Dorfromantik quest guide: number targets, flags and unlocks
Examples explain exact and plus-sign targets, unfinished flags and combined quests. Run replenishment is separated from long-term challenges; individual unlock requirements are collapsed.
Edition: Dorfromantik PC Steam base game (app 1455840), mainly Classic. Quick, Hard, Creative, Custom and Monthly are distinguished separately. The board game, console editions and individual DLC landscapes are outside scope.
Verification scope: Public sources checked on 2026-10-04, including the official July 9, 2026 Patch 1.2.3 announcement. Game launch, the installed build and behavior across all saves have not been tested.
Sources checked: 2026-10-04
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Read the symbol, target and connected group together
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| Quest type | Reading the display | Placement approach | Completion check | Replenishment or exceptions |
|---|---|---|---|---|
| Number with a plus sign | Reach at least the specified amount. | Connect existing groups of the same terrain. | Check the bubble's completion response and remaining supply. | Exceeding the required amount can still complete it. |
| Number without a plus sign | Reach the exact amount. | Avoid connecting to an oversized group. | Before committing, check that the preview completes rather than exceeds it. | Exceeding it before completion fails it. Expanding it after completion does not revoke the reward. |
| Flag | Enclose the target group. | Remove empty edges through which the same terrain could extend. | No unclosed parts remain when hovering over the flag. | Completing a number quest and its later flag quest are separate events. |
| Small triangle marker | Indicates a flag quest following the number target. | Plan enclosure as well as the required count. | Check whether the completed number changes into a flag. | Not every numbered quest has a flag. |
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Bubbles show remaining requirements according to the placement preview and connection state. Do not add every displayed number as a region's total; prioritize the preview and explanation before and after placement.
What is counted, and how
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| Terrain | Counted quantity | Common counting mistake | How to check |
|---|---|---|---|
| Forest | Number of connected trees | Treating one forest tile as one tree | Compare the forest group with the quest display. |
| Houses | Number of connected houses | Counting only tiles containing houses | Inspect how much the candidate changes the remaining count. |
| Fields | Number of connected field sections | Counting edges or tile area | Check sections connected to the same field. |
| Water and railway | Number of relevant tiles in the same connected group | Counting exits on one tile as separate tiles | Use highlights to check whether branches belong to the same group. |
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Connecting to the same group from two directions does not double-count its existing contents. A nearby disconnected group does not count merely because it looks close.
Compare exact and plus targets with the same candidate
This original calculation uses a target of 12 field sections and an existing group of 9. It does not mean an actual quest bubble always displays 12.
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| Resulting connection | Exactly 12 | At least 12 | Decision |
|---|---|---|---|
| 9 sections + 2 new sections = 11 | One more section needed | One more section needed | Leave an edge for expansion. |
| 9 sections + 3 new sections = 12 | Complete | Complete | Check the completion display and replenishment after committing. |
| 9 sections + 3 new sections + another 2 = 14 | Fails by exceeding the target if not already complete. | Complete | Check whether the candidate joins another field too. |
| Complete at 12, then add 2 to reach 14 | The earned reward is retained. | The earned reward is retained. | If a flag remains, enclosure may take more work. |
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While waiting for a tile adding fewer sections, you can preserve placement options in other terrain or separate groups. Neither the wait nor availability is guaranteed.
Inspect more than the visible outer boundary when enclosing a flag
- Hover over the intended flag and locate highlighted unclosed edges.
- Check interior holes facing that group as well as its outer boundary.
- Fill spaces without extending the terrain, or plan to cap any new open edges if you extend it.
- Ordinary terrain can sometimes be capped with a different type. A mismatch, however, harms Perfect eligibility for the tile containing that edge.
- After filling the final space, check flag completion and replenishment. If a flag remains, inspect separate groups and unclosed branches.
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| Common state | Outstanding condition | Next action |
|---|---|---|
| The outside of a ring is filled. | Terrain still extends toward an interior hole. | Use the flag highlight to find edges around the hole. |
| The final empty space is filled, but it does not finish. | The placed tile extends the same terrain in another direction. | Inspect new exits and compare other orientations. |
| Several flags share one forest. | Enclosing that whole forest is a shared condition. | Check each flag's highlight to see whether they can close together. |
| Cannot cap a river or railway end | That edge has specific placement restrictions. | Consider a compatible terminus, connection or water station. |
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A flag does not require a Perfect. Do not assume every edge must match to complete it. Conversely, closing a region without a flag gives no flag reward.
Compare requirements before joining multiple quests
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| Quests in the same region | Read before connecting | Example | Avoid |
|---|---|---|---|
| Two plus-sign targets | Do both concern the same terrain group? | Targets of at least 10 and at least 12 can both be met at 12. | Assuming bubbles on different groups refer to the same area |
| A plus target and an exact target | The exact target's upper limit | Do not reach 13 or more before completing an exact target of 12. | Joining a large region and exceeding the exact target |
| A flag and an unfinished number target | Can the numbered group still grow after enclosure? | Find a shape that meets the count and can then close. | Blocking every opening while the count is still too low |
| A region ready for enclosure and a new quest | Conflict between expansion and enclosure | Compare developing the new quest in another open region. | Adding new branches whenever approaching flag completion |
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No fixed interval for new quests, or guarantee of an immediate replacement after failing one, is assumed. Compare abandoning a current quest with visible replenishment options.
When a quest stops progressing
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| Symptom | Condition to check | Where to look again | Caution |
|---|---|---|---|
| Adding the same terrain does not change the count. | Does it connect to the target group? | Connections through the tile center and edges | Do not judge from color alone. |
| The preview already shows failure. | Would it exceed an exact target? | Every group joined by the candidate | Compare smaller groups and other orientations too. |
| The number is complete, but a flag remains. | Is it an additional enclosure requirement? | Flag highlight | The number reward and flag reward are separate. |
| The flag appears to give only four tiles. | Have you subtracted the tile spent on placement? | Supply before and after placement | A five-tile reward alone gives a net gain of four. |
| No quests have appeared for a long time. | Mode, existing quests and supply | Mode settings and achievable Perfects | Do not declare a fixed spawn interval or a malfunction. |
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Early beta sources describe reduced rewards at high scores, while later release guides differ. The five-tile calculations here are standard early-run examples, not a rule for every score range.
Answer 01
Open answer 01Close
Unlock example 01: distant white tiles and crowns
This entry explains how to find targets leading to new challenges.
- Extend the current landscape toward a white pre-placed tile outside the board.
- As its terrain becomes visible, rotate the intended tile to connect.
- If a crown quest appears after connecting, inspect and meet its terrain and count requirements.
- After completion, check the new challenge and reward display. Do not confuse the crown quest itself with completing the newly available long-term objective.
- Pre-placed tiles depend on each run's terrain. Do not search by fixed coordinates or a guaranteed tile number.
Crown and challenge relationships were checked mainly against wiki material. A complete one-to-one table where every crown directly unlocks a specific appearance is unverified. Prioritize the displayed long-term goal.
Answer 02
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Unlock example 02: cumulative, consecutive and single-move goals
These representative examples compare official Steam achievement conditions with wiki challenge rewards. They assume the relevant challenge is available in Classic.
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| Target | Requirement | What is actually counted | Where to check and reward coverage |
|---|---|---|---|
| Perfectionist I | 25 Perfects in total | Cumulative tiles newly completed with six matching edges | Achievement and in-game challenge. The wiki lists Watermill as the reward. |
| Planner I | Two Perfects in one move | Count neighboring tiles completed simultaneously as well as the new tile. | Not one Perfect on each of two moves. The wiki lists Fox as the reward. |
| Puzzler I | Place 25 consecutive tiles without a mismatching edge | Touching edges across consecutive placements | This does not require a six-edge Perfect every move. The wiki lists Tower as the reward. |
| Quest Master I | 25 quests in total | Progress toward the long-term goal | The wiki lists Boar as the reward. Counting compatibility across every mode is unverified. |
| Explorer I | Connect to three pre-placed tiles in total | Connections to tiles originally outside the run's board | Not completing three crown-number quests. The wiki lists Ruin as the reward. |
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The official 1.0 update describes progress toward all unlocked challenges and pinning to change display order. This guide does not use the old explanation of selecting only three active challenges. It is not a tested list of every reward, tier or mode.
Separate run completion from long-term records
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| Record | Where to check | Keep separate |
|---|---|---|
| Number quests and flags in this run | Board bubbles, flags, score and tile supply | Do not assume the same region carries into a new run. |
| Long-term challenges | In-game progress and reward screens | Distinguish single-move, consecutive and cumulative goals. |
| Steam achievements | Achievement status on Steam | Not identical to every in-game landscape setting or display order |
| Saving and syncing | Saved games and Steam Cloud status | Do not guarantee a save after force-quitting immediately upon earning something. |
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If an unlock does not progress, compare the collapsed examples above with its in-game conditions. Do not delete or reset a save first.
Frequently asked questions
Can I reduce the count after exceeding a target without a plus sign?
Exceeding it before completion fails it. Check Undo for the immediately previous move and use the preview to avoid exceeding the target. Classic does not assume free deletion of arbitrary older tiles.
Can a region grow after an exact-number quest is complete?
Adding terrain later does not revoke an earned reward. If a flag remains, however, extra exits mean more enclosure work.
A completed flag gave four tiles instead of five
The placement spends one tile, so a five-tile reward alone gives a net increase of four. Simultaneous Perfects or other quests add their rewards too.
My long-term goal count does not match
Separate run quests from long-term challenges and reread whether the condition is simultaneous in one move, consecutive or cumulative. Unlock example 02 explains representative differences.