Take 2 Food
■■ Place a Cavern/Tunnel twin tile (p.12) Excavation: Accumulates 2 Stone when empty, 1 Stone when not
Logging: Accumulates 3 Wood when empty, 1 Wood when not empty
empty ■■ Place a Cavern/Tunnel or Cavern/Cavern twin tile (p.12)
■■ Rank 1 Expedition (p.17) Growth: Take 1 Wood, 1 Stone, 1 Ore, 1 Food, and 2 Gold
Wood gathering: Accumulates 1 Wood ■■ Or... family growth (p.15)
Excavation: Accumulates 1 Stone Clearing: Accumulates 2 Wood
■■ Place a Cavern/Tunnel or Cavern/Cavern twin tile (p.12) ■■ Place a Meadow/Field twin tile (p.12)
Supplies: Take 1 Wood, 1 Stone, 1 Ore, 1 Food, and 2 Gold Starting Player: Accumulates 1 Food
Clearing: Accumulates 1 Wood ■■ Take 1 Ruby
■■ Place a Meadow/Field twin tile (p.12) ■■ Take the Starting player token. You are the Starting player on
Starting Player: Accumulates 1 Food the next round (p.19).
■■ Take 2 Ore Ore mining: Accumulates 3 Ore when empty, 2 Ore when not
empty
■■ Take the Starting player token. You are the Starting player on
the next round (p.19). ■■ Take 2 additional Ore for each Ore mine on your board.
Ore mining: Accumulates 2 Ore when empty, 1 Ore when not Sustenance: Accumulates 1 Grain when empty, 1 Vegetable when
empty not empty (this space cannot have more than 1 Grain on it)
■■ Take 2 additional Ore for each Ore mine on your board. ■■ Place a Meadow/Field twin tile (p.12)
Sustenance: Accumulates 1 Food
■■ Place a Meadow/Field twin tile (p.12)
■■ Take 1 Grain

A6
■■ Round 1–3 board base Actions ■■ 6–7p board base Actions
(all players) (two-column board)

Ruby mining: Accumulates 1 Ruby Depot: Accumulates 1 Wood and 1 Ore


■■ If you have at least one Ruby mine on your Weekly market: Take 4 Gold
board, take 1 additional Ruby. You cannot take
■■ Trade Gold for goods (p.19)
more than 1 Ruby for having more than one
Mine. ■■ You may only trade for each good once.
■■ With 2 players, this space does not accumulate Hardware rental: Take 2 Wood
a Ruby until Round 3. ■■ Rank 2 Expedition (p.17) and Sow Crops
Housework: Take 1 Dog (p.14)
■■ Furnish a Cavern (p.14) ■■ An unarmed Dwarf may use this space to take Wood and Sow
Crops, without taking the Expedition.
■■ You may take the Dog before or after
furnishing. Drift mining: Accumulates 1 Stone
Slash-and-burn: Place a Meadow/Field twin tile (p.12) ■■ Place a Cavern/Tunnel twin tile (p.12)
■■ Sow Crops (p.14) Imitation: Pay 1 Food to imitate a space (p.19)
Fence building: Accumulates 2 Wood when empty, 1 Wood when
not empty
■■ Build 1 Small pasture and/or 1 Large pasture (p.13)
■■ 3p board base Actions
■■ This Action does not allow you to build a Stable.
(single-column board)

Strip mining: Accumulates 1 Ore when empty, 1


Stone when not empty (this space cannot have
more than 1 Ore on it)
■■ 7p board base Actions
(single-column board)
■■ Take 2 Wood
Imitation: Pay 4 Food to imitate a space (p.19)
Large depot: Accumulates 2 Wood when empty, 1
Forest exploration: Accumulates 1 Wood Wood when not empty
■■ Take 1 Vegetable ■■ Accumulates 1 Ore and 1 Stone (whether empty or
not)
Imitation: Imitate a space (p.19)
■■ 5p board base Actions ■■ This space has no Food cost.
(two-column board) Extension: Place a Meadow/Field twin tile and take
1 Wood
■■ Or... place a Cavern/Tunnel twin tile and take 1 Stone
Depot: Accumulates 1 Wood and 1 Ore
■■ If you have the Guest room Furnishing, then once per game,
Weekly market: Take 4 Gold
you may place both tiles and take both goods.
■■ Trade Gold for goods (p.19)
■■ You may only trade for each good once.
Hardware rental: Rank 2 Expedition (p.17)
■■ Sow Crops (p.14)
■■ An unarmed Dwarf may use this space to
Sow Crops, without taking the Expedition.
Small-scale drift mining: Take 1 Stone
■■ Place a Cavern/Tunnel twin tile (p.12)
Imitation: Pay 4 Food to imitate a space (p.19)
Fence building: Accumulates 1 Wood
■■ Build 1 Small pasture and/or 1 Large pasture (p.13)
■■ This Action does not allow you to build a Stable.

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)

Blacksmithing: Forge a Weapon up to Strength 8 Family life: Family growth (p.15)


(p.17) ■■ Sow Crops (p.14)
■■ Rank 3 Expedition (p.17) ■■ You may choose to only grow your family or
■■ You may place an armed Dwarf on this space only sow Crops.
to take the Expedition. An armed Dwarf cannot forge a new ■■ When you place this card on the board, flip over the Wish for
Weapon. children card.
Sheep farming: Build Stable and Pastures (p.13) Exploration: Rank 4 Expedition (p.17)
■■ Accumulates 1 Sheep ■■ This Action space does not appear in 2-Player or solo games.
Ore mine construction: Place an Ore mine tile over two adjacent (There are only two Stage 3 rounds in these games.)
Tunnels and take 3 Ore (p.16) Ore delivery: Accumulates 1 Ore and 1 Stone
■■ Rank 2 Expedition (p.17) ■■ Take 2 additional Ore for each Ore mine on your board.
■■ You may place an armed Dwarf on this space to take the
Expedition, even if you cannot place an Ore mine. You do not
gain 3 Ore if you do not place the Mine.
■■ You cannot place Ore mines over Deep tunnels (the other
space on the Ore mine tile). ■■ Stage 4 Action cards (Rounds 10–12)
■■ You cannot take the Expedition before placing the Ore mine.
(You could not place a Tunnel tile with the Expedition, then Adventure: Forge a Weapon up to Strength 8 (p.17)
place the Ore mine over that Tunnel.)
■■ Rank 1 Expedition (p.17)
■■ Another Rank 1 Expedition
■■ Your Weapon levels up after the first Expedition,
■■ Stage 2 Action cards (Rounds 4–6) so your Dwarf is stronger before the second Expedition.
■■ You may take the same loot from both Expeditions.
Wish for children: Family growth (p.15) ■■ You may place an armed Dwarf on this space to take the
Expeditions. An armed Dwarf cannot forge a new Weapon.
■■ Or... furnish a Dwelling (p.14)
Ore trading: Trade 2 Ore for 2 Gold and 1 Food. You may do
■■ If you have the Guest room Furnishing, you can this up to 3 times.
grow your family and furnish a Dwelling with a
single Action. Ruby delivery: Accumulates 2 Rubies when empty, 1 Ruby when
not empty
■■ You may furnish an ordinary Dwelling or a unique Dwelling
with this space. ■■ If you have at least two Ruby mines on your board, take
1 additional Ruby. You cannot take more than 1 Ruby for
■■ This space always appears in Round 4. having more than two Mines.
■■ This space becomes Urgent wish for children after the Family
life Action card appears on the board (in Stage 3).
Urgent wish for children: Furnish a Dwelling and family growth
(p.15) ■■ Exploration Actions
■■ Or... take 3 Gold
■■ You must furnish a Dwelling if you want to grow your family Logging (All players): Rank 1
with this Action space. You may furnish a Dwelling without
growing your family. Hardware rental (5–7 players): Rank 2

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

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