LORDS OF DOOMSPIRE

TURN STRUCTURE & ACTIONS

1
Roll Dice Phase (Parallel)
  • Rotate starting player token to next player
  • Roll 1 die for castle + 1 per knight
  • Dice Tax: Pay 2 Food per die after first 2
2
Move Phase (Sequential from Starting Player)
  • Move Knight: Move up to die value + tile interaction
  • Move Boat: Move boat + optionally transport knight
  • Can save dice for Harvest Phase
3
Harvest Phase (Parallel)
  • Harvest: Collect from resource tiles (die value = how many tiles)
  • Use Buildings: Market, blacksmith, fletcher
  • Build: Buy knight/boat, build/upgrade buildings

MOVEMENT RULES

  • Horizontal/vertical only (no diagonal)
  • Must stop when entering unexplored tile or tile with monster
  • Cannot stop in same tile as other knights (except non-combat zones)
  • Cannot pass through monster tiles
  • Can pass through other knights (they may force combat)
  • Cannot enter enemy home tiles
  • One action per knight per turn

COMBAT BASICS

vs Monsters:

  • Roll 1D3 + Might + adjacent support
  • Win if ≥ monster's Might → gain rewards
  • Lose → return home, pay 1 resource or lose 1 Fame

vs Knights:

  • Both roll 2D3 + Might + adjacent support
  • Winner gains 1 Fame, stays in tile
  • Loser returns home (no resource cost to heal)
  • Winner may steal 1 resource OR 1 item
Adjacent Support: +2 per knight/warship in adjacent tiles

FLEEING COMBAT

  • Cannot flee if combat was chosen deliberately
  • Roll 1D3: 1=fail (fight), 2=flee to closest owned tile + lose 1 resource, 3=flee home (no loss)

RESOURCE TILE ACTIONS

Claim Tile: Free (unclaimed tiles only)
Blockade Tile: Place knight on enemy tile → harvest from it instead of owner
Incite Revolt: 1 Fame → Remove enemy claim (tile becomes unclaimed)
Conquer Tile: 1 Might → Take over enemy tile
Protection: Tiles with adjacent knights cannot be blockaded, conquered, or revolted

TILE INTERACTION

  • Forced: Explore unexplored tiles (+1 Fame), combat monsters/knights, draw adventure cards
  • Voluntary: Use special locations, claim/blockade/conquer resource tiles, pick up/drop items
  • Adventure Tiles: Draw card, remove adventure token
  • Non-Combat Zones: Temple, Trader, Mercenary Camp (multiple knights allowed)

DRAGON IMPRESSION CONDITIONS

Reach Doomspire with ANY of these to impress the dragon:

  • Combat: Defeat the Dragon (8 + 1D3 Might)
  • Fame: Have 15+ Fame
  • Economy: Own 4+ starred resource tiles
  • Gold: Have 12+ Gold
Dragon Combat: Lose = knight gets eaten (removed from game)

VICTORY & FINAL RANKING

Game ends when dragon has been impressed 3 times total:

  • King of Doomspire: 3rd player to impress dragon (WINNER)
  • 1st & 2nd impressions: Get 2 resources of choice, flown home

Remaining players ranked by:

  • Hand of the King: Most resource tiles (tiebreaker: starred tiles, then gold)
  • Master of Coin: Most gold (tiebreaker: total resource value)
  • Court Jester: The remaining player (cleans up the game!)