The objective of Mountains out of Molehills is to earn the most points by creating and controlling mountains. Players dig tunnels underground, which pushes dirt (molehill pieces) above ground, forming mountains. Controlling these mountains and strategically toppling them to your advantage are key to victory. The game is played over six rounds, with points scored at the end of each round.
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▶ Watch It Played · Mountains Out Of Molehills - How To Play
Mountains Out Of Molehills - How To Play
Watch It Played· 16 min· published Feb 10, 2022Community
the rules in 60 seconds▶ auto · 1/6
🧩
01
Setup
Place the underground board into the box, add support pieces, then place the aboveground board on top, ensuring correct orientation for player count.
The rules, step by step
Setup
First, place the brown double-sided underground board into the box, ensuring the correct side (4x4 for 2 players, 6x6 for 3-4 players) is face up. Insert the four support pieces into the corners of the box. Then, place the yellow double-sided aboveground board on top, matching the grid size and orientation of the underground board. Shuffle the movement cards into a face-down deck, placing the rock token and die nearby. Each player chooses a mole figure and all molehill pieces of their color. Distribute King of the Hill tokens (1 to player count) randomly to determine turn order. Players place their moles on unoccupied outside corners of the underground board, deciding their initial facing direction. Finally, each player places one of their molehill pieces on the aboveground space directly above their mole. Give the score pad to the player who most recently dug a hole, or choose randomly.
Objective
The objective of Mountains out of Molehills is to earn the most points by creating and controlling mountains. Players dig tunnels underground, which pushes dirt (molehill pieces) above ground, forming mountains. Controlling these mountains and strategically toppling them to your advantage are key to victory. The game is played over six rounds, with points scored at the end of each round.
On your turn
Each round is divided into three parts: card drafting, planning and movement, and scoring. In card drafting, five movement cards per player are dealt face-up from the deck. Starting with the first player and continuing in turn order (determined by King of the Hill tokens), each player picks one face-up movement card and adds it to their hand, keeping it secret from opponents. This continues until each player has four cards. Any leftover face-up cards are moved to a shared discard pile. In the planning and movement phase, all players simultaneously and secretly arrange their four movement cards into a face-down stack, deciding the order they will resolve them. The top card is resolved first, down to the bottom card. Once all stacks are ready, players reveal and resolve their top-most movement card in turn order (starting with the player holding the number 1 King of the Hill token). Movement cards allow players to move their mole forward, turn left/right, make a U-turn, or place a rock token. When a mole moves into a new space, a molehill piece of that player's color is added to the bottom of the mountain directly above that space. If the space already has a piece, the new piece goes underneath. If a player runs out of their own molehill pieces, they can remove pieces of their color from the tops of any mountains to complete their movement. If a mountain exceeds the maximum height for the current round, it topples, with pieces falling onto adjacent spaces, potentially causing chain reactions. The player who caused the topple decides the direction it falls. After all top cards are resolved, players continue resolving their next card in turn order until all four cards have been played.
Scoring
After all movement cards have been resolved for the round, players proceed to scoring. Each player checks which mountains they control. A player controls a mountain if their molehill piece is on the very bottom of that stack. For each mountain they control, they count every piece within that mountain as one point. These points are added to the player's score for the current round on the score sheet. After recording scores, all King of the Hill tokens are returned to the center of the play area. Players then determine who has the most of their own molehill pieces on the very tops of all mountains. That player gets to pick any one of the King of the Hill tokens for the next round. The player with the next most pieces on top picks from the remaining tokens, and so on. Ties are broken by the previous turn order.
Game end
The game concludes after the scoring phase of the sixth round. Players sum up their scores from all six rounds to get a final total. The player with the highest total score wins the game. In case of a tie for the highest score, the tied players compare who controls the most five-piece mountains. If still tied, they compare four-piece mountains, then three-piece, and so on, until the tie is broken. If a tie still cannot be broken, the tied players share the victory as the top tunnellers.
Tips
Pay close attention to the maximum height for mountains each round, as exceeding it causes them to topple. Use this to your advantage by strategically causing topples that benefit you or hinder opponents. Observe your opponents' card drafting and mole placements to anticipate their moves and plan your own stack of movement cards accordingly. Controlling the bottom piece of a mountain is crucial for scoring, so prioritize moves that secure this position. Don't be afraid to sacrifice some molehill pieces from your existing mountains if you need them for new movements, especially if it leads to controlling a more valuable mountain.
🔬 game anatomy
Complexity1.6 / 5
BGG rating6.7 / 10
Play time
45–60 min
Players
2–4
Recommended age
9+ yrs
✨ from Trișache · verified
Frequently asked questions
Q1What is the goal of the game?
The objective of Mountains out of Molehills is to earn the most points by creating and controlling mountains. Players dig tunnels underground, which pushes dirt (molehill pieces) above ground, forming mountains. Controlling these mountains and strategically toppling them to your advantage are key to victory. The game is played over six rounds, with points scored at the end of each round.
Q2How do you set up the game?
First, place the brown double-sided underground board into the box, ensuring the correct side (4x4 for 2 players, 6x6 for 3-4 players) is face up. Insert the four support pieces into the corners of the box. Then, place the yellow double-sided aboveground board on top, matching the grid size and orientation of the underground board. Shuffle the movement cards into a face-down deck, placing the rock token and die nearby. Each player chooses a mole figure and all molehill pieces of their color. Distribute King of the Hill tokens (1 to player count) randomly to determine turn order. Players place their moles on unoccupied outside corners of the underground board, deciding their initial facing direction. Finally, each player places one of their molehill pieces on the aboveground space directly above their mole. Give the score pad to the player who most recently dug a hole, or choose randomly.
Q3How does a turn work?
Each round is divided into three parts: card drafting, planning and movement, and scoring. In card drafting, five movement cards per player are dealt face-up from the deck. Starting with the first player and continuing in turn order (determined by King of the Hill tokens), each player picks one face-up movement card and adds it to their hand, keeping it secret from opponents. This continues until each player has four cards. Any leftover face-up cards are moved to a shared discard pile. In the planning and movement phase, all players simultaneously and secretly arrange their four movement cards into a face-down stack, deciding the order they will resolve them. The top card is resolved first, down to the bottom card. Once all stacks are ready, players reveal and resolve their top-most movement card in turn order (starting with the player holding the number 1 King of the Hill token). Movement cards allow players to move their mole forward, turn left/right, make a U-turn, or place a rock token. When a mole moves into a new space, a molehill piece of that player's color is added to the bottom of the mountain directly above that space. If the space already has a piece, the new piece goes underneath. If a player runs out of their own molehill pieces, they can remove pieces of their color from the tops of any mountains to complete their movement. If a mountain exceeds the maximum height for the current round, it topples, with pieces falling onto adjacent spaces, potentially causing chain reactions. The player who caused the topple decides the direction it falls. After all top cards are resolved, players continue resolving their next card in turn order until all four cards have been played.
Q4How is scoring calculated?
After all movement cards have been resolved for the round, players proceed to scoring. Each player checks which mountains they control. A player controls a mountain if their molehill piece is on the very bottom of that stack. For each mountain they control, they count every piece within that mountain as one point. These points are added to the player's score for the current round on the score sheet. After recording scores, all King of the Hill tokens are returned to the center of the play area. Players then determine who has the most of their own molehill pieces on the very tops of all mountains. That player gets to pick any one of the King of the Hill tokens for the next round. The player with the next most pieces on top picks from the remaining tokens, and so on. Ties are broken by the previous turn order.
Q5When and how does the game end?
The game concludes after the scoring phase of the sixth round. Players sum up their scores from all six rounds to get a final total. The player with the highest total score wins the game. In case of a tie for the highest score, the tied players compare who controls the most five-piece mountains. If still tied, they compare four-piece mountains, then three-piece, and so on, until the tie is broken. If a tie still cannot be broken, the tied players share the victory as the top tunnellers.
Q6What tips are there for beginners?
Pay close attention to the maximum height for mountains each round, as exceeding it causes them to topple. Use this to your advantage by strategically causing topples that benefit you or hinder opponents. Observe your opponents' card drafting and mole placements to anticipate their moves and plan your own stack of movement cards accordingly. Controlling the bottom piece of a mountain is crucial for scoring, so prioritize moves that secure this position. Don't be afraid to sacrifice some molehill pieces from your existing mountains if you need them for new movements, especially if it leads to controlling a more valuable mountain.
Q7How much does Mountains out of Molehills cost?
Mountains out of Molehills costs between 219 and 249 RON across Romanian stores.
Q8Where can I buy Mountains out of Molehills cheapest?
The lowest price for Mountains out of Molehills right now is 219 RON at Dragon Games. The Prices tab lists every store currently tracking it.
Q9How do you play Mountains out of Molehills?
Mountains out of Molehills is a animals game, for 2–4 players, taking ~45–60 minutes, featuring grid movement. Check the Rules tab for setup, gameplay, and scoring, or ask Trișache anything about Mountains out of Molehills — our AI assistant built by howtoplay.ro and trained specifically on board game rulebooks.
Q10How many players does Mountains out of Molehills support?
Mountains out of Molehills is played by 2–4 players.