Core Rules Reference

Core Concepts

  • The game focuses on storytelling and character interaction rather than combat
  • Tests are made when the outcome is uncertain
  • The Narrativium (story) always influences outcomes
  • Characters are defined by their traits, not numbers

Traits

Characters are collections of traits that define their abilities and personality:

  • Niche: Role in their organization
  • Core: Fundamental outlook
  • Quirks: Unique characteristics
  • Background: History and origins

Luck

Luck represents favor with The Lady and can be spent to:

  • Help another PC on a failed test
  • Reduce consequences by one degree

Note: Only one Luck can be spent per test

Tests

When attempting something uncertain:

  1. Player declares action and justifies with traits
  2. GM assigns appropriate die (d4-d12)
  3. Roll against the Narrativium die (d8)
  4. Higher roll succeeds
  5. Equal rolls mean success with consequence

Safety Tools

Available tools to ensure everyone's comfort:

  • Lines and Veils - Discuss content boundaries before play
  • X-Card System - Signal to skip uncomfortable content
  • Take breaks when needed
  • Open communication about comfort levels

Dice & Test Resolution

d4

When completely out of depth

d6

Unusual action with trait

d8

Narrativium Die (GM only)

d10

Usual action with trait

d12

Perfect alignment of traits

Test Steps

  1. Declare an action
  2. Justify using traits
  3. GM determines outcome die
  4. Roll against Narrativium
  5. Optional: Get help
  6. Resolve the test

Character Creation

Character Creation Steps

  1. Choose your character's species (Human, Dwarf, Troll, Zombie, Werewolf, Vampire, Igor/Igorina, Gargoyle)
  2. Select one trait from each category (Niche, Core, Quirks, Background)
  3. Start with 4 Luck points
  4. Choose a name that fits the character
  5. Define pronouns and appearance

Niche Traits

Traits that define a character's role in their organization

Public relations

The face of the group

Use when: Interacting with the public, managing group image, or smoothing over conflicts

Applied Forensics

Scientific investigation skills

Use when: Examining evidence, performing autopsies, or analyzing crime scenes

Loose siege catapult

The law is more of a guideline really

Use when: Bending rules, creative interpretation of laws, or unorthodox solutions

Crimescene Iconographer

Curious enough to make cats nervous

Use when: Documenting evidence, noticing details, or investigating suspicious circumstances

Designated noticer

Looks the spitting image of a Pixy-faced Smut

Use when: Observing surroundings, spotting inconsistencies, or maintaining vigilance

Core Traits

Traits that represent a character's fundamental outlook

People aren't things

Use when: Standing up for others, recognizing humanity in everyone, or resisting prejudice

Better it happen to me than you

Use when: Protecting others, taking risks for teammates, or accepting consequences

A stitch in time saves nine

Use when: Planning ahead, preventing problems, or taking precautions

Do everything with a smile

Use when: Maintaining composure, diffusing tension, or appearing friendly

Doing nothing isn't the same as not doing anything

Use when: Strategic inaction, patient observation, or careful consideration

Quirks

Unique characteristics that make the character memorable

A winning smile and chiselled features

Use when: Social interactions, charming others, or making first impressions

Simple but not stupid

Use when: Direct problem-solving, seeing through complexity, or honest interactions

Happy to call a head wound a head wound

Use when: Medical diagnosis, direct communication, or practical assessment

Two left feet but the heart of a lion

Use when: Showing courage, persevering despite limitations, or facing fears

Blends into the background

Use when: Stealth, observation, or avoiding attention

Virulently infectious personality

Use when: Influencing others, spreading ideas, or building rapport

Too shy to move if they are being looked at

Use when: Staying still, avoiding notice, or patience

Beloved by animals despite their best efforts

Use when: Interacting with animals, gaining unexpected allies, or natural charm

Background

Where the character comes from and their history

A zombie who lived and died on these streets

Use when: Local knowledge, survival skills, or understanding city life and death

An Igorina fresh from Überwald

Use when: Medical knowledge, dealing with the unusual, or understanding traditions

A troll raised by loving human parents

Use when: Cross-cultural understanding, breaking stereotypes, or unique perspectives

A dwarf born and raised in the Shades

Use when: Street smarts, urban survival, or dealing with the criminal element

Gargoyle

Use when: Observation from heights, architectural knowledge, or patient watching

Species Notes

Humans

Adaptable and numerous, humans can be found in all walks of life

Dwarfs

Traditional, industrious, and increasingly modern in outlook

Trolls

Silicon-based life forms who think better in cold temperatures

Zombies

Undead with unfinished business and remarkable preservation

Werewolves

Shapeshifters with enhanced senses and monthly complications

Vampires

Reformed bloodsuckers with various traditional weaknesses

Igors/Igorinas

Skilled surgeons with a unique approach to body parts

Gargoyles

Patient watchers with an architectural perspective on life

Combat & Conflict

No Special Combat Rules

In Discworld Adventures, there are no special rules for combat. While violence and conflict are commonplace in Ankh-Morpork, combat is never the point of the story. All conflicts are resolved using the standard test system.

Handling Conflict

When conflict arises, consider these approaches:

  • Use traits creatively to avoid or resolve conflicts
  • Focus on character interactions and motivations
  • Consider the narrative consequences of violence
  • Remember that the Watch prefers arrests to fights

Combat as Tests

If combat does occur, handle it like any other test:

  1. Declare the action (e.g., "I try to disarm them")
  2. Justify using traits (e.g., "I'm using my 'Loose siege catapult' trait")
  3. GM assigns appropriate die based on the justification
  4. Roll against the Narrativium die
  5. Success or failure determines the outcome

Example Conflict Actions

Intimidation

Using presence or reputation to avoid violence

Example: A troll flexing their muscles to discourage trouble

Arrest

Proper Watch procedure for handling criminals

Example: "You're nicked!" while showing your badge

Chase

Pursuing or evading through the streets

Example: Parkour across the rooftops of the Shades

Disarm

Removing weapons from the situation

Example: Knocking a sword away with your truncheon

Conflict Consequences

Failed tests in conflicts might result in:

  • Physical injuries (bruises, cuts, broken bones)
  • Loss of equipment or possessions
  • Damage to reputation or relationships
  • Unwanted attention from authorities
  • Escalation of the situation

Consequences

Inconsequential

Small inconveniences that won't significantly impact the character

Paper Cut

Getting a paper cut while handling documents

Overcharged

Being overcharged for a sausage-inna-bun

Kick Me Sign

Has a "kick me" sign stuck on their back

Minor

Inconveniences that will cause some trouble for the character

Twisted Ankle

Difficulty moving quickly or stealthily

Lost Money

Lost money at the races

Rumor Mill

Has a rumor going around about them

Major

Serious problems that affect both the character and those around them

Monkey Business

Called the Librarian a monkey

Guild Trouble

Wanted by the Thieves' Guild

Bad Investment

Lost Chrysoprase's money at the races

Exceptional

Life-threatening or story-ending consequences

Near Death Experience

A brush with Death himself

Patrician's Interest

Wanted by the Patrician

Magical Mishap

Accidentally transported to the Dungeon Dimensions

Locations in Ankh-Morpork

Major Institutions

Unseen University

Premier institution of magical learning

Notable NPCs: Archchancellor Mustrum Ridcully, The Librarian

Description: Ancient towers, magical architecture, enormous library

Features: The Great Hall, Library (with L-Space), High Energy Magic Building

Watch Houses

Headquarters and stations of the City Watch

Notable NPCs: Commander Vimes, Captain Carrot

Description: Pseudopolis Yard (HQ), various district stations

Features: Cells, offices, Igor's medical facility

The Palace

Residence of Lord Vetinari, the Patrician

Notable NPCs: Lord Vetinari, Drumknott

Description: Imposing architecture, maze-like corridors

Features: The Oblong Office, The Rats Chamber, dungeons

Guild Quarter

Assassins' Guild

Educational institution for the discerning assassin

Notable NPCs: Lord Downey

Description: Black buildings, well-maintained grounds

Features: Training facilities, deadly gardens, museum

Thieves' Guild

Official home of licensed theft

Notable NPCs: Mr. Boggis

Description: Surprisingly opulent building

Features: Receipt office, training rooms

Fools' Guild

College of Jocularity and Comedy

Description: Gloomy buildings, no laughing matter

Features: Training halls, pie-throwing ranges

The Shades

The Mended Drum

Infamous tavern known for its regular fights

Description: Traditional pub with reinforced furniture

Features: Bar, fighting area, surprisingly good beer

Ankh-Morpork Beggars' Guild

Professional organization for mendicants

Notable NPCs: Queen Molly

Description: Surprisingly wealthy establishment

Commercial Districts

Maul

Shopping district with covered markets

Features: Various shops, street vendors

Notable Shops: Dibbler's Various Enterprises

Street of Cunning Artificers

Home to various craftspeople and inventors

Features: Workshops, unusual inventions

Description: Constant sounds of tinkering and explosions

Religious Quarter

Temple of Small Gods

Home to numerous minor deities

Description: Multiple shrines and altars

Features: Cemetery, various chapels

Temple of Blind Io

Principal temple of the chief god

Description: Impressive architecture, floating eyes

Features: Main worship hall, thunder room

The Scours (East Bank)

Lady Ramkin's Sunshine Sanctuary for Sick Dragons

Morphic Street, the Scours

Notable NPCs: Rosie Devant-Molei

Description: Quiet morning, respectable houses, faint smell of the Ankh

Features: Large gate, thick walls, papier-mâché dragon donation box

Lamp and Needles

Morphic Street, the Scours

Notable NPCs: Rufus and Marla

Description: A forced cosiness, trinkets on every wall, the scent of musty velvet

Features: Leaning facade, armchairs that threaten to swallow visitors

The Times and the Bucket

Gleam Street, the Scours

Notable NPCs: Sacharissa Cripslock, Otto Chriek, Sergeant Angua

Description: Running machinery, an acrid chemical scent, dwarfs being industrious

Features: Printing presses, dark room, off-duty watchmen

River Ankh

Misbegot Bridge

Connecting the Scours and Dimwell

Description: Sturdy and lined with houses, rickety scaffolding, whimsically arched

Features: Construction site, goods lift, under-bridge walkways

Dimwell (West Bank)

Knobblers and Sons

Wharfinger Street, Dimwell

Notable NPCs: Cripus Knobbler

Description: Neat little shop front with fancy brass lettering

Features: Coal yard, delivery carriage space

Mrs. Ethin's Boarding House

Noontender Way, Dimwell

Notable NPCs: Mrs. Ethin

Description: Uneven cobbles, the smell of smoke, gawping crowds

Features: Room 24b, burning possessions

Stone on Stone

Waxwick Terrace, Dimwell

Notable NPCs: Ms. Erika Lofte, Plotz

Description: Red brick buildings, neat brass plaques, air of respectability

Features: Writing desks, drafting tables

Seven Sleepers District

Dwarf Bread Museum

Repository of dwarfish martial baking

Description: Small but well-fortified building

Features: Battle bread exhibits, traditional weapons-grade baking

Miners' Guild

Headquarters of the mining profession

Description: Sturdy stone building with deep cellars

Features: Underground meeting halls, mineral displays

The Hippo District

Opera House

Home of high culture and frequent accidents

Description: Grand architecture, multiple balconies

Features: Massive stage, notorious chandelier, ghost

Musicians' Guild

Where music is serious business

Description: Sound-proofed building with practice rooms

Features: Performance hall, instrument storage

Unreal Estate

Alchemists' Guild

Frequently rebuilt headquarters of experimental science

Description: Reinforced walls, blast-proof windows

Features: Laboratories, explosion-proof chambers

Isle of Gods

Religious district within the city

Description: Collection of temples and shrines

Features: Various places of worship, sacred gardens

Dolly Sisters

Dolly Sisters Watch House

Local Watch station

Description: Busy neighborhood station

Features: Holding cells, patrol dispatch

Streets of Small Gods

Merchants' Guild

Center of commerce and trade

Description: Wealthy building with secure vaults

Features: Meeting rooms, contract offices

Royal Bank of Ankh-Morpork

Principal financial institution

Notable NPCs: Moist von Lipwig, Mr. Fusspot

Description: Imposing stone building with columns

Features: Vaults, counting houses, chairman's office

The Shambles

Butchers' Guild

Guild of meat professionals

Description: Practical building with cold storage

Features: Processing rooms, meeting halls

New Cobblers

Shoemakers' district

Description: Collection of small workshops

Features: Various shoe shops and repair places

Nap Hill

Post Office

Central postal service building

Notable NPCs: Moist von Lipwig (former)

Description: Grand old building, recently renovated

Features: Sorting rooms, delivery offices, pin collection

Grand Trunk Semaphore Tower

Central clacks tower

Description: Tall tower with semaphore equipment

Features: Signal room, maintenance workshop

Ankh-Morpork NPCs

The Scours (East Bank)

Rosie Devant-Molei

Head Dragon Keeper

Traits:

  • Highborn but practical about it
  • Noseblind to dragons
  • Heart big enough to fall into
  • Pronounces the secret H at the start of words

Rufus and Marla

Tavern Owners

Traits:

  • Compassionate bickerers
  • Hard of hearing and understanding
  • Open minded but old fashioned

Emma Hopscotch

Dragon Sanctuary Volunteer

Traits:

  • Enthusiastic about everything dragon-related
  • Surprisingly fireproof clothing
  • Always carries dragon treats

Dimwell (West Bank)

John Johnson

Surveyor with Ill Motives

Traits:

  • Wild eyed and desperate
  • Well dressed but poorly maintained
  • Singed eyebrows

Ms. Erika Lofte

Architect Facilitator

Traits:

  • Sharp faced and sharp witted
  • Jet black suit and hair
  • Points at you when it's your turn to talk

Plotz

Draftgolem

Traits:

  • Only communicates through drawing
  • 8ft tall and made of reddish clay
  • No sense of metaphor

City Leadership

Lord Havelock Vetinari

Patrician of Ankh-Morpork

Traits:

  • Supremely intelligent and calculating
  • Always knows more than he lets on
  • Prefers order to justice
  • Can juggle multiple plots simultaneously

Sir Samuel Vimes

Commander of the City Watch, Duke of Ankh

Traits:

  • Cynical but fundamentally honest
  • Hates the nobility (despite being one)
  • Can tell where he is by the feel of cobbles through his boots
  • The most stubborn man in Ankh-Morpork

Lady Sybil Ramkin Vimes

Dragon Breeder, Duchess of Ankh

Traits:

  • Formidable aristocrat with a heart of gold
  • Expert on swamp dragons
  • Can make anyone feel like they're being unreasonable
  • Unfailingly kind but not to be underestimated

Drumknott

The Patrician's Secretary

Traits:

  • Quietly efficient
  • Knows everything that happens in the palace
  • Can appear and disappear at will
  • Maintains perfect filing systems

Watch Officers

Captain Carrot Ironfoundersson

Captain of the Watch

Traits:

  • Technically the heir to the throne
  • Knows everyone in the city
  • Takes everything literally
  • Natural charisma that makes people want to follow him

Sergeant Angua von Überwald

Watch Sergeant

Traits:

  • Werewolf with excellent tracking abilities
  • Struggles with her dual nature
  • Highly professional
  • Can smell lies

Sergeant Fred Colon

Watch Sergeant

Traits:

  • Career watchman
  • Expert at avoiding actual work
  • Surprisingly insightful at times
  • Best friend to Nobby Nobbs

Corporal Nobby Nobbs

Watch Corporal

Traits:

  • Carries a certificate proving he's human
  • Expert scavenger
  • Surprisingly good at undercover work
  • Has "borrowed" most of the Watch's evidence

Sergeant Detritus

Watch Sergeant

Traits:

  • Troll with a siege crossbow
  • Smarter in cold weather
  • Takes "by the book" literally
  • Excellent at crowd control

Constable Visit-The-Infidel-With-Explanatory-Pamphlets

Watch Constable

Traits:

  • Omnian missionary
  • Never without pamphlets
  • Surprisingly effective policeman
  • Partners well with Constable Shoe

Guild Leaders

Lord Downey

Head of Assassins' Guild

Traits:

  • Refined and sophisticated
  • Expert in poisons
  • Never uses the word "kill"
  • Maintains high professional standards

Mrs. Rosemary Palm

Head of the Seamstresses' Guild

Traits:

  • Politically astute
  • Protects her guild members
  • Maintains respectability
  • Expert negotiator

Queen Molly

Head of Beggars' Guild

Traits:

  • Surprisingly wealthy
  • Knows everything happening on the streets
  • Runs the most organized guild in the city
  • Expert in the economics of poverty

Dr. Whiteface

Head of Fools' Guild

Traits:

  • Takes comedy very seriously
  • Never laughs
  • Maintains strict discipline
  • Expert in slapstick-based punishment

Unseen University Faculty

Mustrum Ridcully

Archchancellor

Traits:

  • Believes exercise and fresh air solve everything
  • Loud and direct approach to management
  • Surprisingly resistant to magical mishaps
  • Keen crossbow enthusiast

The Librarian

University Librarian

Traits:

  • Ook
  • Transformed into an orangutan by magic
  • Protective of books
  • Can travel through L-space

The Senior Wrangler

Faculty Member

Traits:

  • Competitive about everything
  • Particularly about breakfast
  • Secret romantic
  • Expert at academic politics

Ponder Stibbons

Head of Inadvisably Applied Magic

Traits:

  • Actually runs the University
  • Enthusiastic about magical research
  • Holds most of the important positions
  • Tries to explain things scientifically

The Lecturer in Recent Runes

Faculty Member

Traits:

  • Expert in ancient languages
  • Prefers theoretical to practical magic
  • Excellent at committee meetings
  • Can sleep with eyes open

The Chair of Indefinite Studies

Faculty Member

Traits:

  • Not quite sure what his job entails
  • Expert at avoiding work
  • Comfortable with uncertainty
  • Excellent at academic politics

Dr. Hix

Head of Post-Mortem Communications

Traits:

  • Contractually obligated to be mildly evil
  • Wears a skull ring
  • Very concerned with rules and regulations
  • Actually quite reasonable

The Dean

Former Faculty Member

Traits:

  • Fond of shouting "Bursar!" and "HOOM!"
  • Enjoys large breakfasts
  • Surprisingly agile for his size
  • Secret rock music enthusiast

The Bursar

University Administrator

Traits:

  • Requires regular dried frog pills
  • Sees things that aren't there
  • Excellent at mathematics when properly medicated
  • Believes he can fly (sometimes correctly)

Mrs. Whitlow

Head Housekeeper

Traits:

  • Runs the university's domestic staff
  • Pronounces all her Ws as Ws
  • Can intimidate even senior wizards
  • Knows where everything is

Rincewind

Professor of Cruel and Unusual Geography

Traits:

  • Expert at running away
  • Speaks many languages (mostly to scream for help)
  • Surprisingly still alive
  • Has seen more of the Disc than anyone else (while fleeing)

Times Staff

William de Worde

Editor-in-Chief

Traits:

  • Committed to the truth
  • Nobility in self-imposed exile
  • Sharp investigative mind
  • Values facts over sensationalism

Otto Chriek

Iconographer

Traits:

  • Reformed vampire
  • Black ribbon wearer
  • Passionate about photography
  • Disintegrates in his own flashes

Sacharissa Cripslock

Head Reporter, The Times

Traits:

  • Writes everything down
  • Good looking if considered over several centuries
  • Suffers from misplaced gentility

Rocky

Printer's Devil

Traits:

  • Street-smart dwarf
  • Ink-stained everything
  • Knows all the gossip
  • Can operate any press

Notable Merchants

Cut-Me-Own-Throat Dibbler

Entrepreneur

Traits:

  • Sells questionable sausages-inna-bun
  • Always has a new business scheme
  • Surprisingly honest about dishonesty
  • Can sell anything to anyone once

Harry King

Waste Management Entrepreneur

Traits:

  • Self-made businessman
  • Knows the value of everything
  • Protective of his employees
  • Takes recycling very seriously

Mrs. Cake

Medium and Landlady

Traits:

  • Precognitive headaches
  • Answers questions before they're asked
  • Runs a boarding house for the differently alive
  • Makes excellent tea

Reet'zkit

Troll Jeweler

Traits:

  • Expert in diamond grading
  • Can spot a fake at fifty paces
  • Surprisingly delicate touch
  • Connected to all the best mines

Patel

General Store Owner

Traits:

  • Has everything you need
  • Shop is bigger on the inside
  • Never closes
  • Knows everyone's shopping habits

Grabpot Thundergust

Dwarf Weapon Smith

Traits:

  • Makes ceremonial weapons that work
  • Proud of his craft
  • Can tell a person's worth by their blade
  • Keeps the good stuff under the counter

Mrs. Marietta Cosmopilite

Landlady and Shopkeeper

Traits:

  • Has a saying for every occasion
  • Rents rooms to 'interesting' people
  • Knows everything about her tenants
  • Makes her own medicines

Chalky

Street Vendor

Traits:

  • Sells anything that falls off the back of a cart
  • Knows where to get anything
  • Can disappear at the first sign of Watch
  • Everything's genuine (probably)

Claude Maximilian Overton Transpire Dibbler, Jr.

Enterprising Merchant

Traits:

  • Trying to live up to the family name
  • More ambitious than competent
  • Sells slightly better quality sausages
  • Has inherited his uncle's business sense

Hobson

Livery Stable Owner

Traits:

  • Knows every horse in the city
  • Can match mount to rider perfectly
  • Takes no nonsense from anyone
  • Excellent judge of character

Canting Crew

Foul Ole Ron

Professional Beggar

Traits:

  • Has a smell with its own personality
  • Millennium hand and shrimp
  • Owns a surprisingly intelligent dog
  • Member of the Beggars' Guild

Service Industry

Igor

Various Medical Services

Traits:

  • Traditional approach to surgery
  • Excellent at stitching
  • Appears exactly when needed
  • Keeps spare parts fresh

Claude

Barber

Traits:

  • Knows all the gossip
  • Quick with scissors
  • Excellent listener
  • Discrete when needed

Gimlet

Dwarf Restaurant Owner

Traits:

  • Makes the best rat-based dishes in the city
  • Proud of his establishment's cleanliness
  • Expert with throwing knives
  • Knows everyone's usual order

Mrs. Gammage

Washerwoman

Traits:

  • Knows everyone's dirty laundry (literally and figuratively)
  • Expert at removing bloodstains
  • No questions asked policy
  • Formidable with a washboard

Modo

UU Gardener

Traits:

  • Can grow anything anywhere
  • Knows which plants are actually trying to eat you
  • Cheerful despite everything
  • Expert in magical composting

Wallace Sonky

Rubber Goods Merchant

Traits:

  • Innovative entrepreneur
  • Discrete business practices
  • Expert in customer satisfaction
  • Supplier to the Seamstresses' Guild

Shatta

Troll Bartender

Traits:

  • Makes the best Molten Sulphur in town
  • Can break up fights by joining them
  • Remembers every tab
  • Excellent at cooling drinks (naturally)

Willikins

Butler to the Ramkin-Vimes Household

Traits:

  • Impeccable service standards
  • Former street fighter
  • Deadly with a rolled newspaper
  • Knows everything about everyone

Sham Harga

Restaurant Owner

Traits:

  • Specializes in "named meat" dishes
  • Creative menu descriptions
  • Surprisingly clean kitchen
  • Knows which customers not to serve

Post Office

Stanley Howler

Head of Stamps

Traits:

  • Pin collector turned stamp enthusiast
  • Takes stamps very seriously
  • Surprisingly good at organization
  • Protective of his collection

Mr. Groat

Senior Postman

Traits:

  • Old-school postal worker
  • Peculiar medical theories
  • Loyal to the Post Office
  • Keeps all his toenail clippings

Mr. Pump

Parole Officer Golem

Traits:

  • Cannot be outrun
  • Literal-minded about rules
  • Made of clay and duty
  • Excellent at detecting lies

Miss Iodine "Killer" Maccalariat

Counter Clerk

Traits:

  • Terrifying efficiency
  • Guardian of proper procedure
  • Can reduce anyone to stammering
  • Knows all the rules

George Aggy

Postman

Traits:

  • Knows every address in the city
  • Can dodge any dog
  • Expert at deciphering handwriting
  • Always carries emergency stamps

Adrian "Mad Al" Turnipseed

Postman and Pin Collector

Traits:

  • Former wizard student
  • Understands pin theory
  • Good with numbers
  • Mentors Stanley in pin collecting

Ankh-Morpork Map

Map of Ankh-Morpork

Notable Districts

  • The Scours (East Bank)
  • Dimwell (West Bank)
  • The Shades
  • Seven Sleepers
  • The Hippo
  • Unreal Estate
  • Dolly Sisters
  • Streets of Small Gods
  • The Shambles
  • Nap Hill

Thud - The Discworld Board Game

Quick Rules

Dwarfs:

  • Move any distance in straight lines
  • Hurling:
    • Form a straight line of dwarfs
    • Front dwarf can "hurl" at a troll
    • Hurl range = number of dwarfs in line
    • Must land exactly on troll to capture
  • Score: 1 point per surviving dwarf

Trolls:

  • Move one square in any direction
  • Capture any adjacent dwarfs after moving
  • Can "shove" using multiple trolls
  • Score: 4 points per remaining troll

Dwarf Hurling Tip:

Line up your dwarfs to increase hurling range. A line of 3 dwarfs lets the front dwarf hurl up to 3 spaces to capture a troll!

Victory:

Game ends when no more captures are possible or a player has no valid moves.

Current Player: Dwarfs