Overview
Discworld: Ankh-Morpork is a card-driven area control game set in Terry Pratchett’s Discworld. Lord Vetinari has disappeared, and players secretly vie for control of the city. Each player has a hidden Personality card with unique victory conditions. On your turn, play a card and follow its instructions, then refill your hand to 5.
Components
- Game board (city of Ankh-Morpork divided into 12 areas)
- 4 sets of 12 minion pieces (4 colors)
- 4 sets of 6 building pieces (4 colors)
- 12 trouble markers
- 4 demon pieces, 3 troll pieces
- 1 twelve-sided die
- 48 green-bordered Player cards, 53 brown-bordered Player cards
- 12 Random Event cards
- 7 Personality cards
- 12 City Area cards
- 35 silver coins ($1), 17 gold coins ($5)
- 4 Player Aid cards
Setup
- Each player selects a color and takes 12 minions + 6 buildings.
- Each player places 1 minion in The Shades, The Scours, and Dolly Sisters. Place trouble markers in these areas.
- Each player receives $10.
- Shuffle Personality cards; deal 1 to each player (keep secret). Set remainder aside.
- Shuffle brown Player cards and place face-down. Shuffle green Player cards and place on top.
- Deal 5 cards to each player.
- Shuffle Random Event cards; place as face-down deck.
- Place City Area cards face-up near the board.
Turn Structure
Starting with the first player, each player takes a turn:
- Play a card from your hand. Follow all instructions on the card (symbols and text).
- Cards may chain – some allow you to play additional cards.
- After finishing all card plays, draw cards to bring your hand to 5 (do not discard if you have more than 5).
- You may check your personality victory condition at any time on your turn and declare victory.
Actions
Cards contain symbols that trigger specific actions (in order, left to right):
| Symbol |
Action |
| Place Minion |
Place one of your minions in an area containing one of your minions. Also place a trouble marker there. |
| Assassinate |
Remove a minion from an area containing a trouble marker. |
| Build |
Pay the area’s building cost; place one of your buildings in an area where you have a minion and there is no trouble marker. |
| Take Money |
Take $n from the bank. |
| Play Another Card |
Play another card from your hand. |
| Random Event |
Draw and resolve a Random Event card. |
| Scroll (text) |
Follow the card’s specific text instructions. |
Trouble Markers
- Placed whenever a minion enters an area that already contains at least one other playing piece.
- Removed only by specific game effects.
- Buildings can only be placed in areas without trouble markers.
- Some assassinations require trouble markers present.
Scoring / Victory Conditions
Each player has a secret Personality with a unique win condition. Check at the start of your turn:
- Lord Vetinari: Have minions in a certain number of areas (varies by player count).
- Lord Selachii / Lord Rust / Lord de Worde: Control a certain number of areas (have more minions than any other player in that area, with no demons present).
- Dragon King of Arms: 8 or more trouble markers on the board.
- Chrysoprase: Accumulate $50+ in cash and buildings.
- Commander Vimes: If the card draw pile runs out, Vimes wins.
If no one has won when the draw pile is exhausted, the player with the most points (based on buildings, cash, and minions) wins.
Special Rules & Edge Cases
- Area control: You control an area if you have more minions there than any single other player AND no demons are present.
- Buildings: Each area can have at most one building. Costs vary ($6-$18). Buildings provide special abilities listed on City Area cards.
- Demons and trolls are placed via card effects and have special rules (demons prevent area control; trolls count as minions).
- Players cannot hide their money – all cash is public.
- Random Events use the 12-sided die to determine which area is affected.
- You may voluntarily choose not to perform an action on a card, except when the text says “must.”
Player Reference
| Area Building Costs |
$6 - $18 (varies by area) |
| Starting Money |
$10 per player |
| Hand Size |
5 cards |
| Trouble Marker Placed |
When a minion enters an area with existing piece(s) |
| Building Requirement |
Your minion in area + no trouble marker |
| Area Control |
Most minions, no demons present |