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GM Rules

The document describes a competitive dice placement board game called Goblin Mountain. Two players take turns moving adventurer dice through a linear dungeon track, trying to maximize treasure and fame while escaping the goblins. Players can use Fate tokens to perform special actions like switching dice or modifying their strength before moving them.

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Jose Jerez
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0% found this document useful (0 votes)
94 views

GM Rules

The document describes a competitive dice placement board game called Goblin Mountain. Two players take turns moving adventurer dice through a linear dungeon track, trying to maximize treasure and fame while escaping the goblins. Players can use Fate tokens to perform special actions like switching dice or modifying their strength before moving them.

Uploaded by

Jose Jerez
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Design & Illustration

Players: 1-2 by Roman Flückiger


Duration: 15’ April 14, 2018
Ages: 12+ Version 1.2.2

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

6 Tunnel Cards 2 Party Overview Cards (front) 1 Village Card (front)


(two-sided) 2 Special Tunnel Cards (back, for Solo Mode) 1 Goblin Warrens Card
(back, for Solo Mode)

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)

2 Cubes (orange) Illustration


to mark Fame

Available
1 Pawn Action
(Goblin King, for Solo 3 Tokens (or Crystals)
Mode) to count Fate

Goal and Overview


Goblin Mountain is a competitive dice-placement game, where 2 players take turns to move their adventurers (dice) through
a linear dungeon and maximize treasure and fame while trying to make it to the exit without getting caught by the goblins.
-2-

Setting Up the Game (2 Player Game)


• Place the 6 Tunnel Cards in random order (using a random side for each) forming a straight line; this is the Tunnel Track.
• Add the Village card to the end of the Tunnel Track.
• Both players get 1 Party Overview Card, 1 Fame marker, 1 Rescued Villagers marker (both set to 0) and 1 Treasure marker
(set to 5). Both players also get 1 Fate token and 1 die of each color.
• Both players set all their dice to 3.
• The remaining Fate token is placed in the center as a general supply.
• One player is chosen to be the starting player. The other player sets his yellow die to 4.
• The Goblin King pawn can be set aside, it is only used in the Solo Mode.

Adventurers can only move in this direction towards the village

Village Card
6 Tunnel Cards, in random order on random sides

Playing the Game


Players alternate taking turns until the game ends. The starting player takes the first turn.
When players take their turn, they must move one of their adventurer (dice). Before doing this they have the option to
spend one or more of their Fate tokens to use special actions.
The game ends when all dice of both players are either captured by the goblins or have reached the Village Card.

Moving an Adventurer (Dice)


At the beginning of the game all the players’ dice are still off the Tunnel Track, considered loitering.
When players take their turn and move a die, they first take 1 of their loitering dice or one of their dice on the Tunnel Track.
They cannot take dice from the Village Card. (There is no way you can persuade these adventurers to go back into the mountain!)
Then they have to place this die at a new location, according to the following rules:
• The newly chosen location must be closer to the village than the leading dice of the current player (also counting the
former location of the die currently being moved). If you already have one or more dice at the village, the only valid
location is the village. So, if you skip locations during a move, there is no way you can access these locations anymore
with any of your dice later in the game.
• Locations that are already occupied by an adventurer of the opposing player (or you) are not valid
locations, except if they allow both players to place one die. Indicated by 2 separate numbered actions.
• Some locations require the adventurer placed there to match a specific color and/or having strength (pips)
in a specific range (e.g. ≥4). In this case all requirements must be met to be able to place a die there.
-3-

Playing the Game, continued

Hint: when placing a die, don't place


it on the location, place it next to it
on your side of the Tunnel Track, so
that it is easy to distinguish the Example: Julie can move any of her four adventurers during her turn, but
owner of the dice. whichever dice she moves, only the highlighted locations are eligible as targets,
since they are closer to the village than the player’s leading adventurer (blue 2).

5 Julie 3 2 2

Robin 3 5 However, Julie can’t place a dice 4


here, because the location is
occupied by one of Robin’s dice.

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-

Playing the Game, continued

Resolving Actions Goldmine – if we only had the time to delve


here forever
After players moved one of their dice, they may resolve
the associated action.
 Allows 1 yellow dice per player.

The first player to arrive receives as much
Treasure as the die has strength. The second

 Inside the box:
 player to arrive receives half the die's strength,
This is what you get. rounded up

Left border of the box:



This is what you have to pay

Cave In – did you hear that? I think there
If this is a dice symbol, the die placed here must meet the might be someone trapped behind these rocks…
stated requirements in order to get the rewards. This does Allows 1 yellow dice of strength 4 or greater.

not restrict which dice you can place here, only whether Players receive the indicated reward.
you can perform the action.
The dice symbol X means that the reward depends on the Icy Depths – ancient evils linger
strength of the die. in the icy depths, but also great treasure, it’s best
if our presence goes unnoticed…
Hideout – time to catch your breath and Allows 1 blue dice of strength 3 or lower.

gather your strength You receive the indicated reward.
Allows 1 dice per player of any color.

The first player to arrive may set the die to a
5. The second player to arrive may pay 1
Treasure to set the die to a 4. Some Hideouts
Locked Door – well, what might be behind
additionally allow the player arriving first to
this door? Let’s pick the lock and find out…
rescue 1 villager.

Allows 1 black dice of strength 4.

You receive the indicated reward.
Cache – stow away some of your loot, you can go
get it later when the goblins have calmed down
Allows 1 dice of any color.
 Goblins – there's no way around them, let's go
Players may trade 3 Treasure for 2 Fame. This through them...
action may be performed more than once if Allows 1 orange dice of strength 5 or greater.

the player can afford it.
 Players receive the indicated reward (in this
example: 2 Fame and 1 Treasure).
Wishing Well – throw in some
coins for good fortune
Allows 1 dice of any color.

Players may trade 2 Treasure for 1 Fate token
from the supply (if available) or trade 2 Village – finally, we made it out!
Treasure to increase the strength of the die by Every die can be placed here and
exactly 3 (to a maximum of strength 6. A 4 the game will end when all dice
and a 5 can be increased to a 6). have reached this location or have
Players may take this action more been captured. The first four dice
than once if they can afford it. placed here can get bonus Fame if

 they meet the respective strength
Treasure Hoard – jackpot! requirements.
Allows 1 dice of any color.

Players receive as much Treasure as the die has
strength. Note: Players can't carry more than
8 Treasure. Excess Treasure is lost.
-5-

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.

Variant: Adventurer Drafting


Instead of starting with adventurers having all strength 3, players can decide to draft adventurers before starting the game.
After setting up the Tunnel Track and determining the starting player all 8 dice are rolled and placed in center of the table in
pairs of the same color. The player who is not the starting player goes first and choses one of the dice of any of the pairs. The
other player then takes the remaining die of the same color, and becomes the next player to pick a die. Do this until both
players each have 4 dice, one of each color. The starting player starts the game as usual.
When using this variant, you don’t increase the second player’s yellow die to strength 4 before starting.

Variant: Solo Mode

• 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

Special Tunnel Card



Goblin Warrens, flip this card and (in this case the Catacombs)
append it to the Tunnel Track as soon as
vacated
-6-

Variant: Solo Mode, continued

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

Example Action: the player may invert the die


located here. (a 1 becomes a 6, a 2 becomes a 5, a 3
becomes a 4, and vice versa).

Example Action: if a die here does not move this


turn, it is increased by one. As long as the die does
not move this effect happens every turn.
Solo Mode Scores
≤ 14 Fame downright shameful
15 - 19 Fame barely acceptable
1 1 1 20 - 24 Fame decent, but unimpressive
25 - 29 Fame highly commendable
Fate Treasure Rescued Villagers Fame 30+ Fame completely flawless

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.

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