Translation by Rosie Tavener-Jones
Elfengold is an expansion for Elfenland, and is not playable on its own. It adds money and magic to make Elfenland more tactical and exciting.Contents
For anything not covered in the following rules, refer to the rules of the basic Elfenland. The six Elfenwizard cards are only needed for the Elfenwizards variant.Setting up the game
The 7-disk goes on Al'Baran.
The 6-disk goes on Kihromah.
The 5-disks go on Grangor, Mah'Davikia, Jaccaranda and Erg'Eren.
The 4-disks go on Strykhaven, Dag'Amura, Yttar, Parundia, Usselen and Feodor.
The 3-disks go on Virst, Ixara, Wylhien, Throtmanni, Tichih and Rivinia.
The 2-disks go on Beata and Lapphalia.
To play the game, the following transports, obstacles, gold and
magic spells will be needed from the basic game and the expansion:
4 x dragon
4 x magic cloud
5 x unicorn
8 x elfcycle
8 x trollwagon
9 giant pig
2 x gold
2 x double transport
2 x exchange
2 x log
2 x sea monster
Shuffle all of these tiles well, and place them face down on the table next to the board.
The six round cards are placed face up in a pile on the prescribed place on the board. The 1 should be on top, followed by the 2, and so on down to the 6.
There are 72 transport cards in the basic game; only 63 (nine of each type of transport) are needed for this game. Shuffle these 63 and deal five cards to each player. Deal three more cards face up. Then shuffle the seven gold cards from the expansion set into what remains of the deck. This now forms the deck; place it face down next to the three face up cards.
Each player gets twelve gold coins (two fives and two ones). Choose a player to be banker; this player will administer the rest of the gold coins
The oldest player begins the first round. Play passes clockwise.Playing the game
If a face up card is chosen, it is immediately replaced with the top card from the deck.
If a gold card is turned over, it is placed next to the three face up cards in its own gold pile. A replacement card is drawn.
A player may choose to take the top card from the pile rather than one of the three face up cards. He may also choose to take the entire contents of the gold pile instead of a transport card.
When a player chooses to take the gold, he receives three gold for every gold card in the pile. The gold cards then go to the discard pile.
A player takes either the top card from the deck, or one of the three face up cards, or the entire gold pile.
Important: If a player draws a card from the deck and it turns out to be a gold card, then he adds it to the gold pile; he may then either draw a replacement card, or he may instead choose to take the entire gold pile.
The discard pile
All cards played in the course of the game get put face up on a discard pile next to the deck. When the deck runs out, shuffle the discard pile to form a new deck.
The players can, in the course have the game, have very different numbers of transport, hindrance, gold & spell tiles in front of them.Phase 4: Auction
The starting player opens the bidding on each tile in turn. The other players follow, in clockwise order. They must either raise the bid, or pass. Once a player passes, he may no longer bid for that tile. When the next tile is auctioned, all players may take part.
A bid can be any amount higher than the previous bid. The auction ends when all players but one have passed. The player who made the highest bid pays that much to the bank, receives the tile and places it face up in front of himself. A player may buy any number of tiles. If a player wins the auction but cannot pay, he forfeits all his gold to the bank and the tile is auctioned again.
If nobody bids for a tile, the starting player puts it back with the face down tiles. A replacement is not drawn. This phase ends when all of the tiles, in turn, have been auctioned.Phase 5: Plan routes
Beginning with the starting player, a player may place a transport, gold or spell tile.
There are two types of obstacle. Obstacles can now be put in rivers and seas: sea monsters. Rules for putting log obstacles along roads remain unchanged.
A sea monster can be placed in a river or on a particular ferry link in a sea; to get past a sea monster requires one additional raft card. To travel on a river in the direction of the arrow now requires two raft cards, and to go against the arrow requires three, as does travelling a ferry link.
A gold tile may only be played on a route which already has a transport tile on it, and only if there is no obstacle there. Once a gold tile is played on a route, an obstacle may not be put there. Only one gold tile per route may be played.
If there is a gold tile on a route, double the gold value of the next city that an Elfenboot reaches (see Phase 6: Move Elfenboots).
There are two different spells. Both can only be played on a route which already has a transport tile on it. A player who places a double transport spell on a route may immediately place a further transport tile on that route. This means that, on this route, there are two forms of transport available.
A player who plays a exchange spell on a route may immediately exchange the transport tile on this route with one on any other route. The exchanged transport tiles must, naturally, be compatible with their new routes. After use, the exchange spell is shuffled back into the face down tiles.
Use of spells can lead to more than two tiles present on a route. For instance, two transport tiles and the double transport spell and additionally a gold tile or an obstacle. An obstacle applies to both forms of transport and also to a caravan.Phase 6: Move Elfenboots
Cash on the Nail
When a player has ended his Elfenboot movement, he collects all the gold that he has earned. A city that is visited more than once earns its value for every visit.
Travelling along a route that has a gold tile means that the next city to be reached has its value doubled. This is true, however many times a player manages to use such a route.
After moving his Elfenboot, a player may, instead of taking the gold, draw two cards from the deck. If he draws a gold card, the same rules apply as detailed in Phase 1.
The elven capital city, Elvenhold, may be visited as often as is wished, but it earns no income, since it has no gold value marker.
Note: If a player cannot move, or does not want to move, he may elect to pass. In this case, he draws two cards from the deck.
Phase 7: End of the round
After Elfenboots have been moved, the following actions must be taken before the next round begins.
Elfengold ends after the sixth round. The player who has the largest collection of city markers wins. In the case of a tie, the player with the most money wins.
If a player manages to collect all twenty city markers before the end of the sixth round, the game ends with the conclusion of the current round. If other players also reach twenty city markers during this round, then the player with the most money wins.
Shuffle the Elfenwizard cards in with the 63 cards at the beginning of the game. In the course of the game, thay are treated as transport cards. In Phase 6: Move Elfenboots, a player can make two different types of move.
Firstly, he can play an Elfenwizard to bypass an obstacle without having to pay the extra card that an obstacle otherwise requires. But Elfenwizards do not come free. Every obstacle bypassed by an Elfenwizard costs one gold piece.
Example: In the picture, the river route between Elvenhold and Virst has a sea-monster obstacle. Use of this route will cost either three raft cards, or two raft cards plus an Elfenwizard and one gold piece.
Secondly, a player can use an Elfenwizard card, as part of his Elfenboot movement, to summon a magic carpet to take the Elfenboot to any city. This costs three gold pieces, and the player does not earn income for a city reached in this way.
After use, Elfenwizard cards go to the discard pile.
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