2–460 min11+ yrs2.2/5 complexity7.3 BGG#651 BGG13,2 K
⚡ short answer
How do you play Discworld: Ankh-Morpork?
The primary objective of the game is to be the first player to successfully declare the completion of their secret objective card at the beginning of their turn. Objectives vary and can include accumulating 50 dollars (Chrysoprase), placing a certain number of agents in districts (Lord Vetinari, with the number depending on the player count), placing eight or more trouble markers on the board (Smok Herbowy Królewski), or having the game end due to the action card deck running out (Komendant Vimes). There are also three Lord objectives (Lord Rust, Lord Selachii, Lord de Worde) that require gaining control of a specific number of districts, which also varies by player count.
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Not available new in shops
official art · Treefrog Games
the rules in 60 seconds▶ auto · 1/6
🧩
01
Setup
Each player places an agent in three specific districts (Dolly Sisters, Shades, and Scours), along with three trouble markers in each of those districts, and receives 10 dollars, a set of agent and building pieces, and five action cards.
The rules, step by step
Setup
To set up the game, each player selects a color and places one agent piece in the Dolly Sisters, Shades, and Scours districts. In each of these three districts, three trouble markers are also placed. Each player starts with 10 dollars (coins) and a pool of their agent and building pieces. The event cards are shuffled and placed near the board. The district cards are also placed within reach. The action cards are divided into gold and green cards. For a two-player game, two specific gold cards (Hubert and Cosmo Lavish) are removed. The remaining gold cards are shuffled and placed face down. The green cards are shuffled, five are dealt to each player, and the rest are placed face down on top of the gold cards to form the action card deck. Finally, each player receives one secret objective card.
Objective
The primary objective of the game is to be the first player to successfully declare the completion of their secret objective card at the beginning of their turn. Objectives vary and can include accumulating 50 dollars (Chrysoprase), placing a certain number of agents in districts (Lord Vetinari, with the number depending on the player count), placing eight or more trouble markers on the board (Smok Herbowy Królewski), or having the game end due to the action card deck running out (Komendant Vimes). There are also three Lord objectives (Lord Rust, Lord Selachii, Lord de Worde) that require gaining control of a specific number of districts, which also varies by player count.
On your turn
During a player's turn, they must play one action card from their hand. The actions on the card are performed in the order indicated by the icons at the top of the card. After performing all desired actions, the player draws new action cards until they have five cards in their hand. The turn then passes to the next player in clockwise order.
Scoring
Scoring occurs if the game ends due to the action card deck running out or the 'Riots' event. Players count 5 victory points for each of their agents on the board. Each building on the board provides victory points equal to double its cost. Each dollar remaining in a player's possession is worth 1 victory point. Any outstanding loans (represented by specific cards) result in a penalty of 15 victory points. The player with the highest total victory points wins.
Game end
The game can end in three ways: 1) A player successfully declares the completion of their secret objective at the start of their turn. 2) The action card deck runs out, and the Komendant Vimes objective is not in play. In this case, players count victory points. 3) The 'Riots' event card is drawn from the event deck, and there are eight or more trouble markers on the board. This also triggers a victory point count.
Tips
The game features various actions represented by icons on action cards. These include drawing an event card (mandatory action), resolving the card's text, playing an additional action card, assassinating an opponent's agent (removing it from a district with a trouble marker, which also removes the trouble marker), removing a trouble marker, collecting money from the bank (amount specified on the card), placing a new building (in a district without a trouble marker, paying the district's cost, and gaining its district card), and placing a new agent (in a district adjacent to one of your agents or where you already have an agent; if an agent is placed in a district with other agents, a trouble marker is added, but only one black trouble marker can be in a district). Reaction cards can be played during another player's turn to counter their actions, such as preventing an agent's removal or movement. Trolls and demons are neutral pieces that can block district control; a district with a demon is considered blocked, and no player can control it.
🔬 game anatomy
Complexity2.2 / 5
BGG rating7.3 / 10
Language dependence
Moderate text — a crib sheet helps
Play time
60 min
Players
2–4
Recommended age
11+ yrs
BGG rank
#651
✨ from Trișache · verified
Frequently asked questions
Q1What is the goal of the game?
The primary objective of the game is to be the first player to successfully declare the completion of their secret objective card at the beginning of their turn. Objectives vary and can include accumulating 50 dollars (Chrysoprase), placing a certain number of agents in districts (Lord Vetinari, with the number depending on the player count), placing eight or more trouble markers on the board (Smok Herbowy Królewski), or having the game end due to the action card deck running out (Komendant Vimes). There are also three Lord objectives (Lord Rust, Lord Selachii, Lord de Worde) that require gaining control of a specific number of districts, which also varies by player count.
Q2How do you set up the game?
To set up the game, each player selects a color and places one agent piece in the Dolly Sisters, Shades, and Scours districts. In each of these three districts, three trouble markers are also placed. Each player starts with 10 dollars (coins) and a pool of their agent and building pieces. The event cards are shuffled and placed near the board. The district cards are also placed within reach. The action cards are divided into gold and green cards. For a two-player game, two specific gold cards (Hubert and Cosmo Lavish) are removed. The remaining gold cards are shuffled and placed face down. The green cards are shuffled, five are dealt to each player, and the rest are placed face down on top of the gold cards to form the action card deck. Finally, each player receives one secret objective card.
Q3How does a turn work?
During a player's turn, they must play one action card from their hand. The actions on the card are performed in the order indicated by the icons at the top of the card. After performing all desired actions, the player draws new action cards until they have five cards in their hand. The turn then passes to the next player in clockwise order.
Q4How is scoring calculated?
Scoring occurs if the game ends due to the action card deck running out or the 'Riots' event. Players count 5 victory points for each of their agents on the board. Each building on the board provides victory points equal to double its cost. Each dollar remaining in a player's possession is worth 1 victory point. Any outstanding loans (represented by specific cards) result in a penalty of 15 victory points. The player with the highest total victory points wins.
Q5When and how does the game end?
The game can end in three ways: 1) A player successfully declares the completion of their secret objective at the start of their turn. 2) The action card deck runs out, and the Komendant Vimes objective is not in play. In this case, players count victory points. 3) The 'Riots' event card is drawn from the event deck, and there are eight or more trouble markers on the board. This also triggers a victory point count.
Q6What tips are there for beginners?
The game features various actions represented by icons on action cards. These include drawing an event card (mandatory action), resolving the card's text, playing an additional action card, assassinating an opponent's agent (removing it from a district with a trouble marker, which also removes the trouble marker), removing a trouble marker, collecting money from the bank (amount specified on the card), placing a new building (in a district without a trouble marker, paying the district's cost, and gaining its district card), and placing a new agent (in a district adjacent to one of your agents or where you already have an agent; if an agent is placed in a district with other agents, a trouble marker is added, but only one black trouble marker can be in a district). Reaction cards can be played during another player's turn to counter their actions, such as preventing an agent's removal or movement. Trolls and demons are neutral pieces that can block district control; a district with a demon is considered blocked, and no player can control it.
Q7How much does Discworld: Ankh-Morpork cost?
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Q8Where can I buy Discworld: Ankh-Morpork cheapest?
Check the Prices tab — howtoplay.ro aggregates offers from 7+ Romanian board-game stores and tracks price history.
Q9How do you play Discworld: Ankh-Morpork?
Discworld: Ankh-Morpork is a bluffing game, for 2–4 players, taking ~60 minutes, featuring area majority / influence. Check the Rules tab for setup, gameplay, and scoring, or ask Trișache anything about Discworld: Ankh-Morpork — our AI assistant built by howtoplay.ro and trained specifically on board game rulebooks.
Q10How many players does Discworld: Ankh-Morpork support?
Discworld: Ankh-Morpork is played by 2–4 players.
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