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Dokmus: Return of Erefel

Expansion for Dokmus

Dokmus: Return of Erefel Rulebook

Table of Contents

Table of Contents

  • Components
  • New Map Tiles
  • New Terrain
  • New Guardian, Erefel
  • Guardian Power of Erefel
  • Scenarios
  • Ice
  • Winds
  • Sun
  • Water

Components

  • 4 double-sided map tiles
  • 2 double-sided scenario tiles
  • 1 new guardian card, Erefel

Dokmus: Return of Erefel introduces a new guardian, new map tiles, and optional scenarios to Dokmus. All the rules of Dokmus still apply, unless otherwise specified in these rules. For each game you can choose which of the additions to use: just the new map tiles, scenario tiles, the new guardian, or any combination of these.

New Map Tiles

The new map tiles can be combined with the map tiles of the base game. For a two-player game, choose any 5 of the 12 total map tiles. For three- and four-player games, choose any 8 map tiles.

New Terrain

The new map tiles have roads going through meadow and forest spaces. If a player would place a token on a space with road, the player can instead place that token one space further along that same road. This works if the player is placing the token normally, using a "Move a token" action, crossing a waterway, or placing a token adjacent to a temple.

Both spaces have to be empty, i.e. players cannot jump over other tokens. Roads can continue to different map tiles, but do not have to.

When entering a forest space that has a road, players do not have to sacrifice a token (regardless of whether the space they are coming from has a road).

During setup, players can choose a road space as their starting position. The starting position still has to be on the edge of the map tile.

New Guardian, Erefel

The new guardian can be used with any number of players. So in a two-player game, there are now 4 guardians to choose from, and three- and four-player games have 6 guardians.

After all players have selected their guardians, turn the remaining guardians face up. The highest number among the remaining guardians is the number for Erefel for that round.

Example: In a four-player game, guardians #2 and #4 were not selected. For that round, Erefel will play when guardian #4 would normally play.

Guardian Power of Erefel

Once during the player's turn, when they would have to sacrifice a token to cross a waterway or enter a forest, they can do that action without sacrificing a token.

This power can be used only once per turn, i.e. the player can avoid at most one sacrifice per turn.

Scenarios

For each game, you can choose to use exactly one scenario. If you wish to use a scenario, select or randomly assign one of them during the game setup.

The chosen scenario tile is placed with the chosen side up in the middle of the map tiles, in the space that was left empty. During the game, the scenario tile works just like the empty space, i.e. when moving tiles you swap the scenario tile with the map tile you are moving.

Ice

The icy center of the island freezes all water near it.

All water spaces are frozen, players cannot cross waterways as usual. Instead, when placing a token, the players can slide over the frozen water spaces. This does not require sacrificing a token. To slide over frozen water, you place the token in a straight line orthogonally across the water. The token is placed on the first non-water space in the straight line. If that space is a temple, then you can place the token adjacent to that temple, as usual.

Normal token placing rules apply, so the space has to be empty and you cannot place a token on a mountain. If the token is placed in a forest this way, you do not have to sacrifice a token.

Players can also use the "move a token" action to slide over frozen water.

Players cannot slide over the Ice scenario tile.

In the Ice scenario, blue player can place a token on the marked spaces.

Winds

The winds are blowing your way, allowing you to move faster.

If a player would place a token on a space with road, the player can instead place that token up to two spaces further along that same road.

If a player would place a token on a meadow space, the player can instead place that token one space further along that same meadow.

These work if the player is placing the token normally, using a "Move a token" action, crossing a waterway, or placing a token adjacent to a temple.

All spaces have to be empty, i.e. players cannot jump over other tokens.

The token can be placed on another map tile if you place it along a road or meadow that continues to another map tile.

In the Winds scenario, blue player can place a token on the marked spaces.

Sun

The sun brings out the power of the ancient ruins on the island of Dokmus.

When a player places a token on ruins on a map tile that is orthogonally adjacent to the Sun scenario tile, they can use the ruins extra action on any map tile, i.e. the map tile does not have to be the same as the tile where the ruins are located.

In the Sun scenario, if a player places a token on ruins on any of these map tiles, they can do the ruins extra action on any of the eight map tiles.

Water

There is a large lake in the middle of the island.

The Water scenario tile counts as a large waterway. It touches all seven edge spaces of any map tiles horizontally or vertically adjacent to it, and can be connected to waterways on the adjacent map tiles. Players can cross the large waterway like any other waterway.

In the Water scenario, blue player can cross the waterway to the marked spaces.