Multi-Player Battle Rules

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1 Multi-Player Battle Rules Version by M O O N D A N C E G A M E S B. V. version 0.9.4

2 NOTES... 1 OVERVIEW... 2 GAME COMPONENTS... 3 GAME BOARD... 3 CAVERNS... 3 MOUNTING POSITIONS... 4 Tunnels Entrances... 4 Tunnels... 6 Resource Positions... 6 OTHER PIECES... 9 FORTIFICATIONS... 9 TRAPS... 9 BLOCKADES... 9 CAVERN CARDS... 9 SETUP LAYOUT INITIAL CAVERNS GAME TURN TURN OVERVIEW VICTORY CONDITIONS TURN PHASES RAISE UNITS PHASE Unit Capacity Calculation Cavern Capacity Calculation Commander Units and Siege Engines COMMIT PHASE Spells versus Actions Steps for Move Unit Actions Tunnel Placements M O O N D A N C E G A M E S B. V. version 0.9.4

3 RESOLVING COMBAT PHASE ORDER OF BATTLES RESOLVING A BATTLE Cast First Strike Spells Resolve Isolated Battles Resolve Main Battle Battle Examples DE-COMMITTING PHASE Strategic Move De-Commit Units GEMS AND SPELLS Spell Ranges SPELL REFERENCE Haste Fireball Lightning Bolt Combat Tunnel Scorched Cave Good Luck Inspired Combat Upgrade Cavern Earthquake Collapse Tunnel Enlarge Hallway Earth Knowledge Control Zombies First Strike Tremor TERMS M O O N D A N C E G A M E S B. V. version 0.9.4

4 NOTES 1

5 OVERVIEW Dwarf War - First Contact is a game of underground warfare between factions of dwarves that happen upon one another deep in the mountain s heart. To win, they must tunnel to discover wild caverns and the carefully-crafted carddons of an ancient long-dead dwarven country. These caverns have mines for the gems that they need to cast combat spells, and fertile ground for the subterranean fungus, their Units of fighters need to survive. It is not meant to be a realistic dwarven war simulator, but its as close as you are going to get. And you have to be able to work magnets. These are the multi-player battle rules, solo and cooperative rules are not covered. 2

6 GAME BOARD GAME COMPONENTS The Dwarf War Game Board is a three dimensional playing surface made up of stackable Caverns which can be connected together by Tunnels. Caverns can be stacked up to five high, and are laid out in a Grid. A stack of Caverns is referred to as a Tower. CAVERNS The basic component of the Game Board is the Cavern. There are three kinds of Caverns: Carddon - Worked and polished by the Dwarves. The Highest form of their craft. Hewn - Shaped by dwarves, but utilitarian in nature. Wild - Caves as Gaia intended before Durin s little bastards got busy with their chisels. 3

7 MOUNTING POSITIONS Each Cavern has a number of Mounting Positions of different types. This is the Player Base with the different Mounting Positions indicated. Initially, fill mounting positions in the Caverns as instructed on the Cavern Reference Cards. TUNNELS ENTRANCES Tunnels are dug by Players as part of the Game Play. There are two types of Tunnel Entrances, positions from which a Tunnel may start, Horizontal Tunnel Entrances and Vertical Tunnel Entrances (only one per Cavern). 4

8 Each Tunnel Entrance may only have one Tunnel End on it. The exception to this is the single Vertical Tunnel Entrance in the Empty Cavern. This may have two Tunnel Ends on it, allowing it to act as a half way position. Horizontal Tunnel Entrances The correct orientation for each of the Caverns can be found on the Cavern Reference Card. Horizontal Tunnel Entrances can be used to connect to Caverns in adjacent Towers. They have an orientation which indicates the valid destination Towers. Vertical Tunnel Entrances 5

9 There is one Vertical Tunnel Entrance in each Cavern. It may only be used to Tunnel to the Cavern directly above. The other end of the Vertical Tunnel is anchored in a Horizontal Tunnel Entrance in the Cavern above. TUNNELS Tunnels have two ends, each one sits on a Tunnel Entrance, either Vertical or Horizontal. RESOURCE POSITIONS There are two resource types, Mines and Fungus Farms, each has its own Mounting Position. Mine Position This is a Mine, it is placed on the Mine Position after a Player has committed a Unit to Digging a Mineshaft Action. This is a Gem, it is produced by a Mine Shaft when a Player has committed a Unit to a Mine Gem Action. The Mine is where Gems are discovered. Mining is a two-step procedure, Dig a Mineshaft, then Mine a Gem. 6

10 Fungus Farm position This is a Fungus Farm, it is placed on a Fungus Farm Position after a Player has committed a Unit to a Plant Fungus Farm Action. The Fungus is used to feed the troops! The Fungus Farm Position is where Fungus Farms are planted. Unit Camps Green Player Unit Yellow Player Unit Green Commander Yellow Commander The Unit Camp is where Player Units begin each Turn. A maximum of 2 units may occupy a Unit Camp normally. Cavern Center 7

11 The Cavern Centers are where the major combats of the game take place. There are four types of Cavern Center, Wild and Hewn, Headquarter and Fortresses. Hewn Cavern Center The Hewn Cavern Center is found in more developed Caverns. Wild Cavern Center The Wild Cavern Center is found in the wild Caverns. Headquarters The Headquarters is an Upgrade to the Cavern Center that allows for a greater Cavern Capacity (number of Units that may start the Turn in the Cavern). It also allows the Cavern to receive new Units at the start of the Turn. Fortresses The Fortress is an Upgrade to the Cavern Center that allows for an even greater Cavern Capacity (number of Units that may start the Turn in the Cavern). It also allows the Cavern to receive new Units at the start of the Turn. Gem Storage The Gem Storage Position is where the Players keep their Gem Stash. These are Gems they have mined and can be used for casting Spells. Gems it is stored on the Gem Stash position. This is a Gem, it is produced by a Mine Shaft when a Player has committed a Unit to Fortification 8

12 The Fortification Position is where Fortifications are built. These strengthen the defence of the Cavern. OTHER PIECES FORTIFICATIONS The Fortifications strengthens Carddons, making them harder to attack. TRAPS The Trap is crossed at your Peril. Full of surprises. These can be set by your opponents. BLOCKADES The Blockades slow down your progress to zero. CAVERN CARDS Each Cavern has an associated Cavern Card. These are used to indicate ownership and for selection of target Caverns. 9

13 Cavern Type Carddon Hewn Wild Cavity Element (Extension Only) Dead (Rock) Dead (Mountain Cap) Description These are the most sophisticated and well-worked of the Dwarven Caverns. Finished Caverns making up part of the underground empire. Wild Caverns are known but the rock is still untamed. A small space in the Mountain. The Tunnel End here may have two Tunnel Ends on it, so it can be used as a halfway point between Tunnels. No Units may end a Turn here. Special Caverns full of elemental magic. These are found in the Extension Game only. If this card is drawn, the Tunnel effort fails. But the player can try again. This card indicates that the Top of the Mountain has been reached for that Tower. Place a Mountain Cap on the top, no further digging up is possible. 10

14 SETUP LAYOUT INITIAL CAVERNS Normally the Game starts with a Player Base in front of each Player and a space for at least one additional Cavern in the middle. Some scenarios may be different. Places all Caverns required by the Scenario on the side of the play area. Cavern Cards Each player takes their Player Base Cavern Card, shuffle the rest and place them face down. Units Each Player selects a color and places 2 Player Units on a Unit Camp in their Base. Place the rest in front of you. Tunnels, Fungus Farms, Mines and Gems Place within easy reach of all Players. Scenario Specific Setup Scenarios may have their own specific additional Setup Rules. 11

15 GAME TURN TURN OVERVIEW There are four Turn Phases in the Battle Rules: Raise Units Phase During this phase the Unit Capacity for the Players is determined, that is, the total number of Units the Players may have in Play for this turn. The resulting calculation may result in Units being either added or removed from play. Commit Phase The bulk of the action is determined in this phase, wherein the Players alternate committing their Units to various actions. Combat Phase All combat between Units is resolved in this Phase. De-Commit Phase Player Units are returned to Unit Camps in preparation for the next Game Turn. VICTORY CONDITIONS Each Campaign Scenario has its own victory conditions. In a free-for-all play, it is until one Player loses control of his Base. TURN PHASES RAISE UNITS PHASE All players must calculate their Unit Capacity, the total number of Units they may maintain in the field. If that total is greater than the number of Units they have in play they may introduce the balance into play, if they have room. Only the Player Base or an Active Headquarter/Fortress can receive new Units. The Cavern receiving new Units may only hold its Cavern Capacity, if there is no more room, the Player may not place any more Units there. The Players should help each other do the calculations. UNIT CAPACITY CALCULATION Find the total number of Units a player may have using the following calculations: 12

16 +2 if the Player still controls his Player Base +1 For every Planted Fungus Farm Contested Caverns provide no Fungus Farm support to the Controlling Player. +2 For every Headquarter +4 For every Fortress +1, +2, +3 for every Controlled Tower of heights 3,4,5 respectively A Tower is no longer Controlled if it has Contested Caverns. CAVERN CAPACITY CALCULATION The Cavern Capacity is the total number of Player Units you may place in a Cavern; it will depend upon the number of Unit Camps if it has a Headquarter or Fortress Cavern. +2 for every Unit Camp +2 for a Headquarters +4 for a Fortress So, for example, the Player Base has 2 Unit Camps, giving it a Cavern Capacity of 4 Units. If it is upgraded to a Headquarter, it will have the capacity for 6 Units (3 per Unit Camp). If it is upgraded to a Fortress, it has a Capacity for 8 Units (4 per Unit Camp). The Players complete the Raise Units Phase by placing their new Player Units in their base or an Active Headquarters or Fortress. It is possible that after calculating their Unit Capacity, that a Player has too many Player Units in Play. They must remove the excess Player Units. Which Units to remove are up to the Player. COMMANDER UNITS AND SIEGE ENGINES Each Player has 2 Commander Units. These can be raised instead of Units. The cost to bring a Commander Unit in to play is: 3 Fungus Farms 3 Gems For 3 Additional Gems, the Commander Unit can be equipped with a Siege Engine. Once a Commander Unit is in play, it requires only 1 Fungus Farm to stay in play just like any other Unit. 13

17 Once a Commander Unit is killed, it is out of play for the duration of the game. Siege Engines The Siege Engine can be Equipped to Commander Unit. It is placed on top of the Commander Unit, this indicates the Siege Engine has not been fired. When the commander fires a Siege Engine it does 6 Points of Damage to a single Target. It can be used at any time. After it has been used, place the Siege Engine under the Commander Unit. A Siege Engine Strike can also destroy a Fortification. A Siege Engine can target any Position in the same Cavern, and if it is fired from a Tunnel End it may target the other end of the Tunnel. A Siege Engine can be destroyed with a Boosted Lightning Bolt (4 Gems). The Bolt will not damage the Commander Unit. A Commander Unit may Re-equip the Siege Engine if it has been destroyed back in his Player Base during the Raise Units Phase for 3 Gems. If the Commander Unit is killed, the Siege Engine drops to the position and can be picked up by any other Commander Unit that ends its Movement Phase on the Position. If it is a Resource Position, the Commander Unit must move to it from a Unit Camp in the same Cavern. 14

18 COMMIT PHASE If no Player has the Initiative Token, give it to the youngest Player. The Players take turns in clockwise order committing their Player Units still on Unit Camps, one by one, to an action, starting with the Player with the Initiative Token. When it is his round, if a Player has any Units on a Unit Camp, he must have one perform a Normal Action. Moving the Player Unit to the Cavern Center of the Cavern it is Camped in, is essentially a null move. That Unit is said to be Defending the Cavern. The Player may optionally have any one Player Unit that has not yet used Spells that turn, cast one Spell. The Unit may take any of the following Normal Actions: Normal Actions: Move Dig/Collapse Tunnel Plant a Fungus Farm Mine for Gems SPELLS VERSUS ACTIONS Every Player Unit has a Xera, which is a Dwarven Magic User. The Xeras cast spells independently of the Units they are attached to. While any Player Unit performs a Normal Action any Xera, in the same or different Player Unit, may also cast a Spell during the Player s Round. When a Xera Casts a Spell, place a single Gem Token on top of the Unit. This is the Bookkeeping Mechanic that indicates the Xera attached to the Unit has Cast a Spell. It may not cast another until the next Turn. The Player Unit Committed to an Action, does not have to be the same Player Unit that Casts a Spell. If one Player has more Player Units than another, the second Player has an option to cast a Spell after each of the first Players additional Player Unit Actions. 15

19 So, if one Player has 2 Units, and the other 3 Units, and sufficient Gems, one possible sequence might be: Player One: Unit One Takes Action Player Two: Unit One Takes Action Player One: Unit Two Takes Action, Unit One Casts Spell Player Two: Unit Two Takes Action Player One: Does Nothing (All his Units have moved) Player Two: Unit Three Takes Action Player One: Unit Two Casts Spell STEPS FOR MOVE Movement Steps When a Unit is Moving, only Tunnel Ends and Cavern Centers are counted as steps. In the above diagram, the Yellow Unit starts its move on the Unit Camp in Meeting of the Ways. A standard Player Unit has a Move of 5, and in this example the 5 steps are: 1. To the Tunnel End in Meeting of the Ways, 2. Then through the Tunnel to the Tunnel End in Crossings, 3. To the Cavern Center in Crossings, 4. To another Tunnel End in Crossings, 5. And finally through the Tunnel to the Tunnel End in Cave of the Wormy. 16

20 UNIT ACTIONS Moving Normal Player Units may move up to 5 Steps. Player Units may not pass through a Tunnel End occupied by an opposing Unit, but they may end on top of an Enemy Unit if there is room on the Position (see Stacking Limits). Player Units must end their move if there is an enemy unit in the cavern, either on the Cavern Center, or on a Unit Camp. o So, a Player Unit on a Tunnel Entrance not used by the moving Unit, or on a Resource Position will not stop a Player Unit from moving through the Cavern. Units may move in to an occupied Cavern. o These Units must end their move on a Cavern Center or a Tunnel End. This indicates an Attack. If the Cavern Center is already occupied by an enemy Unit, a Unit may not move past that Cavern Center even if it has sufficient Move Steps left. o The total capacity for Attacking Units on a Cavern Center is equal to the Cavern Capacity not including the Player Base, Headquarter or Fortress bonus. o The total capacity for Defending Units on a Cavern Center is equal to the Cavern Capacity including the Player Base, Headquarter or Fortress bonus. Only 2 Units may occupy a Tunnel End. o Units may not move through a Tunnel End that is full. o There is no limit on how many Units may pass through a Tunnel End if the Tunnel End is not full. o Hallways can support 2 additional Units for each Tunnel End anchored to a Tunnel Entrance. Bookkeeping: Place Player Unit on either a Tunnel End or a Cavern Center. Defending Move Units can only Defend Caverns where the Player has the Cavern Card. Units may originate from outside of the Cavern. Bookkeeping: Place Player Unit on Cavern Center. Attacking Move A Move that ends on the Cavern Center is considered an Attack if the Cavern is Controlled by any opposing Player. That is, the Player has the corresponding Cavern Card. If neither Player Owns the Cavern (has the Cavern Card), both are considered to be Attacking. o Neither may use Headquarter or Fortress Capacity Bonuses. 17

21 Bookkeeping: Place Player Unit on Cavern Center. Supporting Move Player Units can support either an Attack or a Defense. This is simply the result of Moving to the Supporting Position, either in or out of the Cavern. In large conflicts, the Cavern Center may be full, and Supporting the Battle is the only way a Player Unit can be involved in a Combat. Bookkeeping: Place Player Unit on Tunnel Entrance in Contended Cavern or in Neighboring Cavern in Tunnel Network. Planting a Fungus Farm Place a Fungus Farm on the Fungus Farm Position. Only one Fungus Farm may be planted on a Fungus Farm Position. Bookkeeping: Place Unit on new Fungus Farm. Mining If the Mine Position is clear, place a Mine Shaft on it. o Otherwise, remove the Mine Shaft and take a Gem. Bookkeeping: Place Player Unit on a Mine Shaft or the just emptied Mine Position. Place all acquired Gems on a Gem Storage in the Player s Base. A maximum of 2 Player Units may occupy a Mine Position each turn. o So, 2 Player Units can produce a Gem from an empty Mine Position in 1 turn. o Or, A Player Units may Dig another Mine Shaft after another Player Unit has mined a Gem. Dig Tunnel Tunneling may be used to discover Caverns. Digging a Horizontal Tunnel, or Vertical Tunnel Down, requires 2 Tunnel Actions. o 2 Player Units can perform Tunnel Actions in the same Tunnel on the same Turn and complete the Tunnel in one turn. Digging a Vertical Tunnel Up requires one Tunnel Action. o Place a Tunnel between the Vertical Tunnel Entrance in the lower Cavern and any unused Horizontal Tunnel Entrances of the upper Cavern. A Player Unit may complete a half dug Tunnel that was originated in the Target Cavern. o So, a Tunnel can be hijacked and end up connecting two Caverns different from the intentions of the Player that started it. 18

22 Horizontal Tunnels may only extend up or down one level. Bookkeeping: o If the Tunnel is completed to an Undiscovered Cavern Position, select a Cavern Card and place the revealed Cavern in the Cavern Position. The Tunneling Player receives the new Cavern card automatically. o If it is a Vertical Tunnel Up, place one Tunnel End on the Vertical Tunnel Entrance in the Source Cavern, and the other on an empty Horizontal Tunnel Entrance in the Target Cavern. o If it is a Horizontal Tunnel and the Tunnel Entrance of the originating Cavern is empty, place both Tunnel Ends on it. o If the Tunnel is half dug, connect one of the Tunnel Ends to its Target Cavern Tunnel Entrance. Place Player Unit under new Tunnel End. This differentiates between Player Units that dug a new Tunnel and Player Units ending their movement on a freshly dug Tunnel End. o If a Mountain Cap Card is the selected Cavern Card, place a Mountain Cap on the Top of the Tower. The Second Tunnel End remains on top of the first. The Player Unit is placed under it (indicating it may not support combat this turn) If the new Cavern discovered is in a Tower, but below an existing Cavern, place the Mountain Cap Card back in the deck, reshuffle and select again. Once there are only Mountain Caps left, or if the Cavern Card Deck is empty, no new Caverns may be discovered. o Always place the tunneling Player Unit under the new Tunnel End. In a Vertical Tunnel Up, this will be in the Target Cavern. This differentiates between Player Units that dug a new Tunnel and Player Units ending their movement on a freshly dug Tunnel End. Collapse Tunnel The Player Unit may use an Action to collapse any of the Tunnel Ends in the Cavern. The Player Unit always collapses the end of the Tunnel in the Cavern the Player Unit is Camped in at the beginning of the Turn. Bookkeeping: Place Player Unit on Collapsed Tunnel Entrance. Place Collapsed Tunnel End on its partner in other Cavern. 19

23 TUNNEL PLACEMENTS Tunnels are used to connect Caverns. Tunnels may go up or down one level to neighboring Towers.. Tunnels may go straight up or down one level. Tunnels may only be dug to adjacent Towers, diagonals included. There is one Vertical Tunnel Entrance in each Cavern, the Tunnel is connected to any of the Horizontal Tunnel Entrances in the Cavern above. More than one Tunnel may connect to a Cavern, but must they use different Tunnel Entrances in both Caverns. Tunnels cannot start and end in the same Cavern. There can be only one Tunnel End on a Tunnel Position, unless it is a Hallway. Hallways: Tunnels can be upgraded to Hallways using a Spell. A Hallway is an enlarged Tunnel that has a capacity for more Player Units than a Tunnel. It is represented by multiple Tunnels originating and ending on the same Tunnel Entrances. The Hallways must always have the same Tunnel Entrances in both Caverns they connect. The correct orientation for each of the Caverns can be found on the Cavern Reference Card. The above diagram shows the legal horizontal tunnel directions from a Tunnel Entrance. 20

24 RESOLVING COMBAT PHASE The third Phase of the Turn is Combat Resolution. In this Phase, the Players first determine the order of battle resolution, then each battle is resolved in turn. ORDER OF BATTLES Once all players have committed their Player Units to an Action, the Player with the Initiative Token decides which battle to resolve first. The next Player in clockwise order decides the next battle, continuing around the table until all battles are resolved. Players can only select battles in which they are involved. There is only a Battle if there is an Attacking Player Unit on the Cavern Center, so the Defender does not have to have a Player Unit on the Cavern Center. He may still engage in Battle through only Supporting Player Units. RESOLVING A BATTLE There are two kinds of Combat in a Cavern, Isolated Combat and the Main Combat. Isolated Combats takes place between enemy Player Units located together on a Position that is not the Cavern Center. These will be evaluated first. The Main Combat is fought on the Cavern Center, although Player Units that are located on Tunnel Ends in the Cavern and Tunnel Ends that connect to the Cavern hosting the Combat. Units surviving the Isolated Combats can partake in the Main Combat. Before the Battles are resolved, the Players have a chance to cast First Strike Spells. These are the Combat equivalent of Haste and deal 4 points of Damage instantly. So the structure of the Combat Phase is: o o o First Strike Spells in Isolated and Main Combats Resolve Isolated Combats Resolve Main Combat 21

25 CAST FIRST STRIKE SPELLS Players may use as many First Strike Spells as they have Player Units that have not yet cast spells and Gems to allow. Players declare how many First Strikes they will Cast by secreting the number of Gems they will use under the table in their hands from their Gem Stash and revealing all at once. A First Strike may only be cast on an Enemy Unit on the same Position as the casting Unit. Players may choose a different target for each. The First Strike Spell does 4 Points of Damage to the Target. First Strikes are always simultaneous. So combatants my kill each other. First Strike damage can be combined. So 2x First Strikes can be used to 8 Damage Points to a Commander Unit (Str. 6) and kill it. Since Damage is round down, a single spell is not enough. RESOLVE ISOLATED BATTLES Isolated Battles occur when combating Player Units are together on Tunnel Ends. Stacking Limits means this will always be one of each Player. The combat is resolved as an Isolated Battle. Player Units under a Tunnel End have a strength of 2, and can only partake in Isolated Battles, never the main battle. Player Units in Isolated Battles may also use First Strike. When a Player Unit under a Tunnel End casts a First Strike, the effect is to bring the Unit on top of the Tunnel End so that it has a Battle Strength of 4 instead of 2. Isolated Battles can only be supported by Player Units the same Tunnel but in a different Cavern. This is out-of-cavern Support. Verticality of Attack (VoA) still applies See charts below for how to apply this. Determine the Battle Result (absolute value of the difference between the Monster Strength and the Units Strength) Look up the result in the Battle Resolution Table in the section below. If there are only Isolated Battles in a Cavern, then the Victory goes to the side that wins the majority of them, a Draw means the Cavern Card remains with the current Owner. Player Units or NPCs surviving the Isolated Battle may partake in the Main Battle in the Cavern, if there is one. 22

26 RESOLVE MAIN BATTLE First determine the Battle Strength of each side. The Battle Strength a piece contributes to the battle is determined by the formula: (Base Strength) x (Position Modifier) x (Verticality of Attack) The Battle Strength of Standard Player Units is 4. Determine Battle Result Sum Battle Strength of Both Sides Battle Result == Absolute Difference of Battle Strengths The Position Modifiers are: Cavern Centers x2 Tunnel Ends In the Cavern x1 Tunnel Ends in Caverns Connected Directly to the Target Cavern x0.5 This is called Out of Cavern support. If there is a Battle in a Cavern, all Player Units must partake in that Battle and my not provide Out of Cavern support for any other battle. Position Modifier (PM) Cavern Center x 2 Tunnel End In the Cavern (In-Cavern) x 1 Tunnel End Connected Target Cavern (Out-of-Cavern) x 0.5 Verticality of Attack (VoA) Tunnel Ends in Horizontal Tunnels x1 Tunnel Ends in Tunnels Leading up to the Cavern x0.5 Tunnel Ends leading down to the Cavern x1.5 The VoA applies for both In-Cavern and Out-of-Cavern support. Verticality of Attack (VoA) Tunnel Ends in Horizontal Tunnels x 1 Tunnel Ends in Tunnels Leading up to the Cavern x 0.5 Tunnel Ends leading down to the Cavern x 1.5 The total Battle Strength of the side is the sum of all of the Battle Strengths of all Units involved in the Battle. Some Example Battle Strength Calculations: 23

27 (Base Strength) x (Position Modifier) x (Verticality of Attack) Player Unit on Cavern Center 4 x 2 = 8 Player Unit on Tunnel End In-Cavern: Horizontal Tunnel: o 4 x 1 x 1 = 4 Tunnel Leading Up: o 4 x 1 x 0.5 = 2 Tunnel Leading Down into Cavern: o 4 x 1 x 1.5 = 6 Player Unit on Tunnel End Out-of-Cavern: Horizontal Tunnel: o 4 x 1 x 0.5 = 2 Tunnel Leading Up: o 4 x 0.5 x 0.5= 1 Tunnel Leading Down into Cavern: o 4 x 0.5 x 1.5 = 3 Then Determine the Battle Result: The Battle Result is the Absolute Value (make positive) of the difference in Battle Strengths of both Sides. The side with the greater collective Battle Strength wins. Look Up Result in this Table: Battle Resolution Result Battle Result Effect Draw 0 Both side take 4 Damage Minor Victory 1 to 7 Loser takes 6 Damage Winner takes 4 Damage Victory 8 to 15 Loser takes 8 Damage Winner takes 2 Damage Route 16 or more Loser takes 12 Damage Finally Deal Damage: If it is an Isolated Battle, remove Player Units from the Position of the Battle first, then from Out-of-Cavern Support. 24

28 In the Main Battle remove Player Units from positions in this order: Cavern Center Tunnel Ends in Cavern Tunnel Ends out of Cavern Damage is dealt simultaneously to Player Units to all sides. Opponent can decide which Unit to Target (e.g. Commander) Damage rounds down and the remainder may not be transferred. BATTLE EXAMPLES Three different combats. 25

29 The First Isolated Battle The Second Isolated Battle 26

30 The Main Battle DE-COMMITTING PHASE During this final phase of the turn, the players return their units to Unit Camps from their various activities. As part of the De-commit Phase the Players may choose to have their units do a Strategic Move. Prior to the De-commit, remove all Gem Markers from all Player Units. There are two stages to the De-commit Phase: Strategic Move De-commit Units 27

31 STRATEGIC MOVE Any Player Unit may move up to 2 steps from its current Position to another cavern and Decommit there instead. Essentially, this means they can Strategic Move to any Cavern Tunnel End adjacent to the Cavern they are currently in, regardless of what position they occupy (Resource, Cavern Center, Tunnel End). o The Player Unit may not move through a Tunnel End with a Blockade on it, but they may move off of a Blockade in any direction, if they are already on. o A Strategic Move can never cross a Cavern Center, although it may start there. Players take turns in Initiative Order declaring and making their Strategic Moves. The Strategic Move may result in a Contended Cavern. DE-COMMIT UNITS Once the Strategic Moves are completed, the Player s take turns De-committing their Player Units back to the Unit Camps. Doing one Cavern at a time as follows: 1. De-commit all Non-Contended Caverns first. a. Unit Camps must be filled completely before a Player Unit can be placed on one that is unoccupied. i. So if there are 2 Unit Camps and the Player has 2 Player Units on the Cavern Center or on Tunnel Ends, they can use only 2 Camps. 2. De-commit all Contended Caverns. a. Player who Owns the Cavern, goes first. b. If no Player Owns the Cavern, Player with largest number of Player Units in the Cavern on any Position, goes first (BTWD). c. Player Units may de-commit into a Cavern Owned by another player if there is an empty Unit Camp after the Owner has finished de-committing. i. The Cavern Card only changes hands if the Owner abandons the Cavern. ii. If the Owner has less Player Units than an enemy, he still retains the Cavern Card. 3. Repeat above until all Units de-committed. a. Units with nowhere to go die. 4. Players receive Cavern Cards for all Caverns they occupy alone. 5. Cavern Cards are lost if the Player has no Player Units in the Cavern. a. Place on table next to the Tower with the Cavern. 28

32 GEMS AND SPELLS Gems found by Mining are stored by stacking them in the Gem Storage positions on the Player Base. Spells can target a Cavern, a Player Unit or a Position. Each Player Unit may cast one Spell in a Turn. Player Units may cast a Spell on a different Round than they performed an Action. Bookkeeping: Place one of the Gems used for a Spell on the Player Unit that casts it, place the rest out of play. SPELL RANGES The spells listed below have ranges. A Range of 0 indicates the Spell can only be cast on the Player Unit itself (e.g. Haste). Ranges are calculated in a similar manner to as Move Steps. So the a Player Unit on an A Position can target itself with a Spell Range of 0 and can target the Green Player Units with the Range indicated. A Player Unit on a B Position would require 1 additional Range to reach the Green Player Units. 29

33 Spells that target a Cavern as opposed to a Position, must be in range of the Cavern Center of the Target Cavern. 30

34 SPELL REFERENCE HASTE Cost: 1 Gem Range: 0 Targets: Unit Treat as a simple de-commit to a Unit Camp in the same Cavern if Player Unit is: Mining Planting Tunneling If Player Unit is Moving Unit must Haste on the Move Action Unit can Move 2x normal move steps. 10 steps for a standard Unit. Use First Strike instead of Haste for Combat. FIREBALL Base Cost: 1 Gem +1 Boosts Range by 1 (Only Once per cast) +2 Grants Control. Range: 3 Targets: A Unit Position. Does 4 Damage to Unit or NPC on target Position from every Player with Units located there. So if there are two different Players with Pieces and one Monster, all three will take damage. If Fireball is Controlled, the Player selects only one Unit on the Position to be targeted. Also destroys all Fungus Farms on target Position. If fired without Control, the first Position along the path of the spell with Units on it will become the target. Bookkeeping: Remove Unit if sufficient damage is done to destroy it. LIGHTNING BOLT Base Cost: 2 Gems +1 Boost Range by 1 (Only Once per cast) +2 Boost Power (Up to twice per cast). Range: 2 Targets: A Unit or a Mine Shaft. 31

35 Does 4 Damage per Power Boost to a Unit or an NPC, or destroys Mine Shaft. Can be fired through any Units or Mine Shafts without harming them if the Player so decides. Bookkeeping: Remove Unit if sufficient damage is done to destroy it. COMBAT TUNNEL Base Cost: 3 Gems + 1 Boosts Range by 1 (Only Once) Range: 1 Unit must be in Same Cavern Targets: Empty Tunnel Entrance Creates a completed new Tunnel without a Unit performing a Tunnel Action. Units can Attack, Support, Move or even Retreat, through the new Tunnel, even on the turn it was created. The created Tunnel is permanent. May not be used in place of Enlarge Hallway Bookkeeping: Place a completed Tunnel. SCORCHED CAVE Base Cost: 2 Gems + 1 Boosts Range by 1 (Only Once) Range: 2 Targets: Cavern. Always destroys 1 Friendly Unit fired through. Destroys all Fungus Farms in Cavern. GOOD LUCK Cost: 1 Gem Range: 1 Targets: Controlled Cavern Makes all Mine Shafts in a Cavern produce a Gem. All Mine Shafts are removed. INSPIRED COMBAT Cost: 2 Gems Range: 3 Targets: All Units belonging to Player supporting a battle on 1 Cavern. Increases the Supporting Unit s base value from 1 to 1.5 before VOA is applied. 32

36 UPGRADE CAVERN Cost: 3 Gems for Headquarters 6 Gems for Fortress Range: 0 Unit must be in Cavern Targets: Cavern Fortresses can only be created from headquarters. Headquarters may only be created in Medium or larger Caverns. Fortress can only be in Large or Huge Caverns. Bookkeeping: Place the appropriate Game Token on the Cavern Center. In a Fortress Upgrade, remove the Headquarter token and replace with a Fortress Token. EARTHQUAKE Cost: 12 Gems Range: 3 Targets: Cavern Destroys 1 Cavern and its contents. The Cavern becomes unusable for the rest of the game and subtracts 1 from the Controlled Tower bonus. Bookkeeping: Place Blockade Token Marker on a Cavern Center. Remove any Headquarter/Fortress Tokens. Remove all Tunnel Ends into the target Cavern and place on their partners. COLLAPSE TUNNEL Cost: 1 Gem Range: 2 Targets: Tunnel End Destroys 1 Tunnel End. Units on Tunnel End must move back to other end. If Units cannot retreat, they are destroyed. They may not retreat into the Cavern. Bookkeeping: Place Tunnel End On its partner. 33

37 ENLARGE HALLWAY Cost: 4 Gems, 8 Gems, 16 Gems etc. Each new Extension costs twice as much as the last. Range: 1 Targets: Tunnel End. Allows Player to construct an additional Tunnel on top of existing Tunnel. Tunnel must already exist. The Tunnel must not be partially collapsed. Requires 2 Tunnel Actions by different Units. Each new Tunnel increases the Tunnel Capacity by 2. Collapse tunnel destroys only one Tunnel End at a time. Tunnel is useful until no more Tunnel Ends exist on a Tunnel Entrance. Bookkeeping: Place Tunnel Ends On Existing Tunnel Ends. EARTH KNOWLEDGE Cost: 2 Gems Range: Casting Unit s Tower and all adjacent Towers Targets: Player Reveals contents of an Undiscovered Cavern at a Cavern Position Bookkeeping: Select a Cavern and place it in the Cavern Position CONTROL ZOMBIES Cost: 2 Gems Range: 3 Targets: Cavern Center of Cavern with the Zombies. Sends 4 Zombie Units through any functioning tunnel out of the Cavern. Zombies may not move through Tunnels occupied by any Units. Bookkeeping: Place Zombies in the destination cave. FIRST STRIKE Cost: 1 Gem Range: 0 Targets: Unit on Cavern Center Always kills opposing Unit. Both Attacking and Defending Units may use spell. Two First Striking Units will kill each other. 34

38 First Strike Units must be in Cavern Center. Bookkeeping: Either Place Unit on Unit Camp in Cavern of Battle, Or retreat Unit through a Tunnel and place under the Tunnel End. TREMOR Cost: 4 Gems Range: 3 Targets: Cavern Destroys all structures in Cavern except for Headquarters or Fortresses. Bookkeeping: Place all Tunnel Ends in target Cavern on their partners. Remove all Mine Shafts in Cavern. 35

39 Spell Name Cost (Gems) Range Target Notes Haste 1 0 Unit Fireball 1 3 Unit Position +1 Boost Range (Once) +2 Control Does 4 Points of Damage Lightning Bolt 2 2 Unit or Mine Shaft +1 Boost Range (Once) +2 Boost Power (Twice) Does 4 Points of Damage Combat Tunnel 3 1 Tunnel Entrance +1 Boost Range (Once) Scorched Cave 2 2 Cavern +1 Boost Range (Once) Good Luck 1 1 Cavern Cavern must be Controlled Inspired Combat 2 3 Cavern All supporting Units Upgrade Cavern 3 HQ 6 Fort 0 Cavern Damage Cavern 3 3 Cavern Earthquake 12 2 Cavern Enlarge Hallway 4,8,16, 1 Tunnel End Earth Knowledge 2 0 See Note Towers Adjacent to casting Unit s Tower Control Zombies 2 3 Cavern First Strike 1 0 Unit Tremor 4 3 Cavern 36

40 37

41 TERMS Active Headquarters Battle Result Bookkeeping Campaign Scenarios Cavern Cavern Capacity Cavern Card Deck Cavern Center Cavern Position Completed Tower Contended Cavern Contested Cavern Controlled Cavern Controlled Tower Fortress Cavern Fungus Farm Fungus Farm Position Game Token Game Turn Gem Hallway Headquarter Cavern Horizontal Tunnel Entrance A Cavern with a Headquarter or Fortress Cavern Center. New Units can be placed here. The Player Base is always an Active Headquarter. The difference between the attacking and defending strength. The game mechanics used to manage game play. Games with different setups and victory conditions. Game piece representing a hollow underground expanse. There are four grades: Carddon, Hewn, Wild and Cavity. The total number of Player Units that may be on Unit Camps in a single Cavern at the start of the Turn. A Deck of card with a picture of a Cavern, Mountain Tops, Rock or Empty Caverns. Players select newly discovered Caverns from this Deck. Position in the Cavern where Units align for combat. There are three four kinds: Wild, Hewn, Headquarter and Fortress. A place where a cavern may be. A Tower with Caverns in all the Cavern Positions. The Tower is Completed only if it is topped with a Mountain Cap, or if it has reached the maximum height of 3 (Solo/Coop) or 5 (Battle Rules). A Cavern becomes Contended when more than one Player has Units on the Cavern Center or on Tunnel Ends in the Cavern after the end of the Commit Phase. A Cavern with more than one Player s Units, or NPCs, occupying a Unit Camp at the start of the Turn. One may have the Cavern Card. It is still a Contested Cavern if there is another player or an NPC occupying one of the Unit Camps. Typically, the owning Player may not collect Fungus Far Bonuses for that Cavern in the Raise Unit Phase. A Cavern with at least 1 Player Unit camping in it at the start of the turn. The Cavern is Controlled only if it is occupied by one Player. The Player must have the Cavern Card to control it. A Completed Tower with each Cavern Controlled by the same player. A Cavern with a Fortress as the Cavern Center. Purple Game Piece placed on Fungus Farm Position. Purple Mounting Position for a Fungus Farm. Magnetic pieces that can be attached to the magnetic mounting positions in the Caverns. A collection of the Game Turn Phases: Event Card (Solo/Coop), Raise Units, Commit, Combat Resolution and De-commit. A Blue Game Piece use to represent a Gem used in the casting of spells. Enhanced Tunnel that can hold more Units. A Cavern with a Headquarter as the Cavern Center. The Red Mounting Position with a house shaped pattern, in a Cavern where a Tunnel End may be anchored. Most Caverns have more than one. 38

42 Initiative Token Mine Position Mine Shaft Player Player Unit Round Source Cave Target Cave Top Of Mountain Cap Tower Tower Position Tunnel Tunnel End Tunnel Network Unit Camp Unit Capacity Vertical Tunnel Entrance Xera A token which is passed to the left at the end of each Turn indicating the first Player to take an Action in the subsequent Turn. Blue Mounting Position with tiny gems dots, where Mine Shafts are placed. Brown Game Piece used to indicate a new Mine Shaft has been dug. Represents a new section of mine, which when mined again, will produce a Gem. An individual controlling the actions of a single color of pieces. You. A colored piece representing the basic Player Unit of combat. It represents a group of dwarves that may perform game actions. Each Player Unit also has a Xera. A subdivision of the Commit Phase where the Player s take turns committing an individual Player Unit to an Action and possibly a Spell Cast. Cavern that is originator of a Move, Attack or Spell. Cavern that is the destination of the Move, Attack or Spell. A Hemispherical Cap placed in a Cavern Position, instead of a Cavern, indicating that the Tower has reached the Top of the Mountain. These can also be placed directly on the Table, indicating there can be no Tower built there. A Stack of Caverns. Locations in a Grid on the table top where Towers may be built. Dug by Units during Game Rounds. It is used to connect Caverns represented as two brown Tunnel Tokens connected by a red cord. The magnetic end of a Tunnel. Each Tunnel has two. A collection of Caverns connected by Tunnels. Bronze Mounting Position in a Cavern where Player Units and NPCs start their Turns. It is bronze, with an image of a Dwarf with an Axe. Each can hold, at least, two Units of one color. All Units start a turn on a Unit Camp. The Capacity of a Unit Camp is increased when the Cavern is upgraded to a Headquarter or Fortress. The total number of Units a Player may have in the field. It is recalculated in the Raise Units phase at the start of each Turn. The red Mounting Position with a six sided pattern in a Cavern where a Tunnel End may be anchored to the Cavern above. Most Caverns have only one. A magic user that specializes in combat spells. 39

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