How to Play Dwarf Party
A goofy dwarven mine-romp in the spirit of Mario Party. Two to six dwarves stomp around a four-quadrant grid, rolling dice, collecting gems, triggering landmarks, and brawling in fast mini-games. After ten rounds, gold and gems convert to Victory Points and three bonus awards pay out. Most VP wins.
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Dwarf Party is a board game in the Mario Party tradition: roll a die, walk that many squares, and react to whatever tile you land on. Over ten rounds, dwarves accumulate gold and gems, restore dormant landmarks, and brawl in mini-games. At the end, gold and gems convert to Victory Points and three end-game bonus awards pay out. Most VP wins.
Designed for fast, chaotic, social play. There's no perfect strategy — the dice and mini-games make sure of that.
Setup
Choose 2–6 dwarves and a round count (default 10). Every dwarf starts at the Hub (the central crossroads) with 10 gold and no gems.
Online multiplayer is the primary mode — host a room, share the code, friends join from their own devices. Local pass-and-play on a single device is also supported for in-person sessions.
The Mine
The board is a grid divided into four quadrants, each themed around a gem type:
- Diamond Vault (NW) — diamonds, vaults, the riskiest landmarks
- Ruby Forge (NE) — rubies, forges, fire
- Emerald Grove (SW) — emeralds, the gold quadrant
- Amethyst Cavern (SE) — amethysts, mystic landmarks
The Hub sits at the center. Tunnels link distant parts of the map. Forks appear during movement — pick a path, no take-backs.
Your Turn
- Roll the die. 1d6 by default; certain gem effects can modify the result.
- Walk N squares using arrow keys or on-screen buttons. Stopping early is allowed only if a fork appears.
- Trigger your landing tile (see Tile Types below).
- Play passes to the next dwarf. After all dwarves have moved, mini-games may trigger.
Tile Types
| Tile | Effect |
|---|---|
| 💰 Gold | Gain a small amount of gold (typically +2 or +3). |
| 🪙 Rich | Gain a larger gold reward. |
| 🍺 Ale | Gain a beer token. Beer affects certain mini-games and end-game bonuses. |
| ⛏️ Cave-In | Lose 2 gold. A 💙 Sapphire absorbs the loss. |
| 👹 Goblin | The Mine Goblin appears — typically steals gold. Sapphire absorbs. |
| 🎲 Wild | Draw a random Wild card. Effects range from minor blessings to chaos. |
| 💎 Shrine | Buy a gem matching the quadrant. Gems are permanent and grant ongoing effects. |
| 🏦 Landmark | Activate a quadrant landmark (Anvil, Forgemaster, etc.). |
| 🌀 Tunnel | Teleport to the linked tunnel on the other side of the mine. |
Gold & Gems
Gold is the in-game currency. You earn it from tiles, mini-games, landmark activations, and Wild draws. You spend it on gems and landmark services. At the end of the game, gold converts to Victory Points at a randomized rate (10–20 gold per 1 VP), fixed once at the start of the final tally.
Gems are bought at Shrines or via the Trader. Each gem has both a passive in-game effect and a fixed VP value at end-game. There are six gem types:
| Gem | Cost | VP | Effect |
|---|---|---|---|
| 💎 Diamond | 25g | 15 VP | Pure score — no in-game effect, all value is end-game VP. |
| 💜 Amethyst | 18g | 5 VP | Minimum 7g per placement mini-game (your low-place finishes can't pay less than 7g). |
| ❤️ Ruby | 12g | 4 VP | Finishing 1st in a mini-game steals 3g from a chosen opponent. |
| 💚 Emerald | 15g | 4 VP | +1g after each move. |
| 💛 Topaz | 15g | 3 VP | +1 to all your dice rolls. |
| 💙 Sapphire | 8g | 3 VP | One-time: cancels the next negative tile or Wild event you hit. |
Each Sapphire is one-shot (consumed when it absorbs a hit). Other gems' effects stack with multiple copies. Different gem types contribute to the Collector bonus (if it's drawn that game).
Mini-Games
Periodically between rounds, the mine triggers a mini-game. Most reward gold or beer to the winner. The current build contains 14 live mini-games and 6 placeholders that aren't picked yet. Three live games are local-only (excluded from online matches) — those are marked below.
Live Mini-Games
| Mini-Game | Type | Premise |
|---|---|---|
| 🃏 Dwarven Run | Card | A compressed Run Out poker round — flop, pick 2 cards, turn + river, best 5-card hand wins. |
| 🪢 Beard Tug | Team Wager | Teams of 2 or 3 form. Each player wagers 3–12g. Bigger team pool = bigger win odds; the pot splits equally among winners. |
| ⛏ Gem Grab | Reflex · Local only | Dig 9 rock piles in 7 seconds — each cracked spot reveals 0–4 gems. Most gems wins. |
| 🚌 Irish Poker | Card · Pure-luck | "Ride the bus." Guess four properties of your hidden cards in sequence — get one wrong and chug. |
| 🍺 Ale Auction | Bidding | Bid on a barrel of unknown gold value. Highest bidder pays their bid and takes the barrel. |
| 🤠 Quickdraw Cavern | Bidding · Duel | Round-robin duels. Bid 1–100 to trade aim accuracy for draw speed. |
| 🕳️ Mine Hideout | Hidden Role · 1-v-many · Local only | Hiders each pick one of 9 nooks. The seeker searches 4. Survive to win. |
| 🍺 Chug-a-Mug | Reflex · Drinking · Local only | Mash to chug. Most drinks earns the most beer tokens (and feeds the Drunkard bonus). |
| 🤝 Tunnel Trust | Game Theory · Pairs | Prisoner's Dilemma in pairs. Dig (cooperate) or Drink (defect) — payouts depend on what your partner picked. |
| ♠️ Mine Cart Blackjack | Card · Risk | Wager 1–10g. Hit or stand to get closest to 21 without busting. Closest takes the pot. |
| 💰 Treasure Split | Game Theory · Ultimatum | One player proposes a split of 10g. The responder accepts (both keep their share) or rejects (both get nothing). |
| 🪙 Mining Feast | Game Theory · Commons | Take 0, 2, 5, or 10g from a 20g shared pot. If everyone's combined take exceeds 20g, the feast collapses and no one gets anything. |
| ⛏ Outpost Claim | Strategy · Allocation | Split your crew across 3 shafts. Compete to control the most shafts. |
| 🛢️ Barrel Stash | Hidden Role · 1-v-many | Hiders stash 5–10g across 9 barrels. The seeker checks 4 barrels and pockets whatever's inside; unfound gold doubles and goes back to the hiders. |
Coming Soon
These mini-games appear in the design but aren't yet drawn at the table — the engine treats them as stubs and won't pick them. They'll move into the live list as they're built:
- Cart Smash (Reflex) — outrun runaway mine carts
- Ore Sort (Puzzle) — sort the conveyor belt against the clock
- Mine Maze (Puzzle) — find the exit fastest
- King of the Mine (Strategy) — pick a shaft; loners get a multiplier
- Snoring Giant (Timing) — tip-toe across without waking him
- Mine Investment (Game Theory · Public Goods) — contribute 0–3g; pot ×1.5 splits equally
End-Game Bonuses
At the end of the final round, three bonus awards are paid out. Drunkard is always one of them; the other two are drawn randomly from the remaining six bonuses below. Each award gives the winner 5 VP. Ties split the VP (each tied player gets max(1, round(5 / N))). If no one qualifies (e.g. no one stole any gold for the Reaver bonus), that award is skipped.
| Bonus | Awarded for | Always? |
|---|---|---|
| 🍺 Drunkard | Most beer consumed | Always awarded |
| 🏆 Mini-Game Master | Most 1st-place finishes across all mini-games | Random pool |
| 💰 Coin Hoarder | Highest peak gold reached during the game | Random pool |
| 🚶 Wanderer | Most squares moved | Random pool |
| 🎲 Lucky Beard | Most Wild tile landings | Random pool |
| ⚔ Reaver | Most gold stolen from rivals | Random pool |
| 💍 Collector | Most distinct gem types owned | Random pool |
Winning
The winner is the dwarf with the highest Victory Point total, summed from three sources:
- Gold → VP. Gold converts at a rate set at the start of the final tally — somewhere between
10g = 1 VPand20g = 1 VP, picked randomly each game. You don't know the rate while you're playing, so banking too tightly is a real risk. - Gems → VP. Each gem has a fixed VP value (Diamond 15, Amethyst 5, Ruby 4, Emerald 4, Topaz 3, Sapphire 3). Multiple copies of a gem stack.
- Bonus awards → VP. Three end-game bonuses pay 5 VP each (Drunkard + 2 random others, see above).
The dwarf with the highest total wins the mine.
Strategy Tips
Glossary
- Victory Points (VP)
- The end-game scoring currency. Comes from gold conversion, gem values, and bonus awards. Highest VP wins.
- Gold rate / goldRate
- The gold-to-VP conversion ratio, fixed at the start of the final tally. Randomized between 10g and 20g per 1 VP each game.
- Hub
- The central crossroads where all dwarves start. Returning to the Hub mid-game has no effect.
- Quadrant
- One of four themed sections of the mine (Diamond Vault, Ruby Forge, Emerald Grove, Amethyst Cavern). Each has its own gem and landmarks.
- Dormant landmark
- A landmark that has been used or shut down by a Wild effect. The Forgemaster can reactivate it.
- Wild tile
- A tile that triggers a random card from the Wild deck. Effects range from blessings to disasters.
- Beer token
- A countable resource gained from Ale tiles and Chug-a-Mug. Affects certain mini-game outcomes and the Drunkard bonus.
- Peak gold
- The highest gold total you held at any point during the game (tracked for the Coin Hoarder bonus, if it gets drawn).
Frequently Asked Questions
Is online multiplayer available?
Yes — online is the primary mode. The host creates a room, shares the 6-character code, and friends join from their own devices. Local pass-and-play on a single device is also available if you'd rather play in person.
How long does a game take?
About 45–75 minutes for 4 players at 10 rounds. More dwarves and more rounds means longer.
Can I play with just 2 dwarves?
Yes. Mini-games scale down — team games become 1v1, public-goods games still work. Two-dwarf duels are faster and more cutthroat.
What happens if I run out of gold?
You can hit zero — you just can't go negative. Some effects will simply do nothing if you can't pay. Cave-Ins clamp to zero, not negative.
How do I get a gem?
Land on a 💎 Shrine tile in the matching quadrant. Each gem has its own cost (typically 6–10 gold).
Will more mini-games be added?
Yes. Six are designed but not yet implemented (Cart Smash, Ore Sort, Mine Maze, King of the Mine, Snoring Giant, Mine Investment). They’ll move into the live pool as they’re built, and entirely new minis may be added too.
Ready to grab a pickaxe?
Round up 1–5 friends, fire up the mine, and let the dice decide.
Play Dwarf Party