Cavetroll Rules

  • Upload
    vagbr

  • View
    215

  • Download
    0

Embed Size (px)

Citation preview

  • 7/28/2019 Cavetroll Rules

    1/2

    I n t r o d u c t i o n

    Inside the lair of the cave trolls lie riches and dangers beyondones wildest imagination. In t he Cave Troll board game, playerscommand brave heroes in an attempt to reap the most treasurefrom the dungeon. In order to defeat your enemies, you will

    wield powerful artifacts and summon vile monsters to preventyour opponents from achieving victory!

    O b j e c t o f t h e G a m e

    Each room of the game board has a gold value. This represents

    the treasure and valuables sought by the heroes of the land inthe cavernous and perilous lair of the cave trolls. At the endof the game (and up to four times during the game), playersreceive gold based upon the rooms that they control. Theplayer with the most gold at the end of the game wins.

    C o m p o n e n t s

    Game Board: This represents the lair of the cave trolls. Eachroom of the lair is marked with a gold value, represented by anumber of gold coins. The lair has four entrance areas (stair-

    ways near each corner of the board) and t hree pit areas near themiddle. Along the outside edge of the board is the score track,

    which is used to record each players total gold. The game boardis detailed in a diagram on page 2.

    104 Game Cards: These cards represent the heroes, monsters,and events that await the players inside the cave trolls lair. Thecards are divided into four colors, one color for each player. Thetext on each card gives a brief description of the cards ability.The complete rules for each card are described in detail later inthese rules.

    6 Artifact Cards: These cards represent the magical artifactsyou may discover inside the cave trolls lair. These artifacts caneither be used for a special ability or kept for extra gold at theend of the game.

    68 Plastic Figures: Each player receives 17 colored figuresrepresenting the 16 heroes and monsters he will control as wellas 1 treasure chest. All of a players hero figures have circularbases, while all of a players monster figures have square bases.

    4 Score Counters: These round colored plastic counters areused on the score track to keep track of each players currentgold total.

    S e t u p

    When starting a game of Cave Troll, follow the steps belowto prepare the game area.

    1. Open the game board and place it in the center of theplaying area.

    2. Shuffle the artifact cards and place them in a facedowndeck near the board.

    3. Each player chooses a color and receives all the plasticpieces and game cards of that color.

    4. Each player removes the seven game cards with the trian-gle icon in the upper left hand corner and places them backin the game box. These cards are only used when playingthe alternate game.

    5. Each player shuffles his cards and places them in a face-down deck in front on him.

    6. Each player places his score counter on the zero space ofthe score track.

    7. Each player draws the top card from his deck. This cardforms a players hand which is kept secret from other players.

    P l a y i n g t h e G a m e

    Randomly choose which player will take the first turn. Whenthat players turn is over, play rotates clockwise (to the left).

    On your turn, you may take up to four actions. (You may havefewer than four actions on your first turn, as explained underThe First Round Rule, on page 4.) With each action, youmay do one of the following:

    1. Draw a card and play a card.2. Move one of your hero or monster figures.3. Play an artifact card.4. Use a hero or monster ability that takes an action.

    Your four actions may be any combination of the above actiontypes, and you may take an action type multiple times. Forexample, you could draw and play one card and move a herothree rooms, or draw and play a card twice and move one herotwo rooms. If you have multiple figures on the board, youcould choose to move one of them four rooms, or move four

    of them each one room, etc.Each of the four action types is detailed below.

    T h e F o u r A c t i o n T y p e s

    D r a w a n d P l a y a C a r d

    As an action, you may draw the top card from your deck intoyour hand. Then you mustimmediately play one of the twocards from your hand and resolve its game effect. The entireaction consists of drawing a card, playing a card, resolving theeffects of the card, and checking for board scoring.

    The effects of the various card types are described here:

    Hero Card:When playing a herocard, place your corresponding figureinto play on one of the four entranceareas. Note that there may be anynumber of figures in each entrancearea. Monster Card:When playing a

    monster card, place your correspon-ding figure into play on one of the pitareas on the board (with the exceptionof the cave troll, as explained on page5). Note that there may be any num-ber of monster figures in each pit area.

    Event Cards: There are threedifferent event cards in Cave Troll

    with the following effects:

    The Treasure card:When playing yourtreasure event card, place your treasure chest figure in an

    A treasure chest figure adds a 4-gold bonus to the room it is played. This bonus is not doubled by dwarves. Notefigure does not count towards the limit of five figures in

    Once played, a treasure chest figure cannot be moved.

    The Score a Room card: When playing your score a roomchoose any room on the board and immediately score juroom (following the rules for scoring found on page 4).

    1

    2

    G a m e B o a r d B r e a k d o w n

    1. Pit Areas: Monsters are placed on a pit area when their cosponding card is played (exception: the cave troll). Heroes maenter a pit area. A pit area is not considered a room or entran

    2. Entrance Area: Heroes are placed on an entrance area whcorresponding card is played. There may be any number of in an entrance area. An entrance area is not considered a roopit area.

    3. Room: Rooms are the most numerous areas on the game Each room contains a gold value. There may never be more five h ero and/or monster figures in a room (with the exceptthe berserker, see page 6). A room is not considered an entrapit area.

    4. Gold: The player with the most heroes in a room acquiremuch gold each time the room is scored.

    5. Score Track: Each player places his score marker on this tkeep track of his current score.

    T h e G a m e A r e a

    Score Counters

    ArtifactDeck

    Game CardsPlastic Figures

    Game Board

    Discard Pile

    Scoring Pile

  • 7/28/2019 Cavetroll Rules

    2/2

    P l a y a n A r t i f a c t

    If you have acquired an artifact card, you may take an action touse its special ability. To do this, simply follow t he instructionson the artifact card and then discard it back into the game box.Unused artifact cards are worth bonus gold at the end of thegame equal to the number printed on the gold coin in thelower right corner of the artifact card.

    U s e a H e r o o r M o n s t e r A b i l i t y

    Certain heroes and monsters have a special ability that coststhe figures owner an action to use. For example, a player mayspend an action to use his thiefs ability to move to any room orentrance area on the board.

    Example: The red player uses his first action to move his orcfigure into a room containing three opponents adventurers. Hethen uses each of his next three actions to use his orcs ability,discarding all three adventurers from the room.

    T h e F i r s t R o u n d R u l e

    On the first turn, the first player may only take one action, the

    second player may only take two actions, and the third playermay only take three actions. After this, each player may takefour actions.

    D i s c a r d i n g F i g u r e s

    Many abilities can cause a figure to be discarded from theboard. When this happens, the figure is simply removed fromthe game board and placed back among your available figures.

    S c o r i n g

    Players score rooms and collect gold when either of thefollowing happens.

    1. When a player plays his Score a Room card and choosesa room for scoring. Only the chosen room is scored.

    2. Immediately after a player has placed a card in the scor-ing pile and the number of scoring icons on cards in thescoring pile equals or exceeds five. Every room on t he boardis scored.

    After scoring the entire board, all cards in the scor ing pileare removed from the game and returned to the box. Thenext played card that contains a scoring icon will start a newscoring pile.

    Scoring a Room: The player with the most heroes in aroom controls the room. He gains an amount of gold equalto the number of gold coins printed on the room. Advancethe players score counter on the scoring track accordingly.In the case of a tie, no players receive gold for the room.

    Note that monster figures do not contribute towards con-

    trolling a room. Also note that the barbarian figure countsas two heroes for purposes of determining control of aroom.

    Example: The red player plays his Score a Room card. Hechooses to score a room worth three gold. The room contains twoof his heroes and three opposing heroes (one of each color). Sincehe has more heroes in the room than any other player, he con-trols the room and gains three gold. He moves his score counterthree spaces up the scoring track. The Score a Room card isthen placed in the scoring pile.

    G a m e E n d a n d W i n n i n g t h e G a m e

    The game ends immediately after a player finishes an action andhe has no cards remaining in his game deck.

    The board is then scored one last time, and the player whoended the game receives a 3-gold bonus. Any players withunused artifact cards immediately receive bonus gold equal to thenumber printed on the gold coin in the lower right corner of theartifact card.

    The player with the most gold wins!

    H e r o a n d M o n s t e r A b i l i t i e s

    H e r o A b i l i t i e s

    Barbarian:When his room is scored, the barbariancounts as two heroes. During normal play, thebarbarian only counts as one hero; that is, thebarbarian and four other heroes could occupy asingle room. The barbarian cannot be pushed bythe wraith.

    Thief:As an action, you may move your thief toany room or entrance area on the board. The thiefcomes into play on an entrance area like all otherheroes.

    Knight:When your knight is in a room, none ofyour opponents heroes or monsters (except theirknights) may enter that room. Only knights mayenter a room occupied by an opponents knight.If your knight enters a room occupied by youropponents figures, those figures may remain inthe room. If your knight enters a room or entrancearea occupied by one or more orcs (even your ownorc), the orcs are all immediately discarded.

    Dwarf:When the board is scored, a room occupiedby a dwarf is worth twice as much gold as its print-ed value, regardless of which player controls theroom. If there are multiple dwarves in a room, itsvalue is doubled once for each dwarf. For exampleif there are two dwarves in a room worth 3 gold,that room is worth 12 (3 x 2 x 2) gold during scor-ing. A dwarf does not double the bonus gold froma treasure chest figure.

    Adventurer:Adventurers have no special abilities.

    M o n s t e r A b i l i t i e s

    Cave Troll:When you play your cave troll, yplay it in any room (including those occupieknights), but not in a pit area or an entrance Starting with the opponent to your left, each

    with heroes or monsters in that roo m may mof them into an adjacent room or entrance arlong as it is a legal move). All other figures rein the room except your cave troll (but includure chests and your figures) are discarded. Ona cave troll cannot be moved. Heroes and mmay not enter a room occupied by a cave tro

    Orc:As an action, you may discard any one the same room as your orc.

    Wraith:When your wraith enters a room, yopush (move) one hero from this room intoadjacent room or entrance area of your choic

    wraith may enter a room occupied by five he

    monsters, but only if you then push a hero inadjacent room or entrance area.

    If your wraith is already in a room containinyou may spend an action to push one hero frsame room into an adjacent room or entrancyour choice.

    Heroes may not be pushed into rooms occupied by a cavan opponents knight, or a room already cont aining five and/or monster figures.

    T h e A l t e r n a t e G a m e

    Included in this game is an alternate set of hero and moncards. These 28 cards (7 per player) are marked with a t(on the upper left corner of the card). These alternate hemonsters use the same plastic pieces but have brand newand abilities (described in detail below).

    At the start of the game, players may agree to use the alhero and monster cards instead of the original set. To doeach player must replace the seven hero and monster carcontaining the pentagon symbol with the seven alternate

    which are marked with the triangle symbol. (Note that acards have no symbol and are used when playing with ei

    of cards.)

    A l t e r n a t e H e r o e s

    Paladin:Your heroes (including your paladin) in the samas your paladin may not be targeted by the special abilitybanshees, and your adventurers in the same room may ngeted by the special ability of grunts. As an action, you man opponents siren banshee from the room your paladinany pit area on the board. This hero uses the same figure aknight.

    4 5