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Your Price: $57.00
(Worth 5,700 Funagain Points!)

We currently only have used copies of this item available.


Product Awards:  

Ages Play Time Players
10+ 60 minutes 3-4

Designer(s): G Deininger, Andreas Michaelis

Manufacturer(s): Queen

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Product Description

Deep in the heart of the mountains, down in the mines, valuable gems can be found. Each player has a team of eight digging dwarves and two head dwarves. Head dwarves may act as Silver Dwarf or Shadow Dwarf. The Silver Dwarf can buy at the stock market, fill orders or sell gems. The Shadow Dwarf can initiate unrest, devalue orders of other players, steal gems or exchange at the stock market. Each round the team is redistributed and the price of gems is adjusted according to the number of dwarves digging for each color. Player with most money wins.

Product Awards

Product Information

  • Designer(s): G Deininger, Andreas Michaelis

  • Manufacturer(s): Queen

  • Artist(s): Franz Vohwinkel

  • Year: 2000

  • Players: 3 - 4

  • Time: 60 minutes

  • Ages: 10 and up

  • Weight: 1,469 grams

  • Language Requirements: An English translation of the rules is provided.

Product Reviews


Average Rating: 4.2 in 6 reviews

Plan, Bluff, Subvert!
January 09, 2001

I finally decided to get this game after reading everything I could about it on the net. We played with the full four players, all gamers in the group. Everyone in the group was engrossed and trying to make the right placements of their elves. This game has continuous participation for all the players. The components are excellent. I read the rules prior to getting together and taught the others within 3 minutes. I have read the other reviews and the distribution of contracts makes the randomness interesting. The player who had the high contract always got hit by the others. It balanced out to be a very close game. I was in second place on the last turn of the game and decided to sell gems. This gave me the 84-dollar boost to blow past the leader of the entire game. All players wanted to play again and were impressed with the experience. This is not a light gaming experience. This one will probably be our group favorite. Up there with Tim/Jims Outpost.

by Ed
I really liked this one
May 04, 2000

My review is based on a game which we didn't quite finish (we got kicked out of the store). Anyways, For me this game has just the right amount of player interaction. It was hard to tell who was winning, though one player looked like he was ahead. Little tips I think I can pass on after one play: smack those 120 contracts with a shadow dwarf. One player got two of them, and completed both. He was the one ahead at the end of the game... though I was a close second. I think the balance issues the previous review talked about will not be a problem with players who have played before. I assume if someone is ahead, the other three can reduce that player's job three times (once for each player). That would be a significant slowdown factor. Also I noticed playing the commidities market isn't all that unprofitable. the price of the various stones can range from 1 to 10 and vary significantly from turn to turn (the price is determined by the amount of that type of stone mined). In one turn I spent 6 points on 6 yellow stones, to go with the four I mined. The next turn I recieved 100 points by selling those stones. I am looking forward to playing this one again really soon.

November 25, 2000

Again, here we have an economics-based game dealing primarily with maximizing your limited resources. So, what sets this one apart from the other multitudes? First, the theme of dwarves mining for gems is carried throughout beautifully. A dark and stark mineshaft-like game board sprinkled with glistening glass gem stones provides plenty of atmosphere. But, the major attraction is the decisions and player interaction that takes place in each turn. Do you invest in your private mine or compete for a public one? (I cannot disagree more where some reviewers have stated that the public mines are not worthy of investment. Here is where you can help yourself and hurt others simultaneously.) Do you invest your dwarves toward your gain, or an opponent's demise? And, man, can you totally screw up a player's turn (hee, hee)! Also, not readily apparent are the major gains you can make by the indirect manipulation of the gem market prices. This process can change your stash of "worthless" gems into great gains. The endgame can be fairly intense when all mines become public, and final scores are usually tight.

The only reason I cannot give Silberzwerg highest marks is that there could have been even more headaches for players to ponder. Each turn your choices are somewhat dictated by your existing collection of gems, and the composition of your single private mine and the two public mines. Having more private mines or public mines would diversify the decision making and intensify the game. (It would be interesting to try playing with two boards!)

Regardless, a very fine effort, and highly recommended.

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