A board game for 3-5 players, 14 years and up Duration: 40 minutes Matthias Buck 3rd October 2022 1 1 Components • 2 meeples per player (for board and scoring table) • 3 drift sets per player • 1 mine entry and 27 tunnel cards 1x 5x 5x 12x 5x • 48 treasure cards Backside Frontside Gem Dragon Cave-In Sulphur Saltpeter Spider 6x 2x 1x 3x 3x 1x 6x 2x 1x 3x 3x 1x 6x 2x 1x 3x 3x 1x • starting player token, scoring table, match counter 2 2 Preparations 1. Put the mine entry into the middle of the table. 2. Randomly select 5 · nP layers + 2 tunnel cards, shue them and put them face down onto the mine entry. 3. Shue all treasure cards, separate them into 3 equally sized stacks and put the stacks onto the mine entry. 4. Every player takes a meeple and three drift sets. 5. Put the small meeples onto the starting eld of the scoring table. 6. One player gets the starting player token. 3 3 Rules Winner of a match is the one who leaves the mine with the most gems. 3.1 Base rules A match consists of several rounds. Each round consists of a planning and an action phase. 3.1.1 Planning phase The starting player chooses one action: • Dig: The player sets his meeple onto a vacant, face-down treasure card or onto a vacant, accessible eld at the mine-entry, see left side of Figure 3.1. • Blast: The player shows saltpeter and sulphur. Blasting is only possible on a vacant, face-down treasure card and if the two perpendicular neighbouring elds have no tunnel cards or player meeples on them (row of 3), see right side of Figure 3.1. A blasting can only be announced on a eld, where the blasting plans of another player are not aected by the detonation (rows of 3 mustn't overlap), see right side of Figure 3.1. It is not allowed to announce a digging plan on a eld that is aected by a planned detonation, see left side of Figure 3.1. • Leave: The player puts his meeple onto the stairs. All meeples that stand on the stairs at the beginning of the action phase, have left the mine and are safe from the dragon. Players, who leave the mine, remain inactive until the evaluation. The remaining players execute their action as planned. After this, there are at most one more planning and one action phase. Players, who left the mine, can be starting players. Their turn is ommitted. Then the next player chooses his action and so on. The starting player may now change his action or he passes. Then the next player may change his action or pass and so on. Players, that have passed their turn, may change their action when it's their turn 4 3 Rules again. A player may change his action, all the other players pass and then the rst player changes his action again. And so on. As soon as all players passed one after the other, the plans are binding. If someone is blasting, his two blasting materials are now put aside. The action phase starts. An example of a planning phase is shown in Figure 3.2. Figure 3.1: Left: Allowed digging spots for Red. Right: Allowed blasting spots for Red. (TS: Drift Set. If the other players move, Red gets other possibilities.) 3.1.2 Action phase Beginning with the starting player, each player executes his announced plans. • Dig : 1. If his meeple stands on a treasure, the player takes this treasure. If the treasure card is a dragon, the dragon was awakened. The match ends immediately. Go to "`Evaluation of a match"'. Otherwise the player puts the treasure card face- down in front of him. The backsides of the treasure cards in front of a player are visible for all players. 3.1 Base rules 5 Figure 3.2: Example of planning phase: Blue is starting player, then Red, then Green. Blue passes, Red passes. Green moves to eld 6 and announces a blasting. Blue passes. Red moves to the stairs. Green moves to eld 1 to dig (Green puts the blasting materials back into his stash). Blue passes. Red moves to eld 2 to dig. Green passes. Blue passes. Red moves to eld 6 to dig. Green passes. Blue passes. Red passes. The plans are xed. Blue puts a drift set onto the adjacent tunnel card. 2. The player draws a tunnel card and puts it where he dug, so that there is a connection between the eld where he comes from and the new tunnel card. Tunnels may lead into already existing walls. If a tunnel card is put down in a way that one tunnel end points to a treasure card, the player may have a look at this treasure card. If a tunnel card is placed adjacent to an already existing cave-in, nothing happens. 3. Then he draws as many treasure cards from the three stacks as there are open ends at his recently placed tunnel card. 4. He takes a look at them and puts them face-down at the open ends of the recently placed tunnel card, rotating the colour circle of his player colour on the backside of the treasure card to the tunnel, where he came from. The cave-in card is an exception, see later. If a dragon is on a treasure card which has to be put down onto the board, nothing special happens. 5. The player puts his meeple on a directly adjacent, accessible treasure card. A player is put onto the mine entry, if the only possibility to place his meeple is already taken by another player. 6 3 Rules • Blast : 1. The player takes the treasure card on which he stands, looks at it. If it's a dragon, the match ends. Otherwise he puts the treasure card face-down in front of him. 2. He places a tunnel card face-down at that place. 3. If there are other treasure-cards left or right from the blasting location, the player takes one of them, has a look. If it's a dragon, the match ends immedi- ately. Otherwise he puts the treasure face-down in front of him. He places a face-down tunnel card at this location. 4. If there is another treasure card on the other side, he repeats the previous step. 5. If the player did not yet place three face-down tunnel cards, he draws a treasure card from one of the three treasure stacks, has a look. If it's a dragon, the match ends immediately. If it's a cave-in, the blasting ends immediately, go-to "`Cave-in"'. Otherwise he puts the treasure face-down in front of him. He places a face-down tunnel card at this location. 6. If there are not yet three face-down tunnel-cards, he repeats the previous step. 7. The meeple of the player is put onto the mine entry until the next planning phase. He has not left the mine. After all players have executed their announced plans, the starting player token is passed. The next round starts. A match ends, • immediately, if a dragon is awakened. • at the latest two action phases after the rst player has left the mine. • when the tunnel card stack is empty. The action phase in which a player would have to draw a non-existent tunnel card, is executed by all remaining players. If a match ends without the dragon being awakened, all players automatically leave the mine. 3.2 Further rules 7 3.2 Further rules If a cave-in is drawn from a treasure stack, the respective tunnel system collapses immediately: The cave-in card is placed face-up at that spot. All tunnel cards which are reachable from this location are ipped up to the mine entry. Treasure cards remain. If the digging location of another player, who didn't have his turn in the action phase yet, is aected, this player's turn is skipped. The aected meeples are placed onto the mine entry, see Figure 3.3. Those players get active again in the next planning phase. Due to a cave-in, a planned blasting may not be conducted. The blasting materials are lost. Cave-in during blasting: No further treasure cards are drawn. Blasting is impossible, when a neighbouring eld has a collapse. During the planning phase a player, whose turn it is, may play a spider: Another player of his choice, who announced to dig, has to place his meeple somewhere else. The player, who played the spider, places his meeple onto the digging spot of the other player. A spider card is discarded after use. A player may only dig up a treasure which he knows (usually the player colour is pointing in the direction of the tunnel card), if he installs a drift set: At the end of the planning phase, he places a drift set onto the tunnel end, which points to the treasure, see Figure 3.1. If he has no drift sets left, he can't plan to dig up treasures which are known to him. A player can only plan to blast on a treasure card that he knows, if he has a drift set left (placed in the same way as with digging). If no compromise is found during the planning phase, players that passed each of the previous turns, may vote for a nal decision: They have to agree unanimously on the player(s) that have to make their nal decision. Trading , credits, bribery, deals and gifts are only allowed with salt- peter, sulphur, spiders and drift sets. Only players who are still inside the mine are allowed to "`trade"'. "`Trading"' is conducted with face-up trading materials. 8 3 Rules Figure 3.3: Left: Before the cave-in, Green is starting player (Green and Red are digging at an unknown spot, therefore, they did not have to place a drift set.). Right: After the cave-in. Green collected his treasure, put a T-tunnel-card in the mine system, drew two treasure cards, had a look at them. One is a cave-in. He places the cave-in face-up, the other treasure card face-down. Afterwards, the collapsing tunnel cards are ipped. Aected drift sets are removed. Red does not get a treasure. Red and Green are placed at the mine entry. Blue executes his plans normally (not shown). 3.3 Evaluation of a match 9 3.3 Evaluation of a match Winner of a match is the player, who left the mine with the most gems. 1. Players that left the mine, show all their treasure cards. 2. Points are awarded according to Table 3.1 on the tableau. • In the last match, the victory is worth +4 points. • If only one player has left the mine, he gets +3 points (+4 points in match 3). • If two or more players who left the mine, have the same number of gems and this is the highest number of gems, these players get +1 point. • If a player would fall below -1 point, he is set to -1 point. 3. The match counter is reduced by 1. Most gems Awakened the dragon X × X × X +3/+4 - - - Left mine × - - -2 -1 Table 3.1: Awarded points after a match. If there is another match to be played: 4. Players, that left the mine, keep their collected spider, saltpeter and sulphur treasure cards. 5. All other treasure cards are collected, shued and split into 3 stacks. 6. All tunnel cards are collected and shued. 7. For the next match, everyone has 3 drift sets. 8. The next match starts. 3.4 End of game The game ends, as soon as a player reaches 4 points or if match 3 is over. The player with the most points wins the game. If there is a draw, the leading players draw alternately one unknown treasure card either from the mine or from a treasure stack. Players, who draw a dragon, loose. The last player standing wins.
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