GM Rules
GM Rules
Your group of adventurers barely entered the labyrinthine tunnels of Goblin Mountain when the inevitable happens:
you get lost and the goblins get wind of your presence. Time to find a way out fast and, of course, fill your pockets with
every gem and coin you can get your hands on on the way. And don't forget to stick together! Because bad things
happen when you split up the group... always!
"Fly, you fools!” -- J.R.R.Tolkien
Game Contents
Location
2 Cubes (yellow)
to mark Treasure
Color and range
8 Dice (d6): Name of the requirements for
2 dwarven miners (yellow), 2 Cubes (green) Location dice
2 warriors (orange), to mark Rescued Villagers
2 mages (blue),
2 rogues (black)
Available
1 Pawn Action
(Goblin King, for Solo 3 Tokens (or Crystals)
Mode) to count Fate
Village Card
6 Tunnel Cards, in random order on random sides
5 Julie 3 2 2
Finally, if there were one or more dice "behind" the moved die when it was taken from its location, all these dice lose 1
strength (remove 1 pip). (Remember, it is paramount to stay together, leaving party members behind will expose them to the
goblins, and they will eventually get captured.)
If the strength of a die ever falls to or below 0, the die is removed from its location and placed next to the respective players
Party Overview Card. The adventurer has been captured by the goblins.
-1, captured
-1 1 5 3
3
(loitering
adventurer)
Fate
Before players move one of their dice, they can spend one or more of their Fate tokens to get a lucky break.
The spent Fate tokens are placed back in the general supply, and players can choose and apply one of the
following effects:
• Switch two of their dice with each other. Loitering adventurers can also be switched.
Note: this does not trigger any locations to resolve. The switched dice need not match color
or strength requirements.
• Increase/decrease the strength of one of their dice by 1. Increasing a 6 or decreasing a 1 has no effect.
• Set one of their dice to strength 4.
Note: None of these effects can be applied to dice on the village card.
-4-
Scoring
Players sum up their Fame starting with the Fame they collected on their Party Overview Card, and then:
• add 1 Fame for every 2 Treasure (keep the Treasure, it might still be the deciding factor in case of a tie!)
• add 1 Fame for every 3 Rescued Villagers.
• add 3 Fame if they rescued more villagers than the other player.
• remove 2 Fame per captured adventurer
The player with more Fame wins. In case of a tie, the player with the most Treasure wins. If there still is a tie the
player with more remaining Fate tokens wins. Otherwise both players share the victory.
• Set up the Tunnel Track as normal. Then choose one of the two Special Tunnel Cards, Chasm (normal) or Catacombs
(hard), on the flip side of the Party Overview Cards (use the remaining card as your Party Overview Card) and insert
it into the Tunnel Track at the proper location (as indicated in the top left corner of the card):
Chasm: 3 normal Tunnel Cards to the left and 3 to the right.
Catacombs: 2 normal Tunnel Cards to the left and 4 to the right.
• Place the Goblin Warrens Card in front of the Tunnel Track and place the Goblin King on the number 6.
• Take your four adventurer dice and place them on the last location of the Goblin Warrens Card. Set all dice to
strength 3.
• Setup the Party Overview Card as normal.
• Take the other four dice and place them above the Tunnel Track and set them all to the value 1. In the Solo Mode,
these are not adventurers, but show how stealthy your adventurers move. Let’s call them Stealth dice.
• You don’t need the three remaining wooden cubes. But you may place two instead of one Fate token in the general
supply.
Adventurers and Goblin King can only move in this direction towards the village
Village
2 Tunnel Cards 4 Tunnel Cards Card
Gameplay
The Goblin King and his minions have caught wind of your presence in the mountain. Your small group of adventurers can’t hope to
win a fight against this host, so it’s time to run like hell…
You will advance your dice as normal, all the while the Goblin King will be moved according to rules explained below. If the
Goblin King catches your adventurers they are eventually captured and removed from the Tunnel Track. If a least one
adventurer makes it out of the mountain you can score the game, otherwise the game is lost.
Rule Changes
• Before your first move you may once reduce the strength of an adventurer by 1 to increase another’s strength by 1.
• You take your turns as in a normal 2 player game.
• Every time, after you move, you roll the Stealth die with the color matching the adventurer you just moved.
• Then you move the Goblin King forward (he first
moves through the Goblin Warrens, from field 6
down to field 1, then he enters the Tunnel Track
on the starting location of the adventurers and
continues from there as adventurers would do).
How far the Goblin King
moves depends on how stealthily your adventurers moved. Move the Goblin King 1 location forward
plus 1 location for every 5 or 6 all your Stealth dice currently show.
If the die furthest along the Tunnel Track has already reached or passed the first field of the Special
Tunnel Card, Stealth dice with a 4, 5 and 6 will move the Goblin King in addition to the usual 1 field.
• If the Goblin King ends his move on a location with one of your dice, that dice Note: If there is more than one die
loses 1 strength. For every step the Goblin King still has left, the die loses on the location the Goblin King
additional strength. Should the adventurer be captured and the Goblin King still enters, you may choose which die
has movement left, he continues as normal. loses strength for each step of the
• At the start of your turn you can use Fate as normal. You can also use the fourth Goblin King’s movement.
Fate action, which is only available in Solo Mode: Set all Stealth dice to a 1. Note: Stealth dice of captured
• As soon as the Goblin King has left the Goblin Warrens you take the card flip it adventurers and such that have
and append at the end of the Tunnel Track. Before this has happened, no reached the village are removed right
adventurer can leave the Tunnel Track to get to the village. away and do no longer give the
Goblin King additional movement.
(i.e. the stealth die of an adventurer
Scoring that has moved to the village this
If you make it to the village, you sum up four Fame starting with the Fame on your turn is not rolled anymore, but
Party Overview Card, and then: removed from the game. The Goblin
King then still does his normal
• add 1 Fame for every 2 Treasure. movement).
• subtract 2 from your Rescued Villagers, then add the result to your
Fame. (Note, that you can also lose Fame if you only rescued 1 villager
Note: The scoring rules for the solo game
or none at all).
are summarized on the Goblin Warrens
• remove 2 Fame for every captured adventurer. Card, while the scoring rules for the 2 player
Check the table on the last page to see how well your party fared… game are summarized on the Village Card.
-7-
Symbols FAQ
Example Action: the player can spend 3 Treasure If you move your first die to the village, is this
to get 2 Fame. die then considered to be my furthest along
dice on the Tunnel Track, meaning all my
other dice will subsequently also have to move
to the village?
Example Action: the player can spend 2 Treasure
for the option to either get 1 Fate token (if YES
available or increase his die here by 3.
If the opponent vacates a location by moving
his/her dice away, can this location be visited
again by one of my dice, if this otherwise is a
legal move?
Example Action: both players can place one die
YES
here. The first player to arrive may perform the top
action (not the bottom action), the second player
to arrive may perform the bottom action (not the Does a die cancelling a location effect
top action). (Timeless Tomb In / The Leap) suffer the
strength penalty of -1 when it moves away
from the location?
NO
Example Action: if a die is moved past the location
where this action resides it loses 1 strength. Except
When using the Wishing Well, can I spend 4
if there is currently a die at this location, cancelling
Treasure to get 1 Fate as well as +3 on my die?
this effect.
YES
Credits
Game Design & Illustration: Roman Flückiger
Playtesters: Elias, Jonas, Franz-Josef, Gianluca, Simon, Nicolas, Georg,
Christopher, Rachel, Mark, Stefano, Michelle, Koni and Bezge
Special thanks to Susanne for endless support!
9 Card Print & Play Contest Logo © Mark Tuck
© 2018 Trollwerkstatt Games / Roman Flückiger.
All rights reserved.