Trogdor: The Board Game is a 30 minute game
for 1-6 players in which you take turns controlling
the Burninator himself, Trogdor.
Burninate the countryside, the peasants, and
the thatched roof cottages to win the game!
Take the role of the cult of hooded creepos,
the Keepers of Trogdor, in this cooperative
game of destruction.
In Trogdor: The Board Game, players take turns
controlling Trogdor’s actions through their
member of the Keepers of Trogdor.
At the start of the game, each player will
have chosen a Keeper of Trogdor and an Item
of Trogdor, which grant you special abilities.
Players also start with an action card from
the deck, which gives Trogdor action points
and other abilities.
The players win the game if all four of the
following conditions are met at the same time:
every tile of the countryside is burninated;
all three cottages are burninated; no peasants
remain on the board; and Trogdor is not defeated.
But be careful – if Trogdor takes damage while
no peasants remain on the Trog-Meter, you
lose the game!
There are two phases to each player’s turn:
Trogdor’s Actions, and the Board’s Actions.
During the first phase, draw an action card
from the deck and place it next to your current
action card. Choose one of your two cards
to play, then discard it.
If you don’t like a card, you can discard
it to get 5 Action Points, instead of using
that card’s special ability.
Next, use your action points in one of six
ways: Move, Chomp, Burrow, Hide, Burninate,
To Move, Trogdor takes one step to an adjacent
tile to the north, east, south, or west – not
diagonally, unless a card says you can.
If Trogdor steps onto a tile with a knight,
he takes one point of damage.
To Chomp, remove a peasant from the tile Trogdor
is standing on and place it in the Trog-Meter.
This is how Trogdor regains health.
To Burrow, move Trogdor from one Tunnel tile
to the other.
To Hide, lay Trogdor down while standing on
a Mountain tile. For the rest of the turn,
Trogdor can’t be hurt by Knight and Archer
Trogdor can burninate an unburninated tile,
cottage, or peasant. You have to be on the
same tile as the thing you are burninating.
To burninate a tile, flip it over.
The Lake can only be burninated if the tiles
to its north, east, south, and west are also
If the lake is along an edge, you don’t
have to burninate as many tiles.
To burninate a cottage, flip it over. This
can only be done if the cottage tile and ALL
adjacent and diagonal tiles are also burninated.
Just like with the lake, a cottage on an edge
requires fewer tiles to be burninated.
Certain action cards allow Trogdor to burninate
from a distance.
You can ignore regular burninating restrictions
with these cards.
However, these cards only apply to tiles,
unless it says otherwise on the card.
To burninate a peasant, start by crowning
it with the Flame Helmet. This is an important
part of the ceremony – do not skip it.
Draw a card from the movement deck and use
the movement path on the right. The flaming
peasant moves along that path, burninating
every tile along the way if able, including
its starting tile. At the end of its movement,
return the flame helmet to the Trog-Meter,
and place the peasant in the void. Peasants
in the void do not return to play, meaning
Trogdor cannot recover that health, so burninate
If the flaming peasant runs into the lake,
the peasant stops its movement and survives.
If the flaming peasant runs into a cottage,
the cottage becomes burninated if its tile
and the surrounding tiles are also burninated.
If the flaming peasant ends its movement on
an ALREADY burninated cottage, draw a new
movement card and ignite him again!
If the flaming peasant runs into a tile with
another peasant, that peasant also burninates,
even if they both started on the same tile.
Turn the second peasant on its side. When
the previous peasant is done with its burnination,
flip the other one back up and crown it with
the Flame Helmet. Draw a new movement card
for any newly burninated peasants, and be
sure to deal with their movements one at a
If you have unspent action points but would
like to end your turn, you can pass.
In the second phase of a player’s turn,
the board takes actions. Don’t forget that
this phase is still part of a player’s turn,
so any effects that happen during that player’s
turn are still in effect. It is also important
to note that all meeples except Trogdor have
wraparound movement – meaning if they leave
the board from one side, they appear on the
First, draw a movement card. Spawn peasants
by consulting the image in the top left of
Top-up the board until it has the same number
of peasants as the card, by placing peasants
from the TrogMeter on unoccupied unburninated
cottages. If there aren’t enough unoccupied
unburninated cottages, you don’t add those
peasants. If there are more of those cottages
than there are peasants that need to be added,
you can choose which of those cottages the
peasants spawn on.
Next, move all peasants on the board one tile
in the direction shown on the bottom left
of the movement card you drew for this phase.
If the movement card says move AND repair,
the peasants unburninate any burninated tiles
they land on (but not cottages).
Next, move the knights according to the movement
path to the right of the card you drew for
this phase, one at a time. If a knight starts,
stops, or moves through a tile with a burninated
cottage, the knight repairs the cottage to
its unburninated state. If a knight enters
Trogdor’s tile or vice versa, Trogdor takes
one point of damage. Move one peasant from
the Trog-Meter onto the Void.
If the Trog-Meter has no Peasants when you
try to remove a Peasant, the damage defeats
You do not take damage for starting a turn
in the same tile as a knight.
Trogdor takes no damage if he used an action
Lastly, move the archers according to the
same movement path as the knights. Instead
of dealing damage by touching Trogdor’s
tile, the archers shoot arrows both forward
and backward when their movement stops, based
on the direction of the last step they took.
If Trogdor is in the line of fire, he takes
a point of damage.
The arrow’s path does not include the archer’s
tile. Again, Trogdor takes no damage if he
used an action to hide.
When Trogdor takes his first point of damage,
shuffle the 7 Troghammer cards into the action
deck. The Troghammer acts as a third knight
that can potentially move on Trogdor’s phase,
as well as the board’s phase.
When you draw a Troghammer card for the first
time, place the Troghammer on the center tile.
If the Troghammer is already in play when
you draw a Troghammer card, move him by immediately
drawing a movement card and taking the path
shown. This could happen multiple times on
the same turn.
The Troghammer also moves on the board phase
using the same rules as the knights.
If the Troghammer spawns on or stops on a
tile with a knight or archer, move him again.
Trogdor starts with four peasants on his Trog-Meter,
representing his health. If Trogdor chomps
a peasant, he gains health. Move that peasant
from the board to the Trog-Meter.
When Trogdor takes damage, move one peasant
from the Trog-Meter to the void. Losing a
peasant when it spawns onto the board is not
damage, so the effects that are triggered
by damage – such as adding the Troghammer
cards to the deck, or Trogdor’s defeat – are
not triggered when a peasant spawns.
Trogdor is defeated when he takes damage from
a knight or archer while at zero health, or
when all players have no action cards remaining.
Instead of losing the game immediately, Trogdor
first goes into a fiery rage, which is a final
chance at complete burnination.
When Trogdor enters his fiery rage, draw five
movement cards, and move Trogdor along their
movement paths one card at a time. During
his movement, anything he touches – including
whatever is on his starting tile – is burninated.
Normal restrictions for burninating the lake
and cottages are removed during Trogdor’s
fiery rage, and any peasants that are burninated
during this rage are instantly removed from
the game. If Trogdor succeeds in burninating
the countryside, peasants, and cottages during
this rage, then the players are victorious.
Otherwise, Trogdor rage quits and you lose
Here are some special rules and reminders.
Cottage tiles burninate the same as any other
Cottages stay burninated when the surrounding
tiles get unburninated.
There are tiles that contain flowers, forests,
stumps, and trees that are referred to on
some cards, which otherwise are normal tiles.
If a card refers to an “empty” tile, it
means a tile that contains no pieces – no
knights, Troghammer, archer, peasants, cottages,
All tiles retain their abilities, even when
The abilities of your keeper and item cards
can ONLY be used on your turn, in either of
the two phases. Keeper abilities are always
available to you, but most items need to be
recharged. This recharge condition MUST be
met on your turn, not another player’s turn.
An item can only be used once per turn, but
could be recharged the same turn that it’s
Some cards were made by Strong Bad and “were
not playtested”. These may break the game,
so only use them if all players agree to it!
To begin a game of Trogdor: The Board Game,
make a 5×5 grid of unburninated countryside
There are six suggested maps of different
difficulties in the rulebook, or, you can
make your own or randomly distribute them.
Place the 2 knights and the archers on the
board – either in the predetermined spot from
the suggested maps, or in a place of your
choosing. Place the three thatched roof cottages
unburninated side up on the cottage tiles,
and place 1 peasant in each of those tiles.
Place the Trog-Meter closeby, with the remaining
4 peasants, the Troghammer, and the Flame
Helmet. Set aside the 7 Troghammer cards,
and shuffle the remaining action cards to
form the action deck, and the movement cards
to form the movement deck. Place the void
Pick a Trogdor meeple and place it in the
Each player picks a Keeper of Trogdor and
an Item of the Keepers of Trogdor, and draws
one action card. Pick a player to start.
We’re Games Explained, and that’s how to play
Trogdor: The Board Game.