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2-4 players, 90-120 minutes, 10 years and older |
Authors | Jeffrey Allers (DesignerJeff) Bernd Eisenstein (Eisenstein) |
Illustrators | Christian Opperer Lukas Siegmon |
Published by | Irongames |
Online since | 2020-07-26 |
Developed by | Jim Thompson (StCharles) |
Boardgamegeek | 248167 |
Complexity | 2,48/5 |
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! |
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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.
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).
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.
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.
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.
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.
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.
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.
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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