» A. 1 Rulebook (You re reading it!) 23 Dice (8 Green, 5 Yellow, 5 Black, 5 Blue) 9 Bones tokens. 40 Equipment tokens. 45 Fish tokens.

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2 INTRODUCTION CONTENTS Starting from your hom in th Warrn, you and th othr Bog Goblins st out to dfat a party of advnturrs, slaughtr a unicorn, stal a baby or do somthing qually vil to prov you ar th bst and bcom th Goblin King. Howvr, th dadly swamp of Mirmarsh stands in your way. This is your chanc to slay th monstrs, win glory, and try not to di again. Rulbook (You r rading it!) 23 Dic (8 Grn, 5 Yllow, 5 Black, 5 Blu) 40 Equipmnt tokns Mirmarsh is a board gam whr playrs roll dic, xplor a swamp, slay monstrs and avoid traps, trying to b th first Goblin to conqur th final challng or at last b th last goblin lft aliv. HOa 20 Coin tokns RdE FiZ StaZ rt l 9 Bons tokns 5 Goblin cards R Eh:R wit SPOSOpkciaER You lr v can p uls: ick n if up on t h Sp cyia Swa drop ou pd mp ucla s: Onc l rrlo s POkER Cr t atu tuff disca ach turn,ion. r is rd Fizzl blu dic to roll an r may xtra. Start Spwith: 45 Fish tokns 9 Pt cards land SN ail angry GOOSE SicK dog cial Ruls: Othr Gobli ns must sp nd an xtra A to ntr Spook Gob r s liloc ns ation (ap pok Ruls: art from th Spcial r-d Warrns). oub lsiz Whn attmpting -FR th Swamp ON T.ind on Cratur challng, roll d 4 xtra black dic. Onc pr turn CA 30/0 + 3/20 8 A 0:3 7:05 5 Goblin modls 2 Skippr Stiltr Pokr Fizzlr Tankr Snakr Mixr

3 42 Swamp location tils 2 FlOaTING ISlaNd 2 marshlights 4 FOREST TREES GREY mov to any or 2 hx lvl Whn you start CG hr: 3 kidnap THE lord 3 CURSEd RUINS CA CaRNIVOROUS PlaNTS AAC C AE STONES STaNdING SUNkEN 3 EESpy E any GG location spll EA Victory AA ncountr trap Discard lair dodgy NaSTY SHifTY drowned wraith leaping A E E AA PIRaNHa C SwamP GaTOR E slay + E AE slay+ qust lair 9 Spll cards + EE E slay+ E E slay+ or mov to any lvl 3 hx 9 Monstr tils lizardman Trat an y C roll 2 2 E +2 You may ignor Traps! lair LAIR TRAP d as G. Compulsory challngs on Trap locations ar tratd as optional. 5 Colourd bass Gam Board 2 Swamp Craturs 4 Knick-knack cards irror Shard magical MHrbs Discard whn r-rolling Discard whn r-rolling bfor a chall bfor a challng, sav ng, sav (do not rroll it). (do not r-roll it). Skulkr Hoardr Gulpr Gunnr Spookr Catchr Luggr Huntr 3

4 SETTING UP THE GAME Plac th board in th middl of th tabl. 2 Sort th swamp locations into Lvls (-4) and shuffl ach pil. Randomly plac th location tils fac-down in th appropriat sctions of th board Lvl locations go narst th Warrn, moving outwards as shown. Lvl 4 Qust locations ar placd fac-up. For ach lvl, thr will b som tils lft ovr ths ar not usd. 3 Shuffl th Goblin cards and count th numbr blow into a pil nxt to th board. 5 playrs 2 cards 4 playrs 0 cards 3 playrs 8 cards 2 playrs 6 cards playr 4 cards Th rmaining cards ar not usd. 4 Dal ach playr a Goblin card. 5 Each playr taks th matching Goblin modl, fits it with a colourd bas for asy idntification, and placs it on th Warrn in th cntr of th board. 6 Each playr taks 9 Fish tokns

5 7 Each playr taks any Itms or Gold indicatd on his Goblin card. 8 Shuffl and crat a pil of th Pt cards. Do th sam for Spll cards and Knick-knack cards. 9 Sort th Monstr tils into Lvls (-3); shuffl and plac thm in fac down stacks nxt to th board. 0 Plac th Swamp Cratur in th spac at th bottom of th board. 9 AIM OF THE GAME Th first playr to complt all th challngs on a Lvl 4 Qust til wins th gam. If no Goblin manags to complt a Qust, thn th last Goblin lft aliv can claim to b th last uslss! For solo play, th aim is simply to complt two Qusts bfor all your Goblins ar dad! 6 Dcid th starting playr by Goblin whim. 5

6 GOBLIN S NAME Nam of your currnt ill-fatd minion... STARTING DICE Th typ and numbr of dic your Goblin bgins th gam with. STARTING EQUIPMENT Any Itms, Splls, Pts or Knick-knacks your Goblin may hav at th start of th gam. SPECIAL RULES Any spcial ruls your Goblin may hav. EQUIPMENT SPACES Equipmnt gaind by th Goblin, including any it starts th gam with, ar hld in ths spacs. LOCATION TILES EE EE EE 3 dragon CaVE ncountr POkER Start with: GOBLIN CARDS Spcial Ruls: Whn attmpting th Swamp Cratur challng, roll on xtra black dic. TILE LEVEL Evry spac on th board has a lvl numbr, and spacs ar filld with tils of a matching lvl. LOCATION NAME A convnint idntifir for th final rsting plac of your unfortunat Goblin? COMPULSORY CHALLENGE Any Goblin ntring this location must complt this challng to surviv! Thr ar no symbols aftr th arrows, so this challng provids no othr rward. OPTIONAL CHALLENGE A Goblin that has survivd its first challng on th til may push its luck to try for biggr rwards. Ths challngs ar takn in ordr, top first, but only complting th scond on provids a rward. Failing ithr of thm mans dath for th intrpid advnturr. 6

7 LOCATION TYPES Locations com in many typs: Traps, Lairs, and mor. Locations can b vry diffrnt and always hav thir ruls and ffcts printd on th til. LAIRS 2 PIT TRaP TRAP Lairs hav a mossy grn bordr. Whn a lair is rvald, tak th top monstr til of th matching lvl and plac it on th lair. Monstrs all hav at last on compulsory challng that must b succdd bfor you ar saf and can continu your turn. Monstrs rmain in plac until a Goblin slays thm by complting all th compulsory AND optional challngs. At that point th monstr til is rmovd from th gam and th ruls undrnath bcom availablfor any Goblin visiting that location. MOSSY TRaCk CaVE RaTS A A E AE E slay + lair Trad locations ar placs whr you can buy and sll things. You ar saf in ths locations. Pay th costs on th lft of ach sction to rciv th rwards shown on th right. You may mak as many trads as you hav itms or mony to pay for, at any point in your turn. Traps hav on or mor compulsory challngs that must b succdd bfor you ar saf and can continu your turn. Encountrs (such as th Dragon Cav opposit) hav optional challngs you may choos to attmpt. You may choos not to attmpt th challng and you will b saf in ths locations. Qusts ar th objctiv of th gam complt all th challngs on a Qust location and you win th gam! A A E MOSSY TRaCk 4 destroy THE FaIRY COURT Victory LAIR QUEST 7

8 HOW TO PLAY GET YOUR DICE At th start of your turn, tak all th dic indicatd as indicatd on your charactr card and any grantd by itms, pts or locations, from th cntral pool. ROLL THEM Roll all your dic. If this initial dic roll lavs you with no way to mov, you may r-roll all your dic again until you roll a A or a G icon. If an Itm or Pt grants you A or B you may not r-roll your dic as you hav a way to mov. Nxt you must dcid how to spnd your dic! SPEND YOUR DICE Dic ar spnt by rturning thm to th cntral pool. For xampl, if you nd to pay a A, tak on of your dic that rolld th appropriat icon and discard it back to th cntral pool. That dic cannot b usd again this turn. Som dic facs show two diffrnt icons (a split, for xampl I or J) you can choos to us on or th othr (not both). GUlPER Spcial Ruls: Gulpr may at a pt instad of a fish. Th Gulpr card, abov, shows th dic h bgins with: two grn, on black, on yllow and on blu. Som dic facs show two idntical icons (a doubl, for xampl B, D or F) ths can b usd to pay two of that icon. If you only ndd to pay on, th xtra is wastd. G icons ar wild and can b spnt in plac of any othr singl icon. Th main ways of spnding dic ar in moving, spying and complting challngs. 8

9 MOVING You may spnd dic to mov whn you ar saf in a location: Pay on A to mov your Goblin from on location to anothr adjacnt location. You may do this as many tims as you lik during your turn - providd you spnd A for ach mov, and ach location you lav is saf (i, you v compltd any compulsory challngs). If you hav no A to spnd you may not mov. As part of your movmnt, you may mov into an undiscovrd (fac-down) location. In this cas, turn th location facup and mov onto it straight away. If th location is a Lair, immdiatly tak th top Monstr from th appropriat stack and put it fac-up on th Location til. MOVING WITH A DOUBLE If you v rolld a B, you can pay it to mov twic, but th first mov must b to a location that is saf you can t us a doubl to bypass a compulsory challng. If th first mov taks you to a location with a compulsory challng you must stop and attmpt th challng, and th scond A is wastd. SPYING You may spnd dic to Spy whn you ar saf in a location. You can pay on C to do on of th following: Without showing th othr playrs, pk at an undiscovrd (fac-down) location til nxt to your currnt location til. OR Without showing th othr playrs, pk at th top Monstr card of th matching lvl of a location til nxt to your currnt location til. MOVEMENT EXAMPLE Pokr spnds on A and movs onto an adjacnt location, turning it fac up. H s discovrd th Barrow! This location has no compulsory challngs so Pokr is immdiatly saf hr and could nd his turn. Howvr h has anothr A so spnds it to mov again. This tim h uncovrs th Mossy Track, which is a Lair, so a monstr is placd thr. Now h has to fac th Swamp Gator! MOSSY TRaCk SwamP GaTOR A A E E AE slay + lair Whn you start your turn hr, rciv: BaRROw ENCOUNTER SPYING WITH A DOUBLE If you v rolld a D, you can pay it to pk at a Location til and th Monstr til of th sam lvl. EA EA slay + BOGGaRT + 2 9

10 COMPLETING CHALLENGES Using your dic, you can complt th challngs on locations and monstrs. Complting challngs might gt you accss to gold, nw quipmnt, or slay a monstr. Gnrally, th bst rwards ar givn for complting all challngs. B warnd! Fail any challng and your Goblin dis. Mirmarsh is a vry dangrous plac! Try not to di too many tims Challngs ar markd by th doubl-arrow symbol. If you s this symbol, thn you ar facing a challng. Challngs ar also usd for travlling Scrt Paths and on som cards bcaus in Mirmarsh just about anything can kill you! RE-ROLL Bfor any challng you may r-roll th rmaining dic in your pool (vn if it s th first thing you do aftr your initial roll of th turn). You don t hav to roll if you alrady hav th icons you nd in that cas you can just spnd th dic but if you r-roll, you must roll all your rmaining dic. MULTIPLE CHALLENGES Multipl challngs ar ordrd from top to bottom and must b compltd in this ordr. COMPULSORY CHALLENGES Many locations and monstrs start with a compulsory challng. Ths ar displayd on a mtal plaqu as shown blow. Compulsory challngs MUST b attmptd and compltd bfor you can nd your turn, mov or do anything ls. AAA EE EE EE 3 dragon CaVE ncountr OR CHALLENGES Som locations giv you a choic of challngs. In this cas you can roll first and thn choos which challng to complt. or 2 SUNkEN FOREST TRAP 0

11 ATTEMPTING A CHALLENGE R-roll all your rmaining dic if you wish. Spnd th rquird numbr of icons (by discarding dic to th cntral pool, or using on gaind from a pt or spll if you hav on). Rmmbr, G icons ar wild and can b spnt in plac of any othr singl icon. If you spnd th rquird numbr of icons, you hav succdd th challng. SUCCEEDING A CHALLENGE If you succd in a challng, you will gain any bnfits as dscribd aftr th doubl-arrow. Som challngs will hav nothing aftr th arrow in ths cass, considr survival to b its own rward! If thr is a furthr compulsory challng still to complt, you must attmpt that. Othrwis, you must choos on of th following: Immdiatly attmpt th nxt optional challng (moving from top to bottom). Mov to a nw location by spnding a A icon you hav. Spy a connctd location by spnding C icons. End your turn. You ar saf on this location for now. You cannot r-tak a compltd challng unlss you lav th til and com back. FAILING A CHALLENGE If you cannot succd a challng you hav attmptd, you ar dad. Oops. Go to th sction on Dath on pag 4. RETURNING TO A LOCATION If you lav a location and latr rturn to it, you must start off with th first challng again. You ar not considrd saf until you hav compltd any compulsory challng(s) again. CHALLENGE EXAMPLE Gulpr has movd onto a Lair and discovrd a Giant Slug! H must attmpt th compulsory challng so rrolls his rmaining dic, gtting: H spnds th a A to pass th compulsory challng. Th G can b usd as any othr icon, so h spnds that too to pass th nxt challng without nding to r-roll. H taks a Gold as his rward. USING DOUBLES IN A CHALLENGE Som dic facs show two copis of an icon. Each dic may only contribut icons to a singl challng, so both will b usd up in complting on task. You cannot split th icons across diffrnt challngs. E EE slay + GIaNT SlUG H is saf now so could nd his turn, but Gulpr is fling confidnt and attmpts th final challng, r-rolling his last two dic. Th rsult is: Disastr! Gulpr has faild th challng and promptly dis, drownd in slug-slim!

12 ENDING YOUR TURN (EATING FISH) At th nd of your turn your Goblin must rst and at a fish to rcovr his strngth. You must discard on of your Fish tokns back into th gam box. Thr is on xcption to this rul; if your Goblin faild a challng and did this turn, thn thr is no nd to at a Fish. If you vr nd a Fish but hav non lft, you ar out of th gam, and your Goblin dis as dscribd blow without rplacing it, so mak sur you r not too cautious with thos challngs! NEXT TURN On your nxt turn, start as always by rolling all your dic. As normal you can thn choos to mov, spy, tc or, if you hav stayd on a location with challngs you v yt to complt, you may carry on attmpting challngs from whr you rachd last tim (r-rolling bfor ach challng if you wish). Unlss you mov away from a location and rturn latr, you may not rpat a compltd challng. It can b hlpful to plac your Goblin as a markr ovr th last challng you compltd. USEFUL STUFF Throughout th gam you may gain Itms, Gold, or Bons by complting challngs, slaying monstrs, or scavnging from dad goblins. ITEMS Itms will giv you accss to a nw dic of th appropriat colour whn you tak your dic at th start of your turn. For xampl, if you hav a daggr, you tak a black dic in addition to your othr dic. If you gain a nw itm mid-way through your turn, you includ it in th nxt r-roll of your dic. Itms must b carrid by putting th itm tokn on th appropriat spac on your charactr card or pt. If you do not hav spac for an itm, you cannot tak it. You can swap an itm you ar carrying for on you hav gaind, but th unusd itm must b droppd on th location til if you cannot carry it. If you los an itm during your turn, thn its associatd dic is rturnd to th gnral supply (if it has not alrady bn spnt). DROPPED ITEMS If you mov onto a location containing Gold, Bons or Itms that hav bn lft, you may pick thm up as soon as you ntr that location. Rop adds a Grn dic Daggr adds a Black dic Map adds a Yllow dic Amult adds a Blu dic This symbol mans you may choos any on of th abov itms as your rward. Any xtra dic grantd by itms can b usd th nxt tim you roll your dic. 2

13 GOLD Thr is no limit to th amount of Gold you can carry. You can xchang Gold for Itms, or Pts at trad locations lik th Warrn. BONES Thr is no limit to th amount of bons you can carry. Bons ar somtims awardd whn slaying monstrs. Bons can b tradd for gold at crtain locations. PETS, SPELLS AND KNICK-KNACKS Pts Splls Knickknacks You may buy Pts, Splls and Knick-knacks from crtain locations or find thm in th swamp. All thr provid crtain bonuss to Goblins and, importantly, Pts can hlp carry itms. Whn you gain a Pt, Spll, or Knick-knack tak th top card from th pil you don t gt to choos! Som giv you a fr icon that you can us onc pr turn as if you had rolld that icon on a dic. It is hlpful to turn th card sidways to show its ability has bn usd turn it back at th start of your turn. Knick-knacks ar only usabl onc, so put thm at th bottom of th dck aftr us. Som Pts and Splls might giv you two or mor fr icons. Ths ar tratd just lik a doubl dic icon if you only nd to us on, th xtra is wastd. A singl Goblin cannot hav mor than two Pts, two Splls and two Knick-knacks. GOBliNG NaSTY SECRET PATHS Thr ar scrt paths on th board that Goblins can us (if thy dar) to mov quickly to a diffrnt ara. Whn you ar saf in a location at ithr nd of a scrt path, you may attmpt th challng shown nxt to th path. If you pass, you may mov immdiatly from your currnt location to th location at th othr nd of th path. As always, if you fail a challng, you di! +2 E Whn on a hx with anothr Goblin: CAE Stal on Itm 3

14 DEATH Try not to gt too attachd to your Goblin... Whn you di: Rturn your Goblin and his card to th box. Rturn any Pts and Splls to th bottom of thir rspctiv pils. Gathr up all of your Gold, Bons and Itms thn plac on at a tim as follows:. Plac itm on th til whr your Goblin did. 2. Plac itm on ach location adjacnt to th dath location. 3.Rpat until all itms ar placd. Rmmbr, thr s no nd to at a fish this turn! Tak a nw Goblin card and, in your nxt turn, start again from th Warrn OR spnd on fish to start whr your prvious Goblin did (this counts just lik rturning to a location, starting again with th first challng). If thr ar no Goblin cards lft, you ar out of th gam! Not that Fish ar nvr droppd whn a Goblin dis. Exampl: Pokr has faild a challng and com to a horribl nd whil carrying a Rop, a Map, 3 Gold and som Bons. Ths things ar droppd on at a tim, with th ordr and spcific locations chosn by th playr:. Dath location 2, 3, 4 & 5. Adjacnt location 6. Dath location

15 THE SWAMP CREATURE Th Swamp Cratur starts th gam in th spac at th bottom of th board. If any playr rolls a H, th playr to thir lft placs th Swamp Cratur on any Lvl 2 location (fac-up or fac-down). Onc it is on a location, if you roll a H during your turn, rsolv any challng you wr attmpting, and thn th playr on your lft movs th Swamp Cratur. It can mov on spac to any adjacnt location xcpt th Warrn. Mov th monstr onc pr H rolld. Dic that roll a H ar spnt and put back into th cntral pool. At any point during your turn, if you ar on th sam location as th Swamp Cratur, you must immdiatly attmpt th following challng (aftr complting any challng you ar currntly attmpting): Dfat! Rturn th Swamp EE Cratur to its spac. AA Run! Mov to th Warrn. I PLAYER RULES With only on playr, th following changs apply: Each tim th monstr appars from its spac, plac it on th Lvl 2 location narst to your Goblin. Ys, it could appar right whr you ar! Randomis if two or mor locations ar qually nar. Whn th monstr movs, it movs towards your Goblin by th shortst path. Again, randomis if thr is a choic. THE CHIEF Mirmarsh includs an altrnativ Swamp Cratur calld Th Chif. Playrs may choos to play with Th Chif instad of Grabby in mor advancd and challnging gams. In this cas, plac th Chif Swamp Cratur card so it covrs Grabby spac on th board for rfrnc. Th Chif ntrs th gam and activats in th sam way as th Swamp Monstr (whn H ar rolld). Whn activatd with HH rolld togthr, th playr to th lft may choos to mov th Chif normally or mak it lap from th spac it is in to anothr spac on th board of th sam lvl. For xampl, if th Chif is on a lvl 2 spac, it can b movd to any othr lvl 2 spac on th board. GOBLIN BRIBES! Not that this is an optional rul that you might prfr to lav out for your first fw gams or if youngr childrn ar playing. Whn a playr chooss to nd thir turn, but still has dic lft and challngs to complt on thir location, opponnts can attmpt to brib him to rconsidr and attmpt th nxt challng aftr all. A brib is a singl fish from on opponnt to th playr. Any numbr of opponnts can offr a brib at onc. Chickn imprssions ar prmittd during this procss. Onc agrd, th brib must b paid and th challng must b attmptd! 5

16 GAME END AND VICTORY Th gam nds if ithr: You complt all challngs on a Lvl 4 Qust til. Yours is th last Goblin lft in th gam. If you compltd a Qust, you win and vryon ls loss. You can rvl in your victory, stick your tongu out and say I m th bst Bog Goblin, nya nya nya-nya nya! If anyon protsts, rfr thm to th gam ruls. If you wr simply th last on lft, th most you can claim is that you wr th last uslss! TURN SUMMARY. Gt your dic and roll thm (r-roll if thr ar no A). 2. Spnd your dic: Mov using A. Spy using C. Attmpt challngs (compulsory challngs must b attmptd). If you fail any challng YOU DIE! 3. End your turn and at a fish (if you didn t di failing a challng). PLAYER RULES With only on playr, th following changs apply: You hav to work hardr to imprss th rst of th goblins in th Warrn, so you must complt two Qusts. Aftr complting your first Qust tak 5 fish tokns from th supply and continu your journy through th swamp. TURN SUMMARY. Gt your dic and roll thm (r-roll if thr ar no A). 2. Spnd your dic: Mov using A. Spy using C. Attmpt challngs (compulsory challngs must b attmptd). If you fail any challng YOU DIE! 3. End your turn & at a fish (if you didn t di by failing a challng). 6

17 LANDMARKS Landmarks ar optional locations that can offr juicy rwards to playrs. Landmarks Hxs ar placd ovr any of th following starting hxs on th board: Abandond Wishing Wll Obvious Pit trap Bs! Troll Shaman Evry tim a H is rolld, on Landmark activats. Th playr that rolld th H gts to choos which on bfor th Swamp Cratur movs. If multipl H ar rolld, th Landmark - or a nw on - can b activatd again For an asir gam, plac thm ovr th trap locations. For a mor challnging gam, plac thm ovr th trad locations. W suggst plac a - fac up on Witch Hut H AAG that no mor than two landmarks ar usd in a gam. Th txt on ach til xplains what happns whn a H is rolld. E.g. Goblin towr - A goblin hr can chck on Knick Knack for vry gold spnt and gts to kp on. or = witch HUt landmark H GobliN TowER Th playr to th right: adds on to this hx, or rmovs all pr ach chckd, thn kp on = landmark H Th playr to th right movs th wagon spac Whn on th sam til as th wagon: = pt PEt PEddlER trad 7

18 FAQS Qustion: I am battling th Zombi Goblin and an opponnt movs th Swamp Cratur onto m. I complt th challng I am currntly rolling for, thn attmpt th Swamp Cratur challng and run back to th Warrn. Do I hav to complt th Zombi Goblin s rmaining mandatory challngs? Answr: No, you hav found a way to scap th Zombi Goblin. Your turn continus from th Warrn. Qustion: Can itms drop onto scrt paths? Answr: No, a scrt path is not a location. If you di attmpting th Scrt Path challng, you di at th location you startd at. Qustion: If you rstart at a location with droppd itms, do you pick thm up immdiatly? Answr: Ys, you do. Considr thm hirlooms. Qustion: Can th Swamp Cratur mov through scrt paths in a singl turn just lik playrs? Answr: No. Goblins tak th scrcy of thos paths vry sriously. Qustion: Do you hav to b on th til with th Swamp Cratur or a Landmark to activat it whn you roll a H. Answr: No, th Swamp Cratur and all locations activat vry tim a H is rolld whrvr that charactr is on th board. Qustion: Can I buy a spll voluntarily at th Witch Hut? Answr: No, th witch is only in hr hut whn a H is rolld. Sh will thn sll you a spll or punish you for wasting hr tim. Qustion: Whr do th coins from th Goblin Towr com from and go to? Answr: Thy com from or ar rturnd to th supply. Qustion: If I am on a hx with th pt wagon, can I buy a pt bfor compulsory challngs, bfor optional challngs, or nithr? Answr: You may buy a pt bfor any compulsory challngs. 8

19 CREDITS GAME DESIGN: Gam by Matt Grn and Sam Mrcr ART: ANDRES MARTINEZ & MARY SAFRO EDITOR: GRAHAM DAVEY GRAPHIC DESIGN: ANKA SEP, KEV BRETT & MARK OWEN MINIATURES MANAGER: MATT PARKES PROOFREADING: MARK OWEN, GRAHAM DAVEY, KEV BRETT PRODUCTION MANAGER: ANDERS JOHANSSON PRODUCER: RICARD FORTUN PUBLISHED BY: ROOM 7 GAMES & D2W PLAYTESTERS: All th playtstrs at Board in th City, Southampton, Th Dic Cup, Br n Prtzls and UK Gams Expo, Rob Harris and all th fin folk supporting for th playtsting zon at DragonMt 207 including our Maurabian frinds at Crudly Drawn Swords. Th Davy clan, th Brammalls, Andrs Johansson, Paul L Mathws, Raymond Paxton. SPECIAL THANKS TO: Our favourit wif, Caro, Qun of Chscak. Iz Grn maks a man cup of ta. Adam Harpr - th man, th lgnd, and Uncls: Bnji and Dav. All at Big Gams. Barny Bakr at Th Boardgam Social, David Du, UK Gams Expo, Ronni Rnton, Imagination Gaming, all our Kickstartr backrs and vryon who playd th gam along th way! 9

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