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The wizards instantly jumped to their feet.

Determined not to go househunting again until their lease was up, they jumped into the hole. Filled with
hope and fear, but lacking any real understanding of the situation, they were 4
Dumb Wizard Friends on a quest to save the Multiverse...

Losing the Game


There are 3 possible ways to lose:
1. If there are not enough Natives to extract all the Gems from.
2. If any entire Universe becomes destroyed.
3. If friendly Natives cannot be reached due to destroyed Zones.

If we dont fix this, were going to get kicked out of the house! And well
definitely lose our deposit!
The other wizards stared at him blankly, too dumb to grasp the gravity of
the situation.

Winning the Game:


Once players have retrieved 4 Element Gems from their
respective friendly Natives, they can combine elemental
power to form the Ultimate Power, save the Multiverse and
win the game!

You fool! shouted the Dimension Wizard, the least dumb of the four. We
didnt stop it! We ripped a hole in space-time! Its not just melting the earth
anymore; its obliterating the foundations of the Multiverse! The only way
to mend Space-Time is if we travel across the Universes and combine the
elemental gems to form the Ultimate Power, or the Multiverse is doomed!
Once upon a time, in a land far, far away, there were 4 dumb wizards. Desperate
for a place to stay in a time of soaring rent prices, they were forced to live
together in a modest house share. One day while trying to make a healing
potion, the Mind Control Wizard tripped over his own feet and spilled the
mixture on the floor. The potion burned through their kitchen floor, the
foundations of the house, then the bedrock. As the hole grew deeper and
deeper, the wizards began to panic. In a fit of hysteria, they began to cast any
spells they could think of at the hole, in the hope that maybe one would prevent
the hole from reaching the earths core. Approximately twenty dodgy potions
later, there was a blinding flash. After getting his bearings, the Mind Control
Wizard rubbed his eyes and peered down the hole. Well its stopped getting
deeper he declared, satisfied with the resolution.

GAME END
Chan
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70mm Deck pu
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3. Place this card in the Chance Deck discard pile.


2. Place all the cards back on top of the Universe Deck.
Demen

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1. Shuffle all the cards in the Universe Deck discard pile.


1. Shuff
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card pil
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SAVE THE MULTIVERSE

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iverse
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Deck disc
Universe

Your team of Dumb Wizards have been scattered across the collapsing Multiverse,
ready for action. You must all work together to mend the tear. The goal is simple: you
must collect 3 of each Element card (Fire, Earth, Water, Air) and retrieve 4 Element
Gems from the Friendly Natives. These will then combine together to form the
Ultimate Power, the only spell strong enough to mend the tear. Friendly Natives have
come to greet you, ready to help. But as the wizards travel through the Universes, the
tear widens and the zones begin to destruct, turning Natives angry and hostile. If an
Zone
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purple
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the
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play
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g any turn for

durin
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ell

play
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back on
the cards
2. Place all
Deck.
Universe
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Bridge of Shattered Dreams

Indefinite

Indefin
Well ite Stea
m

Ominous

play
this card and n
You can keep
turn for 1 actio
it during any

play
this card and n
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turn for 1 actio
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play
this card and n
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turn for 1 actio
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The Neverdoor

The Lumps

Steamer

er

Chance
card in the
3. Place this
ard pile.
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yer
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Move to the
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Shunned Bridge
Magic Corp HQ
Tom
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Spiky Rock
any
must
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board
turn for 1 actio
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You can keep
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this card and
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Place

Place thi
s card in
the
pile afte Game discar
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(transparent)

s in the
all the card
1. Shuffle
ard pile.
Deck disc
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card and play

play
this card and n
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turn for 1 actio
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this
n
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s card in
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for
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8 Native Cards
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dimension

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all the card
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ard pile.
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Pit

play
this card and n
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play
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any dimens
player in
for 1 action

Zones in
Rupture all
ension!
current Dim Spell

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14 Spell cards

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for
ard pile.
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1 actio
n

The Lame Inferno

Keep thi
s Cards
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pla
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Fish Pit

Ominous Well

Mend
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tion

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to

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Stephens House

Republic of Eyeland

neral
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play
Rupure keep
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You can each?
for 1 action
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during any turn
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play
this card and n
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turn for 1 Weeping
it during any

curren

t Zone

Weeping Forest

Elles Estuary

The Schulmp

Chance
Deck
Spell

2. Place all the cards back on


top of the Universe Deck.

3. Place this card in the Chance


Deck discard pile.

ediately
this card imm
You must play Chance Deck discard pile
place it in the

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Move

1. Shuffle all the cards in the


Universe Deck discard pile.

Spell

then
h the
this card immes wit
pile
ovmust
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Zon
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a de
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stro
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desrdtro
1 acyer
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oveDeck
tion
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ion
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h Zone
then place it
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kee this play this card imm e of
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pile
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rd
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disca
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ayer on s with the
d and
nd
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any turitn inMe
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place
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your
for 1 act y for 1 action
then place
a Gem
Chaos
card imm
eive
this
right
ice
pile
Rec
choion
discard
You must play
ce Deckyer
in any
You can
X2 of Cards
in the Chan
kee
elyd to a
a pla
car
Faded Zone image and bigger name on front, Green design on back
then place it Universe
fromDeck
immediat
each
it during p this card and
Gem
e acard
Givthis
1 action
any turn
X1 copy of each
play
discard pile
for
ion
You must play
70
Deck
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ion
ce
for 1 act
mmX
ens
Chaos24dim
cards
in total
in the Chan any dim
ion
then place itplayer in
10
70mmX100mm
0
You
mm
Acecan
play
this card and
takeep
for 1 action

Chaos

Demented
X4 copies

Demented!

Indefinite Steamer

ive
friendly Nat
Choose a
tile
ell
Sp
becom
Spe hos

Spell to
Return a
discard pile
Spell
Crystal Motel

Chaos

Chaos

Spell

You can
kee
it during p this card and
any turn
pla
for 1 act y
ion

ely on the
ive
ediat
Nat
card imm
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playve
rd pile
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You must
ce Deck disca Zone
Ru
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to a Zonepture then
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ent Di
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rn all
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y Nativ
your
es in
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You mu
st play this
then pla
d play

rds
X5 of
each

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tion

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keep this
it
all frie
carndl
during
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play tile
turn for and
e hos
1 act
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your Zon
ion

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play
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this card and n ds
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can keepea
for 1 actio
turnch
rdsit durin
ing any
total

Spell and
X2 copies
28 cards

Spell

Spell

Move any Native on the


board to any Zone

Give a Gem card to a


player in any dimension
for 1 action

te

play
this card and n
You can keep
turn for 1 actio
it during any
Elles Estuary

Pass on
e of yo
ur Sp
cards
ell

The Schulmp

Chaos

this car
can keep
it during
n
any turn d andYou
play g any turn for 1 actio
for 1 actit durin
play
ion
this card and n
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You can
turn for 1 actio
kee
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it during p this card and
any turn
pla
for 1 act y
ion

Bleak Pasture

Holy Desert

Chaos

Spilly Hill

Chaos

Chaos

Teleport to a Zone
anywhere on the board
for 1 action
Wibbly Valley

for 1 action
Magic Corp
HQ

Tom

3. Friendly Natives Appear


Remove 4 Native cards from the Native
deck 1 of each element (fire, water, air,
earth). Draw 1 card at a time from the
Universe deck to determine on which
Zone to place the Native. Place the Native
card on top of its affected Zone card on
the board to signify its presence. When
placing a Native card, ensure its emoticon
is on top-left corner with a smiley face.
This indicates that the Native is friendly.
Repeat this until all 4 Natives have their
position on the board. Return used
Universe cards to Universe Discard pile.

4. The Multiverse Begins to


Rupture
Draw another 5 Universe cards from
the top of the Universe deck. As before,
the Zone name on the card indicates
what area is affected. This time, pick up a
Rupture card and place on the affected
area. Return used Universe card to
Universe Discard pile.

Now you are ready to play! The player who most resembles their character goes first.
Play continues in a clockwise direction. On every turn, the active player must:
1. Rupture the Multiverse!
2. Take up to 4 actions
3. Take 2 Chances
Rupure Cards
X2 of each
70mmX100mm
Acetate

Fire Native

GAMEPLAY

Earth Native

Water Native

1. RUPTURE THE MULTIVERSE! If the affected Zone card is already


ruptured, the Zone becomes destroyed!
The hapless wizards misfired spells are
You must flip the card around to its
fast resulting in ruptures in the Multiverse.
Zone Cards Zone image and name on front, Destroyed on back
X1 copy of each
Destroyed (purple) side.
Select
2
cards
from
the
Universe
24 deck
cards in to
total
Zone Cards Zone image and name
Zoneon
Cards
front, Destroyed
Zone image
onand
back
name on70mmX100mm
front, Destroyed on back

Discard
any rupture card present on
X1 copy of each
X1
copy
of
each
Native draw
card have
determine
which unfortunate
Zones
24 cards in total
24 cards in total
X1 of each
70mmX100mm
the Zone to the Rupture Discard pile.
Air Native
beenWild-card
hit70mmX100mm
thisNative
time. Cards should be drawn
Discard corresponding Universe
1 at a time: 1 from the top of the deck,
card to the Game Discard pile.
and 1 from the bottom. For each card

Any Native card present on the Zone


drawn, find its corresponding Zone on the
has been permanently destroyed.
board, and do one of the following:
This Native card must
placed
Place an Air Native on
Place
the Wild-card
Native
Zonebe
Cards
Zone in
image and name on front, Destroyed on back

If
the
affected
Zone
card
is
clear,
place
your current zone
on your current zone
X1 copy of each
the
Game
Discard
pile.
24
cards
in
total
a Rupture card on it. This area has
70mmX100mm
now ruptured.
The Schulmp

The Schulmp

Place a Water Native on


Rupture Cards
your current zone

Place a Fire Native on


your current zone

Place an Earth Native on


your current zone

Fire

Elles EstuaryThe Schulmp

Place this card in the Game discard


pile after use.

Place a Fire Native on


your current zone

Place an Earth Native on


your current zone

Water Native
Earth

Place this card in the Game discard


pile after use.

Place this card in the Game discard


pile after use.

Place this card in the Game discard


Keep this card inpile
your
hand.
after
use.When any one
player has 3 matching elements you may trade
with a native for an element stone.

Fire Native

Earth Native

Water

Air

Earth

Place a Fire Native on


your current zone

Place this card in the Game discard

ire Native

Place a Water Native on


your current zone

Water

Place this card in the Game discard


pile after use.

Place this card in the Game discard


pile after use.

Place this card in the Game discard


pile after use.

Wibbly Valley

Shunned Bridge
Wibbly Valley

Place this card in the Game discard


Keep this card inpile
your
hand.
after
use.When any one
player has 3 matching elements you may trade
with a native for an element stone.

The Lame Inferno

Keep this card in your hand. When any one


player has 3 matching elements you may trade
with a native for an element stone.

The Schulmp

Earth

Place this card in the Game discard

afterhand.
use. When any one
Keep this card pile
in your
player has 3 matching elements you may trade
with a native for an element stone.

afterhand.
use. When any one
Keep this card pile
in your
player has 3 matching elements you may trade
with a native for an element stone.

Earth Native

Water Native

Air Native

Earth

Water

Place an Earth Native on


your current zone

Place a Water Native on


your current zone

Place an Air Native on


your current zone

s card in the Game discard


pile after use.

Place this card in the Game discard


pile after use.

Place this card in the Game discard


pile after use.
Keep this card in your hand. When any one
player has 3 matching elements you may trade
with a native for an element stone.

Place this card in the Game discard


pile after use.
Keep this card in your hand. When any one
player has 3 matching elements you may trade
with a native for an element stone.

Water

Air

Fire

Place this card in the Game discard

Place this card in the Game discard


pile after use.

afterhand.
use. When any one
Keep this card pile
in your
player has 3 matching elements you may trade
with a native for an element stone.

Air

Wibbly Valley

Place this card in the Game discard


pile after use.
Keep this card in your hand. When any one
player has 3 matching elements you may trade
with a native for an element stone.

Players cannot play additional Native


or Rupture cards on a destroyed Zone.
Once a Zone becomes destroyed, the
player is no longer able to pass through.
If an entire Universe becomes destroyed,
the Multiverse cannot be recovered and
the game ends in defeat!
Keep this card in your hand. When any one
player has 3 matching elements you may trade
with a native for an element stone.

Keep this card in your hand. When any one


player has 3 matching elements you may trade
with a native for an element stone.

Zone Cards Zone image and name on front, Destroyed


on back
Zone Cards
Zone image and name on front, Destroyed on back
X1 copy of each
X1 copy of each
24 cards in total
24 cards in total
70mmX100mm
70mmX100mm
The Schulmp

Elles Estuary

Bleak
ThePasture
Schulmp

Holy
EllesDesert
Estuary

Spilly Pasture
Hill
Bleak

Weeping
Forest
Holy Desert

Zone Cards Zone image and name on front, Destroyed


Zone Cards
on back
Zone image
Zone
andCards
name
on
Zone
front,
image
Destroyed
and name
on back
on front, Destroyed on back
X1 copy of each
X1 copy of each
X1 copy of each
24 cards in total
24 cards in total
24 cards in total
70mmX100mm
70mmX100mm
70mmX100mm
Wibbly Valley

The Schulmp
Shunned
Bridge

Wibbly
Valley
Elles
Estuary
Magic
Corp
HQ

Shunned
Bridge
Bleak
The
Schulmp
Pasture
Tom

Magic
Corp
HQ
Elles
Holy
The Schulmp
Desert
Estuary
Fluffington

Tom
Bleak
Elles
Spilly
Pasture
Estuary
Hill
Spiky
Rock

Zone Cards Zone image and name on front, Destroyed on back


X1 copy of each
24 cards in total
70mmX100mm
The Lame Inferno

Wibbly
Valley
Fire
Fish Pond

The
Lame
Inferno
Shunned
Bridge
The
Schulmp
Derpy
Downs

Fire
Fish
Pond
Magic
Wibbly
Corp
HQ
Elles
Estuary
Fish
PitValley

The
Schulmp
Lame
Inferno
The
Neverdoor

Elles
The
Schulmp
Estuary
Fire
Fish
Pond
Wibbly
Valley
The
Lumps

Universe Deck Faded Zone image and bigger name on front, Green design on back
X1 copy of each
Wibbly Valley
Shunned
Wibbly
Valley
Bridge
The
Lame
Inferno
24 cards in total
70mmX100mm

Bleak
Elles
The
Schulmp
Pasture
Estuary
The
Derpy
Lame
Downs
Inferno
Shunned
Bridge
Crystal
Motel

Derpy
Downs
Shunned
Wibbly
Tom
Valley
Bridge
Bleak
Pasture
Ominous
Well

Fish
Pit
Shunned
Magic
Fluffington
Corp
Bridge
HQ
Holy
Desert
Indefinite
Steamer

Bleak
Elles
Holy
The
Schulmp
Desert
Pasture
Estuary
The
Fire
Fish
Lame
Fish
Pit
Inferno
Pond
Magic
Corp
HQ
Stephens
House

Bleak
Elles
Holy
The
Spilly
Schulmp
Desert
Pasture
Estuary
Hill
Ominous
Fire
Derpy
Fish
Downs
Well
Pond
Tom
Republic
of
Eyeland

Game with 1 Destroyed Universe


Shunned
Magic
Wibbly
Corp
Valley
Bridge
HQ
Fire Fish
Pond

Shunned
Magic
Wibbly
Tom
Corp
Valley
Bridge
HQ
Derpy
Downs

Shunned
Magic
Fluffington
Wibbly
Tom
Corp
Valley
Bridge
HQ
Fish
Pit

Hostile Natives:

All Natives begin as friendly and


welcoming. However, if the Natives Zone
becomes ruptured, this causes the Native
to become hostile. To turn a Native
friendly, players must first mend their
ruptured zone, then spend an action
smothing things over. Players are unable
to extract elements from hostile Natives.
If both Natives of a same elemental type
become destroyed or unreachable, and
there is no Wild-card Native in play, the
game ends in defeat!
Weeping Forest

Elles Estuary

The Lame Inferno

Wibbly Valley

Magic Corp HQ

The Schulmp

The
Fire
Lame
Fish Inferno
Pond

Tom

Bleak Pasture

The
Fire
Derpy
Lame
Fish
Downs
Inferno
Pond

Shunned Bridge

Holy Desert

The
Fire
Derpy
Fish
Lame
Fish
Downs
Pit
Inferno
Pond

Fluffington

Spilly Hill

The
Ominous
Fire
Derpy
Fish
Lame
Fish
Downs
Pit
Well
Inferno
Pond

Spiky Rock

Zone Cards Zone image and name on front, Destroyed on back


X1 copy of each
24 cards in total
70mmX100mm

Zone Cards Zone image and name on front, Destroyed on back


X1 copy of each
24 cards in total
70mmX100mm
The Schulmp

Elles Estuary

Bleak Pasture

Holy Desert

Wibbly Valley

Shunned Bridge

Magic Corp HQ

Tom

2. TAKE UP TO 3 ACTIONS
You are allowed to take up to 3 actions
per turn. You and your teammates must
collaborate together to decide the most
appropriate actions to take on each
players turn. Select Native
any combination
of
Cards
the following actions:X2 of each
70mmX100mm
Move to an adjacent
Zone in
Acetate
your Universe
Mend a Zone
Turn hostile Native friendly
Teleport to an adjacent Universe
(2 actions)
Give Element card to fellow
wizard in same Universe
Cast spell from Spell Card
Receive Element Gem from
friendly Native

Spilly Hill

Weeping Forest

Fluffington
Weeping
Bleak
Holy Desert
Pasture
Forest

Spiky
Rock
Holy
Spilly
Desert
Hill

Ominous
Well
Magic
Spiky
Tom
Corp
Rock
HQ
Spilly
Hill

Weeping
Spilly Forest
Hill

Indefinite
Steamer
Fluffington
Tom
Weeping
Forest

Spiky
Fluffington
Rock

Derpy Downs

Fish Pit

The Neverdoor

The Lumps

Crystal Motel

Weeping
Elles
Bleak
Holy
Spilly
Estuary
Desert
Pasture
Forest
Hill
Ominous
Fish
Pit
Well
Spiky
Rock

Weeping
Bleak
Holy
Spilly
Pasture
Desert
Forest
Hill
Indefinite
Ominous
Steamer
Well

Weeping
Holy
Spilly
Desert
Forest
Hill
Indefinite
Steamer

Weeping
Spilly Hill
Forest

Shunned
Magic
Wibbly
Spiky
Fluffington
Tom
Corp
Rock
Valley
Bridge
HQ
Ominous
Well

Shunned
Magic
Spiky
Fluffington
Tom
Corp
Rock
Bridge
HQ
Indefinite
Steamer

Magic
Spiky
Fluffington
Tom
Corp
RockHQ

Spiky
Fluffington
Tom
Rock

Fluffington
Spiky Rock

The Schulmp

Bleak Pasture

Magic Corp HQ

Fish Pit

Fluffington

Tom

Spiky Rock Fluffington

Derpy DownsWibbly Valley

Fire Fish Pond

Derpy Downs

Ominous Well

Holy DesertBleak Pasture

Indefinite
Fire
Ominous
Derpy
Fish
Fish
Steamer
Downs
Pit
Pond
Well

Indefinite
Ominous
Derpy
Fish
Downs
Steamer
Pit
Well

Indefinite
Ominous
Fish Steamer
PitWell

Indefinite
OminousSteamer
Well

Spilly Hill

Wibbly Valley

Shunned Bridge

Magic Corp HQ

Tom

Fluffington

Spiky Rock

Derpy Downs

Fish Pit

Ominous Well

Indefinite Steamer

Weeping Forest

Fluffington

Spiky Rock

Fire Fish Pond

Ominous Well

Stephens House

Holy Desert

Tom

Derpy Downs
Fire Fish Pond

Spiky Rock

Indefinite Steamer

Fish Pit

Spiky Rock

Fish Pit Shunned Bridge

Indefinite Steamer
Ominous Well

Spilly Hill Holy Desert

Indefinite Steamer

Weeping ForestSpilly Hill

Weeping Forest

Fire Fish Pond

Magic Corp HQ

Fluffington

Fish Pit Derpy Downs

Tom

Spiky Rock Fluffington

Ominous Well Fish Pit

Spiky Rock

Indefinite Steamer
Ominous Well

Indefinite Steamer

to

Chaos

Chaos cards have an immediate effect


that is triggered when the card is drawn.
After following instruction on card,
discard into the Chance Discard pile. If
Chaos card cannot be played, take no
action and return to Chance Discard pile.

fellow

Earth Native

Water Native

Place a Fire Native on


your current zone

Place an Earth Native on


your current zone

Place a Water Native on


your current zone

Place an Air Native on


your current zone

Place this card in the Game discard


pile after use.

Place this card in the Game discard


pile after use.

Place this card in the Game discard


pile after use.

Place this card in the Game discard


pile after use.

Fire Native

Earth
FireEarth
Native
Native

Water
Earth
FireWater
Native
Native
Native

Air
Water
Earth
Air Native
Native
Native

Fire
Wild-card
Water
Air Native
Native
Native

Place a Fire Native on


your current zone

Place
Placean
a Earth
Fire Native
Native
onon
your current zone

Place
Place
Placean
aaWater
Earth
Fire Native
Native
Native
on
on
on
your current zone

Place
Place
Place
an
aan
Water
Earth
Air Native
Native
Nativeon
on
on
your current zone

Place
Place
Place
the
aan
Water
Wild-card
Air Native
Native
Native
on
on
onyour
yourcurrent
currentzone
zone

Place this card in the Game discard


pile after use.

Keep this card in your hand. When any one


player
has
3 matching
you may trade
Place
this
card in theelements
Game discard
with a native
for an
pile after
use.element stone.

Keep this card in your hand. When any one


player
has
3 matching
you may trade
Place
Place
this
this
card
card in
in the
theelements
Game
Game discard
discard
with a native
for an
pile
pile after
after
use.
use.element stone.

Keep this card in your hand. When any one


player
has
3 matching
you may trade
Place
Place
this
this
card
card in
in the
theelements
Game
Game discard
discard
with a native
for use.
an
pile
pile after
after
use.element stone.

Earth

Water
Earth

Water
Earth
Air

Water
Fire
Air

Keep this card in your hand. When any one


player has 3 matching elements you may trade
with a native for an element stone.

Keep this card in your hand. When any one


player has 3 matching elements you may trade
with a native for an element stone.

Keep
Keep this
this card
card in
in your
your hand.
hand. When
When any
any one
one
player
player has
has 33 matching
matching elements
elements you
you may
may trade
trade
with
with aa native
native for
for an
an element
element stone.
stone.

Keep
Keep this
this card
card in
in your
your hand.
hand. When
When any
any one
one
player
player has
has 33 matching
matching elements
elements you
you may
may trade
trade
with
with aa native
native for
for an
an element
element stone.
stone.

Spell

Spell cards are to be kept by player and


used as an action when required. Once
these single-use cards are played from a
players hand, discard to Chance Discard
pile. Spell cards must be used by the
player that draws them. A player can
hold a maximum of 3 spells: if you end up
with more than 3 spells in your hand, you
simply remove a Spell card of your choice
and discard it to the Chance Discard pile.

Air Native

Wild-card Native

Place this card in the Game discard


pile after use.

Gemdraw
Cardscard
Native
of each
X1 X5
of each

Native draw card


X1 of each

Wild-card
Air Native
Native

Place this card in the Game discard


pile after use.

Gem Cards
X5 of each

Place the Wild-card Native


on your current zone

Place this card in the Game discard


pile after use.

Native
Cards
Gem Cards
X2
X5of
ofeach
each
70mmX100mm
Acetate

Gem Cards
X5 of each

Fire
Air

Native draw card


X1 of each

Wild-card Native

Place
Place
the
an
Wild-card
Air NativeNative
on
onyour
yourcurrent
currentzone
zone

Keep this card in your hand. When any one


player
3 matching
you may trade
Place
Placehas
this
this
card
card in
in the
theelements
Game
Game discard
discard
with a native
for use.
an
pile
pile after
after
use.element stone.

Fire

New Native

Keep this card in your hand. When any one


player has 3 matching elements you may trade
with a native for an element stone.

Keep this card in your hand. When any one


player has 3 matching elements you may trade
with a native for an element stone.

Once retrieved, discard 3 Element cards


and the Native Card to Game discard
pile.
Rupure Cards
X2 of each
70mmX100mm
Acetate

Native draw card


X1 of each

Place the Wild-card Native


on your current zone

2 actions

You may, for 1 action, turn a hostile Native


friendly. When you take this action, you
must flip over the card so its friendly
side is facing up.

friendly Native. All 4 element gems must Rupure Cards General


X20 of each?
be extracted in order to win the game. Or pick one to do X20 of
70mmX100mm
If Element card drawn has already been Acetate
retrieved or is not needed, place in Game
Discard pile.

When this card is drawn, you must place


a Native, of the element type specified,
on your current zone. When placing a
Native card on the zone, ensure that the
emoticon is on top left with a smiley face
symbol. This indicates that the Native
is friendly. Place players pawn on top
of Native card. It is possible to retrieve
an element of any type from the Wildcard Native. Upon retrieval of element,
remove the Wild-card Native from
play. Discard New Native cards to Game
Discard pile after use.

Native Cards
X2 of each
70mmX100mm
Acetate

Weeping Forest

Turn hostile Native friendly:

card

You may, for 1 action, retrieve an


Element Gem from a friendly Native,
provided that:
You are both on the same Zone tile
You have gathered 3 Element cards
The Native is of the same element as
your Element cards

Weeping Forest

Indefinite Steamer

Republic of Eyeland

Fire Fish Pond


The Lame Inferno

Fire Native

You may, for 2 actions, teleport to an


adjacent Universe. You can only move up
or down, not diagonally. You must also
draw a 3rd card from the Chance pile at
the end of your turn.
Holy Desert

Spilly Hill

Magic CorpShunned
HQ
Bridge

Retrieve element from friendly


Native:

Teleport to an adjacent Universe:

Indefinite
The
Ominous
Fire
Derpy
Lame
Fish
Fish
Steamer
Downs
Pit
Inferno
Well
Pond

Bleak Pasture

Game with Unreachable Native

Elles Estuary

Bleak Pasture
Elles Estuary

You may, for 1 action, give 1 or more


of your Element cards to another player
if both of your pawns are in the same
Universe.

You may move your pawn to an adjacent


Zone tile, either left or right, for 1
action. You are allowed to pass through
a ruptured Zone but you cannot enter a
destroyed Zone.

Elles Estuary

Universe Deck Faded Zone image and bigger name on front, Green design on back
X1 copy of each
24 cards in total
70mmX100mm

Weeping Forest

Elles Estuary
The Schulmp

Shunned Bridge
Wibbly Valley

Give Element
wizard:

Move to a Zone in your Universe:

Weeping
Bleak
The
Elles
Holy
Spilly
Schulmp
Desert
Pasture
Estuary
Forest
Hill
Indefinite
Derpy
Fish
Steamer
Downs
Pit
Fluffington

Moving around the board


Bridge of Shattered Dreams

Derpy Downs
Fire Fish Pond

You may, for 1 action, mend a ruptured


Zone. You must be in the Zone you wish
to mend. To do this, remove Rupture
card and place it into the Rupture
Discard pile.

Spiky Rock

2 actions
Fire Fish Pond

Fire Fish Pond


The Lame Inferno

Mend Zone:

Weeping Forest

The Schulmp

The Lame Inferno

The Lame Inferno

Tom

Elles Estuary

Tom

Native Cards
X2 of each
70mmX100mm
Acetate

Zone Cards Zone image


Zone
andCards
name
on
Zone
front,
image
Destroyed
Zone
andCards
name
on back

on
Zone
front,
image
Destroyed
Zone
andCards
name
on back

on
Zone
front,
image
Destroyed
Zone
andCards
name
on back

on
Zone
front,
image
Destroyed
Zone
andCards
name
on back
on
Zone
front,
image
Destroyed
and name
on back
on front, Destroyed on back
X1 copy of each
X1 copy of each
X1 copy of each
X1 copy of each
X1 copy of each
X1 copy of each
24 cards in total
24 cards in total
24 cards in total
24 cards in total
24 cards in total
24 cards in total
70mmX100mm
70mmX100mm
70mmX100mm
70mmX100mm
70mmX100mm
70mmX100mm
Bridge of Shattered Dreams

Magic Corp HQ
Shunned Bridge

Magic Corp HQThe Schulmp

Keep this card in your hand. When any one


player has 3 matching elements you may trade
with a native for an element stone.

Gem Cards
X5 of each

Destroyed Zones:

Keep this card in your hand. When any one


player has 3 matching elements you may trade
with a native for an element stone.

Weeping Forest

Place this card in the Game discard


pile after use.

The Lame Inferno

d in your hand. When any one


atching elements you may trade
ative for an element stone.

Weeping Forest Spilly Hill

The Lame Inferno

Place an Earth Native on


your current zone

a Fire Native on
r current zone

Earth

Holy Desert

Shunned Bridge

The Lame Inferno

Place this card in the Game discard


Keep this card inpile
your
hand.
after
use.When any one
player has 3 matching elements you may trade
with a native for an element stone.

Keep this card in your hand. When any one


player has 3 matching elements you may trade
with a native for an element stone.

Spilly Hill

Holy Desert

Rupure Cards General


X20 of each?
Or pick one to do X20 of
70mmX100mm
Acetate

Wibbly Valley

Earth Native

Holy Desert Bleak Pasture

Bleak Pasture

5. Assign Characters
Rupure Cards
Each player must be randomly assigned Native draw card
X2 of each
Gem Cards
70mmX100mm
a Wizard
card. This canWild-card
be achieved
by X1 of each
Air Native
Native
Acetate
X5 of each
Water
Air
Fire
shuffling the 4 Wizard cards (Wizard
Character on front, actions on back)
and each player randomly choosing a
card. Upon receiving your wizard card,
you Place
areanencouraged
to Place
read
your special
Air Native on
the Wild-card Native
Stable Zone
Destroyed Zone
current zone
on your current zone
poweryouraloud
to make your
fellow players
If any players pawn is present on a
aware of your special ability. Your special
Stable
Zone
Ruptured
Zone
Zone Cards Zone image and name
Zoneon
Cards
front,
Zone
Destroyed
imageon
and
back
name on front, Destroyed on back
X1 copy of each
X1 copy of each
destroyed Zone:
power may prove very useful when saving
If the24affected
Zone has got a friendly
24 cards in total
cards in total
70mmX100mm
Native 70mmX100mm
draw card
They immediately lose any chance
the Multiverse from eternal doom. Each
Native
present,
that
Native
becomes
X1 of each
Gem Air
Cards
Native
Wild-card Native
cards in their possession
playerWater
mustNative
use the pawn
which
matches
Native
Cards present
X5 of each
hostile. Any friendly
Natives
Fire
X2 of each

That
Wizard is blasted from
their Wizard card. Any unused cards or
in a ruptured Zone
become
70mmX100mm
the destroyed Zone. The displaced player
Acetate
pawns are to be left out of play.
immediately hostile.
must immediately select a card from
Place the Rupture Card under the
the Universe deck to determine their
6. Decide Starting Point
Native card.
Place a Water Native on
Place an Air Native on
the Wild-card Native
Cards General
new
location before play is resumed. Rupure
Each
player
choose
cardzonefrom Place
your
current must
zone
youracurrent
on your current zone
X20 of each?
Flip the Native card over to reveal
Or pick one to do X20 of

After
use,
place
Universe
cards
face
the Universe deck. This will determine
70mmX100mm
its hostile side.
Acetate
down in the Universe Discard pile.
what Zone you start at. Place your pawn
Rupure Cards
X2
of
each
If a Native
card or Rupture card is
on the corresponding
Shuffle
NativeZone.
draw card
70mmX100mm
of eachactive and Gem Cards
placed onAcetate
a Zone tile where a players
all Wild-card
UniverseNative
cards X1(both
X5 ofCards
each
pawn is present, simply place cards
Fire
discarded)Air together, and place
deckNative
X2 of each
under pawn.
face-down.
70mmX100mm
Acetate
If the affected Zone card has already
been destroyed, place affected
Universe Card face-down in the
Place the Wild-card Native
on your current zone
Game Discard pile and draw again.
Stable Zone
Ruptured Zone
Repeat until active Zone is selected.
friendly Native
hostile Native

Place this card in the Game discard


pile after use.

Fire Native

Bleak PastureElles Estuary

Elles Estuary

3. TAKE 2 CHANCES
You must now draw 2 cards from Chance
Deck (pink & purple reverse) You must
draw 3 cards if 1 of your actions involved
teleporting to an adjacent Universe.
Reveal the cards one at a time. If Chance
deck runs out, simply shuffle the Chance
Discard pile and stack the cardsFireface
Native
down to form a new Chance deck.
Rupure Cards General
X20 of each?
Or pick one to do X20 of
70mmX100mm
Acetate

Element Cards

Native Cards
X2 of each
70mmX100mm
Acetate

Native Cards
X2 of each
70mmX100mm
Acetate

Fire Native

Earth NativeFire Native

Earth Native Fire Native


Place a Fire Native on
your current zone

There are 5 of each Element card in the


Chance deck. Once collected, place the
Element card in front of you. A player
must hold 3 of the same Element cards
in
Earth
order to retrieve an element gem from a

Place this card in the Game discard


pile after use.

Keep this card in your hand. When any one


player has 3 matching elements you may trade

Native draw card


X1 of each

Air Native Water Native


Wild-card Native
Air Native

Wild-

Place this card in the Game


Place
discard
this card in the Game discard
Place this card in the Game
Place
discard
this card in the Game discard
Place this card in the Game
Place
discard
this card in the Game discard
Place this card in the Game
Place
discard
this
pile after use.
pile after use.
pile after use.
pile after use.
pile after use.
pile after use.
pile after use.

Place an Earth Native


Place on
a Fire Native
Place
on a Water Native
Place an
onEarth Native
Place
on an Air Native
Placeon
a Water Native
Placeon
the Wild-card
Place
Native
an Air Native on
Place the
your current zone
your current zoneyour current zone
your current zoneyour current zone
your current zone
on your current zone
your currentGem
zone Cards
on you

Earth

Water

Earth

Air

Water

Fire

Air

X5 of each

Place this card in the Game


Place
discard
this card in the Game discard
Place this card in the Game
Place
discard
this card in the Game discard
Place this card in the Game
Place
discard
this card in the Game discard
Place this card in the Game
Place
discard
this card in the Game discard
pile after use.
pile after use.
pile after use.
pile after use.
pile after use.
pile after use.
pile after use.
pile after use.

Wild-Card
Native
Water

Earth

Keep this card in your hand. When any one


player has 3 matching elements you may trade
with a native for an element stone.

Spilly Hill

Air Native Water Native


Wild-card Native
A

Place an Earth Native


Place on
a Fire Native
Place
on a Water Native
Place an
onEarth Native
Place
on an Air Native
Place on
a Water Native
Placeon
the Wild-card
Place
Nat
a
your current zone
your current zoneyour current zone
your current zoneyour current zone
your current zone
on your current zone
your

Place this card in the Game discard


pile after use.

Place a Fire Native on


your current zone

Water Native
Earth Native

Water Native
Earth Native

Air

Water

Fire

Air

Gem Cards
X5 of each

Fire

Keep this card in your hand.


KeepWhen
this card
any in
oneyour hand. When
Keep any
thisone
card in your hand.
KeepWhen
this card
any in
oneyour hand. When
Keep any
thisone
card in your hand.
KeepWhen
this card
any in
oneyour hand. When any one
player has 3 matching elements
player has
you3may
matching
trade elementsplayer
you may
has trade
3 matching elements
player has
you3may
matching
trade elementsplayer
you may
has trade
3 matching elements
player has
you3may
matching
trade elements you may trade
with a native for an element
withstone.
a native for an element stone.
with a native for an element
withstone.
a native for an element stone.
with a native for an element
withstone.
a native for an element stone.

Keep this card in your hand.


Keep
When
this card
any one
in your hand. When
Keep this
any one
card in your hand.
Keep
When
this card
any one
in your hand. When
Keep this
any one
card in your hand.
Keep
When
this card
any one
in your hand. When any one
player has 3 matching elements
player you
has 3may
matching
trade elements
player
you may
has 3trade
matching elements
player you
has 3may
matching
trade elements
player
you may
has 3trade
matching elements
player you
has 3may
matching
trade elements you may trade

Keep this card in your hand. When any one


player has 3 matching elements you may trade

Place this

Gem C
X5 of e

Keep this card


player has 3 ma
with a na

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