Contents
Glen More Game Rules
Welcome to the exciting world of Glen More, a captivating board game that will transport you to the enchanting landscapes of Scotland. In Glen More, you will take on the role of a Scottish clan leader, striving to build a prosperous and influential kingdom.
The rules of the game are simple, yet the strategic depth is endless. As the leader of your clan, your goal is to expand your territory, construct buildings, and gather resources to increase your wealth and power. But beware, as the decisions you make will shape the destiny of your clan.
To begin, each player is dealt a starting tile, representing their clan’s home.
On your turn, you have two options: either take a new tile from the game board or place a tile from your hand onto the board. When taking a new tile, you must move the scoring disc along the time track, as time progresses in Glen More. This disc determines the order of play and the cost of tiles.
Each tile you place on the board has a unique ability that will aid you in your quest for dominance. Some tiles produce resources, while others provide special actions or victory points. It’s up to you to strategically choose which tiles to place and when, based on your long-term goals.
As you expand your territory, you’ll encounter various clans, which you can interact with diplomatically or opt for a more aggressive approach. These clans will offer you different resources or benefits, but be mindful of the consequences of your choices. Diplomacy can lead to partnerships and alliances, while aggression may result in conflict and losses.
Managing your resources is crucial in Glen More. You’ll need to gather food to feed your clan, stones to construct buildings, and workers to carry out your tasks. By wisely allocating your resources, you can maximize your efficiency and gain an advantage over your rivals.
Victory in Glen More is attained through careful planning and decision-making. Points can be earned by constructing buildings, matching symbols on tiles, forming thematic chains, and more. The player with the most victory points at the end of the game emerges as the ruler of Glen More.
Immerse yourself in the rich history and beauty of Scotland as you navigate the intricate web of clan politics and territorial expansion. Glen More offers an exquisite blend of strategy and luck, allowing each game to unfold in a unique and exciting way.
So gather your clan, sharpen your mind, and prepare for an unforgettable journey to the majestic landscapes of Glen More. The fate of your clan lies in your hands. Are you up for the challenge?

Imagine being the leader of a Scottish clan in the 1600s. That’s exactly what you’ll experience in this game. Your goal is to make your clan the most powerful and influential in the Scottish highlands.
As the head of your clan, you’ll need to strategically expand your landholdings. You can do this by adding tiles to your display. These tiles can be activated to gain resources, recruit new clan members, or take advantage of special locations that offer unique benefits. And let’s not forget about the whiskey distilleries and taverns!
Hey there! Let me tell you about this awesome game I found. It has a really cool game system that gives players a lot of control over their territories. See, in this game, the player whose figure is at the start of the chain gets to take their turn. This means you can really strategize and make your territory as big and developed as you want. So cool, right?
Oh, and did I mention there are scoring rounds? After three rounds, the player with the most points wins the game. How exciting!
What’s in the Box?

As I delve into this intriguing game, let me introduce you to its captivating elements. Prepare to embark on an adventure with the following components:
– 25 mighty clan members
– 5 skillful player figures
– 44 valuable resources
– 16 barrels filled with exquisite whiskey
– 1 fate-deciding die
– 8 meticulously crafted die-cut frames, enclosing a wealth of game elements. Inside you’ll discover a game board, 13 special location cards, 72 tiles, 33 coins, and 58 VP tokens.
Now, let’s get ready for the game. Here’s how to set up the battlefield. Place the game board right in the center of the table, making it the focal point of our journey. Take the tiles and organize them in stacks based on their backs: 0, 1, 2, and 3. These stacked tiles may hold unlimited possibilities for us to explore. Additionally, we have 5 starting villages, each with identical fronts and backs. Each one of us will claim a village as our own, setting the stage for a fierce competition. Together, we will dive deep into the heart of this game, ready to conquer the challenges that lie ahead.

To start the game, place the 13 special location cards near the game board. Gather the pieces for the general supply:
- 25 clan members (black wooden men),
- 16 whiskey barrels (natural colored, octagonal pieces),
- 44 resource cubes,
- 33 coins,
- all victory point tokens.
Now it’s time for each player to get ready:
- Take a starting village and place it in your play area. This is where you’ll start your journey (if you have any unused starting villages, put them back in the game box);
- Grab a clan member from the general supply and place it on your starting village;
- Choose a player figure in your favorite color and put it where it belongs according to the rules;
- Get 6 coins and make sure everyone can see them in your play area.
Hey there! Let’s talk about how to play this awesome game. Keep in mind that the die is only used when there are 2 or 3 players. If you have more players, don’t worry about it!
First things first, we need to choose a starting player. That lucky person places their figure on any of the 14 spaces on the board’s track. The rest of the players will follow, placing their figures on the next available spaces in a clockwise order. Keep going until everyone has their figure on the track.
Now it’s time to draw some tiles! Take turns and draw tiles from the “0” stack, one at a time. Place each tile face-up on the track, starting from the space right after the last player’s figure. Keep placing tiles until you reach the space just before the starting player’s figure. Simple, right?
But hey, if you have less than 5 players, things change a bit. You’ll need to draw from the “1” pile to complete the track.
That’s it! Now we’re ready to start playing. Have fun!
Important: It’s crucial to leave the space behind the start player empty, regardless of how many people are playing (see figure at above right). This unoccupied space, located behind the “starting” player of the chain, remains empty throughout the game to signify where the chain begins and ends.
Game Play
The game consists of 3 rounds. After each round, there is a scoring phase. The first round ends when the last tile from the “1” pile is placed on the board. The second round concludes when the final “2” tile is placed, and the third round wraps up when the last “3” tile is placed.
Once the third scoring phase is complete, players participate in a special final scoring session. The person with the highest number of points is declared the winner.
Important: Unlike most games, we don’t take turns in a specific order. Instead, the player who has their figure at the front of the line gets to go next. How many turns you get depends on how far you move your figure each time. This means that you might have a different number of turns compared to other players, or you could have multiple turns in a row.
Here’s what a player’s turn looks like:
- Moving your figure: You can move your figure to any space on the track that has a tile.
- Adding the tile: Once you’ve moved your figure, you place the tile on your own display.
- Activating the tile: After placing the tile, you activate that tile and any adjacent tiles.
- Getting a new tile: Finally, you draw a new tile and add it to the end of the track.
We start with “1) Moving A Figure”
When it’s my turn, I can move my figure to any space that has a tile. But there are a few rules I need to follow. First, I have to be able to legally place the tile in my display. And second, I have to have enough money to pay for it.
2. ) Adding a Tile to My Display
Once I’ve selected a tile, I take it and put it in my display in my play area.

Hey there! It’s my turn as the red player. If I move my figure to the meadow or village, I’ll still be at the start of the chain, and I’ll get to take another turn right away.
But if I move my figure to the forest or even farther (like the Loch), it’ll be yellow’s turn next, and they’ll remove the meadow and village tiles.
3. ) Activating Tiles
After that, I activate the new tile I just moved to, as well as all the tiles next to it (even the ones diagonally adjacent).
4). Drawing A New Tile
Finally, at the end of my turn, I draw a new tile from the stack and place it at the end of the track. This way, we’ll have 13 out of the 14 spaces covered with figures or tiles.
Once all the “0” tiles have been used up, you’ll start drawing from the “1” stack. Once all the “1” tiles have been used up, you’ll move on to the “2” stack, and so on.
Note: Sometimes, there might be tiles still on the spaces behind the starting player figure. In that case, you should remove them during phase 4 of your turn and put them back in the game box. Then, draw an equal number of new tiles and place them face-up at the end of the track.
The Tiles
Each tile has a name and a colored border that tells you its type. For example, brown tiles give you victory points.

- I, as the owner of Iona Abbey, Loch Morar, and Duart Castle, will earn victory points for my tiles.
- You score 1 point for each of your coins.
- We need to compare our total number of tiles with the player who has the fewest. For each tile we have more or less, we have to give up or gain 3 victory points.
Let me break it down for you. When you play Glen More, some tiles have costs you need to pay to get them. You can see the costs in the upper left corner. But don’t worry, not all tiles have costs – some are free! If you can’t afford the costs, you can’t place your figure on the tile.
Now, some tiles have little pictures in the bottom right corner. These pictures show what you get as a special bonus when you place the tile in your display. It’s a one-time windfall, on top of whatever the tile does when you activate it.
Speaking of activation, each tile also has something you get every time you activate it. You can see this in the bottom middle of the tile.
Oh, and for easy identification, the 13 special location tiles have a special mark in the lower left corner.
I hope that clears things up for you!
Welcome to The Warehouse!
Right here in the heart of the game board, you’ll find The Warehouse. It’s a special place where all the resources are stored. Each resource has its own row, and each row has three numbers: 1, 2, and 3. These numbers represent the cost of the resources. Cool, right?
Now, pay attention because this is where things get interesting. On your turn, you have the power to make some serious transactions at The Warehouse. You can buy or sell resources whenever you want. How awesome is that?
Let’s start with buying. But beware, you can only buy resources to cover your immediate needs. So, here’s how it works. If you want to buy a resource, you need to pay the number of coins shown on the cheapest open space in that resource’s row. Simple, right? Well, hold on. If the row is already full, you can’t buy that resource at the moment. But don’t worry, it’s just a temporary setback. You’ll have another chance later.
When I’m playing the game, I can buy different resources if I need them to place a tile or cover the costs of a brown tile or distillery. It’s important to note that I can only purchase resources that I need right away.
Now, selling resources is a different story. I can sell resources at any time during my turn, and I can do it multiple times. When I sell a resource, I put it back into the supply and take coins from the highest coin-occupied space in that resource’s row.
I can sell as many resources as I want on my turn, but there’s a catch. If there are no coins left in the row for a particular resource, I can’t sell it for the time being. I’ll have to wait until there are coins available again.
Note: Whiskey doesn’t count as a resource and can’t be bought or sold. (Of course, the same goes for clan members).
An In-Depth Illustration:
When I think about resources in our world, I don’t usually think of whiskey. But here’s an interesting thing to consider: whiskey is not really a resource at all. You can’t buy it, and you can’t sell it. It’s in a category of its own. The same goes for clan members.
Resources are things we use or consume to meet our needs or achieve our goals. They can be physical, like food or water, or they can be abstract, like knowledge or skills. We depend on resources to survive and thrive.
But whiskey, as much as I might enjoy a glass of it, doesn’t fit into either of those categories. It’s a different kind of thing altogether. You can’t rely on it to sustain you, and you can’t use it to accomplish anything. It’s just there to be enjoyed in moderation.
Clan members, too, fall into this unique category. They are not commodities that can be bought or sold. They are people with their own thoughts, feelings, and desires. They can’t be treated as objects or resources to be used for your own gain.
Understanding this distinction is crucial. While resources can be acquired and managed, clan members require a different approach. They must be treated with respect and consideration. Building and maintaining meaningful relationships with them is vital.
So, next time you’re thinking about resources and what you can buy or sell, remember that whiskey and clan members don’t fit into that equation. They are in a league of their own, and they deserve to be valued and appreciated for who they are, rather than what they can provide.
In conclusion, resources are important for meeting our needs and achieving our goals, but not everything can be measured in terms of their value. Whiskey and clan members teach us that some things in life defy categorization and can’t be reduced to commodities. They remind us of the importance of connection, authenticity, and the intangible qualities that make life truly meaningful. So, let’s raise a glass to that!

So, I’ve got my eye on the Iona Abbey. It looks like a cool place to go, but I need some resources to make it happen. I gotta have 1 wood, 1 stone, and 1 sheep. Right now, I’ve got 2 wood, 1 cattle, and 3 coins. Hmm, not quite enough.
No worries, though. I can sell my cattle to the warehouse and get 2 coins. That should help me out.
Alright, now I can buy 1 stone and put 2 coins in the warehouse. Then, I’ll grab 1 sheep and give 3 coins back to the warehouse. Phew, my hands are full!
Now, I can turn in 1 wood and place the Iona Abbey next to a stone quarry, a meadow, and the mid-sized annual fair. Sounds like a rad spot!
With all this action, I’m rewarded. I get 1 stone, 1 sheep, and I even have the chance to trade in up to 4 different resources for victory points. Sweet deal, right?
Well, as a reward for building the Abbey, I decide to take 1 sheep. But you know what? I think I can make some extra cash. I sell that sheep to the warehouse for 3 coins. Cha-ching!
Now with all this money, I can splurge a bit. I buy 1 grain for just 1 coin. Then, I turn in my 1 wood, 1 stone, 1 sheep, and 1 grain for a whopping 8 victory points! Talk about a big win!
So, that’s the story of how I made my move and scored some major points. The warehouse came through for me, and I’m feeling pretty good about my choices.
Take a look at the warehouse at the start of my turn:
Placement Rules
Every tile must be positioned in such a way that it shares at least one of its edges with another tile. Just having the corners touch is not sufficient. Furthermore, there must be at least one neighboring tile that has a clan member on it. In this case, even if the corners touch, it counts. A river must be continuous and cannot be interrupted. Players are not allowed to start a second river. The river must flow in a straight line from north to south. The road follows the same rules, but it must run east to west. Tiles without a river or road can only be placed along the edge of another tile if that edge does not have a river or road either. Other than these restrictions, there are no limitations on tile placement. Tiles of different colors can be placed next to each other.
So, here’s the deal – you can totally put a castle next to a meadow, or a forest next to a loch, or whatever rocks your boat, really.

The Tiles and What They Do
Once I’ve placed a tile in my display, I can start reaping its rewards. Each tile provides a special benefit that I can use right away. I can also activate the neighboring tiles to get even more advantages, including the ones that are diagonal to my placed tile.
I have the freedom to choose the order in which I activate the tiles. But here’s the catch: I can only use each tile’s benefits once during the activation phase. So, for example, if I activate a distillery to trade grain for a whiskey barrel, I can’t do it again until the next activation phase. The same goes for using an annual fair to turn resources into victory points – I can only do it once during that phase.
Yellow and Green Bordered Tiles: Production, Distilleries, and the Iona Abbey

Stone quarry, forest, meadow, pasture, and wheat field: When a yellow or green production tile is activated, you take a resource cube of that type from the supply and place it on the tile. Don’t forget that each tile can only hold up to 3 resources at a time. If you’re supposed to receive more than 3, just leave the extra behind. A helpful tip is to sell a resource to the warehouse before activating the tile to make space for new ones.

Distillery: When I add a distillery to my display, I right away grab 1 whiskey barrel from the supply.
Moreover, every time the distillery is activated (even when I first place it), I can make whiskey by trading in any yellow resource cube from my display to the supply (I don’t need to activate the tile it comes from) and placing a fresh whiskey barrel next to my display (not on the distillery directly).

Iona Abbey: When you activate the Iona Abbey in the game, something special happens. Not only do you get to play a location card, but you also get to choose a resource cube of your liking and place it on the abbey tile. It’s like a little bonus for taking action at the abbey. The abbey can hold up to 3 resources, just like any other tile.
Brown Bordered Tiles: Butchers, Taverns, Annual Fairs, Etc.

Hey there! Let me tell you about butchers – they’re pretty interesting! So, there are actually 3 different types of butchers. The first type allows you to trade in either 1 or 2 sheep in exchange for 2 or 4 victory points. You do this by giving back the required number of white resource cubes from any tiles, and then you get the corresponding number of victory point markers. Cool, right?
Now, the second type of butcher is specifically for cattle. It works just like the first one, but instead of sheep, you trade in cattle. So, you can get some victory points by giving back those white resource cubes from any tiles.
Lastly, we have the third type of butcher, which is a little different. This one requires you to turn in exactly 1 sheep and 1 cattle, but in return, you get a whopping 5 victory points! It’s a pretty sweet deal if you ask me.

Annual fair: So, here’s the deal with the annual fair. It’s like this cool event where you can trade in some resources for points. Depending on which fair you’re at, you can turn in a different number of resources. If it’s a small fair, you can turn in 1 to 3 different resources. For a medium fair, it’s 1 to 4 resources. And if you’re at a big fair, you can turn in 1 to 5 resources.
But there’s a catch, my friend. All the resources you trade in have to be different. You can’t just turn in a bunch of the same thing. Let’s say you want to score 8 points at a medium fair. You can’t just trade in 2 cattle and 2 sheep. Nope, not allowed. You gotta trade in 4 of the 5 different resources. So get ready to do some serious trading, my friend.
Oh, and one more thing. Whiskey, as cool as it is, doesn’t count as a resource. So don’t even think about trading in your precious whiskey at the fair. It’s just not gonna happen.

Me: Hi there! I’ve got something exciting to tell you about in this game called Grocer. It’s a special task that you can complete to earn victory points. Let me explain how it works.
Me: In Grocer, you have the opportunity to exchange a specific number of resources for a bunch of victory points. All you have to do is turn in exactly 3 resources of any type, and you’ll receive a whopping 8 victory points as a reward.
Me: Now, you might be wondering which resources you can use for this exchange. Well, the great thing is that you can choose any type of resource you have in your possession. It can be anything – wood, stone, food, or even something special like gold or gems. As long as you have 3 of them, you’re good to go!
Me: The best part is that these victory points can really boost your chances of winning the game. They can help you get ahead and outperform your competitors. So, if you’re looking to make a strategic move and gain an advantage, the Grocer task is definitely something worth considering.
Me: Just remember, you need to have exactly 3 resources to complete the exchange. And the reward? A generous 8 victory points that can make a real difference in your gameplay.
Me: So there you have it! The Grocer task in this game offers an exciting opportunity to earn victory points by exchanging 3 resources of your choice. It’s a strategic move that can give you an edge over your opponents. Why not give it a try and see how it elevates your gameplay?

The Bridge is an intriguing element of the game. It’s like a secret passageway that allows me to exchange one stone and one wood to gain seven victory points. It’s an interesting trade-off, as I have to sacrifice resources that could be useful for other purposes. On one hand, I can’t help but wonder if there’s a better use for those materials. But on the other hand, those seven victory points could be a game-changer. It’s a tough decision to make, but it’s definitely worth considering if I want to take my game to the next level.

Tavern: A tavern is a special place in the game where you can earn points without spending anything extra. When you activate a tavern, you automatically score either 3 or 4 points.
Gray Bordered Tiles: Villages And Castles
When you add a village or castle tile to your display, something exciting happens. You get to take one of your clan members from the supply and place it on the tile. It’s like building a little community! And if you add a castle, you also get to take a special card. How cool is that?

In addition, when you activate a gray tile in the game, you’ll earn 1 movement point for each one that gets activated, including the most recent one you placed. These movement points accumulate, and at the end of your turn, you can distribute them among your clan members as you like. It takes 1 movement point for a clan member to move to a tile next to them, even if it’s diagonally adjacent. Just remember, you can’t save any unused movement points – so use them wisely!

If, for example, you have 3 movement points, you can use them in different ways. You can either move 1 clan member 3 tiles or move 3 clan members 1 tile each. It’s all about how you want to strategize and make the most of your points.
But here’s something important to note: you also have the option to pay 1 movement point to take a clan member from your display and place it to the side. This clan member becomes a chieftain, and it will score points for you. Don’t overlook this opportunity to gain more points!
However, once a clan member becomes a chieftain, there’s no going back. The piece can never be returned to your display. So make sure you’re making a strategic decision when choosing to promote a clan member.
And speaking of strategy, always remember to keep at least 1 clan member in your display, at least until the last turn. This is important because if you don’t, you won’t be able to add any more tiles. So plan carefully and don’t leave yourself without options.
Now, let’s talk about the blue bordered tiles, also known as “lochs”. These tiles have special significance in the game. They offer unique opportunities or challenges that can greatly impact your gameplay. Consider them carefully and weigh the risks and rewards before making your moves.
In conclusion, understanding how movement points work and making strategic decisions about promoting clan members is crucial in this game. Keep these tips in mind as you embark on your journey to victory!
Hey there! I’m here to talk to you about adding lochs to your display in the game. It’s an exciting move because when you add a loch, you get to take the matching card right away!
Now, when you activate a loch, it doesn’t have any additional effect. That’s why you won’t see a symbol in the lower middle of the tile.
By the way, there are a couple of special things to note. You can pay for Loch Ness with just 1 clan member or 1 chieftain. And for Loch Oich, you can use any 2 different resources to cover the placement costs. Pretty cool, huh?
Let’s talk about the special locations!
There are 13 special location tiles in the game. And when you add one of these tiles to your display, you also get to take the matching card. These cards come with some great advantages that can help you out along the way.

Iona Abbey: When the game is over, you’ll get 2 points for each yellow tile in your display, including the abbey.
Loch Lochy: Right away, you can take 2 resources from the supply. You can only do this once in the game.
Loch Morar: At the end of the game, you’ll score 2 points for each green tile in your display.
Loch Ness: Once during your turn, you can activate any tile. Remember, you can’t activate the same tile twice in one phase. You don’t need to be next to Loch Ness or the new tile to activate it.
Welcome to the world of Loch Shiel! When you find yourself in this marvelous place, something magical happens. I can’t wait to tell you all about it!
Here’s a friendly tip: Before we dive into the amazing things that await us, let me give you a little advice. If you have any resources lying around that you don’t need, you can sell them to the warehouse. Just make sure you don’t go overboard!
Let’s start with Loch Shiel: As soon as you arrive, you get to place one matching resource on each of your empty production tiles. That includes stone quarries, forests, meadows, pastures, and wheat fields. How cool is that? Oh, and if you happen to own the Iona Abbey and it’s empty, you can also place another resource on it. What a bonus!
Now, let’s move on to Loch Oich: This place is special because you can activate all your tiles in any order. Imagine the possibilities! But be careful, once you do that, your turn is over, and you won’t be able to do a regular activation (or use Loch Ness!). So choose wisely!
Next up is Castle Stalker: Prepare to be pleasantly surprised! Here, you get to take another clan member from the supply and place them on the tile. Voila! Now you have two clan members in one place. Talk about a power move!
Lastly, we have Castle Moil: Are you a fan of whiskey? Well, here’s something you’ll love. As soon as you step foot in Castle Moil, you get to take one whiskey barrel from the supply and place it next to your display. Cheers to that!
When I visit Armadale Castle, I get an immediate boost to my coin collection, as I take 3 coins from the supply. It’s a great way to start off the game!
If I manage to build Duart Castle, I’ll score big at the end of the game. For every village I have in my display (not castles!), I’ll earn 3 points. It’s all about those villages!
Now, Donan Castle is a special one. As soon as I build it, I get 2 whiskey barrels from the supply. I’ll proudly display them alongside my other treasures.
The Castle of Mey is a game-changer. During each scoring, my chieftains score double. That’s some serious power! Oh, and don’t forget, my Tam o’ Shanters count too, but they don’t score double. Still, every point counts!
And then there’s Cawdor Castle. It has its own scoring twist. During every scoring round, I get to add 3 tams when comparing my chieftains. That’s a nice bonus!
Now, let’s talk about the 3 Scorings. These are key moments in the game. It’s when we tally up our points and see who’s in the lead.
Once I finish placing the last “1” tile on the board, the game takes a break for a moment to tally up the scores. Then, we pick up where we left off, with the player who’s lagging behind on the track taking their turn.
The same thing happens after the last “2” tile goes down, as well as after the last “3” tile.
During each of these 3 scoring breaks, we compare our achievements in 3 areas: whiskey production, chieftains (including all tams on our cards), and the number of special locations we have (which we can figure out by comparing the number of cards we have).
For whiskey production points, each of us checks how many whiskey barrels we have and compares it to the player with the fewest (which might be none).

So here’s what happens: every player takes the difference and scores points based on the table below the warehouse. You get victory point chips equal to the number indicated. Then, you do the same thing with your chieftains, counting the tams, and your special location cards.
Game Over
As we reach the end of the game, it’s time for the final scoring:
Let me give you an example. At the end of the game, I have 15 tiles, you have 13 tiles, Clara has 16 tiles, and Danny also has 13 tiles. Since I have 2 more tiles than the player with the fewest, I have to give up 6 points. Similarly, Clara has to give up 9 points.
The player with the most points will be the winner.
If there is a tie, we will check who has the most resources. If the tie persists, we will celebrate our shared victory!