Central City Shopping Centre 2520 -10153 King George HWY Surrey, British Columbia V3T 2W1 CAVE TOLL – QUICK NOTES OBJECT: 2 TO 4 PLAYERS Your adventurers are raiding the Cave Troll’s lair for gold and magical object. Player with the most gold’s at the end wins. TURN: First Round: - first player only gets one action; second player gets two action, etc. Subsequent rounds – 4 ACTIONS. ACTIONS 1. Draw a counter. ADVENTURER – place in one of four entrances. MONSTER – place in a pit, except for Cave Troll, place in any room. EVENT COUNTER – treasure – place in any room. 2. Move one of your counters. Adventurer may not move into a pit. Counters can move through doorways, not walls. Adventurer or monsters in one entrance may move to another entrance. Room may not contain more than 5 adventurer and monsters. May not move counter occupied by a Cave Troll. May not move counter occupied by an opponent Knight (exception – Knight) 3. Play an artifact – the artifact is discarded. 4. Use an Orc to kill a character or 5. Use a Wraith to push a character occupied in the same room. ADVENTURER COUNTERS: Barbarian: o When scoring, Barbarian counts as 2 adventurers. Thief: o For one action, move Thief to any room or entrance. Knight: o When your knight is in a room, NONE of your opponent adventurer or monsters may enter the room. Only Knights may enter a room occupied by an opponent’s knight. o Knights kill Orcs. Dwarf: o It doubles the value of the room’s gold. It does not double the Treasure counter. MONSTER COUNTER: Wraith: o o When entering a room, push one adventurer to an adjacent room. When in a room, for one action point, push an adventurer to an adjacent room. Business: (604) 580-2856 Toll Free 1-877-580-GAME [email protected] www.cravingforagame.ca Central City Shopping Centre 2520 -10153 King George HWY Surrey, British Columbia V3T 2W1 o May not be pushed if other room has 5 counters; an opponent Knight; or Cave Troll. o May not push from one entrance to another. Cave Troll: o Play in any room. o Starting with the player on the left, they must move a counter to an adjacent room (legal move). o All other counters are discarded. o Once played, a Cave Troll cannot move and counters may not enter a room (exception – cloak of invisibility). Orc: o If your Orc is in a room or entrance with an adventurer, may spend one action point to discard adventurer. EVENT COUNTER: Treasure: Place it in any room. That room is worth 4 more points. Dwarf does not double it. Count the Loot: Score every room. Game continues after score is tallied. Find an Artifact: Do not reveal to other players. ARTIFACT COUNTER: Helm of Mind Control (3 gold) o Move an opponent’s adventurer or monster counter up to 3 legal spaces. Chalice of Teleportation (3 gold) o Choose one room or entrance and move each adventurer to any other room or entrance not occupied by a Cave Troll or an opponents Knight. Idol of El’darr (4 gold) o Place it in an empty room and no other counters may enter the room. o When scoring or “Count the Loot” claim the gold for this room. Wand of Speed (3 gold) o Score one room. Cloak of Invisibility (2 gold) o Choose one of your adventurers and for the rest of your turn, this adventurer may move two rooms for one action. May move into a room occupied by a Cave Troll or Knight but may not end there. Sword of Slaying (3 gold) o Choose a room occupied by one of your adventurer and at least one Orc. All Orcs in this room is discarded. SCORING: Score at the end of the game or “Count the Loot” counter is revealed. The most Adventurers in a room controls that room. If tied, then no one score that room. Barbarian counts as two adventurer; for each Dwarf present, doubles the printed value of the room. If end of game, player playing the last counter receives 3 gold. If end of game, score any unplayed artifacts. Business: (604) 580-2856 Toll Free 1-877-580-GAME [email protected] www.cravingforagame.ca
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