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THIS IS AN A.I. (Gemini) TRANSLATION FROM THE COMMENT SECTION TO BE IN PLACE UNTIL TRANSLATIONS ARE DONE..
==Overview==
JUST TO UNDERSTAND THE BASICS..


''Trök'' is a game of trading and passing cards to get combinations that you can exchange for upgrades and money. Either get 50 Aare (money) in one turn or the perfect combination of cards to win.


TRÖK: The Dwarven Trading Game
==Setup==


Trök is a traditional game played for millennia in the taverns of the Kingdom of Nidavellir. Since a Dwarf’s greed is only matched by their courage, your goal is to become the richest player. You must skillfully exchange equipment to obtain upgrades and legendary pieces to claim victory.
The gameboard contains the equipment (cards with pack), upgrade cards, and the Market, where three equipment cards are available for trade.
How to Win


The game ends at the end of a round if:
Above the gameboard are seven upgrade cards. These have different effects that can increase the value of certain cards or combinations.


A player has collected at least 50 Aare.
Each player is dealt a hand of 5 equipment cards.  


A player possesses the Perfect Combination: one of every equipment type plus an Arcane Stone.
==Gameplay==


Game Components
Each turn consists of four phases: gain cards from the Supply, trade/pass cards around (Trök), play a combination of cards to get Aare, and end of turn.


58 Equipment Cards: 11 Picks (val. 1), 10 Rations (val. 2), 9 Gloves (val. 3), 8 Lanterns (val. 4), 7 Armors (val. 5), 6 Helmets (val. 6), 5 Hammers (val. 7), and 2 Arcane Stones (Jokers).
====Supply====


27 Upgrade Cards.
Five equipment cards are dealt to each player. Any player with a Mine (upgrade card) gets an extra face-up card for each Mine.  


1 Market Board.
====Trök (trade)====


1 Trade Master Token.
Each player selects three cards that they own (whether in the hand, from a mine, or stored in a card) and places them to the right of their hand. These are the equipment available for trade. The player with the highest value of cards (the sum of the card values) becomes the trade-master. (Arcane Stone cards have a value of 10 points.)


Aare Coins: Values of 1, 5, and 10.
Each player (starting with the trade-master) will do one of the following actions:


The 4 Steps of a Round
Take a card from another player and put it into their hand.  
1. Supply (Approvisionnement)


Deal 5 Equipment cards face down to each player.
Swap a player's card with one in the Market, then put the Market card into their hand.  


Place one Equipment card face up in front of every Mine a player owns.
The player who was targeted now does the same thing (take a card from another player or swap with the market). Play proceeds like this until no face-up cards remain. If a single player still has face-up cards but no one else does, that player can either take them back into their hand or swap cards with the market.


Your hand consists of the 5 cards dealt + Mine cards + cards stored in Carts.
If this phase ends with the trade-master having six cards and another player having four, the trade-master must choose a card to give to that player so that all players have 5 cards.


2.
Special: If there are ever three of the same cards in the market, those cards are discarded and replaced with three new ones. The player who achieved this gets 3 Aare.
Trök (The Exchange)


Each player chooses 3 cards from their hand and places them face down.
====Combination====


Reveal the cards and sum their values (Arcane Stones = 10 points).
Starting with the trade-master, each player shows a combination of cards, then discards them. Combinations are:


The highest total becomes the Trade Master and takes the token.
For Aare: 3 or more identical cards. A combination of three earns the number of Aare of the card's value. Each additional card in the combo earns 3 more Aare.  


The Trading Loop: The Trade Master takes one card from an opponent's revealed set. They can either keep it or swap it for a card in the Market. The player who just lost a card is the next to choose from the remaining revealed cards.
For upgrades: 3 or more non-identical cards (no repeats). For each card, you have the option of taking an upgrade from the first slot and onward (left-to-right). For example, if you play a combo of 4, you can select any upgrade from the first four in the display. The chosen upgrade goes into effect immediately and does so for the rest of the game. All other cards in the display slide over to fill the space. You can only get one upgrade per turn.  


3.
Two things to remember:
Combination
Arcane Stones (blue with a ? for value) are wild cards. They can substitute for any equipment card of your choice.


In turn order, you may present sets from your hand to gain rewards:
The same equipment card cannot be used in two different combinations.


Identical Set (3+ cards): Earn Aare equal to the equipment value. Each additional card beyond the third adds +3 Aare.
====End of Turn====


Different Set (3+ cards): Take an Upgrade card from the market row. If you use X different cards, you can choose from the first X cards in the row.
The display of upgrade cards is replenished.  


4.
Any "end of turn" effects from upgrades are activated.
End of Turn


Discard ALL unused cards (unless you have a Cart to store one).
Any unused cards are discarded (or put into Carts, if available).  


Activate "End of Turn" effects on your cards.
==How to Win==


Refill the Upgrade row to 7 cards.
There are two ways to win:


'''Have 50 Aare at the end of a turn.''' If more than one player has 50 Aare, the richest wins.


'''Show the "perfect combination" by the end of the turn.''' The perfect combination is all 7 different equipment cards plus an Arcane Stone. Wild Arcane Stones or upgrades that turn cards into Arcane Stones can be used to reach this combination.


Key Upgrade Abilities
==Upgrade Cards==


Mine: Get 1 extra Equipment card during Supply.
====Facilities====


Filon (Vein): Allows you to treat a Pick (val. 1) as an Arcane Stone Joker.
The upgrade deck contains 5 Mines, 5 Veins, and 5 Carts.


Cart (Chariot): Store 1 Equipment card to keep for the next turn.
{| class="wikitable" style="width:auto;" border="2"
! Name !! Phase of Effect !! Effect
|-
! Mine
| Supply || Receive one additional card face-up.
|-
! Vein
| Combination || For each Vein, a single Pickaxe [[card|1]] card is considered an Arcane Stone.
|-
! Cart
| End-of-turn || Store one discarded equipment card face-up. Arcane Stones cannot be stored.
|}


Grid: Adds +3 to your trade bid and earns 1 Aare every end of turn.
====Dwarves====


Dwerg Mother/Father: Earn Aare based on how many Dwarves or structures you own.
{| class="wikitable" style="width:auto;" border="2"
! Name !! Phase of Effect !! Effect
|-
! Aegur
| Combination || For identical card combinations, each card after the first 3 is worth 5 Aare instead of 3.
|-
! Astrid
| End-of-turn || Gain 2 Aare for each {{Text|green|c=green}} card in the Market.
|-
! Dagda
| Combination || The base value for a combination of 3 identical {{Text|green|c=green}} is 7 Aare. Additional cards are still worth 3.
|-
! Grid
| Trök/End-of-turn || Add 3 to the sum of your cards when determining trade-master. Also, gain 1 Aare at the end of each turn.
|-
! Idunn
| Combination || If you play a run of 5 cards for a combination, take 2 upgrades instead of 1 (from the first five cards).
|-
! Kraal
| Combination || The base value for a combination of 3 identical {{Text|red|c=firebrick}} is 10 Aare. Additional cards are still worth 3.
|-
! Mére Dwerg
| End-of-turn || Gain 1 Aare for each dwarf you have (including this one).
|-
! Pére Dwerg  
| End-of-turn || Gain 1 Aare for each facility (Mines, Veins, and Carts) you have.
|-
! Skaa
| Combination || A combination of 3 non-identical cards makes all upgrade cards in the display available.
|-
! Thrud
| Trök || Gain 2 Aare every time the Market is renewed because of 3 identical cards (including if you were the cause).
|-
! Ylud
| End-of-turn || Gain 3 Aare for each {{Text|red|c=firebrick}} card in the Market.
|-
! Zoral
| End-of-turn || Gain 1 Aare for each Pickaxe {{card|1}} currently in the Market.
|}

Latest revision as of 21:43, 1 April 2026

Overview

Trök is a game of trading and passing cards to get combinations that you can exchange for upgrades and money. Either get 50 Aare (money) in one turn or the perfect combination of cards to win.

Setup

The gameboard contains the equipment (cards with pack), upgrade cards, and the Market, where three equipment cards are available for trade.

Above the gameboard are seven upgrade cards. These have different effects that can increase the value of certain cards or combinations.

Each player is dealt a hand of 5 equipment cards.

Gameplay

Each turn consists of four phases: gain cards from the Supply, trade/pass cards around (Trök), play a combination of cards to get Aare, and end of turn.

Supply

Five equipment cards are dealt to each player. Any player with a Mine (upgrade card) gets an extra face-up card for each Mine.

Trök (trade)

Each player selects three cards that they own (whether in the hand, from a mine, or stored in a card) and places them to the right of their hand. These are the equipment available for trade. The player with the highest value of cards (the sum of the card values) becomes the trade-master. (Arcane Stone cards have a value of 10 points.)

Each player (starting with the trade-master) will do one of the following actions:

Take a card from another player and put it into their hand.

Swap a player's card with one in the Market, then put the Market card into their hand.

The player who was targeted now does the same thing (take a card from another player or swap with the market). Play proceeds like this until no face-up cards remain. If a single player still has face-up cards but no one else does, that player can either take them back into their hand or swap cards with the market.

If this phase ends with the trade-master having six cards and another player having four, the trade-master must choose a card to give to that player so that all players have 5 cards.

Special: If there are ever three of the same cards in the market, those cards are discarded and replaced with three new ones. The player who achieved this gets 3 Aare.

Combination

Starting with the trade-master, each player shows a combination of cards, then discards them. Combinations are:

For Aare: 3 or more identical cards. A combination of three earns the number of Aare of the card's value. Each additional card in the combo earns 3 more Aare.

For upgrades: 3 or more non-identical cards (no repeats). For each card, you have the option of taking an upgrade from the first slot and onward (left-to-right). For example, if you play a combo of 4, you can select any upgrade from the first four in the display. The chosen upgrade goes into effect immediately and does so for the rest of the game. All other cards in the display slide over to fill the space. You can only get one upgrade per turn.

Two things to remember: Arcane Stones (blue with a ? for value) are wild cards. They can substitute for any equipment card of your choice.

The same equipment card cannot be used in two different combinations.

End of Turn

The display of upgrade cards is replenished.

Any "end of turn" effects from upgrades are activated.

Any unused cards are discarded (or put into Carts, if available).

How to Win

There are two ways to win:

Have 50 Aare at the end of a turn. If more than one player has 50 Aare, the richest wins.

Show the "perfect combination" by the end of the turn. The perfect combination is all 7 different equipment cards plus an Arcane Stone. Wild Arcane Stones or upgrades that turn cards into Arcane Stones can be used to reach this combination.

Upgrade Cards

Facilities

The upgrade deck contains 5 Mines, 5 Veins, and 5 Carts.

Name Phase of Effect Effect
Mine Supply Receive one additional card face-up.
Vein Combination For each Vein, a single Pickaxe 1 card is considered an Arcane Stone.
Cart End-of-turn Store one discarded equipment card face-up. Arcane Stones cannot be stored.

Dwarves

Name Phase of Effect Effect
Aegur Combination For identical card combinations, each card after the first 3 is worth 5 Aare instead of 3.
Astrid End-of-turn Gain 2 Aare for each green card in the Market.
Dagda Combination The base value for a combination of 3 identical green is 7 Aare. Additional cards are still worth 3.
Grid Trök/End-of-turn Add 3 to the sum of your cards when determining trade-master. Also, gain 1 Aare at the end of each turn.
Idunn Combination If you play a run of 5 cards for a combination, take 2 upgrades instead of 1 (from the first five cards).
Kraal Combination The base value for a combination of 3 identical red is 10 Aare. Additional cards are still worth 3.
Mére Dwerg End-of-turn Gain 1 Aare for each dwarf you have (including this one).
Pére Dwerg End-of-turn Gain 1 Aare for each facility (Mines, Veins, and Carts) you have.
Skaa Combination A combination of 3 non-identical cards makes all upgrade cards in the display available.
Thrud Trök Gain 2 Aare every time the Market is renewed because of 3 identical cards (including if you were the cause).
Ylud End-of-turn Gain 3 Aare for each red card in the Market.
Zoral End-of-turn Gain 1 Aare for each Pickaxe 1 currently in the Market.