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Dorfromantik: The Board Game board game box image

Top 79 · #14 of 60 in Family

Dorfromantik: The Board Game

A cozy tile-placement game based on a popular video game, where you work together to build a village landscape while completing tasks. The 2023 Spiel des Jahres winner, its appeal lies in free-form terrain connections with no single right answer.

My collection
👥 1–6 players age 8+⏱️ 60–90 min🎯 weight 2/5
FamilyCo-opAbstract & puzzle

Rules

Connect landscape tiles to build a village scene and complete residents' tasks at exactly the right size — a cooperative tile-placement game. Tasks, Flags, and your longest Track and Stream all add to your score.

Edition: Base game (official Pegasus Spiele English rulebook v1.1, 2023)Checked against one official rulebook · other edition pending

Components and the five landscape types

ComponentCountNotes
Landscape tiles48Show 1–2 of Forest, Grain, Village, Stream, Track, plus some with a Grade Crossing, Sheep (2 per tile), or Flag
Task tiles255 Task types — Forest, Grain, Village, Track, Stream — sharing one back side
Task markers25 (1×4, 2×5, 2×6 per type)Numbers 4, 5, or 6 — the exact tile count a territory needs to complete that marker
Score Pad50 sheets (printed both sides)One sheet per game
Campaign Sheet pad20 sheets (printed one side)Tracks results across games and shows unlock progress
Locked Boxes 1–51 eachTogether hold 32 tiles, 31 cards, 8 markers, 5 wooden Hearts, and 1 plastic stand — don't open before unlocking
ForestGrainVillageStreamTrack
The five landscape types are Forest, Grain, Village, Stream, and Track, with Grade Crossings, Sheep, and Flags as extra scoring elements layered on top. Colors here are a neutral stand-in, not the actual tile art.

Among the 48 landscape tiles, Grade Crossings (shown on Track tiles) and Sheep (2 per tile) are not separate landscape types but bonus scoring elements, and a Flag attaches to only one of Forest, Grain, or Village.

Setup

  1. 1Shuffle all 25 Task tiles face down and split them into any number of face-down stacks.
  2. 2Shuffle the 48 Landscape tiles, draw 3 without looking and return them to the box (unused this game). Stack the rest separately from the Task tiles.
  3. 3Shuffle the 25 Task markers face down and separate them by type (or icon), then place them face down next to the Task tile stacks.
  4. 4Set the Score Pad and Campaign Sheet pad aside — you won't need them until the end of the game.
  5. 5Do not open any of the 5 locked boxes until instructed to do so.

There is no dedicated starting tile

The map begins with the very first tile you place. Since the first 3 turns must reveal a Task tile, a Task tile effectively becomes the map's starting point.

Turn structure — decide what to reveal first

  1. 1Starting with the start player, take turns clockwise.
  2. 2On the first 3 turns, you must reveal a Task tile.
  3. 3After that, each turn check the play area: with fewer than 3 Task tiles that have markers, reveal a Task tile; with 3, reveal a Landscape tile.
  4. 4Revealing a Task tile means immediately drawing one matching Task marker, flipping it number-up, and placing both tiles together on the map.
  5. 5You may discuss placement with the other players, but the player whose turn it is makes the final call.
Revealing a Task tile means immediately drawing a matching Task marker and placing both together on the map.

Running out of Task tiles

Once the Task tile stacks run out, you can no longer reveal Task tiles. Continue by revealing only Landscape tiles for the rest of the game.

Placing tiles — Tracks and Streams must match, everything else is free

  1. 1Every tile must share at least 1 edge with a tile already in play — the map always stays a single connected group.
  2. 2Track and Stream edges may only connect to the same type. A Track edge cannot touch a non-Track edge.
  3. 3Forest, Grain, and Village (and plain Meadow) never need to match their neighbors. You may combine them however you like.
Forest, Grain, and Village can connect freely regardless of their neighbors, but Track edges may only connect to other Track edges.

Completing Tasks — the exact tile count matters

A territory is 1 or more tiles of the same type connected by matching edges (or a connected Track or Stream). A Task marker's number says exactly how many tiles that territory needs to be complete, checked the instant a tile is placed.

On the left, the Grain territory reaches exactly 4 tiles and completes the value-4 marker. On the right, the Stream has only 4 tiles so the value-5 marker is not yet complete.
  • You may never place a tile that makes a territory exceed its marker's number at the moment of placement, nor one that closes off the territory (no open edges left) with fewer tiles than the marker requires.
  • If a territory grows past an already-placed marker's number, remove that marker and return it to the box. The same applies if a Landscape tile closes off a territory with fewer tiles than the marker requires.
  • A single tile placement may complete more than one Task marker at once.

Don't close a territory short of the marker's number

A tile that closes off a territory must leave it at exactly the marker's number of tiles. Closing it off short of that number is an illegal placement.

Flags — only a fully closed territory scores

At the start of the campaign there are 3 Landscape tiles with a Flag: green for Forest, yellow for Grain, and red for Village. They follow the same placement rules as any other tile.

On the left, the Village territory still has an open edge and scores nothing. On the right, every edge of the territory is closed, so it scores points equal to its tile count.

Only closed territories count

If a Flag's territory still has even one open edge at the end of the game, that Flag scores 0. Once closed, it scores points equal to the territory's total tile count.

Game end and scoring

  1. 1The game ends immediately once you are required to reveal a Landscape tile and none remain. Any unrevealed Task tiles do not come into play this game.
  2. 2If the last Landscape tile completes or cancels a Task, keep revealing and placing Task tiles until no more can be completed or canceled.
  3. 3Add up the numbers of every completed Task marker.
  4. 4Add the tile count of each closed territory that holds a Flag.
  5. 5Add the tile counts of your single longest Track and your single longest Stream.
Task total · Flags · Longest Track · Longest Stream42585
42 + 5 + 8 + 5 = 60
Final score60
Rulebook example: completed Tasks total 42, a closed Flag territory scores 5, the longest Track is 8 tiles, and the longest Stream is 5 tiles — summing to 60.

There is no winner or loser

Whether solo or with a group, you all produce one shared score. The goal is not to beat another player but to beat your own previous high score.

Strategy tips

  • Once marked Task tiles drop below 3, your next turn must reveal a Task tile. Plan which territory to grow before your supply of Landscape tiles dries up.
  • Track and Stream pieces only connect when a matching edge turns up, which is hard to predict. It can pay to leave room for a Track or Stream piece to connect later rather than forcing it now.
  • Overshooting a marker's number removes it, so check whether the current number can still be completed before growing a territory further.
  • You can deliberately leave a Flag's territory open while it grows, then close it late — but if Landscape tiles run out first, it may never close.
  • Look for placements that complete several Task markers with a single tile; it's a big efficiency gain.

Campaign and expansions

  • Campaign: record each game's Score Pad result in the Campaign Sheet's High Score List, and cross off that many white circles on the Advancement Track. The track forks partway, letting you choose which branch to pursue.
  • Reaching a green hex on the Advancement Track opens the next locked box, adding new tiles, Tasks, and Achievement cards to the game. Once unlocked, components are used in every future game of that campaign.
  • Achievement cards show a condition on the front and a new rule that applies once you meet it on the back. A campaign can be paused anytime and resumed later, or run separately with a different group.
  • A 2-player duel edition: Pegasus also publishes "Dorfromantik: Das Duell," a separate 2-player-only board game. This guide covers only the base cooperative game (1–6 players) and does not include the duel edition's rules.
  • Pegasus has also released themed expansions such as Sakura and South Seas, along with mini-expansions like Head-to-Head and Light Luggage, in English and German. A Korean release of any of these could not be confirmed.

Locked box contents are kept unseen here

The specific Achievement names and scoring formulas inside the five boxes are part of the fun of a first campaign, so this guide leaves them out. Knowing only the structure — opening a box adds new tiles and cards — is enough to play.

Frequently confused rules

Q. Do Forest, Grain, and Village tiles also need to match their neighbors?

No. Only Track and Stream edges must match the same type. Forest, Grain, Village, and plain Meadow may be placed next to any neighbor.

Q. What happens if a territory grows past its marker's number?

The marker is immediately returned to the box. The same happens if closing off the territory leaves it with fewer tiles than the marker requires.

Q. Can one tile complete several Tasks at once?

Yes. A single placement may complete multiple different Task markers at the same time.

Q. What if a Flag's territory is still open at the end of the game?

It scores 0. A Flag only scores points, equal to its territory's tile count, once every edge of that territory is closed.

Q. Does the game end once Task tiles run out?

No. Once Task tiles run out, you simply continue revealing only Landscape tiles. The game ends only when you must reveal a Landscape tile and none remain.

Q. If the last Landscape tile completes a Task, does the game end immediately?

No. In that case, keep revealing and placing remaining Task tiles until no more Tasks can be completed or canceled, and only then does the game end.

History and origins

This board game is based on the video game of the same name by Toukana Interactive (Sandro Heuberger, Luca Langenberg, Timo Falcke, and Zwi Zausch). The video game won Best Game Design and Best Debut at the 2021 German Computer Game Prizes and Best German Game at the 2021 German Developer Prizes.

The board game adaptation was designed under license by Lukas Zach and Michael Palm, illustrated by Paul Riebe, with graphic design by Jens Wiese, and published by Pegasus Spiele in 2023. That same year, it won the Spiel des Jahres (Game of the Year, Germany).

In Korea, a price-comparison site confirmed a retail listing distributed by Korea Boardgames, but no official product page or Korean rulebook from Korea Boardgames could be found. A Namuwiki search was attempted but the article itself could not be opened to confirm (2026-10-10).

Korean rulebook verification status

No official Korean rulebook was obtained, so terms such as Task and Flag reflect this guide's own translation and may differ from an eventual official Korean release. The verification level remains rulebook for the one checked (English) edition.

💡 Master tip

Rather than rushing to complete task tiles, it scores better to first let the terrain flow naturally and only lay tasks on top of that shape. Look for areas where several tasks overlap so a single tile can fulfill more than one goal at once.

Ready for something heavier

If this one has gotten too easy, try these — same feel, one step up in weight.

Tools you can request

Not built yet. Let us know if you want one — it goes on the list.

Campaign score tracker

Accumulates each round's score into a running campaign total

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