RULE
RULE
You ran from that place in the dark of And wandered over a cruel desert....
night.
Cost of House
Assign your villagers to
build houses, harvest
resources, train new
villagers, and explore Build houses,
the caverns! which allow you to
better care for your
villagers and which
make you more
wealthy.
Coins
3
24 House Cards
1 Reputation
Board
4 Starting House
Cards
1 Explore Book
7 Dice
4 Player Boards
8 Cubes (in 4 colors)
30 Cave Cards
12 Starting Villagers
17 Villagers
4 Special Villagers
4
Setting up the Game
1. Give each player a player
board, seven coins, 1 starting
house, and 1 of each type of
starting villager (3 villagers
total for each player). The
starting villagers have a circle
symbol on the back of the
token. The 3 villagers should
have the symbols depicted
at the left, and start in the
large grass area on the player
board.
2. Place the 10 Key 3. Place the Reputation Board in the center of the
Houses face up on the table. Place the coin tokens, good tokens, cider
table. tokens, and potion tokens near the side. This is the
supply. Place one cider on the reputation board in
area with a cider symbol.
4. Put any
unused starting
villagers in the
box. Place the
special villagers
aside (special vil-
lagers have a tri-
angle symbol on
the back of the
token). Place
the remaining
5. Shuffle the villagers face
down in a pile
cave cards and
place them in a pile and draw five,
face up next to the placing them
reputation board. along the top of
the reputation
board.
6.
7.
Shuffle the
house cards and Give each player a
the outpost cards set of colored cubes.
and place them in Each player places
two piles face down one of these cubes
underneath the on the torch space on
reputation board. the reputation board.
Draw the top four Decide who will be the
cards of each deck first player. Turn order
and place them face is in clockwise direction.
up in a row next Give each player the
to their respective appropriate turn order
decks. token.
8. Place the explore book and dice near the play area. Place the Round 5
Marker on top chamber in the string of caves on the reputation board.
Playing the Game
Above and Below is played in rounds. Each
round, players take turns assigning their villagers to You descend a deep chasm until you reach a wide, dark
take actions. When a player wishes to take no more chamber. Rancid, cloudy water covers the cave floor,
actions in the round, he states that he wishes to pass. and soon you see glowing red eyes in all directions. You
When all players have passed, the round ends (this raise your lantern and realize that you’re surrounded
means that some players will sometimes have more by giant rats, their brown, oily coasts slick and wet.
turns than others). They close in, ready to make your party their next meal.
Do you try to run and hide from the rats, or do you
After seven rounds, the game is over. stand and fight?
RUN AND HIDE: Explore 3 (coin), Explore 4
Perform the following steps each round. (mushroom)
STAND AND FIGHT: Explore 7 (five coins, ore)
Village points
you gain for
each good in
Exhausted Injured
Starting Income this slot. Also, Ready Area
the symbol Area
(increases when Area
you place goods in on the right is
the advancement your current
track) income.
7
To Exert a villager, the player removes the villager If a player wants to purchase an outpost card, he must
from the cave card and places him or her in the have an open, available cave card (that he gained from
injured area on his player board. Each exerted a previous explore action). He places the new outpost
villager gives the player one extra lantern. on top of the available cave card.
If the final total of lanterns meets or exceeds one of House and key house cards are placed in a row next to
the explore numbers associated with the player’s the starting house card.
choice, he succeeds and gains the rewards from the
highest possible explore number. Outposts are placed in a row underneath the row of
house cards.
For example, if the player chose “run and hide” from
the explore paragraph on page six, and he rolled a
total of 5 lanterns, he would gain the reward from
“Explore 4”, a mushroom.
Build After the player has finished placing his new card, if
he chose a house or outpost card, he then must draw
a new card so that there are four available choices for
A villager builds a house, a key house, or an outpost. the next player.
Card Cost
8
Harvest Labor
Villagers harvest goods from house or outpost cards. Villagers labor to gain more coins.
First, the player slides one or more of his villagers First, the player slides one or more of his villagers
from the ready area on his player board to the from the ready area on his player board to the
exhausted area of his player board. exhausted area of his player board.
For each villager the player exhausts, he may pick For each villager the player exhausts, he gains one
up one goods token that is on one of his house or coin. Additionally, the first player to labor each round
outpost cards. He places the good next to his coins gains the cider on the reputation board. If there is no
and may either keep it there for later, place it for sale cider token on the reputation board, the player only
in the top left corner of his player board, or place it gains coins.
in his advancement track (selling and buying goods
is described later in the “Free Actions” section on pg
XX).
9
Refresh a Buildings Row Rest your Villagers
If a player wants to see new options of houses or Now all players may refresh the villagers on their
outposts to purchase, he may pay one coin to replace player boards.
all four available cards in one of the rows. He takes
the current house or outpost cards and places them First, players may spend any potions or ciders. If a
at the bottom of the deck, then draw four new cards player spends a potion, he may move one villager
from the top of the deck and places them face up in from the injured area to the exhausted area. If a
the row. He may do this only once per turn. It is not player spends a cider, he may move one villager from
possible to refresh the key houses. the exhausted area to the ready area. A player may
use both a potion and cider on the same villager.
Round Marker
Slide the round marker one chamber down the string
of seven caves. If the round marker cannot slide, the
game is over. Follow the instructions in the section
titled “Game End” on page 13.
Cider
Place a cider on the cider icon on the reputation
board if it does not have one.
10
Players also collect income from any house or outpost
cards that give extra income.
Refresh Goods on
Buildings
If any player owns a house or outpost with this
symbol and there is currently not a good on the card,
place one of the appropriate goods there.
11
Other Rules
Advancement Track Liquid Woman: The liquid woman is unsettling. Each time
A player’s advancement track is the row of circles you assign her to do an action, you lose one reputation.
along the bottom of his player board. A player may
place available goods on this track at any time. He Grolo: The grolo is adept at building. If you use him to
must place goods from left to right, not leaving any build, pay one fewer coin than normal.
empty slots. Once a good has been placed, if the
player wishes to place another good of the same type, Cave Cat: The cave cat doesn’t like to obey orders. Each
time you use the blue cat you must roll a die. If you roll
it must go on the same slot (slots can contain multiple
a 3-6, the cat will perform the task you assign it. If you
goods of the same type). Goods can be placed in any roll a 1-2, the cat moves to the exhausted area without
order. performing any task.
In the example below, any future fruit goods that the Metal Man: The metal man uses his own bed each day. He
player chooses to place in the advancement track cannot use beds on your buildings. He cannot use cider or
would have to be placed on the third slot from the left. potions.
If the player wanted to place a mushroom good next,
he would have to place it in the fourth slot from the
left. Buildings
Each building is worth 1 village point. This includes
There are two numbers at the top of each good slot. houses, key houses, and outposts. This does not
The left number indicates how many village points include empty cave cards a player owns.
each good in that pile is worth at the end of the game.
In the example below, if a player had two fruit goods
at the end of the game, each of those goods would be
worth 2 village points (for a total of 4 village points). Reputation
The reputation track is a measure of how well known
The right number above each slot is an indication of and thought of a player’s village is. All players start
the player’s current income. In the example below, on the torch symbol on the track. If a player gains
the player would collect 6 coins, listed above fruit, reputation, he moves his cube down the track, toward
at the end of each round (he would not also collect the bottom of the cave. If a player loses reputation, he
the coins listed above any of the other goods-- only the moves his cube up the track, toward the surface.
good furthest to the right).
At the end of the game, the player with the most
Once a good has been placed in the advancement reputation gains 6 extra village points. The player
track, it cannot be removed. with the second-most reputation gains 4 extra village
points. The player with the third-most reputation
gains 2 extra village points. If playing with two
players, only the player with the most reputation
gains 4 points (this is why there are two dots on this
village point symbol).
Reputation
At the end of the game, the player with the most
reputation gains 6 extra village points. The player
with the second-most reputation gains 4 extra village
points. The player with the third-most reputation
gains 2 extra village points. If playing with two
players, only the player with the most reputation
gains 4 points (this is why there are two dots on this
village point symbol).
14
Explore: These symbols rep- Goods (on card): When a play-
er buys a card with this symbol,
resent how adept a villager is at
he immediately places 2 goods of
exploring. For the left symbol,
the specified type on it. The goods
a roll of 1 or higher would score
can be harvested from the card.
one explore. For the right sym-
The card never makes additional
bol, a roll of 3 or higher would
goods.
score two explore.
Replenishing Goods
Hammer: A villager with this symbol (on card): When a player
can complete the Build action.
buys a card with this sym-
bol, he immediately places 1
good of the specified type on
it. The good can be harvest-
ed from the card. At the end
Quill: A villager with this symbol can of the round, if the card does
complete the Train action.
not have a good on it, the
player places 1 of the speci-
fied good on it.
Credits
Game Design: Ryan Laukat
Illustration: Ryan Laukat
Development: Malorie Laukat
Playtesters: Malorie Laukat, Brandon Laukat, Rachel Green, Matt Green, Alf Seegert, Benson J. Whitney, Ryan Butcher
AKA Thinkbomb, Michael Mindes AKA Awesomeness, Jeremy Tritchler, Shawn Tritchler. Thank you to everyone who con-
tributed to the development of this game.