How to Play

Tyrants of the Underdark

2-4 players 60-60 min 7.9 Board Game Geek Rating

Players command Drow houses in the Underdark, combining deck-building with territorial conquest. Use influence to recruit minions from five aspects (malice, ambition, etc.) and power to deploy troops on the board. Victory comes through controlling sites, building valuable card collections, promoting minions to your inner circle, and eliminating enemies. Highest score wins.

Published 2016

Tyrants of the Underdark

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Select difficulty level
Choose Easy (13 insane cards, 10 starting troops), Medium (10 insane, 7 starting), or Hard (7 insane, 4 starting)
2
Place Elven faction
Position the Elves in Skullport with the two white troops already present
3
Place Dwarven faction
Position the Dwarves in Stoneshaft Clanhold, displacing both white troops from that location
4
Place Duergar faction
Position the Duergar in Gracklstugh, displacing both white troops from that location
5
Place Svirfneblin faction
Position the Svirfneblin in Blingdenstone, displacing both white troops from that location
6
Relocate displaced troops
Place all displaced white troops in non-city other locations, starting from the highest available value location
7
Prepare automa components
Set up the Delay Deck, Trophy Hall, Discard pile, and Barracks for each automa faction being used

On Your Turn

What you can do during your turn.

1
Discard delay card
Remove one delay card and draw 3/2/1 market cards for insane/starting/no delay respectively
2
Resolve Guile action
Execute based on card value drawn:
3
Resolve Malice action
Execute based on card value drawn:
4
Resolve Conquest action
Execute based on card value drawn:
5
Resolve Ambition action
Execute based on card value drawn:
6
Apply Elven special ability
When resolving Ambition, also add the highest value devoured card this round to the elven discard deck for additional VP
7
Apply Dwarven special ability
Players must spend 4 power instead of 3 to assassinate a dwarf troop
8
Apply Duergar special ability
When resolving Malice, can assassinate any troop color where automa has presence (no color restriction)
9
Apply Svirfneblin special ability
When resolving Conquest 2/3, also tunnel to nearest location not connected by route
10
Determine site priority
Target locations in this order: City automa does not totally control, Non-city automa does not control, Non-city automa controls within 2 troops of total control, Troop space leading to site without automa presence, Any site with available troop capacity
11
Apply tie-breaker rules
When choosing between equal sites: Fewer enemy troops, then Higher VP value, then Reading order from current "North" VP token
12
Calculate automa site control VPs
Award victory points for all sites the automa controls
13
Refill market
Replenish the market row after the automa turn
14
Handle impossible actions
If automa cannot assassinate a troop, assassinate white/player troop for 2/3 value, gaining 1 VP instead

Winning

How to claim victory.

1
Require troop presence
Malice and Conquest actions require the automa to have TROOP presence, not only spies
2
Score site control
The automa gains VP for each site it controls at the end of the game
3
Score Trophy Hall
Count VP from cards in the automa's Trophy Hall (devoured cards)
4
Score Elven bonus
For Elves, add VP value of highest devoured card each round added to their discard deck
5
Determine winner
Compare total VP between player and automa factions to determine the victor

watch & Learn

Let the pros teach you with these top videos.

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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