Contents
- 1 Welcome to the Trogdor Game
- 1.1 Goal of the Game
- 1.2 How to Play
- 1.3 Tips and Tricks
- 1.4 Conclusion
- 1.5 What’s the Goal?
- 1.6 How to Set Up
- 1.7 Now, let’s get into the Game Play!
- 1.8 Phase One: Trogdor’s Actions
- 1.9 Burninating Peasants
- 1.10 Phase Two: Board Actions
- 1.10.1 Remember!
- 1.10.1.1 Step 1: Pick a movement card
- 1.10.1.2 Step 2: Bring out the common people
- 1.10.1.3 No Peasants:
- 1.10.1.4 Only One Peasant:
- 1.10.1.5 A Pair of Peasants:
- 1.10.1.6 The Three Peasants:
- 1.10.1.7 Four Peasants:
- 1.10.1.8 Step 3: Let’s move those peasants!
- 1.10.1.9 Step 4: Moving the Knights
- 1.10.1.10 Step 5: Time to make a move with the archer
- 1.10.1.11 Step 6: It’s time to end your turn!
- 1.10.1 Remember!
- 1.11 Troghammer
- 1.12 Trogdor’s Health
- 1.13 Unusual Tiles
- 1.14 The Exciting End of the Game
Welcome to the Trogdor Game
Hey there! Are you eager to learn how to play the Trogdor game? You’ve come to the right place. Let me walk you through all the rules and give you some tips and tricks along the way.
Goal of the Game
So, what’s the aim of the game? Well, it’s pretty simple. Your main objective is to guide Trogdor the Burninator, a legendary creature, as he rampages through the countryside, burning everything in his path. Your mission is to score as many points as possible by burning down as many cottages, trees, and peasants as you can.
How to Play
Now, let’s talk about how to play this exciting game! In Trogdor, you control the actions of Trogdor himself. Use the arrow keys on your keyboard to guide Trogdor’s movements. Press the spacebar to unleash his devastating burnination power and engulf his targets in flames!
But be careful. Along the way, you’ll encounter dangerous obstacles such as knights and archers who are out to stop Trogdor’s fiery rampage. Avoid their attacks, as they will drain Trogdor’s health. If Trogdor’s health bar runs out, it’s game over.
Tips and Tricks
Now that you know the basics, let me share some tips and tricks to help you score big in this game. First and foremost, timing is everything. Plan your movements and unleash your burnination power at just the right moment to maximize your destruction.
Another tip is to focus on high-value targets. Burning down cottages and trees will earn you more points than peasants. Aim for those first to boost your score.
Lastly, keep an eye out for power-ups and health potions. They will help replenish Trogdor’s health and give you a temporary boost in power, so make sure to grab them whenever you see them!
Conclusion
There you have it – the rules of the Trogdor game explained. Remember to stay focused, use your skills wisely, and have fun burning everything in sight!
- 7 Peasant meeples
- 3 Cottage meeples
- 2 Knight meeples
- 1 Troghammer meeple
- 1 Archer meeple
- 1 Flame Helmet meeple
- 6 Trogdor meeples
- 1 The Void card
- 36 Action cards
- 52 Movement cards
- 25 Map tiles
- 12 Keeper cards
- 12 Item cards
- Rulebook
What’s the Goal?
Hey there! It’s time to control Trogdor and embark on an adventure of burnination and evasion. The ultimate aim is simple – you gotta check off this checklist:
And that’s how you make all the Keepers of Trogdor and the mystical wingaling dragon super happy. Just remember, if Trogdor takes too much damage without winning, it’s game over for everyone!
How to Set Up
Hey there! I’m excited to share all the game components and give you a quick rundown of how to set up the game. Don’t worry, I’ll go into more detail about each component later on. So let’s jump right in!
- Alrighty then, let’s get this burnination party started! Take those map tiles and place ’em with the unburninated side facing up in the 5×5 grid up above.
- Time to get the gang together! Put 3 Peasants, 2 Knights, and the Archer on the map. Don’t forget to place those 3 Cottages with the unburninated side facing up on the Cottage tiles.
- Next up, it’s the Trog-Meter. Grab it and put the Troghammer, 4 Peasants, and Flame Helmet on there.
- We’re setting aside those 7 Troghammer cards for now. Give the remaining 29 Action cards a good shuffle to form the Action Deck.
- Don’t forget about the Movement cards! Shuffle those ones up too to form the Movement Deck.
- Oh, and let’s not leave out The Void. Make sure to place that bad boy as well.
- Now, it’s time to make your mark. Pick a Trogdor meeple of your choice and plunk it right down on the center tile. And just like that, you’re ready to play!
But hold your horses! Before we dive into the first turn, each player gets a special care package. You’ll each receive one Keeper, one Item, and one Action Card to start things off.
Keepers of Trogdor offer something special and make you feel like you truly belong.
When I become a Keeper of Trogdor, I get a unique special ability. This ability is always active and can do amazing things, but it only works on my turn unless it says otherwise. It’s like having a superpower!
Not only that, but I also get to choose my own Keeper. I can pick one randomly or go with my favorite. It adds a personal touch to the game and makes me feel even more connected to Trogdor and the world I’m playing in.
Being a Keeper of Trogdor is a special and exciting experience. I love having my own special ability and feeling like a part of something bigger. It adds a whole new level of fun and strategy to the game.
Hey there, let’s talk about the special abilities of the Keepers of Trogdor! These items can give you an extra power, but they work a little differently than the regular Keeper abilities. See, while the Keeper abilities are always on, the item abilities need to be recharged before you can use them again.
Usually, you can only use your item once during each of your turns, and you can only recharge it on your own turn. When you use the item, turn it to the side to show that it needs to be recharged before you can use it again.
To recharge your item, you have to meet the conditions specified on the item itself, and you can do that only during your turn. Once you’ve fulfilled the recharge condition, you can turn the item back to its original position.
When it comes to distributing these items, you do it the same way you would distribute the Keepers.
Hey there, let’s talk about Trogdor Action cards! These cards give you Action Points (AP) and a special ability that you can use for this turn. They’re pretty awesome because they let you break the rules in ways you wouldn’t expect. So, be sure to follow what the card says, even if it goes against what you’ve learned so far.
Once you play an Action card, you’ll need to put it aside and keep any other cards you might have.
Now, let’s get into the Game Play!
First things first, we need to decide who goes first. We can do this in a few fun ways – like ordering alphabetically by Keeper’s name, drawing straws, throwing darts, or even flipping a coin.
Once we have our first player, the turn will consist of two phases. In the first phase, you get to be Trogdor and cause some serious havoc. In the second phase, the lands fight back, and all the other elements on the board come into action.
Phase One: Trogdor’s Actions
Step 1: Draw an action card
Let’s get started by pulling an Action card from the Action Deck and placing it next to the one you currently have. If the card turns out to be a Troghammer card, go ahead and draw another Action card.
If the Action Deck runs out of cards, don’t worry about reshuffling it.
Step 2: Play an action card
Select one of your two Action cards and play it, then discard it. If you’re not happy with either card, you can get rid of one to gain 5 AP without any special ability.
Step 3: Use your action points
You can spend an Action Point to Move, Chomp, Burrow, or Hide.
- #image.jpgMove: Trogdor takes a step onto an adjacent tile. Typically, Trogdor can only move North, South, East, or West and cannot go around the edges of the board. If Trogdor moves onto a Knight’s tile, he will take one point of damage.
Chomp, Burrow, Hide, and Pass are important abilities that Trogdor can use during the game. Let me explain each one to you:
Chomp: When Trogdor is on the same tile as a Peasant, he can chomp on the Peasant to gain health. The Peasant is then added to the Trog-Meter. Burrow: Trogdor is able to move from one Tunnel tile to another Tunnel tile using this ability. It allows him to quickly travel through the tunnels. Hide: Trogdor can hide on a Mountain tile, making him invulnerable to attacks from Knights and Archers in the next phase. When Trogdor is hiding, you can lay him down to show that he is hidden. Pass: If Trogdor has extra Action Points that he doesn’t need, he can choose to pass and not use them. This allows you to save your Action Points for later.
Now let’s talk about burninating! Burninating is Trogdor’s special ability to set things on fire. By spending an Action Point, Trogdor can burninate a Tile, Cottage, or Peasant that has not yet been burned.
In the game, you can also burninate a tile. This means you can use one of Trogdor’s Action Points to set an unburninated Tile, Cottage, or Peasant on fire.
So there you have it! These are the different abilities that Trogdor can use during the game. Mastering these abilities will help you become a Trogdor expert in no time!
Can you burninate any tile? The answer is yes, with one exception: the Lake. The Lake can only be burninated if all the tiles surrounding it to the North, South, East, and West are already burninated. When you burninate a tile, simply flip it over to its burninated side.
Burning Down a House
I come to you with a curious question: have you ever considered the act of destroying an entire cottage with fire? It might sound strange and alarming at first, but let me explain the intriguing reasons behind this idea.
Let’s dive into the culture of fire, an element that has captivated humanity since ancient times. Fire has a mesmerizing power – it flickers with an intense warmth, dances in a breathtaking display, and holds the potential to both create and destroy. Its allure is undeniable and mysterious.
Imagine stepping into a small house, one that holds memories and stories within its wooden walls. But now, picture setting it ablaze and watching as the flames engulf everything it holds. The crackling of timber, the billowing smoke, and the fierce heat – it’s an experience that can elicit a wide range of emotions within us.
When we burn something, we partake in a primal act that goes beyond destruction. We bear witness to the end of a physical entity, observing as it transforms into ash, smoke, and nothingness. It is a moment of undeniable finality – a reminder of our own impermanence in this grand tapestry of existence.
But this act of burning down a cottage is more than just a spectacle. It symbolizes our ability to let go, to release the past, and to embrace new beginnings. By reducing a structure to ashes, we create space for something else, something fresh and untamed.
However, it’s crucial to emphasize that burning down a cottage should only be done within a controlled environment, with proper safety measures in place. Fire is a force to be reckoned with, and it demands our respect.
So, if you find yourself intrigued by the idea of burning down a cottage, remember to approach it with caution. Allow it to be a cathartic experience, a transformative act that helps you shed the weight of the past and embrace a future brimming with potential. Just be sure to seek guidance, ensure your safety, and create a controlled environment for this extraordinary undertaking. Happy burning!
If you want to burninate a Cottage, you must burninate its tile and all the tiles around it, even the ones diagonally adjacent. Just flip the Cottage over to its burninated side.
Long-Range Burnination
So, there are these really cool action cards that let you burninate a tile that’s not the one where Trogdor is hanging out. And get this, they totally bypass all the usual rules for burninating. Like, you can totally burninate the Lake tile, no matter what’s going on with its neighbors. How awesome is that?
Here’s the thing though, these cards only work on tiles. They don’t work on Cottages or Peasants, unless the cards specifically say they do. So keep that in mind.
Burninating Peasants
Okay, picture this: Trogdor decides to burninate a Peasant. Or, even better, a Peasant stumbles into a tile that already has a burninated Cottage. Well, that Peasant is gonna catch fire in an instant and start running around, setting everything on fire. But here’s the kicker – after the fiery rampage, that poor Peasant is just gonna vanish into thin air. Poof!
When a Peasant burninates, you should begin the process by placing the Flame Helmet upon his head. This step is crucial and must not be skipped.
When I am playing, I draw a card from the Movement Deck. But I don’t use the regular path that the Peasant takes. Instead, I follow the special movement path on the right side of the board, just for the flaming Peasant. As I move along this path, I burninate every tile that I pass over, including the one I start on.
Now let’s say I run into a lake. It doesn’t matter if the Lake tile is already burninated or not. When I reach the lake, my fiery struggle ends, and I survive! I don’t set the lake on fire if it’s not already burninated. So the lake is a safe spot for me.
But what if I run into a tile with a cottage? Well, that’s when things get really interesting. If the cottage is surrounded by burninated tiles, I burninate it as well. However, if I end my flaming run on a cottage that is already burninated, I have to draw a new Movement card and start all over again. It’s like a never-ending cycle of fire!
If a flaming peasant happens to encounter another peasant on a tile, both of those poor souls will be set ablaze! This happens regardless of whether they were initially standing on the same tile or not. The peasant who catches fire will be turned on his side, in a most unfortunate turn of events.
Once the previous Peasant finishes his fiery rampage, I’ll bring the other one back and crown him with the Flame Helmet.
I’ll need to draw a unique path for each blazing Peasant, and make sure I deal with the first burninated Peasant before the next one starts running.
If a burninated Peasant isn’t saved by the Lake, they’re doomed to the Void.
Phase Two: Board Actions
The folks in Peasantry won’t surrender without a fight, and that’s just the way Trogdor likes it. In this second phase, different elements on the board will automatically take actions as directed by a single card.
If I was controlling Trogdor in Phase One, it’s still my turn, so I need to follow all the rules in Phase Two.
Remember!
All enemies can wraparound the board, which means that if they move off one side, they’ll reappear on the opposite side.
#image.jpg
Step 1: Pick a movement card
To start Phase Two, choose a card from the Movement Deck.
Step 2: Bring out the common people
Hey there! Let’s talk about something interesting – a board game called Peasantville. So, here’s the thing: Sometimes the board wants more Peasants. But how do we know if it’s happy with the number it has? Well, we just need to count the number of Peasants in the upper left corner of the Movement card. It’s that simple!
Now, let’s say the board already has at least the number of Peasants shown on the Movement card. In that case, the board is satisfied – and we can all breathe a sigh of relief. But what if the board doesn’t have enough Peasants? Well, don’t worry! We’ve got a solution for that too.
What we can do is take some Peasants from the Trog-Meter and move them to unburninated Cottages. We keep doing this until the board is satisfied and has enough Peasants. And ta-da! Mission accomplished.
So, that’s how it works in Peasantville. Keep an eye on those Peasants, make sure the board is happy, and have a fantastic time playing the game!
Here’s the deal, folks. If there’s a cottage that hasn’t been burnt down and doesn’t have a peasant, it can produce one peasant. So, the number of cottages without peasants is the most peasants you can get in a single turn. If there are multiple cottages that can spawn a peasant, you get to decide which one does.
Check out the image below for a visual reference:
#image.jpg
No Peasants:
You’ll be happy to know that this card is already satisfied, so you won’t have any new Peasants spawning.
Only One Peasant:
Well, would you look at that! This card is all taken care of, so no need to worry about any new Peasants popping up. Phew!
A Pair of Peasants:
Hey there! I’ve got some exciting news for you. The board is in need of an additional Peasant, and guess what? You get to choose where it appears! How cool is that?
The Three Peasants:
Hey there! I have some great news for you – the board wants to add two more Peasants to your team! Isn’t that exciting? Now, let me explain how this works. You see, each unburninated Cottage you have will produce one Peasant for you. So, the more Cottages you have, the more Peasants you’ll get. It’s like a little reward for your hard work!
Four Peasants:
Step 3: Let’s move those peasants!
#image.jpg
When you see the Movement card, pay attention to the Peasants arrow in the lower left corner. It’s like a compass that shows you which direction to move the Peasants. Take all the Peasants and move them one step in the direction indicated by the arrow.
#image.jpg
The Peasants’ Tile Repair: When the Peasants arrow instructs me to “Move & Repair,” I quickly fix any damaged tiles they pass through.
Step 4: Moving the Knights
When I’m playing the game with the Knights, like the Troghammer, they move along the path on the right side of the card. It might seem like they’re all moving at the same time, but it’s easier to keep track if I move them one by one.
The Knights can Repair Cottages: If a Knight starts on a tile with a burninated Cottage, or passes through one, or even stops on it, they can repair the Cottage and bring it back to its normal state.
The Knights can Damage Trogdor: If a Knight goes onto Trogdor’s tile, or if Trogdor goes onto the Knight’s tile, Trogdor gets hurt. He takes one point of damage, and I have to move one Peasant from the Trog-Meter onto the Void. If there are no Peasants left in the Trog-Meter and I try to remove one, Trogdor gets defeated and the damage is even worse!
If a Knight and Trogdor start on the same tile, the damage has already happened when they meet, so it doesn’t happen again.
When it comes to Trogdor, things can get tricky if he decides to go into hiding or has some kind of protection against Knights. In those cases, you might be wondering how you can deal any damage to him. Well, the answer is simple: you can’t. Trogdor is completely invulnerable to the attacks of Knights when he’s hiding or has some kind of damage prevention in place.
Step 5: Time to make a move with the archer
So, here’s what happens next: I, the Archer, make my move and attack by shooting arrows. I follow the same path as the Knights. However, unlike them, I don’t damage Trogdor just by stepping on his tile. Instead, I shoot arrows forward and backward, depending on the direction of my last step.
Let me give you an example. If my last step is East, I shoot arrows in both the East and West directions. If Trogdor happens to be in the path of those arrows, he takes a point of damage.
It’s worth noting that my arrows don’t hit the tile that I’m standing on. They just go past it.
Now, if Trogdor has some kind of protective measure that prevents damage from an Archer, then no harm will come to him.
Step 6: It’s time to end your turn!
Once I’m done with my turn, it’s your left-hand neighbor’s chance to play.
Troghammer
Finally, let’s talk about the Troghammer. This third knight is way cooler-looking than the other two. You know what makes him special? He can move during BOTH phases of your turn. Pretty cool, huh?
When you start the game, make sure to take out the Troghammer cards from the Action Deck. You should shuffle them back into the deck the first time Trogdor gets hit by a Knight or Archer and takes damage.
Getting a Troghammer Card:
If the Troghammer isn’t on the game board yet and you draw a Troghammer card, you need to put him in the middle tile on the Trog-Meter. But if the Troghammer is already in play when you draw a Troghammer card, you have to move him.
If you happen to draw more than one Troghammer card on the same turn, remember to move the Troghammer every time.
Moving the Troghammer:
The Troghammer moves whenever his card is drawn from the Action Deck, and also whenever the other Knights make a move.
When you want to move the Troghammer, all you have to do is draw a card from the Movement Deck. This card will show you the path that the Troghammer should take. Once you have followed the path, you can ignore the rest of the card and discard it. But here’s the twist – if the Troghammer lands on a tile that has a Knight or Archer, you get to move him again! It’s like a bonus move!
Trogdor’s Health
Trogdor has four Peasants on his Trog-Meter, which represents his health. Each time Trogdor chomps a Peasant, he actually gains health! So, whenever he eats a Peasant, you can move that Peasant from the game board to the Trog-Meter. It’s a win-win situation for Trogdor!
When Trogdor gets hurt, I gotta move one Peasant from the Trog-Meter to the Void. But if the Troghammer cards are still hanging out, I gotta shuffle ’em in.
Now, if a Peasant pops up on the board, that don’t count as damage. So, the things that happen when there’s damage – like shuffling the Troghammer cards into the deck – they don’t happen when a Peasant pops up.
If Trogdor’s health reaches zero, he’s not completely beaten. However, if he takes another hit while at zero health, it’s game over!
Let’s talk about Trogdor’s fiery rage. Even in defeat, Trogdor unleashes a magnificent fury, destroying everything he can before storming off the board in frustration. Troggie doesn’t lose games; he rage-quits!
When Trogdor is defeated, draw five Movement cards for him and make him move along those five paths, burning everything in his way, starting from his initial tile!
During his fiery rage, Trogdor gains the ability to move through objects like Cottages, Peasants, and tiles by simply walking over them. It’s a sight to behold!
When Trogdor unleashes his Fiery Rage, it’s an unstoppable force of destruction. Cottages and peasants are reduced to cinders, while knights meet the same fiery fate. The only survivor is the brave archer, who manages to escape the flames.
If Trogdor successfully burninates all the tiles, cottages, and peasants, you achieve a glorious table-flip victory, far more impressive than a regular win. It’s a moment of triumph that will be remembered for ages.
Regardless of the outcome, every game must end with a resounding cry of “IT’S OVER!” as the final declaration. It’s a tradition that brings the game to a thrilling close.
Unusual Tiles
Cottage Tiles: Cottage tiles are special tiles that contain Cottages. I can burninate the tile just like any other tile, but I can’t burninate the Cottage unless I burninate every tile surrounding it, including the ones diagonally adjacent and even the Cottage tile itself. Kind of tricky, huh?
This burning requirement doesn’t “wrap around”, so if a Cottage is at the edge of the board, it’s actually easier to burn than one that’s in the center. Makes sense, right?
Here’s another thing to keep in mind – if a tile next to a burninated Cottage becomes unburninated, it doesn’t fix the Cottage. In fact, it actually makes it harder for me to re-ignite it. Sneaky, right?
Mountains: Mountains give me the power to disappear. When I hide in a Mountain, I become untouchable by Knights and Archers for the remainder of the turn.
I lie down to indicate that I am hiding.
#image.jpg
Tunnels: Tunnels let me travel from one Tunnel to another using just one Action Point.
When I make my own boards, I need to put the Tunnels far away from each other!
Lake: The Lake is a little more resilient compared to other tiles. I can’t burn it down unless all the tiles next to it are already burned.
But here’s the thing: the diagonal tiles don’t count. So, I’ll need to burn up to four tiles that are directly connected to the Lake (less if it’s on the edge).
Oh, and here’s a neat trick: the Lake can actually save a Peasant from being burned to a crisp. It has this magical power, even if it’s not burned itself.
Nature’s Role in the Game: Flowers, forests, stumps, and trees may not have any specific actions, but certain cards may mention them.
Open Spaces: Some cards refer to “empty” tiles. These are tiles that do not have any pieces, such as knights, troghammers, archers, peasants, cottages, and Trogdor.
All tiles keep their abilities, even if they are burninated.
Examples of the Map
The Exciting End of the Game
Hey there! Let’s talk about how the game comes to an end. It can be a triumphant victory or a devastating defeat. But guess what? Even if you’re defeated, Trogdor still has a chance to turn things around and snatch victory from the jaws of defeat.
If all of these conditions are met at the same time, the Keppers of Trogdor’s Keep emerge victorious:
- All 25 tiles are burninated,
- All three Cottages are burninated,
- No Peasants are on the board, and
- Trogdor remains undefeated.
But, uh-oh! If Trogdor takes damage from a Knight or Archer when he’s already at zero health, or if all players are out of Action cards, then Trogdor is defeated and the game is over. So be careful, and keep your eyes on the prize!