Step by Step Tutorial
This is the initial setup of the Caverns for the Scenario Run, Run, Run of the Dwarf War Solo/Coop Game System.
Before play through this Tutorial, you should follow the Setup Guide, placing the Pieces as described.
After Turn 3 you should finally read the rules!
Note that this is not in anyway a strategy guide, moves will be shown here that are not the optimal solutions to problems, but instead are presented simply to demonstrate how the game is played.
There are no Cavern Entry Cards in this Scenario.
This pane has the Combat Calculations. There are three sections.
Current Stack Sizes
The Current Stack Sizes shows the current number of units, both Player and NPC, stacked on the various positions, out of the maximum allowed for each. If the maximum is 0, there is no Stacking Limit fro that type of piece. In this Scenario the Dwarves are Hard Packing, which means they do not have their normal complement of minning and farming equipment. As a result, intead of a normal Stacking Limit of 2, they can have up to 3 Units in a full Position Stack.
Battle Strength
The Battle Strength calculations show the current strength the opposing sides are bringing to the Combat in the Current Cavern only.
Current Battle Resolution
Battles are resolved only after both sides have committed actions that do not affected the outcome, or all pieces have been committed. This section is only shown if there is a battle.
Start of the turn.
Turn Event Card Astral Purge.
Astral Purge may be useful later, but has no immediate effect.
This Phase is when new Units are Raised.
In this Scenario, the Player does not Raise Units.
But some other things happen in this Phase later.
Player Move Action.
The Player takes his turn.
1: Move Yellow Unit (YU-1) to Cavern Center (CC-1).
This requires 3 of the 5 Move Steps allowed for Player Units.
Current Stack Sizes
HT-2 Spiders 4 of No Limit
UC-1 Spiders 4 of No Limit
CC-1 Yellow Units 1 of 6
Battle Strength
Yellow Player Strength = 8.0
8.0 = Player on Sewers.Cavern Center(x2.0):
YU-1(4)
NPC Strength = 16.0
16.0 = Monster on Sewers.Horizontal Tunnel(x1.0):
SPIDER-5(4), SPIDER-6(4), SPIDER-7(4), SPIDER-8(4)
Current Battle Resolution
Battle would be a Victory.
NPCs would take 2 Damage
Player would take 6 Damage
NPC Instant Reactions.
Spider Spreads to Player Piece.
This does not count as an NPC Action.
One Spider will Web and attack each different Unit that enters the Cavern.
1: Move Spider (SPIDER-1) to Cavern Center (CC-1).
Spiders always Web the Player Piece they Spread to.
Webbed Units fight at half strength and may not Move until the web is removed, but may still use equipment or cast Spells.
2: Spider (SPIDER-1) Webs Yellow Unit (YU-1).
Monster skills are instants, applied immediately when relevant.
They are not a Game Turn Action.
Current Stack Sizes
HT-2 Spiders 4 of No Limit
UC-1 Spiders 3 of No Limit
CC-1 Spiders 1 of No Limit
CC-1 Yellow Units 1 of 6
Battle Strength
Yellow Player Strength = 4.0
4.0 = Player on Sewers.Cavern Center(x2.0):
YU-1(2-Web)
NPC Strength = 24.0
8.0 = Monster on Sewers.Cavern Center(x2.0):
SPIDER-1(4)
16.0 = Monster on Sewers.Horizontal Tunnel(x1.0):
SPIDER-5(4), SPIDER-6(4), SPIDER-7(4), SPIDER-8(4)
Current Battle Resolution
Battle would be a Route.
NPCs would take 0 Damage
Player would take 8 Damage
If the Player has not cast a spell this Round, they may do so.
This may be done before or after the main Action taken in the Round.
Player casts a spell as the second part of his action.
1: Yellow Unit (YU-1) Fireballs Unit Camp (UC-1)
The Fireball Spell cost at least 1 Gem (they can be bigger).
Blue Gem (B_GEM-1) Used
This one will be boosted twice, so 8 more points of damage (2 more kills).
Blue Gem (B_GEM-2) Used
2: Blue Gem (B_GEM-3) Used
The Fireball does 12 Points of Damage.
Player decides which to target on the Position.
Spider (SPIDER-3) Dies
Spider (SPIDER-4) Dies
3: Spider (SpiderNest-1) Dies
End of the Player's portion of the Round.
End of the Round 1.
Current Stack Sizes
HT-2 Spiders 4 of No Limit
UC-1 Spiders 1 of No Limit
CC-1 Spiders 1 of No Limit
CC-1 Yellow Units 1 of 6
Battle Strength
Yellow Player Strength = 4.0
4.0 = Player on Sewers.Cavern Center(x2.0):
YU-1(2-Web)
NPC Strength = 24.0
8.0 = Monster on Sewers.Cavern Center(x2.0):
SPIDER-1(4)
16.0 = Monster on Sewers.Horizontal Tunnel(x1.0):
SPIDER-5(4), SPIDER-6(4), SPIDER-7(4), SPIDER-8(4)
Current Battle Resolution
Battle would be a Route.
NPCs would take 0 Damage
Player would take 8 Damage
Current Stack Sizes
HT-2 Spiders 4 of No Limit
UC-1 Spiders 1 of No Limit
CC-1 Spiders 1 of No Limit
CC-1 Yellow Units 1 of 6
Battle Strength
Yellow Player Strength = 4.0
4.0 = Player on Sewers.Cavern Center(x2.0):
YU-1(2-Web)
NPC Strength = 24.0
8.0 = Monster on Sewers.Cavern Center(x2.0):
SPIDER-1(4)
16.0 = Monster on Sewers.Horizontal Tunnel(x1.0):
SPIDER-5(4), SPIDER-6(4), SPIDER-7(4), SPIDER-8(4)
Current Battle Resolution
Battle would be a Route.
NPCs would take 0 Damage
Player would take 8 Damage
The Game Engine starts Round 2.
This is NOT a Spread Ability, but the instead the Game Engines Action.
1: Move Spider (SPIDER-2) to Cavern Center (CC-1).
The Player takes his Round 2 Action.
The Player Commits a Commander to the Battle.
2: Move Yellow Commander (YC-1) to Cavern Center (CC-1).
An Uncommitted Spider uses Spread.
3: Move Spider (SPIDER-6) to Cavern Center (CC-1).
4: Spider (SPIDER-6) Webs Yellow Commander (YC-1).
Current Stack Sizes
HT-2 Spiders 3 of No Limit
CC-1 Spiders 3 of No Limit
CC-1 Yellow Units 2 of 6
Battle Strength
Yellow Player Strength = 10.0
10.0 = Player on Sewers.Cavern Center(x2.0):
YU-1(2-Web), YC-1(3-Web)
NPC Strength = 36.0
24.0 = Monster on Sewers.Cavern Center(x2.0):
SPIDER-1(4), SPIDER-2(4), SPIDER-6(4)
12.0 = Monster on Sewers.Horizontal Tunnel(x1.0):
SPIDER-5(4), SPIDER-7(4), SPIDER-8(4)
Current Battle Resolution
Battle would be a Route.
NPCs would take 0 Damage
Player would take 8 Damage
Siege Engines can only be used against a different Position.
They do 6 Damage to a single target.
Yellow Commander Fires Bolt at Spider (SPIDER-4)
Spider (SPIDER-4) Dies
End of the Player's portion of the Round.
End of the Round 2.
Current Stack Sizes
HT-2 Spiders 3 of No Limit
CC-1 Spiders 3 of No Limit
CC-1 Yellow Units 2 of 6
Battle Strength
Yellow Player Strength = 10.0
10.0 = Player on Sewers.Cavern Center(x2.0):
YU-1(2-Web), YC-1(3-Web)
NPC Strength = 36.0
24.0 = Monster on Sewers.Cavern Center(x2.0):
SPIDER-1(4), SPIDER-2(4), SPIDER-6(4)
12.0 = Monster on Sewers.Horizontal Tunnel(x1.0):
SPIDER-5(4), SPIDER-7(4), SPIDER-8(4)
Current Battle Resolution
Battle would be a Route.
NPCs would take 0 Damage
Player would take 8 Damage
Current Stack Sizes
HT-2 Spiders 3 of No Limit
CC-1 Spiders 3 of No Limit
CC-1 Yellow Units 2 of 6
Battle Strength
Yellow Player Strength = 10.0
10.0 = Player on Sewers.Cavern Center(x2.0):
YU-1(2-Web), YC-1(3-Web)
NPC Strength = 36.0
24.0 = Monster on Sewers.Cavern Center(x2.0):
SPIDER-1(4), SPIDER-2(4), SPIDER-6(4)
12.0 = Monster on Sewers.Horizontal Tunnel(x1.0):
SPIDER-5(4), SPIDER-7(4), SPIDER-8(4)
Current Battle Resolution
Battle would be a Route.
NPCs would take 0 Damage
Player would take 8 Damage
The Game Engine starts Round 3.
1: Move Spider (SPIDER-7) to Cavern Center (CC-1).
The Player takes his Round 3 Action.
2: Move Yellow Commander (YC-2) to Cavern Center (CC-2).
An Uncommitted Spider uses Spread.
3: Move Spider (SPIDER-8) to Cavern Center (CC-2).
4: Spider (SPIDER-8) Webs Yellow Commander (YC-2).
Current Stack Sizes
HT-2 Spiders 1 of No Limit
CC-1 Spiders 5 of No Limit
CC-1 Yellow Units 3 of 6
Battle Strength
Yellow Player Strength = 16.0
16.0 = Player on Sewers.Cavern Center(x2.0):
YU-1(2-Web), YC-1(3-Web), YC-2(3-Web)
NPC Strength = 44.0
40.0 = Monster on Sewers.Cavern Center(x2.0):
SPIDER-1(4), SPIDER-2(4), SPIDER-6(4), SPIDER-7(4), SPIDER-8(4)
4.0 = Monster on Sewers.Horizontal Tunnel(x1.0):
SPIDER-5(4)
Current Battle Resolution
Battle would be a Route.
NPCs would take 0 Damage
Player would take 8 Damage
Using a Siege Engine is also an instant. They are used in addition to Spells and Actions.
1: Yellow Commander Fires Bolt at Spider (SPIDER-7)
2: Spider (SPIDER-7) Dies
The Player chooses not to cast a Spell. There are not an infinite number of Gems.
End of Round 3.
Current Stack Sizes
HT-2 Spiders 1 of No Limit
CC-1 Spiders 4 of No Limit
CC-1 Yellow Units 3 of 6
Battle Strength
Yellow Player Strength = 16.0
16.0 = Player on Sewers.Cavern Center(x2.0):
YU-1(2-Web), YC-1(3-Web), YC-2(3-Web)
NPC Strength = 44.0
40.0 = Monster on Sewers.Cavern Center(x2.0):
SPIDER-1(4), SPIDER-2(4), SPIDER-6(4), SPIDER-7(4), SPIDER-8(4)
4.0 = Monster on Sewers.Horizontal Tunnel(x1.0):
SPIDER-5(4)
Current Battle Resolution
Battle would be a Route.
NPCs would take 0 Damage
Player would take 8 Damage
The Game Engine starts Round 4.
But all active NPCs have already been committed.
1: Move Yellow Commander (YC-3) to Cavern Center (CC-2).
2: Yellow Commander Fires Bolt at Spider (SPIDER-2)
3: Spider (SPIDER-2) Dies
End of Round 4.
Current Stack Sizes
HT-2 Spiders 1 of No Limit
CC-1 Spiders 3 of No Limit
CC-1 Yellow Units 4 of 6
Battle Strength
Yellow Player Strength = 28.0
28.0 = Player on Sewers.Cavern Center(x2.0):
YU-1(2-Web), YC-1(3-Web), YC-2(3-Web), YC-3(6)
NPC Strength = 36.0
32.0 = Monster on Sewers.Cavern Center(x2.0):
SPIDER-1(4), SPIDER-2(4), SPIDER-6(4), SPIDER-8(4)
4.0 = Monster on Sewers.Horizontal Tunnel(x1.0):
SPIDER-5(4)
Current Battle Resolution
Battle would be a Victory.
NPCs would take 2 Damage
Player would take 6 Damage
Start of Round 5.
All active NPCs have already been committed. So the Player takes another turn.
Note that the Battle Result is tilting in the Dwarven Favour.
Underground, Dwarves make their own luck.
1: Move Yellow Unit (YU-2) to Cavern Center (CC-1).
These lulls where the Player gets to take a breath and do multiple moves in a row are often useful.
The build up to a Combat Resolution continues until neither side performs a Commit action that changes the outcome.
The Player will now bring as much support to the battle as he thinks is required.
For a unit to be killed, its entire strength must be done against it. So the current Battle Result is good enough to ensure no Units are killed.
But only one Spider would be killed...
Current Stack Sizes
HT-2 Spiders 1 of No Limit
CC-1 Spiders 3 of No Limit
CC-1 Yellow Units 5 of 6
Battle Strength
Yellow Player Strength = 36.0
36.0 = Player on Sewers.Cavern Center(x2.0):
YU-1(2-Web), YC-1(3-Web), YU-2(4), YC-2(3-Web), YC-3(6)
NPC Strength = 28.0
24.0 = Monster on Sewers.Cavern Center(x2.0):
SPIDER-1(4), SPIDER-6(4), SPIDER-8(4)
4.0 = Monster on Sewers.Horizontal Tunnel(x1.0):
SPIDER-5(4)
Current Battle Resolution
Battle would be a Victory.
Player would take 2 Damage
NPCs would take 6 Damage
Round 6.
But let's kill these things.
1: Move Yellow Unit (YU-3) to Cavern Center (CC-2).
This is the maximum Stacking Limit for the Cavern Center in Sewers.
The Spiders ignore Stacking Limits, so the Player Units can use the entire Positions limits (Defender Limit + Attacker Limit).
Current Stack Sizes
HT-2 Spiders 1 of No Limit
CC-1 Spiders 3 of No Limit
CC-1 Yellow Units 6 of 6
Battle Strength
Yellow Player Strength = 44.0
44.0 = Player on Sewers.Cavern Center(x2.0):
YU-1(2-Web), YC-1(3-Web), YU-2(4), YC-2(3-Web), YC-3(6), YU-3(4)
NPC Strength = 28.0
24.0 = Monster on Sewers.Cavern Center(x2.0):
SPIDER-1(4), SPIDER-6(4), SPIDER-8(4)
4.0 = Monster on Sewers.Horizontal Tunnel(x1.0):
SPIDER-5(4)
Current Battle Resolution
Battle would be a Route.
Player would take 0 Damage
NPCs would take 8 Damage
Round 7.
Tunnel End Positions also can support Combat, but not as well.
1: Move Yellow Unit (YU-5) to Horizontal Tunnel Position (HT-1).
2: Move Yellow Unit (YU-6) to Horizontal Tunnel Position (HT-1).
Note that the NPCs still only take 8 Damage, even with the extra support.
So this move was kind of a waste of time.
Resolve Combat.
The Game Engine is done until another NPC becomes Active.
The Player decides he will not contribute any more resources to the combat.
So it is time to resolve the Combat.
The NPCs (Spiders) take 8 Damage, which kills 2 Spiders.
Spider (SPIDER-1) Dies
3: Spider (SPIDER-6) Dies
Current Stack Sizes
HT-2 Spiders 1 of No Limit
HT-1 Yellow Units 2 of 3
CC-1 Spiders 1 of No Limit
CC-1 Yellow Units 6 of 6
Battle Strength
Yellow Player Strength = 52.0
44.0 = Player on Sewers.Cavern Center(x2.0):
YU-1(2-Web), YC-1(3-Web), YU-2(4), YC-2(3-Web), YC-3(6), YU-3(4)
8.0 = Player on Sewers.Horizontal Tunnel(x1.0):
YU-5(4), YU-6(4)
NPC Strength = 28.0
24.0 = Monster on Sewers.Cavern Center(x2.0):
SPIDER-1(4), SPIDER-6(4), SPIDER-8(4)
4.0 = Monster on Sewers.Horizontal Tunnel(x1.0):
SPIDER-5(4)
Current Battle Resolution
Battle would be a Route.
Player would take 0 Damage
NPCs would take 8 Damage
Still Round 7.
Time to Mine some Gems
The Player commits a Unit to the Mines in Player Base I
1: Move Yellow Unit (YU-4) to Mine Position (MINE-1).
Mining is usually a several step process. These Mine Shafts don't normally dig themselves.
The Player will boost the Good Luck Spell to its maximum.
The decision to cast a Good Luck Spell must be made before the Dice Roll.
The Player will choose the extra Blue Gems, instead of the Roll Bonus.
Boost MineShaft Production by 1.
Blue Gem (B_GEM-4) Used
Boost MineShaft Production by 1.
Blue Gem (B_GEM-5) Used
The third boost requires a Green Gem.
2: Green Gem (G_GEM-1) Used
Mining
Mining is the best way to find Gems, which are required for casting Spells and some construction.
The Good Luck Spell
The Good Luck Spell increases Mining efficiency, and in The Hidden Mines, it's really useful. Its affects produce additional Gems in all Mine Positions in the Cavern.
Roll the Dice
He chooses extra Blue Gems instead of a roll bonus.
For each Mine Shaft use the Gem Discovery Chart to determine the types of Gems discovered.
The Dice Roll = 8
Mine Shaft 1 Produces-> Blue Gem
Mine Shaft 2 Produces -> Red Gem
Mine Shaft 3 Produces -> Yellow Gem
Full Bonus for Good Luck Spell -> 5 per Mine Shaft Totalling 15
1: Remove All Mine Shafts on Mine Position (MINE-1).
Add 15 Blue Pieces
Add Red Gem
Add Yellow Piece
End of Round 7.
Mining
Mining is the best way to find Gems, which are required for casting Spells and some construction.
The Good Luck Spell
The Good Luck Spell increases Mining efficiency, and in The Hidden Mines, it's really useful. Its affects produce additional Gems in all Mine Positions in the Cavern.
The Webbed Units can not move and must stay where they are.
Strategic Move the 3 un-webbed Units to Toad Hall
1: Move Yellow Commander (YC-3) to Horizontal Tunnel Position (HT-1).
2: Move Yellow Unit (YU-2) to Horizontal Tunnel Position (HT-1).
3: Move Yellow Unit (YU-3) to Horizontal Tunnel Position (HT-1).
Decommiting
The Decommit Phase is the final Turn Phase.
During this Phase, the Players and the Game Engine Decommit their Units from their current Positions to a Unit Camp that still has room. Which ever side won the last combat Decommits first. In this case, the Player.
Strategic Move
The Strategic Move is a two step move from whatever Position a Piece occupies. It may Decommit into the Cavern in which it ends the Move. There is only room for 3 Player Units on the single Unit Camp in Sewers, so the rest will have to find somewhere else to go.
The only place left for the 2 Units in Sewers is back in Player Base I.
1: Move Yellow Unit (YU-5) to Unit Camp (UC-1).
2: Move Yellow Unit (YU-6) to Unit Camp (UC-1).
Decommiting
The Decommit Phase is the final Turn Phase.
During this Phase, the Players and the Game Engine Decommit their Units from their current Positions to a Unit Camp that still has room. Which ever side won the last combat Decommits first. In this case, the Player.
Strategic Move
The Strategic Move is a two step move from whatever Position a Piece occupies. It may Decommit into the Cavern in which it ends the Move. There is only room for 3 Player Units on the single Unit Camp in Sewers, so the rest will have to find somewhere else to go.
Decommit the 3 Units to Toad Hall Unit Camp
1: Move Yellow Commander (YC-3) to Unit Camp (UC-1).
2: Move Yellow Unit (YU-2) to Unit Camp (UC-1).
3: Move Yellow Unit (YU-3) to Unit Camp (UC-1).
Spiders do not Decommit unless there are no Player Units on their Position.
Decommiting
The Decommit Phase is the final Turn Phase.
During this Phase, the Players and the Game Engine Decommit their Units from their current Positions to a Unit Camp that still has room. Which ever side won the last combat Decommits first. In this case, the Player.
Strategic Move
The Strategic Move is a two step move from whatever Position a Piece occupies. It may Decommit into the Cavern in which it ends the Move. There is only room for 3 Player Units on the single Unit Camp in Sewers, so the rest will have to find somewhere else to go.
1: Move Yellow Unit (YU-4) to Unit Camp (UC-1).
Decommiting
The Decommit Phase is the final Turn Phase.
During this Phase, the Players and the Game Engine Decommit their Units from their current Positions to a Unit Camp that still has room. Which ever side won the last combat Decommits first. In this case, the Player.
Strategic Move
The Strategic Move is a two step move from whatever Position a Piece occupies. It may Decommit into the Cavern in which it ends the Move. There is only room for 3 Player Units on the single Unit Camp in Sewers, so the rest will have to find somewhere else to go.
Reset Siege Engines
1: Place Siege Engine on Yellow Commander (YC-1)
2: Place Siege Engine on Yellow Commander (YC-2)
3: Place Siege Engine on Yellow Commander (YC-3)
Decommiting
The Decommit Phase is the final Turn Phase.
During this Phase, the Players and the Game Engine Decommit their Units from their current Positions to a Unit Camp that still has room. Which ever side won the last combat Decommits first. In this case, the Player.
Strategic Move
The Strategic Move is a two step move from whatever Position a Piece occupies. It may Decommit into the Cavern in which it ends the Move. There is only room for 3 Player Units on the single Unit Camp in Sewers, so the rest will have to find somewhere else to go.
Current Stack Sizes
HT-2 Spiders 1 of No Limit
CC-1 Spiders 1 of No Limit
CC-1 Yellow Units 3 of 6
Battle Strength
Yellow Player Strength = 16.0
16.0 = Player on Sewers.Cavern Center(x2.0):
YU-1(2-Web), YC-1(3-Web), YC-2(3-Web)
NPC Strength = 12.0
8.0 = Monster on Sewers.Cavern Center(x2.0):
SPIDER-8(4)
4.0 = Monster on Sewers.Horizontal Tunnel(x1.0):
SPIDER-5(4)
Current Battle Resolution
Battle would be a Minor Victory.
Player would take 2 Damage
NPCs would take 4 Damage