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For complete instructions, see the official rulebook.


The objective of the game, as outlined in Trogdor's song, is to:

  • Burninate the countryside: flip all twenty-five tiles to the burninated side.
  • Burninate the peasants: remove all peasants from the board, whether by chomping or burninating them.
  • Burninate the thatched-roof cottages: set all three cottages aflame.

Once all three conditions have been met, the game ends in victory.


See Trogdor!! The Board Game Items for complete descriptions of game components.

Game Board

Place the twenty-five countryside tiles, unburninated side up, in a five-by-five grid. Players may use the board presets listed in the instruction booklet or come up with their own configurations. For easier play, place cottage and lake tiles on edges, and place the two tunnels far from each other. Once the board has been arranged, place a cottage meeple, unburninated side up, on each cottage tile, along with one peasant. Place Trogdor on the center tile, and place the two knights and the archer on different tiles.

Place the Troghammer and the flame helmet in their spaces on the Trog-meter. Fill the Trog-meter with the remaining four peasants.

Keepers of Trogdor

Each player will assume the role of one of the Keepers of Trogdor, granting them special abilities as described on the card. These abilities do not need to be recharged, and may be used only on the player's turn unless specified otherwise. Deal each player a Keeper card, either chosen or at random.

Items of Trogdor

Each player will have an item that may be used to perform a special action as described on the card. These actions may be used only on the player's turn, and must be recharged by satisfying the condition on the card before they can be used again. A player's item may only be recharged on their turn, and may not be used more than once per turn, regardless of recharge (though it may be used and recharged in the same turn). The Disk of Healing does not recharge and may only be used once per game. Deal each player an item card, either chosen or at random.

Action and Movement Deck

Players will draw from the action deck on their turn to determine the actions they can take. Seven of the action cards are Troghammer cards. Remove these from the action deck and set them aside; they will be shuffled in the first time Trogdor takes damage. Shuffle the action deck and deal one action card to each player.

The movement deck will be used to specify the movements of peasants, knights, and the archer. Shuffle the movement deck and place it where players can reach.

Any method may be used to determine who takes the first turn.


Each turn consists of two phases: one where the player controls Trogdor, and one where the countryside takes actions. Note that both phases are considered part of the current player's turn for the purposes of card text.

Phase 1: Trogdor's Actions

Draw an action card. You should now have two action cards in your hand, and must choose one to play and one to "bank" for a future turn. Each action card should specify a number of action points (AP) and a special action or ability that Trogdor is allowed for that turn. Note that these abilities are optional and do not need to be used.

If you draw a Troghammer card:

  • If the Troghammer is not yet in play, place it on the center tile.
  • If the Troghammer is in play, draw a movement card, and, ignoring all other information on the card, move the Troghammer along the movement path (damaging Trogdor and repairing cottages as in a normal knight movement).

If at any time the Troghammer lands on a tile occupied by a knight or archer, draw another movement card and move it again. After a Troghammer card has been drawn, discard it and draw a new action card.

Once you have chosen a card to play, you may take actions—up to the number of action points specified on your card. Actions are as follows:

  • Move one tile to the north, south, east or west. Trogdor does not have diagonal movement or wraparound movement unless granted by another card.
  • Chomp a peasant on the tile you currently occupy. Remove the peasant from the board and add it to the Trog-meter (Trogdor's health).
  • Hide on a mountain tile, rendering Trogdor invulnerable to the knights and archer during the next phase. Set Trogdor on his side to represent his hidden status. This action will end your turn.
  • Burrow from one tunnel tile to the other.
  • Burninate a tile, a peasant, or an eligible cottage.
    • Burninate a tile: Flip the tile Trogdor occupies to the burninated side. This does not effect any other pieces occupying the tile. Note that burninated tiles retain any special function they had previously.
      • The lake tile must be surrounded by burninated tiles on all four sides before it may be burninated. (This condition does not wrap around.)
    • Burninate a peasant on the tile Trogdor occupies: Crown the peasant with the flame helmet. Then draw a movement card, and, ignoring all other information on the card, move the peasant along the movement path, burninating each tile the peasant visits. If the peasant reaches the end of its path without being saved by the lake (see below), it is removed from the board and placed in the Void, not on the Trog-meter.
      • If the peasant visits an eligible cottage, the cottage is ignited.
      • If the peasant visits another peasant, the other peasant is ignited—complete the current peasant's movement and then draw a fresh movement card for the other one.
      • If the peasant visits the lake, the peasant is extinguished and the lake is left unharmed. (Note: if a peasant is burninated while already on the lake tile, it is extinguished immediately and the burnination has no effect.)
    • Burninate a cottage on the tile Trogdor occupies: In order to be eligible, a cottage's tile must be burninated, as well as the eight tiles surrounding it. Like the lake, this condition does not wrap around. If the cottage is eligible, you may burninate it by flipping the piece to its burninated side.
      • Note: cottages may be repaired by knights. If the tiles around a burninated cottage are repaired by peasants, the cottage is not automatically repaired, but it will make it more difficult to re-burninate if it does get repaired.
  • Pass and forfeit your remaining action points.

Phase 2: The Countryside's Movements

It's time for the countryside to fight back. Draw a movement card. All peasants, knights, and the archer have wraparound movement; that is, if they move off the edge of the board on one side, they reappear on the opposite side.

  • Observe the number of peasants (zero to four) in the top left of the card. Spawn peasants from the Trog-meter until the number of peasants on the board is greater than or equal to the number of peasants on the card. Note that health lost due to peasant spawning is not considered damage, and thus Trogdor cannot be killed by peasant spawning. Peasants can be placed on a cottage tile of your choosing, given the following rules:
    • No more than one peasant may occupy a cottage tile at a time.
    • A burninated cottage cannot spawn peasants.
    • If these conditions cannot be met, or if the Trog-meter is empty, no more peasants can be spawned. Peasants never spawn from the Void.
  • Move all peasants on the board one tile in the direction specified on the arrow. If the arrow is green, peasants repair the tiles they step onto. (Peasants do not repair cottages.)
  • Move the knights and the archer along the movement path. If a knight visits Trogdor's tile, Trogdor takes damage; move one peasant from the Trog-meter to the Void. If a knight visits a burninated cottage, that cottage is repaired. (Note that the Troghammer is a knight, and if he is in play, all rules applying to knights apply to him as well.)
  • At the end of the archer's movement, it fires arrows along its row or column, depending on the direction of its last move. If Trogdor is in this row or column, he takes damage. Note that arrows do not touch the archer's tile; if the archer is on Trogdor's tile when he shoots, Trogdor is not harmed.
  • Remember to shuffle the Troghammer cards into the action deck the first time Trogdor takes damage.

Trogdor's Fiery Rage

If Trogdor takes damage while the Trog-meter is at zero, he dies—or rather, he "rage-quits". Trogdor's Fiery Rage is a special endgame phase in which Trogdor has one last chance to beat the game in a blaze of glory.

Draw five movement cards, and, ignoring all other information on the card, move Trogdor along each movement path sequentially. Trogdor gains wraparound movement for this phase. Including his starting tile, Trogdor lays waste to everything he touches: tiles and cottages are burninated regardless of eligibility, peasants are removed (without triggering peasant burnination), and knights are killed (although the archer lives). If, by the end of the five movements, the win conditions have been met, Trogdor has achieved a "total table-flip victory". If not, "Trogdor [retires] in defeat, to burninate another day."

Strong Bad encourages players to end each game, regardless of the outcome, with a rousing "IT'S OVER!"

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