Dwellings of Eldervale board game – How to play Video – Peaky Boardgamer

merry christmas everyone this is actuarakos welcome to piggyboardgamer in today’s episode i will explain the dwellings of eldervale a game designed by luke laurie it’s for 2-5 players mainly but it also has a very nice solo mode the game uses simple mechanics but it has quite a few interesting twists today i will explain the normal game without any of the additional stuff because yes the game is simple but it has quite a few details so if you like the normal game then the box contains plenty of stuff to add to the game’s replayability so let’s start there are 16 unique factions in the game two for each one of the eight elements players may decide on the color they will play with or they may choose at random using the eight starter cards players choose one card and gain the card as well as the tray with all their components in this video i’m gonna set up for three players using fire earth and water the rest of the trays are not needed and are returned back to the box players place their tray in front of them and remove the lead the lead contains two different factions for the players to choose from the 16 factions differentiate with unit special powers that are written on the player’s personal board players also have a virtual area called the tableau where they’re gonna be playing their adventure cards there’s no limit in how many cards can be played in their tableau and all players place their starter card as the first card in their tableau now let’s move to the player’s components the player’s units are a dragon a warrior a wizard and six workers players start the game with only three workers available which they move in their ready area players also have six rooftops and six dies now let’s talk about resources which are organized in these neat little trays we have gems scrolls portions tools swords gold and magic cards which is a resource gold is regarded a wild resource and can be used instead of any other resource now magic cards offer various effects that are described on each card we cannot explain every single card in the game but we can distinguish them in three different categories let’s start with spells some spells are free and some others require a cost which is depicted here this card for example requires the player to pay a gem or to meet the minimum elemental power requirement which in this case he doesn’t have to pay the gem the text of the card explains the effect and the timing where the card can be played after playing spells these cards are discarded next we have quest cards which offer a condition that if the player meets he will gain the depicted victory points these cards when played are not discarded but instead they’re attacked below the player’s board finally we have prophecy cards which are used just in game scoring at the end of the game players that have such cards in their hand they reveal them and score victory points again based on conditions players start the game with one gem a scroll a portion a tool and a knife and they are dealt five magic cards from the stack throughout the game players may never exceed 5 units from any one type and there’s also a limit in magic cards which is 7 during a player’s turn the player may exceed the 7 cards but after he finishes his turn he must discard to bring his hand back to limit finally each player has a set of 6 player markers and i will explain now where these are placed continue by placing the scoring board in the middle of the table the scoring board contains the eight different elements of the game but not all elements are used in each game the elements of the player’s chosen colors are always unlocked but players need to choose or draw randomly two more elements to be used in the game for this example players have decided to use also light as well as chaos element next place the monsters and their cards of the selected elements next to the board these here are orbs and you need to place one of them in the top space of each elemental track that is used in the game also you need to place another two orbs in the two designated spaces in the glory track now back to players marker players place one of their markers in

the first level of their corresponding element they also place three of their markers next to these tracks that will be used when they gain power in other elements then players place one of their markers next and out of the glory track now using any random way players determine a first player who will place his last marker in the first space of the scoring track then the rest player in a clockwise manner will follow now each one of these elements has a deck of adventure cards and one card that looks like a closed door that should be placed on top of this deck face down now only for the elements that are in play you need to unlock their decks by flipping the door card face up but first make sure to shuffle all the cards of their deck last but not least elements also have a set of 12 treasure tokens only for the elements in play shuffle these tokens and organize them in 4 stacks of 3 tokens each place these tokens in the designated spaces face down now let’s build eldervale using these hexagonal tiles called realms we have two types of realms in the game we have elemental realms and these yellow outlined realms called ruins there are three tiles corresponding to each one of the elements we only need all the tiles of the elements that are in play the rest of the tiles are returned back in the box the elemental tiles that will be used are shuffled and placed face down in a stack now from this stack we’re gonna need a specific number of tiles depending on player count as i show you in the graphics so in a three player game we’re gonna need seven tiles now start drawing tiles one after the other paying attention for this icon this is allure and on this realm there will be a monster there can only be one monster in the starting setup so continue drawing tiles but if you stumble upon another icon you need to place this realm in the bottom of the stack and continue until you have the required number of realms now keep the selected realms for setup and shuffle the rest and then place this tray in the middle of the table now let’s see the ruin realms there are five major ruin realms which is the dungeon the portal the mill the fortress and the mage tower in a normal game we need all five of them there are also two optional tiles which i’m not gonna explain in this video as you can see there are two dungeon tiles and one of them is only used in a four or five player game so in our setup we’re not gonna be needing the second one so these five tiles along with our selected elemental tiles are gonna be shuffled face down and with this we’re gonna create our starting build in a two player game the build should look like this in a three-player game it should look like that and in a four or five player game the build should look like that as a final step we need to play some additional stuff on our initial build first of all if there is a lair place the corresponding monster on that realm in all elemental realms we see one or two treasure slots in their bottom part for each one of these slots pick a random stack of treasure tokens flip them face upwards and place them in this slot do the same for all treasure slots in everdale if by now your setup area looks similar to this then you’re good to go now in this game players take turns performing specific actions starting with the first player and proceeding clock wisely and this continues until the end of the game is triggered and when is that the first way is the following everdell will be expanding using these styles here when the last style is used then this triggers the end of the game the second way is when one of the players has placed his sixth dwelling in eldervale in general players are trying to accumulate victory points for the end of the game and they have pretty many ways to do that however the most important target is to relate what they are doing on the board to elements where they are mostly powerful we should leave this here at that point moving to gameplay explanation on his turn a player must choose one of two main actions one is unit placement and the second is regroup there are also some free actions that the player may perform as many of them before during or after his main action let’s start with the main actions first let’s start with place a unit action with this action the player places one of his units from his red area to one of the realms in elder vale and

performs the action connected to this realm right after he places the unit now there are two different cases here case one is the player doesn’t have any units on elder bale in this case the player can place the unit on any unoccupied realm on eldervale and by unoccupied we mean that there are no enemy units nor any monster so the player could place his unit here well that’s the normal rule however the warrior with his aggression power may be placed also in occupied spaces either with enemy units or with monsters this would trigger a battle however we will talk about battles later on case 2 is the player has some units already placed on elder bale when that’s the case the player has to place his unit on a realm that is adjacent to a realm that he has already his units in this hex can be occupied but without any of his own units again that’s the normal rule the dragon can be placed on any hex that is two hexes away from realms with the player’s units so it could be placed here finally the wizard can be teleported on any unoccupied realm as if the player didn’t have any units on everdale now as i said earlier after the player places the unit he must perform the action connected to this realm now some actions require the player to pay some cost if the player cannot pay that cost then he cannot place the unit there from the beginning now let us explain these actions if the player places a unit on an elemental realm he picks the top treasure tile from the stack and places it in one of his four spaces on his tray if the realm has two stacks the player decides which tile to take and if that stack is depleted then the player’s option is depicted on the tile now this leaves us with the 5 ruin realms let’s start with the fortress action with this action the player may pay any 2 of his resources and gain 2 coins from the bank now don’t forget that magic cards are resources and can be used to pay the cost to gain the coins with a mage tower action again the player pays any two of his resources and gains three magic cards from the supply adding them to his hand then the player must discard one of his cards and this card could be a card he previously had with the portal action the player may summon one of his units that is on his tray and place it on his ready area paying the cost that is indicated on his start card after a unit is summoned then the player will not have to buy it again he will be able to use it for the rest of the game with a middle action the player builds a new dwelling on elder bale dwellings may only be built on elemental realms and there can be maximum 1 on each realm to perform the action the player must have a worker on such a realm and then pay the cost indicated on the realm and take one of his rooftops and plug it on his worker transforming it to a dwelling now this dwelling will remain there for the rest of the game next the players cause two victory points for each ruin realm adjacent to the realm with a newly placed dwelling as well as for any other dwelling adjacent to the new one that belongs to any player so building this dwelling would give the player 6 victory points finally the player gains elemental power connected to this realm one point for each icon depicted on the top of the realm when a player gains power in a specific element he advances his marker one step for each point gain on the corresponding elements track if the player gains power in an element he doesn’t have a marker on he uses one of his available markers to track this power gain if the player has used all of his markers and he gains power in another element then he has the option to move one of his markers and track this power gain to the new element finally the player that reaches the last step of any element first gains the element’s orb which he can use in many different ways we’ll see in a bit finally with the dungeon action the player adds a new realm in elder veil when that happens follow this procedure first the player draws the top realm from the stack and then he must decide where to place it new realms must be placed adjacent to at least two other realms so this is not okay but this is okay after that the player must prepare the new realm if there is a lair he places the monster and he also places a stack of treasure tokens step two is that the player gains a face up adventure card

by paying its cost depicted in the top right corner of the card now this card doesn’t have to be the same element with the realm he just placed and can be taken from any unlocked stack the player also gains a power advancement in the element track corresponding to the card he just chose after the player pays the cost and gains the one power he places the card in his tableau step 3 is the player may choose to either gain another adventure card the same way we said on step 2 or he may discard any card by placing it face down in the bottom of the stack don’t forget that the player may only choose face up cards to do what he wants the last step of the process is to flip face up the top card from all the stacks he affected with the regroup action the player brings all his units from elder vale and from the underworld back to his red area and through this process he may also activate his adventure cards in his tableau first for each of the player’s units on eldervale the player may either activate one of his cards in his tableau or bring him straight to his ready area some adventure cards don’t activate this one for example just gives a permanent bonus if an adventure card is activated by a unit it depicts the unit type it requires in the center of the card this card for example requires a wizard to be activated if the card depicts a worker then the player may use any unit type to activate that card this is important each adventure card may only be activated once on its regroup phase the starter card also offers to the player three different actions that can all be activated using three separate units the first action is summon which is exactly the same as if the player has used the portal the second action is gather with which the player receives the resources depicted in the middle of the card the last action is dwell which again is exactly the same as if the player has used the mill the second step is to move all of the player’s units from the underworld straight to his ready area the last step of the process is to return units from your cards to your ready area after a player regroups for the first time he advances his marker to the first space of the glory track now let’s talk about three actions on his turn a player may perform as many free actions as he wishes before during or after his main action as a free action a player may discard one treasure token and receive the depicted resources from the supply another free action could be to place a treasure token in any one adventure card slot slots are the square shaped icons on the cards by placing this token here when the player gathers he gains a gem instead of a potion or the player could place the token in this slot here which is a door card when doors are activated they grant the player the depicted resources however if the player has placed a treasure token here he will also gain these resources if he has the most power in the element track of this element some other cards require a treasure token otherwise they cannot be activated by placing a treasure token here you can activate the card and this token is what you need to pay to receive this reward after you place a token in a slot you cannot move it however you may replace it with a new token and the old one is removed from the game the player could also play magic cards from his hand as free actions finally as a free action the player may use his orbs an knob has three different uses one of them is to place the orb in an adventure card that depicts the orb symbol in the top left corner after placing the orb the card gains augmented powers that are written on the card another use is in adventure cards that require an input if you place a knob there then when the card is activated it gives the reward without having to pay any cost and last a knob can be used in the old rewards track the player chooses any reward that has no orb on and gains that reward regarding adventure cards i would also like to add there are some cards that are auras these cards are played on other cards and they give various effects after being connected to a card auras cannot be moved to another card unless the player pays again the cost of the aura dwellings of elder veil involves battling as well however the game starts in a peaceful beginning state during which no battle can be triggered this state

lasts until all players glory track markers step inside the glory track and how does that happen as i said after a player regroups for the first time he places his marker in the first space of the glory track so after the last player regroups for the first time peaceful beginning is over and battles can now be triggered now what triggers a battle if a player places one of his units in an occupied realm either from his opponents or from a monster or if a monster moves to an occupied realm this triggers a battle now this is important battle will initiate after the player performs the realms action so no matter what this action will be performed and after that battle initiates in a process i will now explain so in our example the blue player places a unit here performs the action he picks up a tile places it on his board and now a battle is initiated the first step of the battle is join all players may choose to join the battle with units from adjacent realms starting with a player that sits on the left of the player that triggers the battle and moving clockwisely the red player chooses to join battle with his dragon and his worker and then the green player has a call even if he doesn’t have any units in the contested space and joins battle with just his wizard the blue player who has the last call decides not to advance his wizard to the battle realm the second step is to determine the number of battle dice each player will be rolling now each unit type contributes a specific number of dice also written on the player’s personal board workers and wizards contribute one die warriors contribute to and dragons contribute three dice also its dwelling that is inside the battle realm or in an adjacent one contributes one die to the owner now all players may use their special powers play magic cards to adjust to modify the number of dice that we’ll be throwing in the battle however no matter what no player may roll more than 6 dice the third step is that all players may spend their swords for an additional die for each sword they spend again starting with the player that sits on the left of the player who triggered the battle and moving clockwisely the red and the green player decide not to spend their swords and the blue player who has the last call decides to spend his sword for a plus one die in the battle now all players will roll their dice simultaneously and check the results that will determine the winner the battle is won by the player with the highest die result yes even a player with one die could win the battle against the player that rolled multiple dice again at this point players could play cards that could alter their die results we see here that the red and the blue player tie for their highest value die so we go on and check their next highest die and then the next and so on and so forth until a winner is determined which here is the red player if there is a true tie after all dice have been compared then all players lose that battle the winner keeps his units in the realm and gets one glory he advances his marker in the glory track and gains any bonus depicted in the space if a player has maxed out his glory then each time he gains glory he receives two victory points instead now all losers of the battle move all their units from the realm to the underworld and for each unit they have removed they gain one sword to fight better next time monsters are neutral creatures that come into play after their lair appears on the board along with their card that contains their various powers that start to apply immediately and for as long as the monster is on the map of elder veil players may attack a monster by placing a unit in their realm however also monsters may attack players with a rush ability whenever a player places a unit in a realm that is adjacent to a realm with a monster the monster rushes and enters that realm this of course will cause a battle there can only be one monster in one realm so if that placement had more than one monster in adjacent realms then the player would choose which monster would rush if however the game is at a peaceful beginning state monsters don’t rush whenever a monster is involved in a battle it rolls the number of dice depicted in the bottom right corner of its card the color of the dice is not important when a monster is defeated in battle it is normally removed from the game along with its card and the player that won the combat can gain a power advancement of the corresponding element or take the normal glory track

advancement let’s clarify something that has to do with the monster’s abilities on its card now all the effects apply for as long as the monster is on elder veil the ancient trench effect for example says that whenever the mage’s tower is activated it produces an additional card so as long as the ancient trend is on elder veil all players can use this advantage now there are certain effects that allow a player to dominate a monster when that happens the player gets the monster in his board it is now his unit as well as the card that enters his tableau when monsters are dominated effects with a link symbol only affect the player that dominates them other effects without the link symbol still affect everyone even if they are dominated in our example only the blue player now gains the additional card from the mage tower and again only after he places his monster in eldervale the player may use his monster for placement like a normal unit placement and if it’s involved in battle the monster contributes its dice for the player there are certain effects that would allow a monster to return to its lair if there are any units there they are sent immediately to the underworld and if the monster’s lair was occupied by another monster then the monster would have to move to the nearest unoccupied realm and if there are more than one the active player chooses which one as i’ve said in the game’s overview the game’s end is triggered with two ways if a player builds the last tile in everdale or if he builds his sixth dwelling when that happens all players will have one last turn including the player that has triggered the scoring in this example the red player has triggered the game’s end by building his sixth dwelling after the green and the blue player take their last turn the game will end with a red player’s last turn after that we proceed with scoring first of all all unspent orbs give the player one victory point each next the player gains the victory points depicted next to the positions of his markers in the elements track next players score their dwellings for each dwelling player’s score victory points according to their market’s position in the corresponding elements track players then score victory points for the cards in their tableau each card scores victory points equal to the player’s marker in the corresponding element track however there’s a limit the player can score three adventure cards for each dwelling he has built so the blue player with three build dwellings can score up to nine adventure cards vault adventure cards like this one give objectives to the player that if it’s satisfied at the end of the game they give victory points so at this point players gain victory points from their vault cards finally players reveal their prophecy cards and gain the victory points depicted on them the player that has accumulated the most victory points is declared the winner and if there is a tie the remaining resources will be used as a tiebreaker after that all tied players shared their victory and that was dwellings of eldervale if you liked that video and want to see more go ahead and hit that subscribe button if you found that i’ve missed something in the rules please write it in the comment section and until next time have fun and play more board games you