Pandoria - General game info
Pandoria
2-4 players, 90-120 minutes, 10 years and older
AuthorsJeffrey Allers (DesignerJeff)
Bernd Eisenstein (Eisenstein)
IllustratorsChristian Opperer
Lukas Siegmon
Published byIrongames
Online since 2020-07-26
Developed byJim Thompson (StCharles)
Boardgamegeek248167
Complexity2,48/5
Yucata.de owns a license for the online version of this game. A big "thank you" to the copyright owners (publisher and/or author and illustrator) who make it possible to have this game for free online here!
Pandoria - Rules
If you are reading these rules for the first time, ignore the text along the right hand side. These rules serve as a summary to help you quickly familiarize yourself with the game.

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Pandoria

For generations, the fertile Hiddenlands were shared by the peoples of the Five Realms. The Elves, Mages, Dwarves, Halflings and Humans lived peacefully with each other, though they increasingly engaged in fierce competition for the prosperity and glory of their respective nations.

And so it was that when the divisiveness threatened to break the thousand-year peace, the Goblin Hordes from across the sea unleashed a devastating surprise attack, and the peoples of the Hiddenlands could not unify quickly enough to repel them. Remnants of each of the realms fled by ship, until they at last discovered a new, unoccupied land upon which they could begin building their civilizations anew: Pandoria!

The old rivalries would remain, but perhaps this time, their competition with each other would not welcome disaster.

Each player assumes the role of one of the five realms, discovers new lands, and sends out his people to establish settlements and acquire resources for buildings and spells. The peoples work together in peace, but they cannot forget their historical rivalries completely.

In the end, each nation tries to earn the most glory for themselves and become the strongest realm in the young history of Pandoria.

The players place tiles to expand the land and place figures to claim resources. Each type of landscape earns a different resource once the area has been completed: crystals in the mountains, gold in the hills, wood in the forest, and “glory” points in the city.

The resources are needed to build new buildings and monuments, unleash powerful spells and buy new cards from the card market. Through the buildings, the players get special benefits for the rest of the game, while spells have a more powerful, one-time effect.

Completing cities and acquiring surplus resources earns players glory points.

Pandoria includes the rules for a faster-playing beginner game, a partnership variant, and advanced rules for the complete game, with each realm having its own special abilities, which creates greater variety and long-lasting fun.

The partnership variant is not implemented on Yucata.
Game Components
The Game Board

The game board shows the fertile plain of Pandoria, which is gradually discovered and settled by the players during the game.

The ships in the lakes can be occupied only by using the Astral Ship spell, and players can connect to the terrain already printed on the board with their tiles.

The plain is surrounded by an imposing mountain range, but there are some paths that make their way through the mountains. In addition, the board provides space for the card market, the monument stack, and the scoring track.

The Leader

A player’s leader counts as 2 figures when scoring. A worker counts as 1 figure. The leader is always the last figure to be placed, i.e. can be placed only if there are no workers left in the player’s reserve.

Preparation
Game board

Place the game board in the middle of the table.

Tableaus

Shuffle the 5 realm tableaus and deal one to each player.

Decide which version of the game to play: side “A” for the beginner game or side “B” for the standard game. Following are the rules for the standard game. Changes for the beginner game are described later in these rules.

On Yucata there are several options for assigning realms: random unique, random not unique, same random to each player, same chosen to each player, and each player choses his own. There are also options for which of the base, expansion and promo realm sets to allow.
Cards

Shuffle all 54 cards (custom and common) and place them in a face down deck on the corresponding space on the board. Then draw the top 4 cards and place them face up next to the deck in the card market.

Each player draws 4 cards from the deck for his starting hand, keeping them hidden from opponents.

Figures and castles

Each player chooses a color and takes the leader, workers, markers and two castles of that color.

In the game with 2 players, each player takes all 6 workers. With 3 players, only 5 workers per player are used, and with 4 players, only 4 workers per player.

Resources and points

On a tableau the spaces for the 3 resources (crystals, gold and wood) are labeled 0 to 10. Place the 3 corresponding markers on the starting spaces shown for each resource. These differ for each realm.

All players start with 0 points. Place each player’s crown marker on the 0 space of the score track.

Board starting tiles

Randomly place the two starting double tiles on the 4 marked spaces of the game board.

On Yucata there are options to place the starting tiles at a random location or a location chosen by a player. There is a sub-option to place the two starting tiles at non-adjacent locations.
Double and single tiles

Mix the other double tiles and place them in face-down stacks.

Each player draws one double tile and keeps it hidden from the other players. With 4 players, draw and place 4 tiles back into the box unseen. With 3 players, remove 8 tiles. With 2 players, remove 12 tiles.

Mix the 8 single tiles and place them n a face-down stack. Note: They come into the game only by using a specific spell (Terrain1)!

Monuments

With 2 players, remove 2 monuments each of value 4, 5 and 6 from the game. With 3 players, remove 1 monument each of value 4, 5 and 6.

Place the monuments in a face-up stack on the designated space on the board in ascending order, i.e. with the value 3 monuments on the bottom followed by values 4, 5, and value 6 monuments on top.

Placement

Place the point tiles next to the board.

Place unused components back in the box.

First player

The youngest player takes the starting player marker and begins the game.

On Yucata the first player is determined randomly.

A player's turn consists of the following actions:

1. Place a double tile or a castle.

2. Remove figures from closed regions.

3. Place or retrieve one figure.

4. Play a card as a spell or building or erect a monument.

5. Score closed regions.

6. Buy a card.

7. Draw a double tile.

Players take turns in clockwise order. On your turn, you perform the following actions in this order:

1. Place a double tile or a castle.

2. Remove figures from closed regions.

3. Place or retrieve one figure.

4. Play a card as a spell or building or erect a monument.

5. Score closed regions.

6. Buy a card.

7. Draw a double tile.

1. Place a double tile or a castle.

Place your double tile or one of your two castle tiles onto the game board so that it is adjacent to at least one other tile.

You must place the entire tile on empty spaces.

Place your double tile or one of your two castle tiles onto the game board so that it is adjacent to at least one other tile.

Note: once a tile has been placed adjacent to a tile and to one of the pre-printed terrain spaces on the board, you may also place tiles adjacent to that space even though they are not adjacent to a tile. In other words, treat a pre-printed terrain space like a tile once a tile has been placed adjacent to it.

You must place the entire tile on empty spaces (not over another tile, lake, exit path or pre-printed resource space).

2. Remove figures from closed regions.

A region consists of one or more adjacent spaces of the same terrain.

A region is "closed" if it is completely enclosed by other terrain, lakes, castles or the edge of the fertile plain, and is not adjacent to an exit path of its terrain.

If placing your double tile or castle caused a region to become closed, remove all figures from within that region and return them to their owners’ reserves.

A region consists of one or more adjacent spaces of the same terrain.

A region is "closed" if it is completely enclosed by other terrain, lakes, castles or the edge of the fertile plain, i.e. if none of the region's spaces are adjacent to an empty fertile plain space.

Exception: If a region is connected to an exit path of the same terrain, the region is never closed.

If placing your double tile or castle caused a region to become closed, remove all figures from within that region and return them to their owners’ reserves.

Note: Figures remain on castles and ships even after they have been completely surrounded. Castles and ships are not part of any region and therefore are never closed.

3. Place or retrieve one figure.

Place one of your figures onto one of the two spaces of the double tile (or the castle) you just placed, retrieve one of your figures from the board, or do neither.

You may place your leader only if you have no workers in your reserve.

You may place one of your figures onto one of the two spaces of the double tile (or the castle) you just placed. Your leader may be placed only if you have no other figures in your reserve.

or

You may remove one of your figures from the board and return it to your reserve.

Note: you may choose to do neither of these two actions.

Each space on the board may be occupied by only one figure.

Figures may only be placed in regions that are not closed.

4. You may play a card as a spell or a building or erect a monument.

Pay the spell cost on the card in crystals.

Use the one-time effect of the spell immediately.

Spell

When you play a card from your hand as a spell, you pay the spell cost on the card in crystals and move your crystal marker accordingly.

Slide the card halfway under the top right edge of the tableau so that the last played spell is always visible.

Use the spell's one-time effect immediately.

The Enchanted Castle and Terrain spells let you place a castle or tile onto the board. If doing so closes a region, remove figures from the region as in step 2 above.

Pay the building cost on the card in wood.

If you overbuild an old building with the new building rather than placing it in an empty slot, subtract the cost of the old building, but pay at least 1 wood.

Use the building's effect until you overbuild it with another building or a monument.

You may not have two identical buildings visible.

Building

When you play a card from your hand as a building, you pay the building cost on the card in wood and move your wood marker accordingly.

Slide the card halfway under one of the five building slots on your tableau so that the building is visible.

Use the building's effect until you overbuild it with another building or a monument.

If all five building slots of the tableau are occupied by buildings or if you no longer wish to use a building, you may build over a previous building.

In this case, you only need to pay the difference between the cost of the new building and the cost of the building you are building over, with a minimum cost of 1 wood.

Place the new building card over the old one. The new building's effect replaces the effect of the overbuilt building.

Note: if a “Carpenter” building is overbuilt, its wood discount effect may not be used for the new building. However, the resource substitution effect of a “Market” building may be used to pay for the new building.

You may never have two identical buildings visible on your tableau at the same time. The large and small buildings (Saw Mill, Tower, Treasury) are considered to be two different buildings.

Overbuild a building on your tableau with the top monument.

Pay 8 wood minus the cost of the overbuilt building, but pay at least 1 wood.

Score the points shown on the monument.

Monument

To erect a monument you must overbuild a building on your tableau. Take the top monument tile and cover one of your buildings with it.

You pay 8 wood minus the cost of the building you overbuilt (minimum cost of 1 wood).

Score the points shown on the monument.

Note: if a “Carpenter” building is overbuilt, its wood discount effect may not be used for the new building. However, the resource substitution effect of a “Market” building may be used to pay for the new building.

A monument may never be overbuilt.

5. Score closed regions.

Score any closed regions.

All players with a figure adjacent to a closed region will score for that region.

A player receives the number of resources in the closed region for each of his figures adjacent to the region. Count a leader as two figures.

Spells and buildings can increase the number of resources a player receives.

If a player now has over 10 crystal, gold or wood, he keeps 10 and scores 1 point for every 3 of that resource (rounded down) over 10.

If you closed one or more regions, score them.

All players with figures adjacent to the region will score for that region, whether it is their turn or not!

Each player receives the number of resources (wood, crystal or gold for forest, mountains or hills) or points (city) in the region for each of his figures that are on spaces adjacent to the region. A leader counts as 2 figures.

A spell cast by the current player and any player’s buildings may give a player additional resources or points.

If the resources a player receives push his total over 10, keeps 10 and receives 1 point for every 3 resources (rounded down) over 10. If a player scores multiple regions of the same resource, do this after scoring all the multiple regions rather than after each region is scored.

6. Buy a card.

If you closed one or more regions, you may buy one card by paying the cost of the card in gold.

If you closed one or more regions, you may buy one of the face-up cards in the market by paying the cost of the card in gold and moving your gold marker accordingly.

Then draw another card from the deck to refill the card market back to 4 cards.

7. Draw a double tile.

If you played a double tile, draw a new double tile.

Finally, if you played a double tile, draw a new double tile from the stack and keep it in your hand.

On Yucata this is done automatically when you finish your turn.

If instead you played a castle tile, then you do not draw an additional double tile.

Game end and final scoring
Game end/final scoring

The game ends at the end of the round during which a player played a double tile from his hand and there are no double tile left to draw.

Score 1 game end point per hand card.

For each type of resource, convert remaining resources to points at the rate of 3 to 1. Use the better exchange rate of a player's Vault, Lumberyard and Repository (not overbuilt).

The tiebreaker is the number of resources remaining after the above conversion.

The game ends at the end of the round during which a player played a double tile from his hand but cannot draw a double tile because there are no more available. The player to the right of the starting player will take the last turn of the game.

On Yucata the game will also end at the end of a round in which no player could place a tile, castle or mountain castle during the "place tile" step of his turn. That can happen only if there are no legal places to place a double tile left on the board. Such a board configuration is possible but as a practical matter will not occur unless all players attempt to create it.

In Pandoria, most of the points are scored during the game. At the end of the game, however, players receive 1 point for each hand card, and the remaining resources are converted into points: for every 3 resources (rounded down) of a given type, the player receives 1 point. If a player still has a building showing that gives him a better exchange rate (Vault, Lumberyard, Repository), use that rate instead.

If there is a tie, the number of the tied players’ remaining resources after the above conversions determines the winner.

In the standard game, the realms (side “B”) have unique abilities. Each player starts with 4 random hand cards.

Original realms

These are the five realms included in the base game.

Humans

Start with 5 crystals, 4 gold and 5 wood.

You may place your leader at any time, not only as your last figure.

Dwarves

Start with 2 crystals, 10 gold and 5 wood.

You always have a hand of 2 double tiles to choose from instead of only one.

Elves

Start with 8 crystals, 3 gold and 4 wood.

At the end of your turn, you may move one of your workers (not your leader) on the board up to 2 spaces to an unoccupied space that is not part of a closed region. You may not move through or end your movement on foreign castles or any lakes. You may, however, move through a space that is occupied or part of a closed region.

Mages

Start with 9 crystals, 2 gold and 2 wood.

You may buy one card every turn, whether or not you closed a region.

Halflings

Start with 4 crystals, 3 gold and 7 wood.

After building a building or a monument, you may also play a spell.

Humans

You start with 5 crystals, 4 gold and 5 wood.

Special ability: you may place your leader at any time, not only as your last figure.

Dwarves

You start with 2 crystals, 10 gold and 5 wood.

Special ability: you always have a hand of 2 double tiles to choose from instead of only one.

Elves

You start with 8 crystals, 3 gold and 4 wood.

Special ability: at the end of your turn, you may move one of your workers (not your leader) on the board up to 2 spaces to an unoccupied space that is not part of a closed region. You may not move through or end your movement on foreign castles or any lakes. You may, however, move through a space that is occupied or part of a closed region.

Mages

You start with 9 crystals, 2 gold and 2 wood.

Special ability: you may buy one card every turn, whether or not you closed a region.

Halflings

You start with 4 crystals, 3 gold and 7 wood.

Special ability: after building a building or a monument, you may also play a spell.

Expansion realms

These are the five realms from the Pandoria Realms expansion.

The realms from the Pandoria Realms expansion can be used with or in place of the original realms.

Centaurs

Start with 5 crystals, 6 gold and 6 wood.

For each of your figures that is forced out of a closed region you receive 1 gold/wood/crystal/victory point, depending on the region.

Fairies

Start with 4 crystals, 4 gold and 4 wood.

Special ability: If you have more figures adjacent to the scored region than any other player (at least one more player must be involved!), you get +3 of the scored resource or +1 point (for city scoring). The leader counts as 2 figures.

Since the fairies' camp only has space for 8 resources of each kind, the fairies also receive 1 point for every 3 resources that go over those 8 resources.

Goblins

Start with 5 crystals, 9 gold and 3 wood.

Each turn, you may pay the cost in crystals minus 1 (but minimum 1) to cast the top spell on any opponent’s spell pile or pay the cost in wood minus 1 (but minimum 1) to place one of your figures onto an opponent’s building, giving you that building’s ability. These count as your spell or building action.

The Goblins only have 4 spaces for their own buildings/monuments on their tableau.

Golems

Start with 3 crystals, 4 gold and 9 wood.

When placing a double tile and placing a figure on it, you may spend 3 resources to place another Golem figure on the other space of the tile you just placed.

You may not place a Golem on a city!

If you placed a tile and removed one of your figures from the board, you may pay 3 matching resources to place a Golem on the single or double tile you placed.

Spirits of the Ancients

Start with 6 crystals, 5 gold and 3 wood.

When an opponent closes a region that contains one or more of your figures, you may “haunt” that opponent with one of your removed figures. The opponents takes the figure into his reserve. The next time he places one of his figures on the board after his current turn, he places your haunting figure on the same space.

On Yucata using these expansion realms is optional. They can be used with or in place of the five original realms.
Centaurs

The Centaurs have come through the mountain passes to join the refugees from the Five Realms in settling the fertile plain of Pandoria. The Centaurs are fast and can take resources even when they have to leave a region.

You start with 5 crystals, 6 gold and 6 wood.

Special ability: For each of your figures that is forced out of a closed region you receive 1 gold/wood/crystal/victory point, depending on the region.

Fairies

Fairies are ghostly creatures gifted with higher powers who live in forests, caves, springs or waters and love to dance.

You start with 4 crystals, 4 gold and 4 wood.

Special ability: If you have more figures adjacent to the scored region than any other player (at least one more player must be involved!), you get +3 of the scored resource or +1 point (for city scoring). The leader counts as 2 figures.

The spell “Rage” also increases the number of figures.

Since the fairies' camp only has space for 8 resources of each kind, the fairies also receive 1 point for every 3 resources that go over those 8 resources.

Substitute “8” for “10” when using the spell “Conjure” and the buildings “Lumberyard”, “Repository”, “Store” and “Vault”.

Goblins

A ship of Goblins pursuing the Five Realms crashed on Pandoria, with no way to return to the rest of their people.

You start with 5 crystals, 9 gold and 3 wood.

Special ability: Each turn, you may pay the cost in crystals minus 1 (but minimum 1) to cast the top spell on any opponent’s spell pile (this is your spell action this turn!). Or you may pay the cost in wood minus 1 (but minimum 1) to place one of your figures onto an opponent’s building (this is your building action this turn!), giving you that building’s ability.

However, you may not control 2 identical buildings.

You may use an action or the spell “Flee” (Buildings + Board) to take back your figure the same way you take back figures from the board.

If an opponent builds over a building with one of your goblins, that goblin is returned immediately to you.

The Goblins only have 4 spaces for their own buildings/monuments on their tableau.

Golems

The Golems are created out of the ground by the magic of Pandoria.

You start with 3 crystals, 4 gold and 9 wood.

Special ability: When placing a tile and placing a figure on it, you may spend 3 resources to place another Golem figure (including your leader, if it is the only figure left) on the other space of the tile you just placed.

The resources must match the terrain where you are placing the Golem (gold, crystal or wood).

You may not place a Golem on a city!

If you place a tile and remove one of your figures from the board, you may still pay 3 matching resources to place a Golem on the single or double tile you placed.

You may not use this ability to place a Golem on a tile that was placed through a spell.

Spirits of the Ancients

The Spirits of the Ancients have been reawakened, and the magic of Pandoria allows them to shift between the spirit world and the physical one, even haunting those who would remove them from the land!

You start with 6 crystals, 5 gold and 3 wood.

Special ability: When removed from a region by an opponent, you may “haunt” that opponent with one of your removed figures (but you may also refuse).

The opponent places your figure in his reserve. On that player’s next turn when he places one of his figures from his reserve (through a normal action or through a spell), he also places your figure on the same space. Each player can be haunted with only one figure at a time.

If you are currently haunting a player, and he removes another of your figures by closing a region, you may not choose to haunt him with a second figure at the same time. You may also haunt with your leader, if that is one of the figures that is removed from a closed region.

On Yucata multiple players can have the same realm. You may not haunt a player with a second figure if he is currently haunted by any player.

If your opponent does not have any figures in his reserve, your figure remains there until he has one there to haunt, and it will be placed together with the next figure he places. If an opponent moves or removes the figure you are haunting, your figure is immediately returned to your reserve.

When a haunting figure is in a region that has been closed, it can now haunt the player who closed the region.

In the partnership game, you cannot haunt your partner!

When playing against the “Hanbok”, that player captures all of your figures except one, which will haunt the next figure he places.

Example: Player Red closes the crystal region, which contains a yellow Spirits of the Ancients figure. Player Red removes that figure, which “haunts” him.

When Player Red places his next figure (here on the placed tile), he must place the yellow haunting figure with his figure. Player Red cannot be haunted again until the yellow haunting figure is moved or removed and he is no longer haunted.

Notes: The Teleport spell cannot be used to move a haunting figure. The "place or retrieve one figure" action and the Flee spell can be used to retrieve a haunting figure from the board but not from an opponent's reserve.

Promo realms

These are the two promo realms that were given out at SPIEL 2018.

These two promo realms can be used with the original and/or expansion realms, but not alone.

Nymphs

Start with 7 crystals, 4 gold and 2 wood.

If the scored region consists of at least 4 spaces and you are involved in the scoring, you will receive +3 of the scored resource or +1 point.

Hanbok

Start with 3 crystals, 3 gold and 6 wood.

If you close a region in which there were opponent's figures, place them in your own reserve as "captives". Each of these figures is worth one point for you at the end of the game.

Instead of placing or taking back a figure on his turn, an opponent can retrieve any number of captured figures back into his reserve. For each retrieved figure, the Hanbok receives a resource of his choice from that player.

On Yucata using these promo realms is optional. They can be used with the original and/or expansion realms, but not alone.
Nymphs

Nymphs are the spirits of the mountains, trees, meadows and lakes, but are not always bound to them.

You start with 7 crystals, 4 gold and 2 wood.

Special ability: if the scored region consists of at least 4 spaces and you are involved in the scoring, you will receive +3 of the scored resource or +1 point.

Hanbok

A Hanbok is a Korean tiger in a traditional Korean dress.

You start with 3 crystals, 3 gold and 6 wood.

Special ability: if you close a region in which there were opponent's figures, instead of returning them to their reserves, place them in your own reserve as "captives". Each of these figures is worth one point for you at the end of the game.

Instead of placing or taking back a figure on his turn, an opponent can retrieve any number of captured figures back into his reserve. For each retrieved figure, the Hanbok receives a resource of his choice from that player.

Players do not get the special abilities of realms.

Players start with the two custom cards of a unique realm, two random cards, and a set of resources assigned to the realm.

Players immediately play the custom card marked "A" as a starting building.

Humans

5 crystals, 5 gold and 5 wood

Master Builder / Bank (A), Acquire / Statue

Dwarves

2 crystals, 8 gold and 5 wood

Conjure / Carpenter (A), Terrain / Lumberyard

Elves

6 crystals, 3 gold and 4 wood

Muster / Small Saw Mill (A), Adopt / Store

Mages

7 crystals, 2 gold and 2 wood

Teleport / Large Tower (A), Enchanted Castle / Shrine

Halflings

5 crystals, 3 gold and 6 wood

Construct / Small Treasury (A), Clone / Large Treasury

Use side “A” of the realm tableau. In this version, players do not have unique abilities and each starts the game with a specific building.

Separate the custom cards from the common cards and give each player the two custom cards corresponding to his realm. Shuffle all remaining custom cards together with the 44 common cards for the market deck. Each player draws 2 additional cards from the deck to add to his hand.

Each player slides the custom card with the “A” on it as his starting building halfway under one of the 5 building spaces of his tableau. Players have 3 cards remaining as their starting hands.

Humans

Start with 5 crystals, 5 gold and 5 wood.

Custom Cards: Master Builder / Bank (A), Acquire / Statue

Dwarves

Start with 2 crystals, 8 gold and 5 wood.

Custom Cards: Conjure / Carpenter (A), Terrain / Lumberyard

Elves

Start with 6 crystals, 3 gold and 4 wood.

Custom Cards: Muster / Small Saw Mill (A), Adopt / Store

Mages

Start with 7 crystals, 2 gold and 2 wood.

Custom Cards: Teleport / Large Tower (A), Enchanted Castle / Shrine

Halflings

Start with 5 crystals, 3 gold and 6 wood.

Custom Cards: Construct / Small Treasury (A), Clone / Large Treasury

Like the Beginner game, the Family game does not use realms. It further simplifies the game by not using spells, buildings or monuments.

All regular rules of Pandoria are the same without using realms, spells, buildings or monuments.

Every resource symbol is worth 1 point. When a region is closed, every resource in that region is scored only as points.

You may place your leader at any time.

Turn steps:

1. You must place a double tile or a castle. Remove figures from closed regions.

2. You may place or remove one figure.

3. Score closed regions.

4. Draw a double tile.

Place the resource markers (wood, crystal, gold), tableaus, single tiles, monuments and all cards back in the box.

All regular rules of Pandoria are the same without using realms, spells, buildings or monuments.

Every resource symbol is worth 1 point. When a region is closed, every resource in that region is scored only as points.

You may place your leader at any time.

Turn steps:

1. You must place a double tile or a castle. Remove figures from closed regions.

2. You may place or remove one figure or pass.

3. Score closed regions.

4. Draw a double tile.

All rules of the Family game apply except as follows.

Shuffle all cards containing the following spells and place them in a face-down stack: Astral Ship, Clone, Enchanted Castle, Muster, Rage, Teleport and Terrain. Stack single tiles face-down.

After you have placed your tile and optionally placed or removed a figure, you may play 1 card as a spell before scoring any closed regions.

Whenever a region is scored, each player who scored may, instead of taking points, draw a card from the deck and add it to his hand.

Turn steps:

1. You must place a double tile or a castle. Remove figures from closed regions.

2. You may place or remove one figure or pass.

3. You may play one card from your hand as a spell.

4. Score closed regions. For each region you may score its points or draw one card.

5. Draw a double tile.

Use all cards with the following spells: Astral Ship, Clone, Enchanted Castle, Muster, Rage, Teleport and Terrain. Shuffle those cards and place in a face-down deck. Shuffle and stack the single tiles (used for the Terrain spell) face-down.

During your turn after you have placed your tile and optionally placed or removed a figure, you may play 1 card as a spell before scoring any closed regions. Then discard the Spell card.

Whenever a region is scored, each player who scored may, instead of taking points, draw a card from the deck and add it to his hand.

On Yucata players score their points from closed regions and then are given a chance to spend them to buy cards. To avoid turn interruptions, players other than the player on turn are given that chance at the start of their next turns.
Turn steps:

1. You must place a double tile or a castle. Remove figures from closed regions.

2. You may place or remove one figure or pass.

3. You may play one card from your hand as a spell.

4. Score closed regions. For each region you may score its points or draw one card.

5. Draw a double tile.

As the five realms thrive, you discover the remains of former inhabitants of Pandoria. The ancient artifacts left behind can be reassembled as magical relics to earn further glory for your realm!

The Artifacts expansion can be added to any of the standard, beginner, family and family with spells games.

Components

Preparation

Place the artifacts and relics next to the board.

In a 2-player game, remove the two relics worth 4 and 7 points. With 3 players, remove the 7-point relic from the game.

Randomly choose one side of the new starting tile and place it on the board in the position shown.

You can connect to this later in the game, just as you can connect to the terrain spaces printed on the board. No tile can be placed adjacent to this tile at the beginning of the game!

Before mixing in the new double tiles, first remove a certain number of the original tiles from the game without looking at them: with 4 players, remove 16 tiles (instead of 4), with 3 players, remove 20 tiles (instead of 8) and with 2 players, remove 24 tiles (instead of 12). Only then do you mix the new double tiles with the remaining double tiles and place them in face-down draw piles.

Each player receives the mountain castle of his player color.

Mix the 6 new single tiles with the 8 single tiles from the basic game and stack in a face-down draw pile. Remaining preparation for the base game does not change.

Double tiles with artifacts

The new double tiles each show 2 of the same terrain as well as 1-2 artifacts.

When you place one of these tiles on the board, place the corresponding number of artifacts from the reserve onto that tile.

When a region containing artifacts is closed, the player who closed it receives all the artifacts in the region.

When you place one of these tiles on the board, immediately place the corresponding number of artifacts from the reserve onto that tile.

When a region containing artifacts is closed, the player who closed it receives all the artifacts in the region whether or not he scored any resources.

Mountain castles

Instead of placing your double tile or one of your castles, you may now place your mountain castle. With this tile, you cover and block an exit path without covering any fertile plain space on the board.

As with placing other tiles, the mountain castle tile must be adjacent to a previously placed tile.

Then you can place a figure on the castle side of the mountain castle tile. The same rules apply as with figures on other castles.

If you place your mountain castle, you do not draw a new double tile at the end of your turn.

Note: You may place the mountain castle on an exit path only if the terrain connected to the exit path has not yet been enclosed, i.e. surrounded. In other words, you may not place a mountain castle that blocks the exit path of a closed region or of a region that would be closed except for the fact that its terrain matches that of the exit path.

You may also place your mountain castle with the Enchanted Castle spell.

Instead of placing your double tile or one of your castles, you may now place your mountain castle. With this tile, you cover and block an exit path without covering any fertile plain space on the board.

As with placing other tiles, the mountain castle tile must be adjacent to a previously placed tile.

Then you can place a figure on the castle side of the mountain castle tile. The same rules apply as with figures on other castles.

If you place your mountain castle, you do not draw a new double tile at the end of your turn.

Note: You may place the mountain castle on an exit path only if the terrain connected to the exit path has not yet been enclosed, i.e. surrounded. In other words, you may not place a mountain castle that blocks the exit path of a closed region or of a region that would be closed except for the fact that its terrain matches that of the exit path.

You may also place your mountain castle with the Enchanted Castle spell.

Single tiles

Instead of placing a double tile from your hand or a castle, you may now draw a single tile from the stack and place it directly into a gap of exactly one space.

If the tile is not part of a closed region, you may place one of your figures on the tile, as usual.

At the end of your turn, you do not draw a new double tile for your hand.

Instead of placing a double tile from your hand or a castle, you may now draw a single tile from the stack and place it directly into a gap of exactly one space. This was previously only possible using the Terrain spell.

If the tile is not part of a closed region, you may place one of your figures on the tile, as usual.

At the end of your turn, you do not draw a new double tile for your hand.

Relics

Once you have collected enough artifacts, you may exchange them for a relic instead of playing a card or building a monument on your turn.

Put the required number of artifacts back into the reserve and take a relic that costs the number of artifacts.

Score the points from the relic with your crown marker. You can acquire any number of relics during the game.

Note: In the partnership game, partners collect their artifacts together, and either of them can exchange them for a relic.

In the family version, the points on the relics are doubled!

Once you have collected enough artifacts, you may exchange them for a relic instead of playing a card or building a monument on your turn.

Put the required number of artifacts back into the reserve and take a relic that costs the number of artifacts. Place it next to your tableau. You do not need a building slot for it.

Score the points from the relic with your crown marker. You can acquire any number of relics during the game.

Note: In the partnership game, partners collect their artifacts together, and either of them can exchange them for a relic.

In the family version, the points on the relics are doubled!

Spells

Take one card for free from the card market.
Take two cards for free from the card market.
Copy the top spell of an opponent, but not another “Adopt” spell.
Place a figure on an unoccupied ship in one of the lakes.
Place one figure on an unoccupied space adjacent to one of your other figures, but not on a ship, castle, or closed region.
Place two figures on unoccupied spaces adjacent to your other figures, but not on ships, castles, or closed regions.
Set one of your resources to 6.
Set one of your resources to 8.
Set one of your resources to 10.
Build a building or monument at no cost in wood.
Place one of your castles together with one figure.
Return any number of your figures from the board to your reserve.
Build a building and a monument at the same time. Discounts from the Carpenter apply to both.
Place one figure on an unoccupied space, but not on a ship, castle, or closed region.
Place two figures on unoccupied spaces, but not on ships, castles, or closed regions.
One of your figures other than your leader counts double when scoring one region.
One of your figures other than your leader counts triple when scoring one region.
Move one of your figures onto any unoccupied space, but not onto a ship, castle, or closed region.
Move two of your figures onto any unoccupied spaces, but not onto ships, castles, or closed regions.
Draw and place an additional single tile without placing a figure onto it.
Draw and place an additional double tile without placing a figure onto it.

Buildings

Pay 1 gold less for each card you buy. Always pay at least 1 gold.
Pay 2 gold less for each card you buy. Always pay at least 1 gold.
Pay 3 gold less for each card you buy. Always pay at least 1 gold.
Pay 1 wood less for each building or monument. Always pay at least 1 wood.
Pay 2 wood less for each building or monument. Always pay at least 1 wood.
Pay 3 wood less for each building or monument. Always pay at least 1 wood.
Score 1 point for 2 wood when you surpass 10 wood instead of the usual rate of 1 for 3.
Score 2 points for 3 wood when you surpass 10 wood, instead of the usual rate of 1 for 3.
When the resource you need to pay reaches “0”, you may pay using one other resource at a rate of 1:1.
When the resource you need to pay reaches “0”, you may pay using one other resource at a rate of 2:1. (building cost 1 wood)
When the resource you need to pay reaches “0”, you may pay using one other resource at a rate of 2:1. (building cost 2 wood)
If one of your resources is “0” at the end of your turn, set it to “2”.
Score 1 point for 2 crystals when you surpass 10 crystals, instead of the usual rate of 1 for 3.
Score 2 points for 3 crystals when you surpass 10 crystals, instead of the usual rate of 1 for 3.
When you take part in scoring a forest region, receive + 2 wood for each forest space.
When you take part in scoring a forest region, receive + 1 wood for each forest space.
Pay 1 crystal less when casting a spell. Always pay at least 1 crystal.
Pay 2 crystals less when casting a spell. Always pay at least 1 crystal.
Pay 3 crystals less when casting a spell. Always pay at least 1 crystal.
Score 1 point each time you play a spell.
Score 2 points each time you play a spell.
When you take part in scoring a city region, receive + 1 point for each city space.
Score 1 bonus point each time you exceed 10 resources.
When you take part in scoring a mountain region, receive + 2 crystals for each mountain space.
When you take part in scoring a mountain region, receive + 1 crystal for each mountain space.
When you take part in scoring a hills region, receive + 2 gold for each hills space. (building cost 5 wood)
When you take part in scoring a hills region, receive + 2 gold for each hills space. (building cost 7 wood)
When you take part in scoring a hills region, receive + 1 gold for each hills space.
Score 1 point for 2 gold when you surpass 10 gold, instead of the usual rate of 1 for 3.
Score 2 points for 3 gold when you surpass 10 gold, instead of the usual rate of 1 for 3.
Starting player

The starting player is designated by a white background behind his seal.

Coordinates

Spaces are designated by their column (A-P) and their row (0-13), e.g. B7. Columns A and P and row 0 (unmarked above row 1) are outside the fertile plain and can be occupied only by mountain castles.

When you hover over a coordinate in the gamelog with your mouse, the corresponding field gets highlighted with a small white hex to make it easier to identify placements.

Goblins

On a Goblins player's window, opponents' buildings he has occupied are shown on his tab as well as on their owners' tabs. Occupied buildings contain a figure of the Goblins player. If a Goblins player occupies more than one building, all but the first occupied building are visible only by horizontally scrolling the Goblins player's tab.

Spells with no effect

A player can cast a spell even though the spell has no effect, for example Rage when the player will not score any regions. A player might want to do that to score points from a Shrine or to prevent an opponent from using the player's previously cast spell, so the program does not prevent it. Also, a player can cast a spell other than Conjure and Rage and forego its effect.

Warning regarding Hanbok opponents

If one or more opponents have the Hanbok realm, they capture all of your figures, you have no resources, you do not own or occupy a Poorhouse, and you do not have the Hanbok realm yourself, you will have no way to retrieve any of your captured figures and will be unable to score any more points. Avoid getting into this situation.

Exit paths

If the fertile plain space adjacent to an exit path contains the resource designated by the exit path, the exit path is highlighted with one or two hexes to remind players that the exit path prevents the adjacent region from ever being closed.

 
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