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GOLD FEVER!

CONTENTS
INTRODUCTION TO GOLD FEVER! .............................................................................................. 2
THE CHARACTERS............................................................................................................................ 3
THE GAME............................................................................................................................................ 4
GOLD FEVER! BOARD
CHARACTER SHEETS
CARDS
TILES AND COUNTERS

This Rulebook is completely unofficial and in no way endorsed by Mantic Games Limited.

INTRODUCTION TO GOLD FEVER!


Gold Fever! is a dungeon adventure game about Dwarfs love of gold. There is nothing a Dwarf loves
more than gold and they will often do anything to get their hands on it. When a Dwarf sees a pile of
gold or even just a single coin, their eyes will glaze over and the Dwarf can become totally transfixed
by it, ignoring everyone and everything else. This is known as Gold Fever and affects all Dwarfs,
leading to all sorts of disputes and arguments between them!
Gold Fever! is a game for 2-4 players, based on Dwarfs exploring an olf mine or tunnel system in
search of a hidden chest of gold, each in the search only for themselves. However, in order to get
their hands on the gold they must traverse narrow corridors full of pits, rockfalls and all manner of
monsters.
To play Gold Fever! you will need the following:

Gold Fever Game Board


4 Dwarf Models
4 Dwarf Character Sheets
18 Event Cards
5 Guard Room Cards
4 Treasure Room Cards
6 Rockfall Tiles
6 Pit Tiles
1 Treasure Chest Tile
Selection of Monster Models
A handful of six sided dice (D6)!

You will find the Game Board, Character Sheets, Cards and Tiles at the back of this rulebook.

THE CHARACTERS
Players must first choose one of the following four Dwarf Characters, but each one is different with
varying strengths and weaknesses.
Ironclad Ironclads are an elite group of Dwarfs that are trained and armed to take significant
punishment in battle to give them time to get to their enemy. They are covered from head to toe in
heavy thick plate armour and when fighting underground are often armed with a hammer or axe and
shield.
Berserker There is only one thing that Berserkers love just as much as gold and that is fighting.
Their passion for violence is legendary in Dwarf society as they hurl themselves into combat with
scant regard for their own society. Such is their disregard for their own safety that these warriors
rarely wear any armour in case it gets in the way of their ferocious berserk fighting style
Shieldbreaker Shieldbreakers wear less armour than Ironclads, but this is so that they can swing
the massive hammers they are armed with more easily. These hammers are used to pulverise their
opponents in battle and then smash them to bits. This destructive tactic has also been found to be
useful for removing small blockages in the tunnels and mines of the Dwarfs!
Ironwatch The Ironwatch are the ranged infantry of the Dwarf race. Armed with either a crossbow
or the recently invented rifle, the Ironwatch drill endlessly to ensure that their aim is sharp and true
helping them to pick off their enemies before they can even see the whites of their eyes. However,
each Ironwatch learns quickly that each shot must count as enemies have a habit of quickening their
pace if they miss their target!
At the back of this Rulebook you will find four Character Sheets, one for each of the above Character
types. Each Sheet provides all the information you will need to use your Character in your games of
Gold Lust, providing details of how good they are in attack, defence and any special rules they may
have. The following provides a summary of each part of the Character Sheet.

1.
2.
3.
4.
5.
6.
7.
8.
9.

Character type description.


The value attackers use to determine whether they wound the
Character or not.
The value the Character uses to try and avoid incurring any
wounds in combat.
The number of D6 a Character uses when attacking.
The number of D6 a Character uses when defending
themselves.
The number of D6 rolls to move.
The number of Wounds a Character can incur before they die.
A D6 is placed here to show how many Wounds the Character
has left.
Any special rules that apply to the Character.

THE GAME
Gold Fever! involves 4 Dwarfs searching an old tunnel system for a chest of Gold they heard an old
Prospector talk about after a few tankards too many of ale in the local tavern. However, like all
Dwarfs, when it comes to the shiny tuff they are in it for themselves and have all decided to enter
the tunnel system on their own to ensure that they get all the gold.
The game of Gold Fever! is split into several phases were Characters move, explore and fight any
foes they come across, before eventually hopefully getting hold of the Chest of Gold and getting
back out of the tunnel system, unless another Character gets there first or takes it off them!
The Board
Gold Fever! is played on the Gold Fever! board. The board is split into several different areas, which
are as follows:
Stairs The Characters choose one of the Stair tiles each and
start the game from that tile. The Characters can leave the
tunnel system by any of the Stair tiles to end the game
Corridor The Characters must traverse the corridors to get to
Guard Rooms. Each time a Character crosses a red line in a
corridor they must draw an Event Card.
Door These provide access from Corridors to Guard Rooms and
Guard Rooms to Treasure Rooms.
Guard Room The Characters will face a range of monsters in
the four Guard Rooms before they reach their final challenge.
The type and number is determined by turning over a Guard
Room Card. When a Character enters a Guard Room they do not
turn over an Event Card, but when they leave a Guard Room into
a Corridor they do turn over an Event Card.
Treasure Room In this room the Characters will find a Treasure
Guardian, the type is determined by turning over a Treasure
Room Card. When a Character enters a Guard Room they do not
turn over an Event Card.

Starting the Game


To start the game each player chooses one of the Dwarf Characters and places it on a separate Stairs
Tile. Each player must then take a D6 and place it with the 6 facing up in the circle on their Character
Sheet to signify that they have 6 Wounds at the start of the game. Each player then rolls a D6 to
determine who starts the game. The player who rolls the highest (re-rolling any ties) will start the
game and the person to their right will go second and so on. All players take their turn and then any
Monsters on the board move and attack if they can.
Players Turn
Each player takes it in turn to move, turn any relevant cards and attack any Monsters if they can.
Once a player has done all that they can, it is then the next players turn. Once all the Players have
moved and/or attacked, one Players Turn has passed. It is then the turn of the Monsters, when each
Monster can move and/or attack, before it then being the Players turn again.

Movement
A player rolls the number of D6 indicated by the Move Dice characteristic on their Character Sheet
and then moves that number of tiles, as shown in the diagram below.

The player in this example has rolled a


3 on their first turn and so they move
their Character three spaces as shown.

Players cannot move their Characters in a diagonal direction, only into the tiles directly adjacent to
them, as indicated by the red arrows in the diagram below.

Sometimes a players movement roll will cause them to trigger the requirement to turn over a Card.
These three instances are described below.
Event Cards
Each time a player moves their Character into the next Corridor section they must stop on the first
tile of that section and then pick up an Events Card and apply its effects. They can then continue to
move if they have any movement left. A new Corridor section is indicated by the red lines on the
Corridor sections.
There are five types of Event Card and these are Nothing Happens, a Monster is found, Rockfall, Pit
and Potions. The effects of each Event is summarised below:
Nothing Happens
Monster
Rockfall

Pit

Potions

Despite hearing all sorts of noises, nothing happens and the player can
continue their move for as much as their Movement roll allows.
As the Character enters the Corridor section they see a Monster up ahead on
the tile indicated by the Event Card. The Character can move as much as their
Movement roll allows or remain where they are.
Up ahead the Character sees the Corridor section is blocked by one of the
many Rockfalls found in the old tunnel systems. To clear it, a player must roll a
4 or more on a D6. If they fail, they may try again in their next turn and will
clear it on a 3 or more and 2 or more in their next turns.
The Character sees that a tile in the Corridor has fallen away leaving a large Pit
in its place. To jump over it, a player must roll a 3 or more on a D6 and then
continue their move, counting the Pit as one space. If they fail, they move into
the Pit and cannot move any further that Turn. The player may move out of
the Pit and on to the next Tile in their next Turn.
Among the Event Card there are two special cards that will help the Players
who find them. These are a Potion of Strength and a Potion of Toughness and
the Player who finds them will keep the card until they use it, after which they
must return it face down at the bottom of the Events Card pack.

Once the Event Card has been played it is placed face down at the bottom of the Event Card deck.

Guard Room Cards


The first time any Player reaches the tile before the door leading to a Guard Room they must turn
over the top card on the Guard Room deck. These Cards provide information on the number, type
and position of the Monsters they find in the Guard Room, which are then placed on the board.
Once this is done, the Player may then continue their move and/or attack if they have any
movement left.
Once the Guard Room card has been played it is placed face down at the bottom of the Guard Room
Card deck. No further Guard Room Cards are then drawn for that Guard Room.
Treasure Room Cards
The first time any Player reaches the tile before the door leading to the Treasure Room they must
turn over the top card on the Treasure Room deck. These Cards provide information on the type and
position of the Monster who is the Treasure Guardian they find in the Treasure Room, which is then
placed on the board. Once this is done, the Player may then continue their move and/or attack if
they have any movement left.
Once the Treasure Room card has been played it is placed face down at the bottom of the Treasure
Room Card deck. No further Treasure Room Cards are then drawn.
Once the Treasure Guardian has been killed, the Treasure Chest counter is placed on the tile last
occupied by the Treasure Guardian. Any Character may pick up the Treasure Chest by moving onto
the Tile it occupies. The Character will only then drop the Treasure Chest when they die.
Combat
In their search to find the gold, each Character will have to fight both Monsters and other
Characters. Combat happens in the following instances:

A Character moving into a tile adjoining (not diagonal) a tile occupied by another Character
or Monster and declaring they wish to attack them.
A Monster moving into a tile adjoining (not diagonal) a tile occupied by a Character.

A Character or Monster may only attack once per Turn, even if they are next to more than one target
(i.e. Monster or Character). A player or Monster attacks using the number of D6 equal to the number
of Attack Dice indicated on their Character Sheet/Monster Card. Some Characters or Monsters can
roll more than one Attack Dice when attacking.
When a Character or Monster attacks, they must use their Attack Dice to roll equal or better than
their opponents Attack Value on one dice. If they roll less than their opponents Attack Value, then
their attack fails and their Turn ends. If they successfully roll equal to or beat their opponents Attack
value, then they may have wounded their opponent.
To determine whether a Character or Monster has suffered a Wound from their opponents attack,
they must roll equal or greater than their Defence Value using the number of Defence Dice on their
Character Sheet/Monster Card on one dice. If they succeed, then they do not suffer a Wound and
their opponents attack fails. Their opponents turn then ends. However, if their roll fails then the
Character/Monster suffers a Wound. If the attack has resulted in a Monsters Wounds value
reaching 0, then they are removed from the game. If the attack resulted in a Characters Wounds
value reaching 0 then they are placed on any vacant Stairs Tile and all their Wounds are restored.

Any Potions they hold are returned face down at the bottom of the Events Card deck and they
continue the game.
Instead of attacking as outlined above, the Ironwatch Character has a special attack they can use
once each turn. They attack in the same way as above, using their allotted number of Attack Dice to
try and beat their opponents Attack Value. However, the Ironwatchs special attack is a ranged
attack meaning they dont have to be in the adjoining tile to attack their opponent. However, they
do need to have a clear line of sight in order to attack their opponent. The following diagrams
provide examples of when the Ironwatch Character has a line of sight and when they dont.
= Line of Sight Available
= Ranger

= No Line of Sight Available


= Opponent

Monsters Turn
The above mentions Monsters and some of their actions and options. The following provides more
details on how Monsters act and react during their Turn. The Monsters Turn occurs after all the
Characters have finished one of their Turns. Each Monster is then Moved and any combat worked
out in turn in an order agreed by the Players.
Movement
The first Monster to move is the one closest to a Character, then the next and so on. The number of
tiles a Monster can move is found on their Monster Card. A Monster follows the same movement
rules as for Characters in terms of the direction they can move and for Pits. A Monster will not try
and remove a Rockfall. A Monster that is on a tile that adjoins (not diagonally) another tile that is
occupied by a Character will not move that Turn, but will instead attack them. However, if a Monster
is on a tile that does not adjoin another tile that is occupied by a Character they must be moved
using the following rules.

A Monster must be moved towards the nearest Character, even if this requires less than their full
movement allowance. The distance is measured in the number of tiles they can move onto (i.e.
unoccupied). The diagram below provides an illustration of how this is calculated.

C1

C2

M2

Monster 1 (M1) must move 3 tiles to get to


Character 1 (C1), but needs to move 4 tiles to get
to Character 2 (C2). The Monster therefore
attacks Character 1. However, when Monster 2
(M2) moves, they will move to Character 2 as
they are closer.

M1

If two Characters are equal distance away from the Monster, then each Player controlling the
Characters rolls a dice. The Monster then moves towards the Character of the Player with the lower
roll. If both Players roll the same, then they roll the dice again until one rolls higher than the other.
When a Monster reaches a tile adjoining a Character, they then attack them.
Combat
A Monster follows the same rules as for Characters for combat, using the statistics on their Monster
Card. When a Monsters Wounds reaches zero, they are removed from the board.
Winning
The winning Player is the one whos Character reaches a Stair Tile with the Chest.

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