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Forgeflame

Forgeflame Rulebook

Table of Contents

Table of Contents

  • Goal of the Game
  • Content
  • Setup
    • Recruitment Rules
  • Gameplay
    • Player Board
  • Move
    • Rockslides
    • Exploration Tokens
  • Dig
  • Pick Up
  • Fight
  • Kobolds
    • Restricted Actions
    • Activation
  • Forge
    • Artifact Scoring
    • Artifact Powers
  • Other Actions
    • Discover a Totem
    • Activate a Totem
    • Give/Take Ore
    • Destroy a Rockslide
  • Keywords
  • End of Round
    • Event Phase
    • Upkeep Phase
  • End of the Game
    • Final Scoring
  • 4-Player Game
    • Alliances
    • Setup
    • End of the Game
  • Mithrül
  • Solo
    • Goal of the Game
    • Setup
    • Gameplay
    • Modified Rules
    • End of the Game
  • Adventurers
    • Granit, Boulderfist (carries 3 ore)
    • Mogrimür, Bonecaster (carries 2 ore)
    • Nobz, Whizwagon (carries 2 ore)
    • Korgain, Ghostbeard (carries 2 ore)
    • Molly, Pebblesnout (carries 2 ore)
    • Glibberglop, The Absorber (carries 3 ore)
    • Flyna & Steamforge (carries 3 ore)
    • Ogmül, The Elixirist (carries 2 ore)
    • Silkara, Arachnomancer (carries 2 ore)
    • Shadows & Tentacles expansion adventurers
      • Vaelindra, Swiftfingers (carries 2 ore)
  • Reference
    • Totems
    • Kobold Tokens
    • Exploration Tokens
    • Artifact Powers
  • Appendix: Big Box / Kickstarter Exclusives
    • Challenges
    • Totem Minis
    • Overheat
      • Setup
      • Modified Rules
      • End of Round
      • End of the Game

Goal of the Game

Lead a team of brave adventurers to explore the mine, find ores, and forge legendary artifacts before your opponents. The first player to forge their fourth artifact ends the game.

The player with the most victory points from forged artifacts, collected ores, and discovered treasures is crowned Champion and wins the game!

Content

  • 4 player boards
  • 1 game board
  • 15 Exploration tokens
  • 15 Treasure tokens
  • 4 Active tokens
  • 8 Rockslide tokens
  • 8 Totem tokens
  • 9 Slow/Stun tokens (double-sided)
  • 8 Totem standees
  • 9 Adventurer miniatures
  • 63 Action cards (7 for each adventurer)
  • 18 Ore Vein tokens (6 Level I, 7 Level II, 5 Level III)
  • 22 Artifact cards
  • 12 Event cards
  • 11 Imps cards (solo mode)
  • 6 Objective cards (solo mode)
  • 13 Aid cards
  • 9 Adventurer tokens (Battery, Potion, Web)
  • 1 scorepad
  • 5 Kobold tokens
  • First Player marker
  • 6 Kobold standees
  • 1 Kobold bag
  • 63 Ore fragments (20 Gold, 20 Darkiron, 20 Draconite, and 3 Mithrül)
  • 3 Flame tokens (double-sided)
  • 12 base rings

Setup

  1. The player who most recently faced a kobold takes the First Player marker (you can also choose the first player randomly).
  2. Place the game board in the center of the table.
  3. Each player chooses a color, takes their player board, and places it in front of them.
  4. Players form their team by choosing their adventurers freely, distributing them randomly, or by following the recruitment rules below. Your adventurers are allies, those of other players are opponents.
    • 2 or 3 players: Take 3 adventurers each.
    • 4 players: 2 adventurers each (see 4-Player Game).
  5. Each player attaches the base rings of their color under their adventurer miniatures and places them at the Mine Entrance, at the top of the game board.
  6. Each player gathers the 7 Action cards for each of their Adventurers, then shuffles all Advanced Action cards (marked with an up-arrow symbol in the top right corner) into a face-down deck placed in the center of their player board. They reveal the top 2 cards and place them face up on either side of this deck.
  7. Each player shuffles their Adventurer's remaining Action cards to form their starting deck, placed face down to the left of their player board, and draws 5 cards from it.
  8. Shuffle the Artifact cards to form a pile, placed face down next to the game board. Reveal 3 Artifact cards.
  9. Shuffle the Event cards to form a pile, placed face down on the corresponding space on the game board.
  10. Place the 3 Flame tokens on the Almost-Eternal Forge: 2 on the unlit side and 1 on the lit side.
  11. Randomly place a Level I Ore Vein token face down on each Level I site. Repeat for Level II and III tokens. Return the remaining 3 tokens to the box.

You are now ready to begin your adventure!

Recruitment Rules

For 2 players:

  1. The first player chooses 1 adventurer
  2. The second player chooses 2 adventurers
  3. The first player chooses 2 adventurers
  4. The second player chooses 1 adventurer

For 3 players:

  1. The first player chooses 1 adventurer
  2. The second player chooses 1 adventurer
  3. The third player chooses 2 adventurers
  4. The second player chooses 1 adventurer
  5. The first player chooses 2 adventurers
  6. The second player chooses 1 adventurer
  7. The third player chooses 1 adventurer

For 4 players:

  1. The first player chooses 1 adventurer
  2. The second player chooses 1 adventurer
  3. The third player chooses 1 adventurer
  4. The fourth player chooses 2 adventurers
  5. The third player chooses 1 adventurer
  6. The second player chooses 1 adventurer
  7. The first player chooses 1 adventurer

Gameplay

Forgeflame is played over a series of rounds.

In each round, players take turns in clockwise order, starting with the First Player. The round ends when all players have taken 4 turns.

On your turn, play a card from your hand into your active area, face up. This card shows the adventurer you are playing this turn and the actions they can use in the order of your choice.

Note: If you must play a card but have no more in your hand, play the top card of your deck.

Here are the possible actions:

  • Move through the mine (see Move)
  • Dig and discover an ore vein (see Dig)
  • Pick up an ore (see Pick Up)
  • Fight a kobold (see Fight)
  • Any one action of your choice (multi-colored icon)

Action cards also have one or more abilities. An adventurer can use each of their abilities once per turn, before, after, or between their actions.

Some adventurers have an immunity that protects them from Stun, Slow, or Shock effects, during the entire game (even outside of their turn).

Player Board

Each player has a game space centered around their player board:

  • A. Action Deck.
  • B. Active Area: Where you play the cards from your hand (face up).
  • C. Discard Pile: Played cards are discarded here at the end of each round (face up).
  • D. Advanced Action Cards: At the end of each round, choose one of these cards to improve your game.

If you need to draw a card but your card deck is empty, shuffle your discard pile to form a new deck.

Move

The game board is divided into different sites, each of which can hold a limited number of adventurers:

  • Mine Entrance: No limit,
  • Level I, II and III sites: 3 adventurers each,
  • Almost-Eternal Forge: 5 adventurers.

Your adventurer can use a Move action to move to an adjacent site through a passage (normal passage, drawn as a chain-link line).

Moving through a difficult passage (drawn as a rounded dark line) requires both a Move action and the Flight ability.

Adventurers can move through full sites during their movement, but cannot stop on them.

In the example in the rulebook, white arrows show where Granit the golem can move. The black arrows point to sites that are unreachable due to a rockslide, the adventurer limit, and a Flight ability requirement.

Rockslides

Rockslide tokens block the passage between two adjacent sites, forcing adventurers to go around them or destroy them (see Destroy a Rockslide). Adventurers cannot cross a passage with a Rockslide token. Two sites separated by this token are no longer considered adjacent.

Exploration Tokens

When an adventurer enters a site with an Exploration token, they immediately reveal the token and apply its effect. All token effects are listed in the Reference section below.

Once the effect is resolved, remove the token from the game.

Dig

Your adventurer can use a Dig action to unearth an Ore Vein token on their current site.

  1. Flip the Ore Vein token and place the indicated Ore fragments directly on your site from the supply.
  2. If the token has a kobold symbol, place a Kobold standee on the site. Then, put one of the highest value Ore fragments from the site into the Kobold bag (Draconite first, then Darkiron, and finally Gold). It is stolen by the kobold.
  3. Remove the Ore Vein token from the game.

In this example: Place one Gold, one Draconite, and one kobold on the site. The Kobold steals the other Draconite shown (place it in the Kobold bag).

Pick Up

Your adventurer can use a Pick up action to take one Ore fragment from their site. The chosen ore must be placed on your adventurer's miniature.

The maximum number of Ore fragments an adventurer can carry is shown by the number of ore symbols on their Aid card and in the adventurers section (see Adventurers).

An adventurer can always drop an ore they are carrying on their site to pick up another.

Fight

Your adventurer can use a Fight action to face off against a kobold on their site.

  1. Draw one Kobold token from the Kobold bag +1 additional token for each of your allies present at your adventurer's site.
  2. Reveal the drawn tokens and choose one to resolve. All Kobold token effects are listed in the Reference section below.
  3. Return all drawn tokens to the Kobold bag.

Kobolds

Beyond the riches it holds, the mine is also home to kobolds who have made these places their lair, seizing every bit of ore they can find.

Kobolds appear during the game via Exploration tokens, Ore Vein tokens, and Event cards. At any time during the game, if you need to place a Kobold standee but there are no more in the supply, the mine is overrun and the game ends immediately. Proceed to final scoring.

Restricted Actions

As long as a kobold occupies a site, the following actions cannot be performed there by any adventurer (unless they have Stealth): Dig, Pick Up, Forge, Activate a totem, and Take/give ores. They may still Move, Fight, Destroy a Rockslide, and use their abilities.

Activation

Kobolds are activated by Event cards. When activated, a kobold steals the most valuable Ore fragment on its site (not carried by an adventurer) and adds it to the Kobold bag.

If there is no Ore fragment on the site, the kobold moves one site towards the Almost-Eternal Forge following the shortest route, even through difficult passages. If there are several paths of equal distance, the kobold favors moving to a Level II site.

Forge

Your adventurer can use any action (Move, Dig, Pick up, Fight or Any) to forge an artifact when they are at the Almost-Eternal Forge or at the Mine Entrance.

  1. At the Almost-Eternal Forge, your adventurer must flip a Flame token from lit to unlit in order to forge. If there is no lit flame, they cannot forge.

    At the Mine Entrance, a flame burns permanently and adventurers do not need to flip a Flame token.

  2. Discard the required Ore fragments shown on the Artifact card. These ores must be carried by your adventurer and/or any of their allies on the same site.

  3. Take the forged artifact card and place it near your player board.

  4. Reveal a new Artifact card.

To forge the Winds Boots (example card showing one Gold, one Darkiron and one Draconite), an adventurer must use one action of any type, flip a Flame token (if at the Almost-Eternal Forge), and return the 3 required ores to the supply.

Artifact Scoring

At the end of the game, artifacts earn you Victory Points (the number printed on the card).

Some artifacts are part of a collection (Gold, Darkiron, or Draconite), which is identified by a colored card border.

These artifacts earn additional points when they are gathered:

  • Two artifacts of the same collection: 3 points
  • Three artifacts of the same collection: 7 points
  • Four artifacts of the same collection: 12 points

Artifact Powers

Some artifacts provide a power once forged.

This power can be used once per game, on your turn. After using it, tilt the card to show it's exhausted and can no longer be used. All artifact powers are listed in the Reference section below.

Other Actions

Discover a Totem

When your adventurer discovers a totem during exploration, reveal the top Totem token from the token pile. Then, place its corresponding Totem standee on their site, with an Active token attached to it.

Activate a Totem

Your adventurer can use any action to activate a totem on their site.

  1. Remove the Active token from the totem. If the totem no longer has an Active token, it cannot be activated.
  2. Apply the effect of the totem. All totem effects are listed in the Reference section below.

Give/Take Ore

Your adventurer can use any action to either give or take ore from an ally on their site. Place one or more Ore fragments carried by one miniature onto the other.

Reminder: You cannot place more ore on an adventurer's miniature than their limit.

Destroy a Rockslide

Your adventurer can use a Dig or Fight action to destroy a rockslide on a passage of their site.

Remove the Rockslide token from the game board.

Keywords

Some abilities and effects use keywords:

  • Attraction X: Move the targeted figure (adventurer/kobold) to your site from up to X sites away, ignoring difficult passages.
  • Heal: Remove Stun and Slow tokens from any adventurer on the game board.
  • Flight: This turn, the adventurer can cross difficult passages when moving.
  • Push X: Move the targeted figure (adventurer/kobold) up to X sites in any direction. You must move it at least one site if possible, and you can ignore difficult passages.
  • Shock: The targeted adventurer drops one Ore fragment of their choice on their site.
  • Slow: Place a Slow token on the targeted adventurer's figure. The next card played by this adventurer loses one of the "any action" actions on it, then the token is returned to the supply.
  • Stun: Place a Stun token on the targeted adventurer's figure. Ignore any abilities on the next card played by this adventurer, then the token is returned to the supply.
  • Stealth: This turn, the adventurer ignores kobolds on their site and their actions are not restricted by them.
  • Teleport: Place the targeted figure (adventurer/kobold) on any site.
  • Transform: Swap Ore fragments with any ones from the supply.
  • Trigger a rockslide: Place a Rockslide token on a passage anywhere on the game board (maximum 1 token per passage). If all Rockslide tokens are already in play, use equivalents.

Some abilities target:

  • Adjacent: applies to any target (including yourself) on your current site or an adjacent site.
  • Ally: applies to an adventurer on your team.
  • On your site: applies to any target (including yourself) on your current site.
  • Opponent: applies to an adventurer on another team.

End of Round

The round ends when all players have taken 4 turns.

If a player has forged at least 4 artifacts (or 6 per team in a 4-player game), the game now ends. Proceed to final scoring. Otherwise, proceed to the following two phases.

Event Phase

Reveal the top card of the Event deck.

  1. Flip a Flame token to its lit side for each flame symbol.
  2. If the card has a Kobold activation symbol, activate each kobold on the game board (see Kobolds).
  3. If a kobold-head symbol on a blue background or on a yellow background appears on the card, place a Kobold standee on the site containing the corresponding icon.
  4. Apply the text effect, then remove the card from the game.

Upkeep Phase

  1. Place all the cards from your active area in your discard pile.
  2. Choose one of the three Advanced Action cards (either face up or face down) on your player board and add it to your hand. If taking one of the face-up cards, replace its empty slot with the top card of your face-down deck.
  3. Draw to complete your hand to 5 cards.
  4. Place an Active token back on each totem in play.
  5. Pass the First Player marker to the next player and start a new round.

End of the Game

The game ends:

  • At the end of a round, if a player has forged at least 4 artifacts (or if a team has forged 6 in a 4-player game).
  • Immediately, if you need to place a Kobold standee on the game board but there are no more in the supply.

Note: For shorter sessions, you can decide at the beginning of the game to end the game at the 3rd forged artifact (or 4 artifacts in a 4-player game).

Final Scoring

Add up the victory points:

  • Shown on all your forged artifacts.
  • 3 / 7 / 12 for each set of 2/3/4 artifacts of the same collection,
  • Of your Treasure tokens (value printed on each token),
  • Of the Ore fragments carried by your adventurers: 1 per Gold, 2 per Darkiron, 3 per Draconite.

The player with the most victory points wins the game and earns the title of Forgeflame Champion!

In case of a tie, the tied player with the highest-value artifact wins the game.

4-Player Game

Two rival groups of adventurers venture into the depths, drawn by the incandescent glow of the Almost-Eternal Forge. But the competition promises to be fierce, and only the most cooperative team will be crowned champion!

Alliances

In a 4-player game, players must form two teams of 2. Each player plays with 2 adventurers. Adventurers on the same team are allies.

Teammates sit across from each other (they do not play directly after each other) and can freely share information, but cannot show each other their hands.

Setup

Follow the standard setup, with these modifications:

  • Reveal 4 Artifact cards instead of 3.
  • Place 2 lit and 1 unlit Flame tokens on the Forge.

End of the Game

The game ends when a team has forged at least 6 artifacts, or when the mine is overrun by Kobolds.

During final scoring, teammates share their artifacts, treasures, and Ore fragments to calculate their victory points.

Mithrül

This incredibly rare alloy imbues your artifacts with value beyond compare. Enhance your adventures with this optional module, adding more strategy to your games.

When you reveal this Exploration token (the Mithrül token), place a Mithrül gem instead of one ore of your choice.

When an adventurer forges an artifact, they can discard one carried Mithrül in addition to the required ores. The discarded Mithrül is placed on the forged Artifact card.

During final scoring, each Mithrül on an artifact earns you 2 victory points per ore printed on the card.

Solo

A seasoned trio of adventurers return to Forgeflame, burning with ambition to etch their names in smithing legend. But this time, the kobolds are on their guard and mischievous imps are wreaking havoc in the mine!

Goal of the Game

Forgeflame's solo mode lets you embark on a thrilling adventure, challenging you to complete 2 objectives and accumulate the most Victory Points within 9 rounds.

Setup

Follow the standard setup, with these modifications:

  1. Choose 3 adventurers.
  2. For each adventurer, choose 5 Action cards from their 7 available. Shuffle the chosen 15 cards to form your deck.
  3. Take a player board and place the 3 Aid cards of your chosen adventurers on it, in any order.
  4. Remove the Eternal Forge and Sanctuary Event cards. Shuffle the remaining cards, and discard 2 at random, to form a deck of 8 cards. Return the excess cards to the box.
  5. Shuffle the Imp cards to form a face-down pile. Place it next to the Event pile on the game board.
  6. Draw 3 Objective cards at random and place them face up near your player board.
  7. Place 2 Flame tokens on the Forge (1 lit and 1 unlit) and 1 Flame token at the Mine Entrance (unlit). Adventurers no longer have a permanent flame at the Mine Entrance.
  8. Reveal all Level I Ore Vein tokens. Place the indicated Ore fragments and kobolds on those sites.

Gameplay

Each round, the imps play their turn first (ignore this step during the first round):

  1. Reveal the top Imp card from the pile and resolve its effect. If the current game state makes it impossible for the imps to take the action on their card, they do nothing.
  2. When an effect applies to an adventurer, it targets the adventurer on the left, center, or right of your player board, depending on the icon on top of the Imp pile. (In the rulebook's example, the adventurer in the center of your player board is targeted.)
  3. If the card has a destroyed symbol, remove the Artifact card on the left, center, or right space of the row from the game, depending on the icon on top of the Imp pile. Then reveal a new Artifact card to replace it.

Then, take your 4 turns in a row.

At the end of each round, perform the Event phase and then the Upkeep phase, but do not choose any new Advanced Action cards.

Modified Rules

Dig: Place only half (rounded up) of the ores shown on the Ore Vein token. You may choose which ones to place.

Fight: To fight a kobold, your adventurer must use a Fight action + 1 additional action of your choice.

Your abilities now target kobolds:

  • Shock: Take one Ore fragment drawn at random from the Kobold bag and place it on the target Kobold's site.
  • Stun: Place a Stun token on the kobold. Adventurers are not restricted in their actions by stunned kobolds.
  • Slow: Place a Slow token on the kobold. Adventurers can fight slowed kobolds with a single Fight action.

End of the Game

The game ends at the end of the 9th round (or immediately if the mine is overrun by kobolds). You must have completed at least 2 objectives to count your score.

Calculate your Victory Points normally, adding the completed Objective cards, then consult the table to discover your epilogue!

  • 0-39: Covered in Shame. Exhausted and defeated, you return to the surface, covered in dust and sweat. Your pockets contain only a few pebbles, a meager reward for this perilous journey. Your dreams of glory seem to have vanished with the head of your pickaxe, but at least you survived.
  • 40-59: Back to Reality. As you rush out of the mine, you bump into a group of adventurers preparing to enter Forgeflame. Their bags are overflowing with artifacts, far more than you have ever seen in your life. It might be time to question your skills...
  • 60-69: Unexpected Friendships. You spent more time haggling with kobolds for "slightly used" artifacts than you did actually digging. Your pockets may be empty, but you have forged strong friendships. Who would have thought that these scaled creatures could be such good company?
  • 70-79: The Bard's Ballad. No sooner than you emerge from the suffocating heat of Forgeflame, a bard stops you. With a lute in hand, he launches into a catchy song in your honor. You are thrilled to relive your exploits once again, even if the bard can't pronounce your name and you have no idea what a dragon is doing in the story...
  • 80-89: A Toast to Victory. Back at the tavern, you proudly display your hard-earned artifacts. The tavern erupts in cheers as you passionately recount your exploits, and the tavern owner even offers you a free pint. Of course, some details of your adventure are slightly exaggerated, but who doesn't love a good hero's tale?
  • 90-99: Master Forge-Lord. Your bag overflows with shimmering artifacts, transforming you into a walking treasure chest! Your newfound wealth allows you to open your own forge, attracting many apprentices eager to hear the story of the first artifact you ever forged without burning your eyebrows.
  • 100+: The Forgeflame Champion. Your heroic deeds become legendary, and your face is sculpted into the very rock of the Forgeflame mountain. You inspire a new generation of adventurers, ready to follow in your footsteps and face new challenges.

Adventurers

Uncover the unique abilities and special setups of Forgeflame's adventurers. The number of ore symbols beside each name is the maximum number of Ore fragments that adventurer can carry.

Granit, Boulderfist (carries 3 ore)

Crafted by the legendary Forge-Mage Alfimür, this golem tirelessly hauled precious ores for its master. But Alfimür vanished, leaving only a cryptic clue about a hidden chamber in a mine. Ever since, Granit has tirelessly roamed the tunnels in search of its lost master. A true force of nature, Granit can throw adventurers and trigger rockslides, making him a mighty ally.

Clarification: On all of his Advanced Action cards, X is equal to the number of Ore fragments carried by Granit when he uses its ability. Make sure to always have his hands full to get the most out of it!

Mogrimür, Bonecaster (carries 2 ore)

Consumed by jealousy, Mogrimür delved into dark magic to surpass his half-brother, Alfimür. Now, a master of the forbidden arts, he rides a colossal reanimated skeleton, scouring the mines for the artifact that will finally grant him the title of Grand Forge-Mage. His mastery of magic allows him to adapt to any situation.

Clarifications

  • Graveyard Whispers: Choose one card from the 3 drawn cards to add to your hand. The other two go to your discard pile.
  • Reanimation: Choose a card from your discard pile and play it immediately after this one, on the same turn.
  • Sleep Curse: For each targeted adventurer, the player who controls them must choose a card belonging to that adventurer from their hand and discard it, if able.

Nobz, Whizwagon (carries 2 ore)

Obsessed with shiny things, Nobz found mining expeditions arduous due to his short legs. Resourceful, he built a high-speed wagon to zip through the tunnels! Always first to find precious ore fragments, he can outrun rivals and offer free rides on his wagon.

Clarifications

  • Mad Dash: Take immediately another turn, skipping the other players' turns. This still counts as one of your 4 turns for the round.
  • Sleight of Hand: Swap 1 or 2 Ore fragments carried by Nobz for the same number of ore carried by the targeted adventurer. You choose the ore to swap.

Korgain, Ghostbeard (carries 2 ore)

In his lifetime, Korgain was the head of the Stonecutters' Guild, carving rock like no other. He even oversaw the construction of the Eternal Forge, a marvel of dwarven engineering. When the Forge was awakened, Korgain rose from his eternal rest, pickaxe in hand, determined to prove he's still the best.

Clarification

  • Echoes of the Forge: Replace up to three face up Artifact cards with ones drawn from the deck. Place the replaced cards at the bottom of the Artifact pile.

Molly, Pebblesnout (carries 2 ore)

A landslide separated Molly, a young mole, from the rest of her clan. Guided by her instinct, she tirelessly burrows tunnels, hoping to reunite with them. Her exceptional sense of smell helps her locate rare ores, making her a valuable asset to any expedition.

Clarifications

  • For the Clan: Each adjacent ally immediately uses the action of their choice, in the order you wish.
  • Ore sniffer: Place the chosen Ore fragment on your miniature.
  • Sixth Sense: Secretly look at the backsides of the Ore Vein token and the Exploration token on the site of your choice. Then, place them face down again.
  • Spirit Sight: You can use any one action to activate any totem on the game board, as long as it has an Active token. Then, remove the Active token from the totem.

Glibberglop, The Absorber (carries 3 ore)

Glibberglop, a magical creation used during the Golden Age of Forgeflame, is a mine cleaner. Everything the gelatinous cube swallows eventually dissolves, except for ores. Wandering alone for ages, he is thrilled to have company with the unexpected reopening of the Forge.

Clarifications

  • Absorption: You can discard this card during another player's turn to cancel all the abilities of the played Action card. This does not count as one of your turns for the round, and the "any action" actions are ignored in this case. If Absorption is played for its actions on your turn, its ability is ignored.
  • Digestive Delight: Reveal one of your Treasure tokens, one of another player's Treasure tokens, or one from the supply. Gain a number of "any action" actions equal to the value of that treasure, then remove that token from the game.
  • Glop gobble: Remove all Kobold standees from the site of your choice. Then, draw one ore from the bag for each kobold removed and place them on Glibberglop.

Flyna & Steamforge (carries 3 ore)

Flyna, a resourceful and determined orphan gnome, poured her heart into building Steamforge, a loyal automaton companion crafted from salvaged mine parts. Inseparable, Steamforge stores energy to supercharge Flyna's actions, making them a formidable team.

Special Rules: At the beginning of the game, place the 3 Battery tokens near your player board, showing the discharged face.

During the game, Steamforge can charge or discharge its batteries (flip a token to the corresponding face) to trigger Flyna abilities.

Clarifications

  • Supercharged: Flip 1 to 3 Battery tokens to their discharged face and choose one effect each time. You can accumulate the same effect multiple times. For example, by flipping 2 charged batteries, Flyna could gain 2 Move actions with Flight.
  • Overload: You can use a different action for each of your discharged batteries. For example, with 2 discharged batteries, Flyna could gain 1 Fight and 1 Pick up, but not 2 Pick up.

Ogmül, The Elixirist (carries 2 ore)

Years of potion fumes have fueled Ogmül's obsession with concoctions. This dwarven alchemist lugs a giant, bubbling cauldron, perpetually brewing bizarre elixirs with unpredictable effects - for the brave (or foolish) enough to drink.

Special Rules: At the beginning of the game, place the 3 Potion tokens near your player board, empty side face up.

During the game, the Elixir card allows you to flip a token to its full face. When you (or your teammate) play an Action card, you can place one or more full potions on it to add their effect to the card.

  • Speed potion: Gain 1 "any action".
  • Flight potion: Gain Flight this turn.
  • Invisibility potion: Gain Stealth this turn.

At the end of each round, return all used potions near your player board, empty side face up.

Clarifications

  • Alchemical Infusion: Return the destroyed ore to the supply.
  • Metamorphosis Brew: Use the abilities of an Action card from any active area.
  • Flask of Transmutation: Swap each Ore fragment on your site with one of your choice, taken from the supply.

Silkara, Arachnomancer (carries 2 ore)

Silkara, once a young elf and a promising wizard, got a little too curious about her master's forbidden collection. One touch of an ancient scroll, and she inadvertently triggered a magic spell that transformed her into a spider! Now, consumed by shame, she seeks an artifact to break the curse.

Special Rules: At the beginning of the game, place the 3 Web tokens near your player board. During the game, Silkara can use her cards to throw webs.

At the end of each round, return all Web tokens near your player board.

Clarifications

  • Paralyzing Web: Place a Web token on the miniature of the targeted adventurer. This adventurer cannot leave their site, even if pushed, teleported, or forced to move. They may still use other actions. The token is removed after the next card played by this adventurer is resolved, or at the end of the round.
  • Spider Sense: Search your deck or discard pile for any Silkara card and play it immediately after this one, on the same turn.
  • Slimy Web: Place a Web token under the targeted Ore fragment on the game board. This ore can only be collected by you or your allies this round.

Shadows & Tentacles expansion adventurers

Master the art of manipulation with these two adventurers, available in the Shadows & Tentacles expansion.

Vaelindra, Swiftfingers (carries 2 ore)

Vaelindra, a drow who blends through shadows, was sent by her clan matriarch to scout the kobolds' treasures. But this ambitious soul has a grander scheme. Returning with legendary artifacts wouldn't just impress the clan, it would solidify her claim as the rightful heir. Vaelindra manipulates other adventurers, using them as pawns in her quest for power.

Clarifications

  • Twist of Fate: Draw the top card of your Action deck and play it immediately after this one, on the same turn.
  • Sneaky Move: The player who controls the targeted adventurer must choose a card belonging to that adventurer from their hand and discard it, if able.

Drsdaqt, The Mindshaper (carries 1 ore)

Drsdaqt, a mindflayer driven by an insatiable thirst for knowledge, abandoned his own kind to become a hermit scholar. Buried in his dusty laboratory, he tries to unlock the secrets of magical artifacts. The sudden burst of activity in Forgeflame piqued his curiosity. It's a chance to unleash his powerful psionic mind and snag legendary artifacts!

Clarifications

  • Psionic Gift: You can use one or both actions on this card for an adjacent ally, instead of using them for Drsdaqt.
  • Telepathy: Choose another card already in your active area and use the actions and abilities on it again, on the same turn.
  • Mind Power: Swap one or more Ore fragments carried by the targeted adventurer with those of your choice from the supply.

Fire & Flames expansion adventurers

Bring some heat with these two adventurers, available in the Fire & Flames expansion.

Greedy, Goldmaw (carries 2 ore)

Greedy, a young dragon with a penchant for shiny things, hoards treasures in his overflowing lair. He spends his days scouring the Forgeflame mines for more baubles, with a coveted spot above his fireplace still needing to be filled. Greedy's fiery breath fuels the Eternal Forge, and some whisper he can melt even the toughest ore with a single puff. The kobolds both fear and respect him, though he mostly sees them as amusing nuisances.

Clarifications

  • Fiery Breath: Return the targeted ore to the supply. Flip a Flame token to its lit face.
  • My Precious: Choose one Ore fragment from the Kobold bag and place it on your miniature.
  • Flames of Greed: You can keep one Ore fragment carried by Greedy instead of discarding it when you forge.

Devorfu, Magmash (carries 2 ore)

This lava demon has an insatiable hunger for artifacts, especially those forged from Draconite! He readily joins adventuring parties, offering his fiery strength in exchange for a share of the loot. However, beware! Having a demon as a teammate is a risky gamble. Devorfu's fiery temper can erupt at any moment, potentially scorching even his allies.

Clarifications

  • Born in Flames: Devorfu can forge an artifact even if there is no lit flame.
  • Horn Strike and Stifling Heat: Affects all other adventurers, both allies and opponents.
  • Inferno Portal: Affects all other adventurers, including you. You can choose a different site for each targeted adventurer.
  • Pyrolysis: Swap an ore carried by Devorfu with one of your choice from the supply.

Reference

Totems

  • Guard Totem: Remove a Kobold standee from any site and take a Treasure token from the supply.
  • Flame Totem: Flip a Flame token to its lit side.
  • Travel Totem: Place your adventurer on any other site.
  • Ore Totem: Swap an ore carried by your adventurer with one of your choice (except Mithrül) from the supply.
  • Vision Totem: Look at the next 2 Event cards. Place one on top of the pile and the other below.
  • Creation Totem: Swap one of the face up Artifact cards with one of your choice from the pile, then reshuffle the pile.
  • Forge Totem: Forge an artifact on the totem site. This does not require the use of a Flame token.
  • Power Totem: Take the top card of your Advanced Action deck face down and place it on your draw pile.

Kobold Tokens

  • Success (kobold with cross): Remove the Kobold standee from the game board.
  • Success (kobold and ore): Remove the kobold. Draw one ore from the Kobold bag and place it on your adventurer.
  • Success (kobold and treasure/ore): Remove the kobold. Draw one ore from the Kobold bag or take a Treasure token from the supply.
  • Failure (blank): Nothing happens.
  • Failure (ore with cross): Place an ore carried by your adventurer in the Kobold bag.

Exploration Tokens

  • Find a Treasure: Take a Treasure token from the supply.
  • Revive a Flame: Flip a Flame token to its lit side.
  • Encounter: Place a Kobold standee on this site.
  • It's a Trap!: Immediately end your turn (you lose any remaining actions and abilities).
  • Discover a Totem: Place a random Totem standee on this site with an Active token on it (see Discover a Totem).
  • Good Draw: Place an ore of your choice on this site.

Artifact Powers

  • Take a Treasure token from the supply or from another player.
  • Remove Stunned and Slowed tokens from an adventurer.
  • Remove one Kobold from an adjacent site.
  • Peek at up to 2 Exploration tokens.
  • Flip a Flame token to its lit side.
  • The adventurer gains Flight for this turn.
  • The adventurer gains Stealth for this turn.
  • This artifact may belong to any one collection at the end of the game.

Appendix: Big Box / Kickstarter Exclusives

This appendix transcribes the publisher's separate two-page Kickstarter Exclusives rules sheet (Big Box Edition). Its modules are not part of the retail base game.

Components: 12 Challenge cards, 4 Adventurer miniatures, 6 Kobold miniatures, 3 Totem miniatures, 32 cards (8 for each adventurer), 10 Overheat cards.

Challenges

With this module, glory awaits those who rise to the challenges! Delve deeper, hoard the most draconite, or face off against a kobold - each completed feat grants you victory points at the end of the game.

Setup: Shuffle the Challenge cards to form a pile, placed face up next to the game board.

Rules: Once during their turn, a player may claim the topmost Challenge card if they meet the requirement at this turn. The next card from the deck is then revealed.

At the end of each round, place the topmost Challenge card from the pile underneath the pile.

End of the game: During final scoring, each Challenge card in your possession earns you 2 additional victory points.

Totem Minis

Swap out cardboard standees with these Totem miniatures.

  • Discover a totem: When an adventurer discovers a totem, place a Totem miniature on the site. Randomly draw a Totem token and place it on the miniature, with its active face visible.
  • Activate a totem: When your adventurer activates a totem on their site, apply its effect and flip the token to its inactive side.
  • End of round: At the end of each round, during the upkeep phase, flip each token on a totem to its active side.

Overheat

The Almost-Eternal Forge overheats! Molten ore erupts from the ground, and rockslides threaten to bury everything in the mine. This thrilling 4-5 player module throws adventurers into a desperate race to forge as many artifacts as they can before the Forge collapses...

Setup

Follow the standard setup, with these modifications:

  • Each player chooses 2 adventurers.
  • Each player shuffles their Advanced Action cards for both adventurers together into one face-down deck placed in front of them. They then shuffle all remaining Action cards together to form their starting deck.
  • Place all 3 Flame tokens on the Forge with their lit side facing up.
  • Reveal 4 Artifact cards (instead of 3).
  • Do not use the Event cards. Instead, shuffle the Overheat cards and place them face-down in a pile on the game board.
  • Reveal all Level I and Level II Ore Vein tokens. Place indicated Ore fragments and kobolds on those sites.
  • Separate the Rockslide tokens into two groups: 4 tokens with the mine wagon (Overheat rockslides), and 4 tokens without (Standard rockslides).

Player boards are not used. Your Advanced deck is placed in front of you, your Action deck is placed to the left of it, the discard pile is on its right, and the active area is above.

Modified Rules

Overheat rockslides: During the game, when an adventurer's ability triggers a rockslide, use a Standard rockslide token. During the event phase, when an Overheat card triggers rockslides, use the Overheat rockslide tokens.

Underhanded attacks: Your adventurer can use a Fight action to attack another adventurer on their current site. When they do so, draw one token from the Kobold bag:

  • Success: Take 1 Ore fragment carried by the adventurer or a treasure token from the player.
  • Failure: End your turn immediately (you lose your remaining actions and abilities).

End of Round

Event phase: Reveal the top Overheat card:

  • Place the 4 Overheat rockslide tokens as indicated.
  • Place a Kobold standee on the corresponding site, if indicated. If there are no more kobolds in the supply, the mine is overrun and the game ends.
  • If the card has a Kobold activation symbol, activate each kobold on the game board.

Upkeep phase:

  • Flip all Flame tokens on their lit side.
  • Each player draws 2 Advanced Action cards, adds one to their hand and puts the other under their Advanced deck.
  • Move all Artifact cards one space to the left, and draw a new one to fill the empty space. Artifact cards moving off the leftmost space are removed from the game.
  • Place all cards from your active area in your discard pile.
  • Draw to complete your hand to 5 cards.
  • Place an Active token back on each totem in play.
  • Pass the First Player marker to the next player.

End of the Game

The game ends immediately once 10 artifacts in total have been forged between all players (or if the mine is overrun). Move on to the final scoring to determine the champion.

  • Drsdaqt, The Mindshaper (carries 1 ore)
  • Fire & Flames expansion adventurers
    • Greedy, Goldmaw (carries 2 ore)
    • Devorfu, Magmash (carries 2 ore)
  • Randomly place an Exploration token face down on each site (except the Mine Entrance and the Forge).
  • Place the following items in the Kobold bag: 5 Kobold tokens, 3 Gold ore, 1 Darkiron ore, and 1 Draconite ore.
  • Shuffle all Totem tokens and place them into a face down pile near the game board.
  • Place all remaining ore near the game board to form the supply. Place all remaining components within easy reach of all players.