The Princess & The Goblin: The Golden Thread
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1 This rulebook belongs to the unfinished prototype. All artwork is for testing purposes only and is not final. Please contact to provide feedback or comments. Thank you for playing! The Princess & The Goblin: The Golden Thread A game by Dennis Hoyle "She did not hesitate." - George McDonald (1872) When the young Princess Irene discovered the magic golden thread her great-grandmother had given her led straight into the goblin kingdom under the mountain, she did not hesitate, but followed it at once. There, in the dark, she discovered her friend, the miner boy Curdie, who had been trapped while searching for clues to the goblins' evil plans. Now, together they must make a daring escape. Can you retrace Irene's steps through the dark maze of caverns, using only her special golden thread as your guide? Can you discover clues to save the kingdom? Or will the goblins catch you first? Players: 1-4, ages 7+ (See end of this rule book for 1-player rules) Contents: 35 tiles and 16 breadcrumb tokens Setup: (See Example 1). 1. Place the 4 Goblin Palace tiles face-up in a stack on the table. 2. Place the 6 Home tiles face-up in a row on the table. 3. Shuffle the rest of the tiles and place them face-down in one stack in the middle of the table to form the Mountain. 4. Draw 4 tiles from the Mountain and place one each face-down on each side of the Mountain to form the Caves as shown below. Example 1 5. Each player takes 4 breadcrumbs of the same color (see Example 2). Leave the rest in the box. Example 2 Goal: Collect the most clues (see Example 3) as you escape the goblin kingdom! Example 3
2 How to play: The first player to shout "Goblins!" goes first. Play in clockwise order from this player. On your turn, you may either A. "Explore" or B. "Make Your Escape." A. Explore: Draw the top tile from the Mountain. After carefully examining it, place it face-down in the Caves so it shares at least one side with other tiles. Then, you may secretly peek at each face-down tile adjacent to the one you just placed (see Example 4). Then, your turn is over. Example 4: Place a tile in the Caves. Then you may peek at each adjacent tile. Note: You may Explore as many turns as you would like, but once you decide to Make Your Escape, you may no longer Explore. B. Make Your Escape: 1. At the beginning of your turn, announce, "I'm going to escape!" Select a Goblin Palace tile and place it in front of you face-up. This begins your Escape Path! Start your escape Then, flip face-up any tile in the Caves or the top tile of the Mountain. If this tile continues your Escape Path (i.e. the symbols on the signposts match up), place it next in-line in your Escape Path and take another turn by flipping another tile to see if it too continues your path. You chose correctly! Flip again! 3. If you place a tile in your Escape Path that connects to a Home tile, select any available Home tile and place it at the end of your path. You've escaped! You made it home! Good job!
3 4. If you flip a tile that does NOT continue your Path, leave it in the Caves face-up and lose your turn. Note: If you flipped the top tile of the Mountain, place it in the Caves face-up. Any player Making Their Escape may use face-up Cave tiles in their Escape Path on their turn! Goblins!: The goblins cause mischief in several ways: The tile you flipped does NOT continue the path. Lose your turn. 1. If you flip a Goblin tile while you are trying to escape, you are caught! Return all the tiles in your Escape Path (except for the Goblin Palace) to the Caves face-up! Next turn, restart your Escape. 2. You may shout "Goblins!" whenever a player is Making Their Escape. If you are the first player of that turn to shout "Goblins!", flip any tile in the Caves. If you reveal a Goblins tile, the player Making Their Escape loses their turn. If you reveal any other tile, leave it face-up in the Caves and the player Making Their Escape may finish their turn without further interference. 3. If you are the first player to make it safely Home, you have a special job to do. Every time it's your turn, flip one of the Home tiles (see Example 5) to reveal the Goblins on the back. Players trying to escape may not use Home tiles that have been flipped to the Goblin side! Example 5. Breadcrumbs: On any turn you Explore you may move one of your breadcrumbs to a Cave tile. Your breadcrumbs may help you remember what you saw (see Example 6). Note: If you peek at a tile that has a breadcrumb on it, put the breadcrumb back on the tile after you look at it. Example 6. Capturing Breadcrumbs: If you use a tile with a breadcrumb on it (even an opponent's breadcrumb!) in your Escape Path, you capture that breadcrumb! Place it on the tile you used in your Escape Path. It is worth 1 point at the end of the game. Game End: The game ends whenever either all players have escaped or when all remaining Home tiles have been flipped to show Goblins. Only players who escaped earn points.
4 You earn 1 point for every clue in your Escape Path, plus 1 point for every breadcrumb you captured. You win the game if you escaped and earned the most points! In Example 7 below, Jaliel wins! In case of a tie, the player who escape first is the winner. Example 7 Play Again?: Reset the game and play again. The first player to win twice is the overall champion! Advanced Rules: Ready for a greater challenge? Try these rules for advanced play. The advanced game plays exactly like the standard game, with a couple differences, noted below: Advanced Setup: Shuffle the Home tiles face-up before placing them on the table. Advanced Gameplay: 1. You may choose to secretly swap the locations of the face-down Cave tiles you peeked at this turn. 2. You may not swap the locations of any tiles with breadcrumbs on them. 3. When you Make Your Escape, first look at the backs of each available Goblin Palace card and choose one with a symbol that you think will match the most symbols in your Escape Path. 4. At game end, you earn one bonus point for every symbol in your Escape Path that matches the one on the back of your Goblin Palace card, including symbols on the signposts, inside clues and on breadcrumbs you've captured. 5. To win you must score higher than the other players AND higher than the highest numbered Goblin tile revealed on any flipped Home tiles. If no player wins, the Goblins ransack the village! (See Example 8).
5 Example 8 1-Player Rules: Trapped in the Mountain alone? Try these 1-Player rules. The 1-Player rules play exactly like the standard game, with a couple differences, listed below: 1-Player Setup: 1. Shuffle the Home tiles face-up before placing them on the table. 2. Choose one Goblin Palace tile and place it face-up in front of you. You may peek at its back to see the symbol. 3. Set the rest of the Goblin Palace tiles and all the breadcrumbs in the game box. 4. Do not start with any tiles in the Caves. Example 8 1-Player Gameplay: 1. When you Explore, draw 1 tile and place it face-up in the Caves. 2. Instead of Exploring you may "Chart Your Path": Take half (rounded-down) of the tiles in the Caves and set them face-down beneath your Goblin Palace tile. This is your Escape Pile. You may not look at tiles in your Escape Pile until you choose to Make Your Escape. Set the tiles you did not select in a discard pile nearby. 3. Any time you Chart Your Path, you must immediately flip a Home tile of your choice to its Goblin side.
6 4. If you draw Goblins while Exploring, immediately discard all of the tiles in the Caves to a new discard pile away from the play area. Place the Goblin tile on top of this discard pile. 5. Whenever there are exactly 3 discard piles with Goblins on top (see Example 9), shuffle all the discard piles together and place these tiles underneath the Mountain face-down. Then flip one of the Home tiles to the Goblin side! Example 9 1-Player Game End: When you choose to Make Your Escape, reveal all of the cards from your Escape Pile and place them in the correct order on the table to connect the Goblin Palace card to any one of the Home cards still face-up. If you are able to make a complete path, you've escaped! Add all of the clues in your path and any symbols (on signposts or inside clues) that match the back of your Goblin Palace card. This is your score. If your score is higher than the revealed Goblin tile with the highest number, you win! If your score is not high enough or you fail to make a complete Escape Path, the Goblins ransack the village and you lose! Note: You are not required to use all of the cards in your Escape Pile to escape, but you only get to count points included in your path for your score.
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More informationGame Background. Components
Game Background America in the 19th Century. By passing the Pacific Railroad Acts through Congress, the US government opened up the interior of the continent to a number of railroad companies. The race
More information30-45 Mins Ages Players BY JEREMY KALGREEN AND CHRIS VOLPE RULEBOOK
30-45 Mins Ages 14+ 2-4 Players BY JEREMY KALGREEN AND CHRIS VOLPE RULEBOOK In the far future, robots have been designed to fight for the enjoyment of humanity. Bullets, lasers, bombs, drills, and various
More informationSet up. Object of the Game. Contents: min
R ules Introduction You are a royal, seeking new lands to expand your ever-growing kingdom. Explore and conquer the diferent terrains, and develop the best and richest territories for your people. Scour
More informationASSAULT OBJECTIVES DEPLOYMENT HEXADOME SCORING ZONE END-GAME CONDITIONS. SCENARIOS v 1.3
SCENARIOS v 1.3 ASSAULT Being the only player with one or more Characters inside the Scoring Zone at the end of the Round (3 Victory Points). of the Round than the opponent (2 Victory Points, but only
More information1. Placing a River Tile
Count, King & Robber A copy of CARCASSONNE is required to play this expansion. You can integrate this entire expansion into the game, or only parts of it if you choose. You can also combine this expansion
More informationDESCRIPTION TURN STRUCTURE
26 754 5 For 2 to 4 brave expedition leaders. Ages 10+ Game Design: Reiner Knizia Editing: André Maack, Daniel Greiner lllustration: Franz Vohwinkel DESCRIPTION Deep in the dense jungles of South America
More informationkingdom 1 kingdom 2 attacker defender
engrules 9/30/05 9:03 AM Page 1 To resolve the conflict, the involved players may play cards in the colors of the leaders involved in the conflict. Each card played has the value 1. In addition, each card
More informationPartisan Politics Fortuyn Games. Watch the tutorial video at
Partisan Politics 2015 Fortuyn Games. Watch the tutorial video at http://youtu.be/u6tymebdija. Setup Separate the 5 grey phase cards and the 8 tableau cards: 7 issues with black borders and the Speaker
More informationCard Value indicates the power of a particular card during play. The higher this value the more likely the card is to win a trick.
OBJECTIVE Be the player to collect the most victory points (VP) and claim the victory for the round. Be the player to win 3 rounds and you will be crowned King. COMPONENTS 54 cards (15 red army, 15 blue
More informationOverlords of Infamy Quick-Start Guide
Overlords of Infamy Quick-Start Guide Is this your first time playing Overlords of Infamy? Then this Quick-Start Guide is for you! In order to prepare for this game, please follow the setup guide in Section
More informationThe player who earns the most prestige points through producing exhibitions and managing his budget best, wins the game.
Introduction It is the early 20th Century, and the great museums of Europe and compete for artifacts from around the world in order to fill their museums with the most prestigious exhibitions. Game idea
More informationIdea and object of the game. Components
A game of life (and death) by Inka and Markus Brand for 2 to 4 players aged 12 and up Development and rule book: Viktor Kobilke Illustrations and graphics: Dennis Lohausen Idea and object of the game An
More informationOFFICIAL RULEBOOK Version 7.2
ENGLISH EDITION OFFICIAL RULEBOOK Version 7.2 Table of Contents About the Game...1 1 2 3 Getting Started Things you need to Duel...2 The Game Mat...4 Game Cards Monster Cards...6 Effect Monsters....9 Synchro
More informationCUBES. 12 Pistols E F D B
OBJECTIVE In The Oregon Trail: Journey to Willamette Valley, you play as a pioneer leading your family across the United States in 1848. Your goal is to complete the perilous journey while keeping as much
More informationTikal 2 4 players aged 10 and up Authors: M. Kiesling / W. Kramer
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More informationContents. Objective. The Cards & Tokens
Contents 1 Character Cards (Merlin, Assassin, Percival, Mordred, Morgana, Oberon, Loyal Servants of Arthur and Minions of Mordred) 10 Quest Cards ( Success & Failure Cards) Team Tokens 20 Vote Tokens (10
More information2-4 players 5 years and up 15 minutes
Marco Teubner 2-4 players 5 years and up 15 minutes Hi there, I m Martin, the mammoth! Welcome to the neighborhood. I m here to help you learn the rules. Before we get started with the game, let s discover
More informationGame Background 1640 A.D. A
Game Background 1640 A.D. A ghastly curse befell a beautiful island in the Indian Ocean... just because it could. Soon, it was known that its dark magic would not only afflict whoever tried to take away
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