Elfenland

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Elfenland is a route-planning and hand-management game where young elves race to visit as many towns as possible across Elfenland using various forms of transportation: dragons, unicorns, giant pigs, elfcycles, troll wagons, magic clouds, ferries, and rafts. Players place transportation counters on roads and then play matching travel cards to move along those routes. After 4 rounds, the elf who has visited the most towns wins.

Components

Setup

  1. Place Round Cards stacked 1 on top through 4 on bottom in the top-right corner.
  2. Separate Transportation Counters from Obstacles. Shuffle counters face down in a pile; turn 5 face up.
  3. Each player takes a Transportation Chart and one Obstacle.
  4. Oldest player receives the Starting Player Card.
  5. Each player takes an Elf Boot and 20 Town Pieces of one color. Place all boots in Elvenhold. Place Town Pieces on each of the other 20 towns.
  6. Set Town Cards aside (variant only).

Turn Structure

Each round consists of 6 phases:

Phase 1: Deal Travel Cards

Shuffle all Travel Cards. Deal until each player holds 8 cards.

Phase 2: Draw Secret Transportation Counter

Starting with the Starting Player, each player draws 1 face-down counter and keeps it secret.

Phase 3: Draw Additional Counters

Starting with the Starting Player, each player draws 1 counter (face up or face down) and places it face up in front of them. Repeat until each player has drawn 3 counters (4 total with the secret one). When taking a face-up counter, immediately flip a face-down one to replace it (always 5 face up). Maximum 5 counters per player.

Phase 4: Plan Travel Routes

Starting with the Starting Player, players take turns placing one Transportation Counter face up on a road (one counter per road). A counter must be suitable for that road’s terrain type (per the Transportation Chart). Instead of a counter, a player may place their Obstacle (once per game, on a road that already has a counter; not on rivers/lakes). Players may pass; if all pass consecutively, the phase ends.

Phase 5: Move Elf Boots

Starting with the Starting Player, each player moves their boot along roads/rivers, collecting Town Pieces from each town visited. Requirements:

Phase 6: Finish the Round

Actions

Transportation Requirements by Terrain

Transport Plains Woods Desert Mountains
Dragon 1 card 2 cards 1 card 1 card
Unicorn 1 card 2 cards 1 card
Giant Pig 1 card 1 card
Elfcycle 1 card 1 card 2 cards
Troll Wagon 1 card 2 cards 2 cards 2 cards
Magic Cloud 2 cards 1 card 1 card
Raft River only: 1 card downriver, 2 cards upriver/lake      

”–” means that transport type cannot use that terrain.

Special Moves

Scoring / Victory Conditions

The game ends after 4 rounds. The player who collected the most Town Pieces wins. Tiebreaker: most Travel Cards remaining in hand.

Early victory: If a player collects all 20 Town Pieces before the end of round 3, they win immediately.

Special Rules & Edge Cases

Player Reference

Phase sequence: Deal Cards > Draw Secret Counter > Draw Additional Counters > Plan Routes > Move Boots > Finish Round

Hand limit: 8 cards at start of round, 4 cards at end of movement

Counter limit: Maximum 5 per player

Obstacle: Once per game, on a road with an existing counter, adds +1 card cost

Caravan: 3 any cards (4 with obstacle) instead of matching cards, roads only

Winning: Most Town Pieces after 4 rounds (tie: most cards in hand)