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The Dwarf Clans
In Saboteur – The Lost Mines, you are a member of one of two rival dwarf clans: the blue dwarves and the yellow dwarves.
Up to five dwarves from all of them work loyally for the benefit of their own team.
Preparation
Place the game board on the table.
Shuffle the 4 mines face down and put them on the mine spaces on the board, .
Put the two on the start spaces on the board.starting cards
Shuffle the treasures and place a number of them equal to the number of players next to the edge of the game board,
face down. Put the remaining treasures aside without looking at them: You won’t need them for the rest of the round.
Prepare the . In a game with seven or more players you will use all of them, but in smaller games you dwarf cards
need to remove specific dwarf cards before the game:
If there are 5 or 6 players, remove from each clan.1 loyal dwarf card
If there are 3 or 4 players, remove from each clan.2 loyal dwarf cards
Shuffle the and give one to each player. Take a good look at your card revealing it to the other dwarf cards without
players, then put it face down in front of you. The other players are allowed to know which clan you belong to at all
times (this is shown on the back of your card), but your true identity (the front of your card) until must stay secret
the end of the round. Put any remaining dwarf cards aside without looking at them.
Pick a dwarf from your clan, put it into a base, and take the corresponding . Place your dwarf on your dwarf token
clan’s starting card on the board and put the token in front of you where everyone can see it, so they’ll know which
dwarf is yours.
Shuffle all the and together. Take 10 cards from this pile and put them aside without looking at path action cards
them; you won’t use them in the current round. If there are 3–6 players, deal 5 face-down cards to each player for
their starting hands. If there are 7-9 players, deal 4 cards to each player. Put the remaining cards in a face-down
draw pile next to the game board. Make sure to leave enough space for a (face-down) discard pile you’re going to
create over the course of the round.
Set the forest tokens dragon token victory point tokens, the , and the within easy reach.
How to Play
The shortest player goes first, then play passes to the left. On your turn, you must carry out the following actions in this
order:
1. Play 1 card or discard 1–2 cards (required)
2. Move your dwarf up to 3 cards (optional)
3. Draw 1 or 2 cards from the draw pile (required)
After you draw, your turn is over and the next player’s turn begins.
Important: If the draw pile runs out, skip over step 3 and don’t draw any more cards. If you don’t have any cards in your
hand at the start of your turn, you must skip your turns for the rest of the round.
Step 1. Play Cards
At the start of your turn, you play 1 card or discard 1 or 2 cards from your hand. Choose one of the following must
options:
A – Play 1 path card on the game board
B – Play 1 action card, or
C – Discard 1 or 2 cards
A – Play 1 path card on the game board
The path cards are used to build pathways from the starting cards to the mines on the
game board. If you choose to play a path card, you must place it next to one of the
starting cards, a previously played path card, or a face-up mine paths (see page 5). All
shown on the sides of the new card must connect to the paths on previously played path
cards on all sides where they touch. Also, every card you play must extend an already
existing path.
Note: not The card you play does necessarily have to connect to your own starting card
or your own dwarf, as long as you follow the rules above.
Examples of incorrectly placed path cards: has not been placed next to an existing
card; does not connect on all sides;
does not extend an existing path.
Special Path Cards
Obstacles: Obstacles block the way. You can only move your dwarf onto or past these path
cards after someone has played the matching tool that overcomes the obstacle.
There are three types of obstacles: tree trunks, lakes, and ditches.
B – Play 1 action card
Action cards allow you to overcome obstacles, gain secret information, set traps, attract trolls, or remove path cards and
forest tokens from the game board.
Action Cards With Tools
Each of the three kinds of obstacles can be overcome with its own special tool. You can only play a tool if the
corresponding obstacle has already been placed on the game board. When you play a tool, show the card to the other
players, then put it face down on the discard pile. Take the matching forest token from the supply and put in on top of
the obstacle. That obstacle has been overcome, and the path card can be used by all dwarves from now on.
Note: After an obstacle has been overcome, only 1 dwarf at a time can occupy that card, and an occupied obstacle card
cannot be passed by any other dwarves (just like a rock card).
Action Cards That Gain Information
These action cards allow you to gain information about the mines, the treasures, or the other
players. When you play one of these cards, show it to the other players and put it face down
on the discard pile. Each card gives you Pick and carry it out. Keep the two options: one
information you’ve gained to yourself and don’t reveal it to the other players!
Action Cards With Events
When you play a action card, show it to the other players and put it face down on the discard pile. “trap”
Take the corresponding forest token and place it …“trap”
on a path connecting two cards already on the game board, or
on the open end of a path (i.e., the path that connects a path card to the unused area of the game
board).
Whenever your dwarf moves past a trap, you immediately lose one card from your hand. The player on
your left picks a card from your hand and puts it onto the discard pile, face down, without looking at it.
You may not replace lost cards, so you must play with one card less for the rest of the round.
When you play a action card, place it in front of you, face up. Take the corresponding forest “troll” “troll”
token and place it …
on a path connecting two cards already on the game board, or
on the open end of a path (i.e., the path connecting a path card to the unused area of the game
board).
The troll blocks this section of the path for all dwarves until it‘s your turn again. At the start of your next
turn, remove the troll and put the action card face down on the discard pile.
Some examples of the correct
placement of traps and trolls.
Note: If a trap or a troll covers the open end of a path, you may still add path cards there
in order to extend the path.
When you play a action card, show it to the other players and put it face down on the “thunderstorm”
discard pile. Then, remove from the game board. any one path card that does not have a dwarf on it
If there is a tool (axe, boat, or rope) on the card, remove it as well. Put the card you‘ve removed on the
discard pile, face down. Remove a trap or a troll token as well, but only if it is now lying on two empty
spaces of the game board (after you remove the path card).
Important: cannot You use a thunderstorm to remove a starting card or mine.
C – Discard 1 or 2 cards
If you can‘t play a card for action A or B, or if you not to, you discard from your hand instead. choose must 1 or 2 cards
Put the discarded cards on the , face down.discard pile
The Dwarf Clans Loyal Dwarve
Rocks: Rocks are bottlenecks. Only 1 dwarf
may stand on a card with a rock at any
time, and an occupied rock cannot be
passed by any other dwarf.
Campfire: If you start your turn on a
campfire card, you can move up to
5 cards that turn (instead of up to 3
cards—see page 5, “Step 2. Move Your
Dwarf”).
Secretly look at a that hasn’t been mine
revealed yet. Then put the mine back in its
place, face down.
Secretly look at a that hasn’t been treasure
collected yet. Then put the treasure back in its
place, face down.
✔
✔
✔ ✔
✔ ✔
✔
✔
Up to three will work for each clan loyal dwarves
unconditionally. Every treasure they find goes into the
same pool at the end of the round and they rely on
their companions for help.
Secretly look at another player’s dwarf card.
Then put the dwarf card back in its place,
face down.
Setup for
6 players
Axe Tree Trunk Boat Lake Rope Ditch
Each team has one . These selfish dwarf
dwarves work only for themselves, and
keep any treasure they find at the end
of the round. However, they get don’t
a share of the treasures the other
members of their clan collect.
ach team has one saboteur. Saboteurs
nly pretend to work for their own clan,
while secretly furthering the aims of the
val clan! Any treasures they find go
nto the other clan’s pool—and they get
heir share from the other clan, too.
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