Dwar7s Fall: Empires Expansion
Dwar7s Fall: Empires Expansion Rulebook
Table of Contents
Table of Contents
Playing with 5 players or more
In order to reduce the overall game length in a larger groups of players, we strongly recommend to change the endgame trigger to two completed goals, instead of three (trading goals and also secret goals count toward this limit).
Royal Decrees
Royal decrees are cards that allow experienced players to twist the core game rules a little bit in order to change the overall flavor of Dwar7s Fall to make it perfect for their gaming group by increasing or decreasing downtime, game length, strategy and interaction. These are the royal decrees that come with the Empires Expansion:
High Ho (5+ Players)
Decreases: downtime. Increases: game length by 50%.
In order to decrease downtime, every player starts the game with only 1 action a turn (instead of 3). You still get +1 extra action by having your castle in play.
Hidden Tunnels (2+ Players)
Increases: strategy.
You may move one dwarf from a mine into any mine on board with only one action. The target kingdom must not have a dragon inside it.
Dragon King/Frost Invasion (2+ Players)
Increases: interaction.
Dragons/frost giants will kill all mine VPs within the kingdoms that they are in at the game's end scoring phase. No players may place a new monster on board once the endgame is triggered.
Playing as an Elf
Elves are the most effective monster hunters in all kingdoms. Their elf accuracy is extremely useful when fighting beasts while gathering provisions for the next winter. Some say they can also have diplomacy with treants in order to protect their lands.
1. Starting Hand
Elves will start the game with the purple kingdom cards, one random secret goal and the 7 purple elven meeples.
2. Strengths and Weaknesses
Reciprocity: All cards (secret goals, ogre cards and royal decrees) that may apply to dwarfs will work the sameway to elves.
Slow Gathering: Elves do not gather gems as good as dwarfs. In order to complete tasks on the mines, elves will need to have 3 meeples on top of it, no matter the action cost described on the mine (example: gathering an emerald will cost 3 instead of 2).
Elf accuracy: Your meeples are able to fight monsters from afar. For the purpose of defeating a monster, you can also count elf meeples from adjacentcards not blocked by walls. You need at least 1 elf on the monster tile to successfully slay it.
Clean Shot: Monsters defeated by elves worth 4 VP instead of 3.
Monster Scales: Once a turn, as a free action you may discard a defeated monster to the box. If you choose to so, you may draw gems that worth up to 4 VP (example: one gold and one ruby).
Classes (for elves): You may buy the dragon as an extra meeple and upgrade one of your elves into the alchemist.
Callout: If you have 2 meeples on the dragon card and another 3 on an adjacent mine, you can slay the dragon and also take the gem afterwards. As the other two elves are blocked by a wall they won't be able to join this fight but they still get their ogre card.
Playing as an Ogre
At first glance, you may think that ogres are just chaotic beings without culture and manners. But the very nature of the dwarf society relies on them. They do what is needed in order to keep peace and take the blame for it. As the fall gets near to its end, one ogre warband went rogue and decided to take a cut of the kingdoms for themselves.
1. Starting Hand
Ogres will start the game with the orange kingdom cards, two random ogre cards, one random secret goal and the 7 orange ogres.
2. Strengths and Weaknesses
Reciprocity: All cards (secret goals, ogre cards and royal decrees) that may apply to dwarfs will work the sameway to ogres.
Slow Gathering: Ogres do not gather gems as good as dwarfs. In order to complete tasks on the mines, ogres will need to have 3 meeples on top of it, no matter the action cost described on the mine (example: gathering an emerald will cost 3 instead of 2).
A life of Party: Ogres count every kingdom card that worth -2 VP within their castle walls (including their own castle) as +2 VP instead.
Thievery: Every time you play an ogre card you also get one stolen pouch from its pile. Stolen pounches do not go into your hand. You may keep them on the board next to you.
Pawnbroker's: Once a turn, as a free action you may discard up to 4 stolen pounches back to their pile. If you choose to do so, you may draw gems that worth the same amount of VP (example: 4 stolen pounch can be traded for 2 emeralds).
Classes (for ogres): You may buy the Ogre King as an extra meeple and upgrade one of your ogres into the alchemist.
Callout: If you place 3 meeples on the ogres castle, you get 2 ogre cards. In the setup phase, place the stolen pouch pile next to the gem cards.
Playing as a Crystal Dwarf
From the bottom of the crystal caves they came. They looked almost like us. But their hearts were cold and their souls darkend by hatred. Without any hesitation they unleashed the creatures upon us. We never stood a chance.
1. Starting Hand
Crystal dwarfs will start the game with the black kingdom cards, one random secret goal and the 7 black dwarf meeples.
2. Strengths and Weaknesses
Reciprocity: All cards (secret goals, ogre cards and royal decrees) that may apply to dwarfs will work the sameway to crystal dwarfs.
Gather gems: You just need to place the exact amount of meeples described on the mine card in order to fulfill the task.
Suspicious: You can not use other players castles to dig.
Frost Invasion: When crystal dwarfs are in play, the frozen invasion royal decree will always be active.
Frozen Heart: Once a turn, as a free action, you may transform one of your gems into a diamond.
Frozen Soul: You don't loose your extra action or mines VP (due the Frost Invasion) by having frost giants in your kingdom.
Classes (for Crystal dwarfs): You upgrade your crystal dwarfs into the king, the guardian, the warrior and the alchemist.
Diamond Helmets: To upgrade your dwarfs into classes cost you 1 more diamond than the regular cost for dwarfs.
Callout: The crystal dwarfs are not affected by any frost giant or the frost invasion royal decree.
The Empire Classes
Upgrade your workers: having a meeple with special habillities for your empire will take one action plus the gems and meeple needed. Having empire class meeples at your command will score VP at the end of the game.
Alchemist: By expending one action with the alchemist you transform a gem into any other gem (except gold into ruby). Alchemists also keep their racial traits.
Guardian: A kingdom card that has a guardian on it cannot be targeted by ogre cards.
King: Placing the king from your hand on a kingdom card is a free action.
Warrior: By using one action with the warrior you may move one enemy meeple on the same card to an adjacent card.
Ogre King: By using one action with the ogre king, you may discard a meeple on the same tile. Placing the ogre king from your hand on a kingdom card is a free action.
Dragon: Placing the dragon from your hand on a kingdom card is a free action. A kingdom card that has a dragon on it cannot be targeted by ogre cards.
Empire Monsters
Monsters are scary and territorial beasts. You can not stack any tile on top of a monster. Having any monster within the walls of a kingdom will prevent the digging action of the castle from working.
- Frost Giant: Blocks the extra actions from castles.
- Forest Dragon: Blocks mines from working.
- Big Bad Wolf: Blocks inns from working.
- Treant: Blocks the extra actions from castles.
Dragon Eggs
If you are playing with less then 4 players place the 4+ players eggs back on box. Shuffle the remaining dragon eggs with the other trading goals. To complete any trading goal you must perform a trade at the general store. Place 3 meeples there and in the resolve phase of your turn exchange the number of gems + defeated monster shown on one goal to buy it. Return the gems to the appropriate gem decks, discard the monster back in the box and take the trading goal card. Refill its position with the top card of the trading goal deck.
Example (illustrated on the page): place 3 dwarfs at the general store, discard the Forest Dragon monster and one ruby (the gem shown on the goal) to get the 8 VP dragon egg trading goal.
Language Free Cards Description
Wrecking Ball: Remove all meeples from the target tile and then (if possible) do a digging action there.
Huntsman: Your kingdom must have 3 living monsters or more.
Townsman: Your kingdom must have 3 inns (tarverns or general stores) or more.
Warlock: You must have at least 5 diamonds in hand.