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Raubbau

Raubbau Rulebook

Table of Contents

Table of Contents

  • Components
  • Preparations
  • Rules
    • Planning phase
    • Action phase
    • Blasting
    • End of a match
    • End of game
  • Print-and-Play Notes

Components

  • In player colours: 1 meeple, 7 lantern markers
  • Mine entry (shows hall and stairs) and 20 tunnel cards:
    • Mine entry tile: 1x
    • Straight tunnel tile: 4x
    • Curved tunnel tile: 4x
    • T-junction tunnel tile: 8x
    • Crossroads tunnel tile: 4x
  • 3 x 14 treasure cards. Each of the 3 backside colours has, on its frontside: 6x gem, 2x dragon, 6x dynamite.
  • Starting player token
  • Pen and paper

Preparations

  • Randomly select 15 tunnel cards for 3 players or 20 tunnel cards for 4 players, shuffle them and put them face down onto the hall.
  • Shuffle all treasure cards, separate them into 3 equally sized stacks and put the stacks face down onto the hall.
  • Every player takes a meeple and the lantern markers of the same colour.
  • The meeples are put into the hall.
  • A random player gets the starting player token.

Rules

A game consists of 3 matches. Winner of a match is the one who leaves the mine with the most gems. Don't be inside the mine when the dragon is awakened.

Planning phase

Beginning with the starting player, each player announces his plans according to the flow chart of a turn (see below), in turn order. Notes on the flow chart:

  • "Treasure of Y" means that player Y put the treasure down and that only player Y knows what's underneath. If player Y stands on a treasure that he does not know, player X can't move to that treasure.
  • If player Y moved to the stairs, the reaction of the other players in the mine starts at the position of player Y in turn-order.

All meeples that stand on the stairs at the beginning of the action phase have left the mine and are safe from the dragon. Players who left the mine remain inactive until the end of the match.

After each player in the hall had his turn, the players that stand on the stairs have further turns (in turn-order). As soon as all players on the stairs passed one after the other, the action phase starts.

Flow chart of a turn:

  • Start: is Player X on stairs?
    • Yes → X wants to move?
      • No → End
      • Yes → does X have a lantern?
        • No → End
        • Yes → X pays a lantern → X moves on own, free treasure / empty field at mine entry → (loops back to "X wants to move?")
    • No → where does X move?
      • X moves on own, free treasure / empty field at mine entry → (loops back to "X wants to move?")
      • X moves on a free treasure of Y → is Y on stairs / has Y left the mine?
        • Yes → the other players in the mine (except X and Y) may move to stairs → (loops back to "X wants to move?")
        • No → does Y move to stairs?
          • Yes → the other players in the mine (except X and Y) may move to stairs → (loops back to "X wants to move?")
          • No → (loops back to "does Y move to stairs?")
      • X moves on treasure of Y on which Y stands → Y is put into the hall → does Y move to stairs?
        • Yes → the other players in the mine (except X and Y) may move to stairs → (loops back to "X wants to move?")
        • No → (loops back to "does Y move to stairs?")

Action phase

Beginning with the starting player, each player executes his announced plans.

Following steps are conducted for digging:

  1. If his meeple stands on a treasure, the player takes this treasure. If the treasure card is a dragon, the dragon was awakened. The match ends. Otherwise the player puts the treasure card face-down in front of him. The backsides of the treasure cards are visible for all players.
  2. The player draws a tunnel card and puts it where he dug, so that there is a connection to the tunnel system.
  3. Then he draws as many treasure cards from the three stacks as there are open ends (not occupied by tunnels, treasures, meeples) at his recently placed tunnel card.
  4. He takes a look at them and puts them face-down at the open ends of the recently placed tunnel card, rotating the colour circle of his player colour on the backside of the treasure card to the tunnel where he came from.
  5. The player puts his meeple into the hall.

After all players have executed their announced plans, the starting player token is passed. The next planning phase starts.

Blasting

Conduct following steps during the action phase:

  1. The player takes the treasure card on which he stands. If it's a dragon, the match ends. Otherwise he puts the treasure card face-down in front of him.
  2. He places a tunnel card face-down at that place.
  3. The player draws two treasure cards from the treasure stacks. If there is a dragon, the match ends. Otherwise he puts the treasures face-down in front of him.
  4. The meeple of the player is put into the hall.

End of a match

A match ends:

  • Immediately, if a dragon is awakened.
  • Shortly after the first player has left the mine: the remaining players execute their planned action. After this there is a maximum of one additional planning and one action phase.
  • After the action phase in which players would have to draw non-existent tunnel cards. The action phase is conducted normally. However, no tunnel cards are placed.

If a match ends without the dragon being awakened, all players have implicitly left the mine.

  1. Players that left the mine show their treasure cards.
  2. Points are awarded according to the following list, on a piece of paper:
    • The player who left the mine with the most gems gets +3 points, in the last match +4 points. A sole survivor gets the same points, even if he has no gems. If there is a tie, the players with the highest number of gems get each +1 point.
    • The player who has awakened the dragon gets -2 points.
    • All players who died inside the mine get -1 point.
    • A player can't fall below -1 point.
    • If a player awakens his own dragon (-2 points) and no one else has left the mine, the others get +2 points instead of -1 point. The others keep their dynamite.

If there is another match to be played:

  1. Players that left the mine keep their collected dynamite cards.
  2. All other treasure cards are collected, shuffled and split into 3 stacks.
  3. All tunnel cards are collected and shuffled.
  4. For the next match, everyone gets his lanterns back.
  5. The starting player token is passed. The next match starts.

End of game

The game ends as soon as match 3 is over. The player with the most points wins the game. If there is a draw, the leading players draw alternately one unknown treasure card either from the mine or from a treasure stack. The starting player goes first. Players who draw a dragon lose. The last player standing wins.

Print-and-Play Notes

  1. Print out the graphics at the end of the document on DIN A4.
  2. The mine entry has no backside. Make sure to not print that page double-sided.
  3. The layout of the pages is made in a way that you can print double-sided: the tunnel and treasure tiles fit with their backsides. (If you print one-sided: make sure you glue green fronts to green backs and so on.)
  4. You'll need a meeple in blue, green, yellow and red. Get 28 lantern markers (can be of the same colour), may be pennies. Get something to indicate the starting player.
  5. Ignore the spider.