AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
Glen More is a tile-placement and resource-management game for 2-5 players set in the Scottish Highlands. Players build a personal territory of tiles representing villages, castles, pastures, fields, forests, lochs, and special locations. The game uses a unique rondel-style turn order where the player furthest behind on the track always takes the next turn, creating tension between taking powerful tiles further ahead and maintaining more frequent turns. Three scoring rounds compare players’ whisky barrels, chieftains, and special location cards, with points awarded based on the difference from the player with the fewest. The game ends when the fourth tile stack runs out.
The active player is always the player whose figure is furthest back on the track (ties: the player on the lower-numbered space). Each turn:
Move your figure forward to any tile-occupied space on the track. Take that tile. The further you move, the longer before your next turn.
Place the tile in your personal display (your “territory”):
Activate the newly placed tile and all tiles orthogonally adjacent to it:
Draw a new tile from the current stack and place it at the end of the track (the space just vacated or the next empty space).
Yellow and green bordered tiles produce one resource when activated. Each tile holds a maximum of 3 resource cubes.
Brown tiles convert resources into victory points through various recipes (e.g., butcher converts cattle to VP, grocer converts grain to VP).
Grain is placed on a field tile. When a distillery activates, grain converts to whisky barrels. Whisky scores during scoring rounds.
Players may buy resources from the warehouse by spending coins (1-3 coins depending on supply). Players may sell resources back for coins from the highest occupied row.
Gray tiles provide movement points to reposition clan members across your territory. Clan members are needed adjacent to newly placed tiles.
Three scoring rounds occur when each of the first three tile stacks runs out. In each scoring round, compare three categories:
For each category, find the player with the fewest. Every other player scores victory points equal to the difference between their count and the minimum. (The player with the fewest scores 0.)
After the fourth stack runs out, a final scoring round occurs plus:
The player with the most victory points wins.
13 special location cards provide unique advantages:
A special die is used. After each turn, roll the die and remove the indicated tile from the track, keeping the track from becoming too full.
The rondel mechanism means a player can take multiple consecutive turns if they remain furthest behind. Conversely, jumping far ahead for a powerful tile means waiting longer.
Turn Structure:
Scoring Rounds: After stacks 1, 2, and 3 deplete
Final Scoring: After stack 4 depletes
Key Numbers: | Item | Value | |——|——-| | Starting coins | 6 | | Starting clan members | 1 | | Max resources per production tile | 3 | | Tile stacks | 4 | | Special location cards | 13 | | Tile excess penalty | -3 VP each |