Professional Documents
Culture Documents
Moments before vanishing into endless darkness, you wash ashore them to take actions that will
amid the ruins of a remote island where you are revived by a traveler. increase your honor.
As you open your eyes to your bizarre new home, you find that You can also convert these 2
something better—something stronger—has awakened inside you. common attributes to gain the LIBRAR
Y
2
ARCA
Now, there is work to be done. You have nothing but the beating of heroic attributes of courage, NE TO
WER
your heart, the breath in your lungs, and a tarnished past pleading to vision, and wisdom, to unlock
be rewritten. more powerful actions.
Each region on the island has
something unique to offer. You can
discover and visit regions to gain
the benefits offered there.
The Main Objective : Honor
Players who control these regions
You’ve led a wretched life until now. The goal is to gain honor when other players
regain as much honor as possible before the end visit them.
of the epoch. The player who has the most honor
at the end of the game wins.
until
You, the Vind icated
which may include acquiring adventure—until one or more of Keep face down
the end of the
game. UMAN BEIN
R E S P E C TA B
LE H
G
relics, attaining traits, defeating the unique end-game conditions Control the Ancie
nt
ˎ → 5
ANCIENT TOMB
Impunity
ˑ75$,7ˑ
Attain any 3
traits by the
Loyalty
ˑ75
$,7
ˑ
2WKHUSOD\HUVPXVWSD\GRXEOH
e
5
URXQGHGXSIRUDELOLWLHVWKDWDIIHFW
end of
Resilienc
$,7
ˑ 6
ˑ7
5 DQ\RI\RXUFDUGVRUEORFNV
6
You, th
URPDFRPS RX
HQFHVSKHUH DQLRQ
RUHWKDQ
WRDGGP PSDQLRQV
e Wretch
HFHVVDU\ I\RXUFR
,WLVQRWQHWRDQ\R
LQƌXHQF
G U I LT
-RIDD
EN SC ed
UMBA
2 G
2 2
or or
Secret
Quest
1
1
1
2
or
or
Add Companions (p.14-15) Acquire Relics (p.17) Gain Proficiencies (p.20) Trigger the End
If you choose to visit an inn, you Using vision at the Arcane Tower If you choose, you may use of the Game (p.21)
can add companions to your party will allow you to acquire and use your various attributes to gain The game begins with 2 active
to gain new abilities. influence to charge limited-use proficiencies in those attributes. end-game triggers. Each end-game
relics with powerful abilities. trigger has unique criteria that
Each companion is unique, and Proficiencies will increase your
you can activate one of them each Once the influence is gone, you mastery totals in the hopes of could potentially end the game.
turn to gain their attributes as well can visit the tower again to gaining the substantial end-game When any player meets the
as their ability. recharge them. bonuses for each attribute. requirements of one of them, the
next round becomes the final
the Folde
d Leaf
Nyei, of3 / 2 0 $7 ˑ
',
Scepter
of
ˑ5(
Blue Bl
azes
round, so you must be wary as
new triggers are added when a
/,&ˑ
2
2
4
2
player passes a trigger token on
the scoring track.
2
:KHQDFT
XLUHGSOD
e none. 5HWXUQ FHLQƌ
1 if you hav LQƌXHQFH XHQFHKHU
H
1 or NQRZO FRQYHUW
Gain HGJHWR
YLVLRQ 1
→ 1
2
Compa
nion
Relic ger
End-Game Trig
Companions
ˑ(1'*$0(
75,**(5ˑ
Beast Mistress
% ( $67 0 , 67
Veroa
5(66ˑ
2 Igo
&+ r and
3 2 ,/'
: Sen
21
'(
56
na
Miara
, Song
↑
of the
ˎ :
-1 ˑ
:
2
mount costs:
x1
Aug
COMMAND POST
con ment
2
MONASTERY
Feeling courageous? Delve into the Using wisdom at the Ancient At the end of the game, mastery ˎ
2
SHRINE
:
If adjace
UHWXUQ nt to a shrine
from
XSWR ,
comp LQƌXHQFH
anion
Gaping Maw and face whatever Tomb has the potential to gain tiles will be awarded to the
s.
:KHQSOD\HUKDV
DFTXLUHGRU
PRUHFRPSDQLRQ
monstrosity awaits you there. your character traits which have player who has demonstrated the
VWKHQH[WURXQG
EHFRPHVWKHƋQDO
URXQG
Each of your victories there will passive or triggered abilities that most prowess in each attribute Regions
ˑ(1'*$0(
75,**(5ˑ
5 Prepar
of each corresponding color will
ati
ˑ75
on
$,7ˑ
allow you to compete for these
4
mastery tiles. :KHQSOD\HUFRQ
WUROVUHJLRQVPR
D\HUWKHQH[W
UH
WKDQHDFKRWKHUSO
ƋQDOURXQG
URXQGEHFRPHVWKH
DLQKRQRU
$WJDPHHQGJ
ORFNVLQ\RXU
LIWKHUHDUHQRE
RWHQWLDOVSKHUH
7
(DFKWLP
SRZHUERDUGŚVS H\RX
LQFUHDVH JDLQDFDUG
(in the LWVKRQR
upper-r U\LHOG
ight co 1
rner) E\
Monster Trait
5
3
Game Setup
Initial Setup 5 Journey Cards (brown) Place all journey cards back
2
into the box.
A gametrayz ™ Randomly deal one journey
card to each player, who Companion, Relic, Trait,
Fill the gametrayz™ with
follows its instructions: 11 and Monster Cards
components as shown on
the next page. Shuffle and stack these
6 →→ Place your metal player
medallion on the cards face-down on the
1 Main Board designated map triangle. main board to the left of
the attribute sphere of the
Place the main game board 7 →→ Place your wooden matching color. Then, flip 2
in the center of the table scoring disc on the the top cards face up to the
(the beginner side has visual scoring track at space 15. PIRE
cues for initial setup). Sort
right of each sphere. HOLY S
all cards into stacks by color. 8 →→ On your power board,
place 8 of your wooden 12 Secret Quests
blocks into your
2 Power Boards & Trayz potential, and 8 into Shuffle the secret quest
your influence, and cards and deal 2 to each
Each player takes a game
2 into conviction. player, who keeps 1 of them
tray with components and
face-down, returning the 16 Trigger Tokens
the corresponding power 9 →→ Place 1 of your wooden other to the stack. Each
board. There is no strategic blocks onto the main From the community tray,
board in each of the player may look at their own
difference between colors. place the 4 round, metal
attribute circles for secret quest at any time.
trigger tokens on the scoring
3 Player Tiles inspiration, knowledge track at the 30, 45, 60, and
and strength. 13 Region Tiles & Pouch 75 spaces. It does not matter
Each player takes the
character tile from his/her 10 →→ Draw the top face-down Place the 19 hexagonal core which side goes up.
companion card of the region tiles into the cloth
tray and places it next to
color shown on your pouch. Reveal the 2 regions 17 End-Game Trigger Cards
their power board (guilt- journey card, gain its adjacent to each player and Randomly flip 2 end-game
ridden scumbag side up). honor (upper right), and then set the pouch beside trigger cards face-up next to
place it next to the main board (see p. 10 for
4 Speed Tiles your power board. the game board. Place the
list of core region tiles). rest of the stack face-down
Each player takes the next to it.
speed tile with speed “2” 14 Mastery Tiles
and places it next to their IMPORTANT Arrange the 6 large mastery 18 Community Tray
character tile, as shown.
Companions with tiles into the lid of the Leave the dice and the
this icon cannot be community game tray. extra components in the
used as starting community tray; these can
companions. 15 Proficiency Tiles be accessed when needed.
-2
→ For each color, place 1 less
Players who proficiency tile than the Expansion Cards
draw a companion number of players in a stack If playing with any expansion
with this icon on the main board beneath cards (such as loot cards, pet
should draw the related attribute circle. cards, and infused crystal
until they get (Example: in a 3-player cards), stack these cards to
a replacement game, use 2 tiles of each the side of the main board.
color, 12 total).
without this icon,
2 shuffling the
rest back into
ANC
IENT
TOM the stack. CONTINUE TO GAME PLAY ON PAGE 7
4 B
14
18
A
11
13
9
16
1
9
9
6
15
17
3 8
5
10 12 2
5
6
Game Play
el for:
mount 1 lev
recover a block to your influence
2
POST
COMMAND
JEWELCRAFTER
Vindicate Yourself
2
7(55 ed
you to dilute 1 power (p.12). to this rule are the monastery, face-up cards. 2
25ˑ
9
Visiting -2 → -2 →
Regions
For your first game, we
recommend playing with 2 2 2
this 19-tile core region set. ACADEMY ANCIENT TOMB ARCANE TOWER
-3 : ↑ 2 -2 → 2
2 2 2 2
Command Post (x2) Fort (x2) The Gaping Maw (x1) Holy Spire (x2)
Use 3 strength to upgrade Train to gain Use 2 courage to confront Meditate to gain
your mount and increase your +2 strength. either the face-up monster +2 inspiration.
speed (p.19). You may repeat this or delve deeper into the cave
process as many times as you can and draw the top face-down
afford it. monster (p.18).
-2 / -2 / -2 → 2 -1 : x1 -1 :
2 2 2 2
Takeover Example
:
RA
LIB
other to her influence sphere.
→→ Green, dejected,
relinquishes control,
Regions with the colon “:” returning his block to
allow you to perform the the influence sphere
on his power board.
action as many times as
you can afford it. →→ Orange may now also
visit this region to study
and gain 2 knowledge.
11
The Power Board
12
Attributes: Specialized Influence Conversion
Each attribute works like specialized influence. For example: when you study at a library, some of your Conversion is a key part of
influence temporarily moves from your influence sphere to the knowledge sphere on the board, where it the game—it allows you
remains until used. If you choose to use that knowledge to perform an action, those blocks return to your to upgrade your common
influence sphere to be exerted later as other attributes, or augmented into conviction. attributes to heroic attributes.
This is used to perform new
Inspiration actions and acquire different
common attribute cards.
Converting to Courage
→→ Each of the 2 colors
Courage Wisdom 1 1 1
must be present for a
heroic attribute heroic attribute + = conversion.
→→ Heroic attributes never
convert down to common
attributes. (e.g. vision
+ wisdom do not create
knowledge)
Converting to Wisdom →→ Conversion cannot be
reversed.
1 + 1 = 1
In the example to the
left, yellow and red make
orange. Therefore, 1 strength
combined with 1 inspiration
yields 1 courage.
Converting to Vision In this conversion, 1 block
goes from inspiration or
1 1 1 strength circle into the
+ = courage circle and the other
Strength Knowledge block returns to the influence
common attribute common attribute sphere.
Vision
heroic attribute
-2 / -2 / -2 →
oods
f the W
Song o
Miara,0 , 1 6 7 5 ( / ˑ
2
2
INN
2
Compa
nion
shrine,
nt to a
If adjace RLQƌXHQFH
ˎ :
UHWX UQ X S W
an io ns. -2 -2 -2
m p
2
from co
SHRINE
14
Initiative
(This number
indicates response
time. Your champion
Card Anatomy is the companion with Starting Companions
the lowest number.
Honor gained At the start of the game, you’ll draw a journey
See defeating
Companions with this symbol immediately
card which will instruct you to draw a companion
monsters, p.18) card of a specific color and add it to your party.
may not be starting companions when this
(At the start of the game, draw until you This is the companion who revived you when
companion you washed ashore.
get a companion without this symbol) is added to
your party or
Companion name & title lost if they IMPORTANT
(Titles are flavor text only— leave it. Companions with this symbol
they have no game function) cannot be starting companions
(draw until you get a companion
without this symbol, shuffling
the rest back into the stack).
About Traits
Using wisdom has the potential to gain your character
2
traits which have passive or triggered abilities that make
ANCIENT TOMB everything you do much more rewarding.
Attaining a Trait
-2 There is only 1 unique map region in the game where
traits can be attained: the Ancient Tomb.
Learn from the exalted ones who came before you in this
hallowed place to evolve your in-game powers.
16
Relics -2 →
Acquire relics at the Arcane Tower
Recharging Relics
When visiting the Arcane Tower, you may recharge any
Relic name Honor gained number of relics by adding influence to them.
immediately when
this relic is acquired
IMPORTANT
Yenara’s Glittery Pink Elixir When you visit the Arcane Tower, you can
ˑ5(/,&ˑ acquire a new relic and / or recharge any
or all of your relics as part of the same
6 action on the same turn. Using 2 vision is
required in all cases.
Thrashing Brutes
If you fancy yourself the courageous one willing to
2
delve into the Gaping Maw, let’s hope you can at least
THE GAPING MAW keep your wits about you. Trouncing the evil there and
sending it shrieking back into the darkness will net you a
hulking load of honor and additional attributes to boot.
18
Monster
Speed Upgrades
4 5
down until
in 3 of any attribute to acquire
Keep face the game.
the end of Once you’ve met these criteria, you may flip your its associated proficiency tile,
command
Control a end of
ˎ : ↑
2
POST
the game.
COMMAND
or or
7
*$0(
75,**
(5ˑ
2
→→ Award 2 honor for each region controlled
2
Glimmering Orb of Conundrums
ˑ5(/,&ˑ Tiebreakers
4
In the event of a tie, the following criteria should be applied
:KHQDFTXLUHGSODFHLQƌXHQFHKHUH
8VHLQƌXHQFHIURPWKLVUHOLFWRJDLQ
(in order) until a winner is determined:
FRQWURORIDQDGMDFHQWXQFRQWUROOHGUHJLRQ
1 Proficiency Tile →→ The player with the least amount of end-game trigger tokens
(counts as 2 cards) Relics (1 each) 21
INDEX Elina, Scribe of Moderate Worth
6&5,%(ˑ
Elina, Scribe of Moderate Worth
Scribe. Initiative = 44.
Sestra, Lorekeeper
6 $9$ 1 7 ˑ Sestra, Lorekeeper
1 2 2 Savant. Initiative = 29.
Companions: Blue
1
If adjacent to 1
your character. You may convert a library, gain:
LQƌXHQFHRQ(OLQDWRNQRZOHGJH LIBRARY
Adena, the Living Journal Adena, the Living Journal ¤ 2 3 Empress. Initiative = 59. roll the white attribute die.
Illustration by Matt Olson. Illustration by Matt Olson. from another companion to your
influence sphere.
)RUHDFKLQƌXHQFHRQ7UDGHU(O\DV
turn in this way. optional activation ability; the vision Ursula, the Mind Star Ursula, the Mind Star
is a 1-time gain.
3523+(7(66ˑ
Illustration by Bartek.
2 2 Prophetess. Initiative = 47.
Illustration by Emiliano H. Córdoba. Look at the top card on
Anazi’birin, Seeker of the Name ¤ any of the 6 face-down card
Igor and Senna
Anazi’birin, Seeker of the Name
6&+2/$5ˑ
or flip it face-up.
2 /RRNDWWKHWRSFDUGRQDQ\RIWKH
5 influence from Anazi’birin Augment 1 potential to This card does not need
to your influence sphere: take conviction for free when to be revealed to other players
-5
8VHNQRZOHGJHDQGUHWXUQ
LQƌXHQFHIURP$QD]LŚELULQWR\RXU
an extra turn. Augment 1 potential to
visiting a monastery. unless flipped.
LQƌXHQFHVSKHUHWDNHDQH[WUDWXUQ ˎ : x1
MONASTERY
5 blocks from the knowledge sphere may move 1 block from potential
on the main board to your influence to conviction. This ability does not Yenara, the Inquisitive Mind Yenara, the Inquisitive Mind ¤
require knowledge.
$/&+(0,67ˑ
2 1
2
$GGDQH[WUDLQƌXHQFHRQ/HL\KD
influence sphere. 2 2 Illusionist. Initiative = 46.
at a monastery.
UHWXUQLQƌXHQFHIURPFRPSDQLRQV
\RXFRQWUROWR\RXULQƌXHQFHVSKHUH
ˎ : x1 Augment 1
Illustration by Martin Sickree. Convert 1 conviction to
When visiting a monastery, gain one
additonal power
at a monastery.
1 vision or vice versa.
2
MONASTERY
bonus augmentation for free. Paid Nyra, the Gilded Eye Nyra, the Gilded Eye Illustration by Matt Olson.
augmentations are not required. 2
5(/,&+817(5ˑ
3
Relic Hunter. Initiative = 4. Convert 1 conviction to 1
or vice versa.
ARCANE TOWER
2 2
2
attained.
you have attained.
If adjacent to a fort, gain 1 Jerno, the Breathless Jerno, the Breathless During conversion, 1 influence on
Wim goes into the strength sphere
7 5 $& .( 5 ˑ
If adjacent to 1
Visiting the fort is not required. Add 1 to your movement. influence sphere.
a fort, gain:
FORT
command post this turn. Return all of your attributes from Requires the addition of 3 influence;
the main board to your influence 1 to activate Xan and the other 2
Lose all attributes. Gain 1 for each.
2 3
Use 5 strength and return does not require influence.
5 influence from Drokk to
,I\RXKDYHRUPRUHSURƋFLHQFLHV
blocks from the strength sphere on When Yok-No joins your party,
the main board to your influence Illustration by Matt Olson. gain 1 courage.
sphere to take the extra turn. Convert 1 conviction to 1 or vice versa.
2 3
courage is a 1-time gain.
Ga’nok, Son of Ve’nok If there are 2 or more influence Illustration by Matt Olson.
Ga’nok, Son of Ve’nok
2 2
on Dara, move 1 to your influence
If you roll a die, you may sphere and another to your Zharah, Daughter of Flame Zharah, Daughter of Flame
instead roll twice and conviction sphere.
7$ & 7 , & , $ 1 ˑ
choose from the results. Illustration by Inkary. You may split your movement
This affect works any time you
If you roll a die, you may instead
would roll 1 die—either the black or Qu’ara, the Unshakable Qu’ara, the Unshakable actions however you wish.
white die, this turn, for any reason. Shield Maiden. Initiative = 9.
6+,(/'0$,'(1ˑ
23
INDEX 2
Elya, the Faithful
% ( / , ( 9( 5 ˑ
3
Elya, the Faithful ¤
Believer. Initiative = 65. 2
Nyei, of the Folded Leaf
' , 3 / 2 0 $7 ˑ
2
Nyei, of the Folded Leaf
Diplomat. Initiative = 57.
Return 5 blocks from Elya plus 5 activation, this ability could grant
used on the same turn they are activated. blocks from the inspiration sphere you knowledge, but not strength.
on the main board to your influence Illustration by Phu Thieu.
¤ This cannot be a starting companion. sphere to take the extra turn.
Illustration by Matt Olson. Oneth, of the Folded Leaf Oneth, of the Folded Leaf
Lookout. Initiative = 3.
/ 2 2 .2 8 7 ˑ
2 2
Grenn, Prodigy of Rhymes Grenn, Prodigy of Rhymes Passive Ability: Players cannot
Bard. Initiative = 56.
%$5'ˑ
Ambassador Kaladre
$ 0 %$66$ '2 5 ˑ
Ambassador Kaladre ¤ 2 2
gain control of any of your regions
2 4 Ambassador. Initiative = 66. When you add a companion if you are adjacent to one of them.
Kaladre counts toward both from an inn, gain 2 honor. Passive ability:
Players cannot gain control of any of your
regions if you are adjacent to one of them.
Passive abilities such as this one
wisdom and inspiration mastery. ˎ / ˎ / ˎ :
When you add a This effect is not limited to 1 per turn persist as long as the companion is
if you can create a combo to add in your party—activating a passive
companion from 2
INN
When you visit a region controlled When Jika joins your Convert up to 2 inspiration
by another player, augment 1 party, augment 3 to knowledge.
influence to conviction. :KHQ-LNDMRLQV\RXU
influence to conviction. Illustration by Bartek.
This companion has increased
When you visit a region party, augment 3 &RQYHUWXSWRWR
LQƌXHQFHWRFRQYLFWLRQ
bonus when you visit that region. immediate value. She grants no
optional activation ability; the Tirynn, Spirit Unbroken Tirynn, Spirit Unbroken
Illustration by Phu Thieu. conviction is a 1-time gain. 2
$6 & ( 7 , & ˑ
2 3
Johann, the Tinkerer Johann, the Tinkerer you 1 wisdom.
Return 2 influence from Dahlia
, 1 9( 1 72 5 ˑ
ANCIENT TOMB
costs you:
1 wisdom when visiting the
5HWXUQLQƌXHQFHIURP
augment 1 potential to influence. roll the white attribute die. Ancient Tomb this turn.
Illustration by Brett Carville. Illustration by Phu Thieu.
'DKOLDWR\RXULQƌXHQFHVSKHUH
DXJPHQWSRWHQWLDOWRLQƌXHQFH
1 2
Illustration by Bartek. 2 2
on the same turn to gain the ability. your next empowered draw this than the first. The additional visit
turn does not require conviction. action is independent of your
Illustration by Duy Phan. Card name 5HWXUQLQƌXHQFHIURP.HDOLWK
If adjacent to a shrine,
When you activate Eila, activate
3 influence on Eila to 1 inspiration. return 2 influence from Zho, Barrier to Darkness Zho, Barrier to Darkness
During conversion, 1 influence on companions.
your character. You may convert ',6&,3/(ˑ
LQƌXHQFHRQ(LODWRLQVSLUDWLRQ
2 2 Disciple. Initiative = 25.
Eila goes into the inspiration sphere If adjacent to a shrine,
UHWXUQXSWRLQƌXHQFH
SHRINE
If adjacent to a
Visiting a holy spire is not required.
Illustration by Emiliano H. Córdoba.
1
holy spire, gain:
HOLY SPIRE
24
INDEX Leadership
ˑ75$,7ˑ
Leadership INDEX
5
Gain 2 honor each turn you
Traits convert to courage.
This trait gains you a maximum
Infused Crystals
*DLQHDFKWXUQ\RXFRQYHUWWR
2
of 2 honor per turn.
Note: Traits with triggered abilities can be Illustration by Emiliano H. Córdoba. Note: Infused crystals allow you to use
used more than once per turn. Passive traits Loyalty Loyalty attributes without using influence blocks.
can be used once per turn. They can be used once per turn.
ˑ75$,7ˑ
6
When you activate your
character, you may return 1
influence from a companion to
:KHQ\RXDFWLYDWH\RXUFKDUDFWHU\RX
your influence sphere.
Illustration by Tomas Panavas.
PD\UHWXUQLQƌXHQFHIURPDFRPSDQLRQ
WR\RXULQƌXHQFHVSKHUH
Creativity
ˑ75$,7ˑ
Creativity Courage-Infused Crystal
ˑ*(06721(ˑ
Courage-Infused Crystal
5
Gain 2 honor each turn you 4
Once per turn, you may use
convert to wisdom. Patience
ˑ75$,7ˑ
Patience Courage-Infused Crystal in place
This trait gains you a maximum
6
Skip a turn. Gain 1 courage, 1 of 1 courage.
of 2 honor per turn. vision, and 1 wisdom. 2QFHSHUWXUQ\RXPD\XVH Illustration by Emiliano H. Córdoba.
*DLQHDFKWXUQ\RXFRQYHUWWR
2 &RXUDJH,QIXVHG&U\VWDO
6
Each time you use conviction,
4
Once per turn, you may use
gain 1 honor. Persistence
Persistence Inspiration-Infused Crystal in
place of 1 inspiration.
ˑ75$,7ˑ
Illustration by Nguyen Dang Hoang Tri . :KHQ\RXJDLQKRQRU This persistence ability does not Knowledge-Infused Crystal Knowledge-Infused Crystal
count as one of the sources.
IURPRUPRUHVRXUFHV 2
ˑ*(06721(ˑ
RQDVLQJOHWXUQJDLQ
Diligence
4
Once per turn, you may use
Illustration by Martin Sickree. Inspired
Diligence
ˑ75$,7ˑ
Knowledge-Infused Crystal in
4
When you attain a trait, acquire a by the persistent Matthew Weekly. place of 1 knowledge.
relic or defeat a monster, you may
augment 1 influence to conviction. Preparation
ˑ75$,7ˑ
Preparation 2QFHSHUWXUQ\RXPD\XVH
.QRZOHGJH,QIXVHG&U\VWDO
Illustration by Emiliano H. Córdoba.
LQSODFHRINQRZOHGJH
4
Once per turn, you may use
Expertise
ˑ75$,7ˑ
Expertise (DFKWLPH\RXJDLQDFDUG
LQFUHDVHLWVKRQRU\LHOG 1
Illustration by Inkary. Strength-Infused Crystal in place
of 1 strength.
(in the upper-right corner) E\
5
Gain 2 honor each turn you
convert to vision. Illustration by Emiliano H. Córdoba.
Purpose
2QFHSHUWXUQ\RXPD\XVH
6WUHQJWK,QIXVHG&U\VWDO
attribute. 4
Once per turn, you may use
Gallantry Gallantry Adds 1 to the attribute yield. These Vision-Infused Crystal in place of
1 vision.
ˑ75$,7ˑ :KHQ\RXDFWLYDWH\RXUFKDUDFWHU
Resilience
Illustration by Matt Olson.
Resilience
:KHQ\RXGHIHDWDPRQVWHU
ˑ75$,7ˑ
Wisdom-Infused Crystal Wisdom-Infused Crystal
It is not necessary to add more
RUJDLQFRQWURORIDQ 2
ˑ*(06721(ˑ
RSSRQHQWŚVPDSUHJLRQJDLQ 6
7
Passive: when a player with ,WLVQRWQHFHVVDU\WRDGGPRUHWKDQ As long as one of your companions
more honor than you gains honor,
LQƌXHQFHWRDQ\RI\RXUFRPSDQLRQV
lesser honor.
4
When you move 4 or more
on one turn, gain 1 honor.
Illustration by Brett Carville.
Illustration by Tomas Pavanas.
Impunity
ˑ75$,7ˑ
Impunity :KHQ\RXPRYHRU
1
PRUHRQRQHWXUQJDLQ
6
Passive: other players must pay
double, rounded up, for abilities Wonder
Wonder
that affect any of your cards or
ˑ75$,7ˑ
blocks.
5
When activated, each of your
Passive: RWKHUSOD\HUVPXVWSD\GRXEOH companions may produce the
This includes the control of regions.
URXQGHGXSIRUDELOLWLHVWKDWDIIHFW
DQ\RI\RXUFDUGVRUEORFNV
attributes of 1 of your other
Illustration by Matt Olson. :KHQDFWLYDWHGHDFKRI\RXU
companions.
FRPSDQLRQVPD\SURGXFHWKHDWWULEXWHV
RIRI\RXURWKHUFRPSDQLRQV
Illustration by Emiliano H. Córdoba.
25
INDEX Mornak, Lost in Shadow
ˑ02167(5ˑ
Mornak, Lost in Shadow INDEX
5
At game end, gain 1 honor for
Monsters every 2 influence you possess.
This refers to unused influence in
Relics
$WJDPHHQGJDLQKRQRU the influence sphere on your power
board.
1 IRUHYHU\LQƌXHQFHLQ
Note: The honor in the upper-right is gained Note: Relic abilities can only be used once
\RXULQƌXHQFHVSKHUH
immediately when a monster is defeated, Illustration by Duy Phan. per turn. You can use more than
but monster bonuses only apply at the end Ogun, the Living Bark
ˑ02167(5ˑ
Ogun, the Living Bark one relic per turn.
of the game during final scoring. 4
At game end, gain 2 honor
for each of your traits.
Includes treacherous traits.
&UD]HG%XWWHUƌ\6PDVKHU
Ambassador Kaladre
$ 0ˑ% $
062
6$1'
672(55 ˑ
ˑ
Crazed Butterfly Smasher 2
Trait
$WJDPHHQGJDLQ
KRQRUIRUHDFK
RI\RXUWUDLWV
Illustration by Ryan J. Lowe. Armguards
Ambassador
of the Beast
$ 0 %ˑ
Kaladre
$6
Mistress
65$
('/ ,2&5 ˑ
ˑ
Armguards of the Beast Mistress
2 4
5
At game end, gain 1 honor for 2 4
Move 1 influence from this relic
each of your companions. 2\D&DUQLYRURXV%ORVVRP
ˑ02167(5ˑ
Oya, Carnivorous Blossom to your speed tile. Gain +1 speed.
Includes treacherous companions. 5
At game end, gain 7 honor These bonuses stack and persist
Kaladre counts toward
$WJDPHHQGJDLQ
Illustration by Duy Phan. if there are no blocks in your :KHQDFTXLUHGSODFHLQƌXHQFHKHUH
Kaladre counts toward after upgrading your mount. You
lose the speed increase if you
both wisdom
KRQRUIRUHDFKRI
and 0RYHLQƌXHQFHIURPWKLVUHOLF
both wisdom and
inspiration mastery.
\RXUFRPSDQLRQV inspiration mastery.
7 5 7 5
5
At game end, gain 2 honor for Ceremonial Alter Knife (Ethereal)
each wisdom you possess. Sentinel of the Gaping Maw
Ceremonial Altar Knife (Ethereal)
ˑ5(/,&ˑ
Sentinel of the Gaping Maw
5
At game end, gain 2 honor for Charged Portal Stone Charged Portal Stone
every 2 conviction you possess. Smoldering Fright Crawler
ˑ5(/,&ˑ
your secret quest cards have been Glimmering Orb of Conundrums Glimmering Orb of Conundrums
completed, this does not count as a Twin Voices of Fear and Despair ˑ5(/,&ˑ
card color.
4
4
At game end, gain 3 honor for each conviction sphere on your power
Illustration by Phu Thieu. of your end-game trigger tokens. board.
Drurg, Wanton Smasher
ˑ02167(5ˑ
Drurg, Wanton Smasher Illustration by Simon Tjong. :KHQDFTXLUHGSODFHLQƌXHQFHKHUH Influence moves from this relic to
your conviction sphere instead of
5 5HWXUQLQƌXHQFHWRWKHFRQYLFWLRQ
VSKHUHRQ\RXUSRZHUERDUG
6
$WJDPHHQGJDLQ
companion this turn.
At game end, gain 2 honor 2
Relic
KRQRUIRUHDFKRI
\RXUUHOLFV
Does not grant the ability of that
for each vision you possess.
:KHQDFTXLUHGSODFHLQƌXHQFHKHUH
5HWXUQLQƌXHQFHJDLQWKHDWWULEXWHVRI
DQRWKHUSOD\HUŚVFRPSDQLRQWKLVWXUQ.
companion—just the attributes.
$WJDPHHQGJDLQ This refers to unused vision Vish’ne, Warden of the Crags
Vish’ne, Warden of the Crags Illustration by Martin Sickree. Card
on the main board.
1 ˑ02167(5ˑ
2 KRQRUIRUHDFKRI\RXU
\RXKDYHGHIHDWHG
26
Pouch of Glowberries
ˑ5(/,&ˑ
Pouch of Glowberries INDEX Relics
ˑ(1'*$0(75,**(5ˑ
Relics
6
Return 1 influence: When 1 relic more than the
End-Game Triggers
Shield of
Dread and
ˑ5(/,
Wonder
&ˑ
4
Return 1 influence: convert
Supremacy
ˑ(1'*$0(75,**(5ˑ Supremacy
1 knowledge to 1 vision. When 1 player has 6 or more:
Illustration by Tomas Panavas. courage or vision or wisdom, the
:KHQDFTXLUHGSODFHLQƌXHQFHKHUH next round becomes the final
5HWXUQLQƌXHQFHFRQYHUW 1 → 1
:KHQSOD\HUKDVRUPRUH
round.
All In
NQRZOHGJHWRYLVLRQ
All InKaladre RURU
Ambassador
5
Return 1 influence: augment round becomes the final round. wisdom, or vision).
1 potential to influence. :KHQSOD\HUKDV]HUREORFNV
This means that all of these blocks
Swiftness
Kaladre counts toward
RQKLVKHUSRZHUERDUGWKHQH[W Swiftness
:KHQDFTXLUHGSODFHLQƌXHQFHKHUH
5HWXUQLQƌXHQFHDXJPHQW
spheres, on companions, on relics, When all players have upgraded
SRWHQWLDOWRLQƌXHQFH
or on region tiles. their mount to at least speed 4
(or speed 5 in a 2-player game),
Balance
5
4
Trait
Monster
:KHQSOD\HUKDVDFTXLUHGDFDUG
WKHQH[WURXQGEHFRPHVWKHƋQDOURXQG
Taker of Stars
Taker of Stars :KHQWUDLWPRUHWKDQWKH
Companions
ˑ5(/,&ˑ
QXPEHURISOD\HUVKDVEHHQDWWDLQHG
Companions
or more end-game triggers active, When 1 player has acquired 6 or player game, 4 traits have been
Beast Mistress Veroa
% ( $67 0 , 67 5 ( 66 ˑ
Igor
&+
,/' and
2 :
21 Senna
2 3 '(
56
ˑ
remove one. ˎ : ↑
Upgrading your
2
Miara,
-1
Song of
0,16
75(/
the Woods
ˑ
ˎ
:
x1
Augm
attained collectively.
becomes the final round.
mount costs: 2
convic ent 1
potent
MONASTERY
2
ial
2 a monasfree to
when
tery.
n
Companio
:KHQDFTXLUHGSODFHLQƌXHQFHKHUH
You may choose which to remove. ˎ
SHRINE
:
If adjacent
UHWXUQXSWRto a shrine,
LQƌXHQFH
from companions
Trigger Tokens
Trigger Tokens
Companions who were lost or
.
5HWXUQLQƌXHQFHLIWKHUHDUHRUPRUH ˑ(1'*$0(75,**(5ˑ
HQGJDPHWULJJHUVDFWLYHUHPRYHRQH
:KHQSOD\HUKDVDFTXLUHGRU
5
URXQGEHFRPHVWKHƋQDOURXQG
:KHQDFTXLUHGSODFHLQƌXHQFHKHUH Vindication
WRZDUGYLVLRQPDVWHU\
You,
RES
PEC
the Vindi
TA B
LE H cated
UMA
:KHQPRQVWHUPRUHWKDQWKHQXPEHU
N B
EING
RISOD\HUVKDVEHHQGHIHDWHGWKH R E S P E C TA
ˑ5(/,&ˑ
:KHQDOOSOD\HUVKDYHEHHQYLQGLFDWHG
Proficiencies
2 ˑ(1'*$0(75,**(5ˑ
and having at least 25 honor)WKH
final round.
QH[WURXQGEHFRPHVWKHƋQDOURXQG
uncontrolled region.
2
2
2
the number of players have been
:KHQDFTXLUHGSODFHLQƌXHQFHKHUH
8VHLQƌXHQFHIURPWKLVUHOLFWRJDLQ
Influence moves from this relic to acquired, the next round becomes
FRQWURORIDQDGMDFHQWXQFRQWUROOHGUHJLRQ
the region instead of your influence :KHQSURƋFLHQFLHVPRUHWKDQWKH
QXPEHURISOD\HUVKDYHEHHQDFTXLUHG the final round.
sphere. WKHQH[WURXQGEHFRPHVWKHƋQDOURXQG
5
Return 1 influence: redistribute Regions
your inspiration, knowledge, and When 1 player controls 4 regions
strength. more than each other player,
:KHQDFTXLUHGSODFHLQƌXHQFHKHUH You may pick up and move your
:KHQSOD\HUFRQWUROVUHJLRQVPRUH
WKDQHDFKRWKHUSOD\HUWKHQH[W
URXQGEHFRPHVWKHƋQDOURXQG
the next round becomes the
5HWXUQLQƌXHQFH
UHGLVWULEXWH\RXU
blocks freely within these attribute final round.
spheres on the main board. The player who triggers this must
Illustration by Reza Afshar. have 4 more regions than all other
players, compared individually.
Yenara’s Glittery Pink Elixir
ˑ5(/,&ˑ
Yenara’s Glittery Pink Elixir
6
Return 1 influence: return up to 2
influence from one companion.
Influence moves from one
:KHQDFTXLUHGSODFHLQƌXHQFHKHUH
5HWXUQLQƌXHQFHUHWXUQXSWR
companion to your influence sphere.
LQƌXHQFHIURPRQHFRPSDQLRQ
You may visit any region that you Choose one of the 6 face-down card
FRQWURO:KLOHWKDWFRPSDQLRQLVDFWLYH FRQWURO:KLOHWKDWFRPSDQLRQLVDFWLYH
would be adjacent to if you were 1 stacks on the main board and flip
playing with the exotic pet menagerie tile space away from your current space; the top card face-up, on top of the
expansion. Using pet abilities is always this gives you 5-6 region options previous face-up card.
instead of 3.
optional. Illustration by Matt Olson.
Illustration by Duy Phan. Zea, Guardian of the Noble Mind
Zea, Guardian of the Noble Mind
Ostrah, First of the Order
ˑ3(7ˑ
Brokk,
Ambassador
Defender of
Kaladre
the Order Brokk, Defender of the Order 3
Attach this pet to a companion you control. While that companion
you control. That companion is active, you may augment 1
$ 0 % $ˑ66 3
$('72 5
ˑ ˑ
2 43
Attach this pet to a companion requires no influence to activate. influence to conviction.
you control. While you control $WWDFKWKLVSHWWRDFRPSDQLRQ\RX
Brokk, that companion cannot Illustration by Matt Olson. Illustration by Phu Thieu.
FRQWURO:KLOHWKDWFRPSDQLRQLVDFWLYH
\RXPD\DXJPHQWLQƌXHQFHWRFRQYLFWLRQ
$WWDFKWKLVSHWWRDFRPSDQLRQ\RX
be killed.
FRQWURO7KDWFRPSDQLRQUHTXLUHV
QRLQƌXHQFHWRDFWLYDWH
Kaladre
$WWDFKWKLVSHWWRDFRPSDQLRQ\RX
counts toward
Illustration by Bartek.
FRQWURO:KLOH\RXFRQWURO%URNNWKDW
both wisdom and
inspiration
FRPSDQLRQFDQQRWEHNLOOHG
mastery.
7 5
$WWDFKWKLVSHWWRDFRPSDQLRQ\RX
FRQWURO:KLOHWKDWFRPSDQLRQLVDFWLYH
3
Attach this pet to a companion
You may move the token 2 spaces you control. While that companion
PRYHDQHQGJDPHWULJJHUWRNHQVSDFHV
generates 3 inspiration.
Illustration by Phu Thieu.
28
INDEX Ring of Blind Ambition
ˑ/227ˑ
Ring of Blind Ambition INDEX
4
Dilute 1 power: the next card
Loot you acquire this turn costs
1 less attribute of your choice. Journey Cards
'LOXWHSRZHUWKHQH[WFDUG
\RXDFTXLUHWKLVWXUQFRVWV
Illustration by Inkary.
Note: Loot cards are only used when playing Note: Journey cards are only used at the
OHVVDWWULEXWHRI\RXUFKRLFH
with the Myths & Wonders expansion. They Sacred Plume Sacred Plume start of the game. Once used, they can be
can be used once per turn. ˑ/227ˑ
4
Dilute 1 power: replace an active placed back in the box.
end-game trigger with the top
end-game trigger from the deck.
'LOXWHSRZHUUHSODFHDQDFWLYH The previous end-game trigger
HQGJDPHWULJJHUZLWKWKHWRS
is no longer active and goes
Ceremonial Spear of the Owl Thrown Overboard for Treachery
HQGJDPHWULJJHUIURPWKHGHFN
2 44
Dilute 1 power: replace a relic you Your body washes ashore.
A New Journey Begins
Illustration by Emiliano H. Córdoba.
Place your medallion on this
map triangle and your scoring
to the new relic. There is no loss or map triangle and your scoring
any other available proficiency disc on track space 15.
gain of honor in this exchange. on the board.
'LOXWHSRZHUH[FKDQJHRQH
A traveler revives you.
Illustration by Martin Sickree. RI\RXUSURƋFLHQFLHVIRUDQ\RWKHU
DYDLODEOHSURƋFLHQF\RQWKHERDUG
Return your proficiency to the
appropriate location on the board, Randomly draw a (color)
Dust of Vanished Eons
ˑ/227ˑ Dust of Vanished Eons then take any other available one companion card. (draw
2
Dilute 1 power: replace one of from the board. until you get a card that
your companions with any face-up does not have this icon: )
companion on the board. Illustration by Matt Olson.
Something inside you awakens.
'LOXWHSRZHUUHSODFHRQHRI
\RXUFRPSDQLRQVZLWKDQ\
There is no loss or gain of honor Scroll of Boundless Learning
ˑ/227ˑ
Scroll of Boundless Learning Place 8 of your blocks into
IDFHXSFRPSDQLRQRQWKHERDUG
in this exchange. The previous 4
Dilute 1 power: gain the potential, 8 into influence, 2
companion goes back into the box attributes of any face-up into conviction, and 1 each into
and all influence on it moves to the companion in the game. inspiration, knowledge, and
new companion. strength on the main board.
'LOXWHSRZHUJDLQWKH Can be used on a companion
Illustration by Tomas Pavanas. DWWULEXWHVRIDQ\IDFHXS
FRPSDQLRQLQWKHJDPH
either on the board or controlled
by another player.
Enchanted Sky Rug
ˑ/227ˑ Enchanted Sky Rug Players must choose a companion
3
Dilute 1 power: teleport to any Illustration by Simon Tjong. of the matching color on their
space adjacent to a tile you journey card.
8QLGHQWLƋHG0DJLF Unidentified Magic
control instead of your normal ˑ/227ˑ
movement.
2
Dilute 1 power: remove this card
'LOXWHSRZHUWHOHSRUWWRDVSDFH
from the game, then acquire the
The destination must be
DGMDFHQWWRDUHJLRQ\RXFRQWURO
unoccupied.
Gain the honor on the new relic as
Illustration by Nguyen Dang Hoang Tri.
'LOXWHSRZHUUHPRYHWKLVFDUG
IURPWKHJDPHWKHQDFTXLUHWKH
IDFHGRZQUHOLFRQWKHERDUG normal. The new relic comes with
no influence.
0HGDOOLRQRIWKH(YHUOLW
ˑ/227ˑ Medallion of the Everlit
2
Dilute 1 power: visit 1 additional Illustration by Matt Olson.
region this turn. Wand of Hypnotic Grip
ˑ/227ˑ Wand of Hypnotic Grip
You can visit a second region, but 3
Dilute 1 power: teleport to
'LOXWHSRZHUYLVLWDGGLWLRQDO
DGMDFHQWUHJLRQWKLVWXUQ
not the same region twice. any space adjacent to another
Illustration by Matt Olson. player instead of your normal
movement.
Peculiar Island Standard
'LOXWHSRZHUWHOHSRUWWRD
Peculiar Island Standard VSDFHDGMDFHQWWRDQRWKHUSOD\HU
ˑ/227ˑ LQVWHDGRI\RXUQRUPDOPRYHPHQW
Illustration by Emiliano H. Córdoba.
2
Dilute 1 power: remove this card
from the game, then acquire the
face-down trait on the board.
'LOXWHSRZHUUHPRYHWKLVFDUG
IURPWKHJDPHWKHQDFTXLUHWKH
Gain the honor on the
IDFHGRZQWUDLWRQWKHERDUG
new trait as normal.
Illustration by Matt Olson.
Prismatic Amulet of the Ages
ˑ/227ˑ
Prismatic Amulet of the Ages
3
Dilute 1 power: convert 1
influence to any attribute
of your choice.
'LOXWHSRZHUJDLQ
DWWULEXWHRI\RXUFKRLFH
Illustration by Simon Tjong.
29
INDEX The False Tongue
75$,725ˑ
The False Tongue ¤ Kuvot, the Mind Thief
'$ 5 . : , = $ 5 ' ˑ
Kuvot, the Mind Thief ¤
2 -2
2 -2
Treachery Cards Companion
Blue Companion Companion
Blue Companion
2 4
6
Illustration by Matt Olson. Seven Quills, Highland Vandal ¤
Cursed Relic
Seven Quills, Highland Vandal
62/',(52))25781(ˑ
Relic
:KHQDFTXLUHGSODFHLQƌXHQFHKHUH
Kaladre counts toward 2
/RVHKRQRUDQGUHWXUQLQƌXHQFH -2
4
The other player must be adjacent
space with another player, move to you on the map. Any player may
Cursed Relic their medallion 1 space in any pay the conviction cost to remove
direction (unoccupied). If there are the treachery block.
Relic
:KHQDFTXLUHGSODFHLQƌXHQFHKHUH
no legal movements available for
/RVHKRQRUDQGUHWXUQLQƌXHQFHXVH
DQRWKHUSOD\HUŚVFRQYLFWLRQ(1)IRU\RXUVHOI
When acquired, place 1-3 influence you or the other player, you may not Illustration by Nguyen Dang Hoang Tri.
here. Lose 1 honor and return 1 use this ability. Sidney, the Undisciplined Sidney, the Undisciplined ¤
influence: use another player’s Illustration by Nguyen Dang Hoang Tri.
7,1<7(5525ˑ
6
power board. You may use influence Trait
Dilute 1 power: add a black treachery block
to an adjacent region. It cannot be visited or
Tiny Terror. Initiative = 61.
to denote control of a region.
scored until the block is removed for 1 conviction.
Lose 1 honor and 1 conviction: player has no attributes, there is Illustration by Matt Olson.
Lose 1 honor: use only 1 no effect.
JDLQFRQWURORIDQRWKHUSOD\HUŚVPDS
5
represents the entire cost. No honor Trait
If you move through another
SOD\HUDXJPHQWLQƌXHQFHWR
-1
30
Toule, the Underhanded
7+,()ˑ
Toule, the Underhanded ¤ INDEX Ambassador Kaladre
0RWLYDWLRQDO/HDGHUVKLS
$ˑ0
%
6($&656($7' 4285( ˑ
6 7
ˑ
Motivational Leadership
2 -2
2
2 Control a shrine at the
Secret Quests
Keep face down until 4
the end of the game.
Yellow Companion 2
Control a shrine at
the end of the game.
ˎ :
end of the game.
Have more conviction than
2
Companion SHRINE
INFLUENCE
POTENTIAL
ANCIENT TOMB
Impunity
traits by the
5 end of Resilience
ˑ75
ˑ
$,7
2WKHUSOD\HUVPXVWSD\GRXEOH
URXQGHGXSIRUDELOLWLHVWKDWDIIHFW
Loyalty
ˑ7
5$,
7ˑ
6 DQ\RI\RXUFDUGVRUEORFNV
the game.
6
:KHQ\RXDFW
PD\UHWXUQ
LYDWH\RXUFKD
LQƌXHQFHIURP
Illustration by Inkary.
WR\RXULQƌXH UDFWHU\RX
DFRPSDQLRQ
QFHVSKHUH
DGGPRUHWKDQ
,WLVQRWQHFHVVDU\WR\RXUFRPSDQLRQV
LQƌXHQFHWRDQ\RI
2 Have at least 5
at the end of the game.
potential in your
potential sphere at
the end of the game.
Attain 3 or more
main
Kaladre board
counts at the
toward Attain 3 or more
end of the game.
4 proficiencies by the
2
2 Control a fort at
Control a command ˎ : ↑
FORT
of the game.
5
:KHQDFTXLUHGSODFHLQƌXHQFHKHUH
2
Control a library at the
end of the game.
2
2 Control a monastery at
/RVHKRQRUDQGUHWXUQLQƌXHQFHDOORWKHU
SOD\HUVDGGLQƌXHQFHWRDFRPSDQLRQ :
Control a monastery
ˎ
x1
MONASTERY
influence to a companion.
of the game.
'RQŚW%ULQJ<RXU(YLO+HUH Don’t Bring Your Evil Here 5 potential sphere at the end
Each other player places 2 influence
ˑ6(&5(748(67ˑ
2 5LVHRIWKH3RO\PDWK
at the end of the game. ˑ6(&5(748(67ˑ
by the end
ˑ0 URXV%ORVVR
216
Vortex 7(5 P
of the ˑ
Overlord7 ( 5 ˑ $WJDPHHQGJDLQKRQRU
Dro’zol, ˑ02
16 2
HTXDOWR\RXUVSHHG
Control any 2
5 3
of the game.
5
$WJDPHHQG ACADEMY
7
LIWKHUHDUHQRJDLQKRQRU
of the game
SRZHUERDUGŚ
RQRU EORFNVLQ\RX
VSRWHQWLDOVS
$WJDPHHQGJDLQKQLQ U
IRUHYHU\FRQYLFWLR UH KHUH
WELL OF WISHES
4 1 monster Pendant
of Potency
by the end
of the :KHQDFWLYDWHGHDFKRI\RXU
Sentinelˑ 0 2 1 6 7 ( 5 ˑ FRPSDQLRQVPD\SURGXFHWKHDWWULEXWHV
5 RIRI\RXURWKHUFRPSDQLRQV
4
ˑ6(&5(748(67ˑ
of the game.
52*8(ˑ
1 KRQRUIRUHDFKRI\RX
2
FRXUDJHRQWKHERDUG
the end of the game.
2
3
Ruak,
2 Defender
0 $6 of the
7(5
+81 Sacred
2 7(5
ˑ Spirit
3
companion at the
Elya,
Yellow Companion
control. the Faithful
0RYHLQƌXHQFHIURP\RXULQƌXHQFH
a relic you
sphere to %( / , ( 9( 5 ˑ
2 When
as your attacking
ˑ6(&5(748(67ˑ
3 a monster
champion,
die twice roll the with
instead white Ruak
4 by the end of
5
the game.
of the game.
or
or
-1
ARCANE TOWER
Obtain any 3
ˑ5(/,&ˑ
relics by the
5
Pouch
7KH*HQLXVRI,QQRYDWLRQ
of Glowberries
end of
ˑ5
(/,&
:KHQDFTXLUHGSODFHLQƌXHQFHKHUH ˑ
High-Born
of the
Scroll /,&ˑ 5HWXUQLQƌXHQFHLIWKHUHDUHRUPRUH
ˑ5(
HQGJDPHWULJJHUVDFWLYHUHPRYHRQH
5
the game.
6
ˑ6(&5(748(67ˑ
of the game.
1 SURƋFLHQF\DWWKH 2
ˑ6(&5(748(67ˑ
end of the game.
1 SURƋFLHQF\DWWKH
on the map.
Intellectual Superiority 7 Win strength mastery
7 Win strength mastery at
Illustration by Inkary.
,QWHOOHFWXDO6XSHULRULW\ at the end of the game.
5
ˑ6(&5(748(67ˑ
,WŚV3DUW\7LPH
ˑ6(&5(748(67ˑ
It’s Party Time
Keep face down until
the end of the game. 2 Control an inn at
2
Control an inn at the
end of the game.
ˎ / ˎ / ˎ :
the end of the game.
Have 4 or more companions
2
INN
Have 4 or more
Zharah, Daughter
7,&,$1
ˑ
7$ &
Storytellers
2 Hira and
(/'(5
6ˑ Gan
2
2
companions in your
2
5
party at the end
before
your movement
You may split your other actions
and/or after wish. Oneth, 5HWXUQLQƌXHQFHIURP+LUD
however you of the
DQG*DQWR\RXULQƌXHQFHVSKH
/22 Folded
2
.2 roll
8 7 ˑthe Leaf
white attribute UH
of the game.
die.
the Oppressor
of the game.
Strann, ˑ
*8<
728*+
-2 2
Players Passive
regions cannot gain ability:
if you control
are adjacent of
any
another -1
to one of your
move through R of them.
If you
suffers:
SOD\HUDXJPHQWLQƌXHQFHW
That player
conviction.
31
Expanded Content
Explore Deeper
Each of our journeys are unique, even the most basic experiences bringing great challenges, variety, and
satisfaction. In some souls though, churns a hunger for something more. A desire pulsing in their spirit for new
experiences, for fresh opportunities. Different paths to new horizons. To go deeper.
They needn’t worry. The island affords options enough for even the most adventurous traveler. This is your
experience, make it the one you want it to be.
32
Treachery Expansion
Optional 15-Card
Treachery Expansion
Ahhh, the joys of making others miserable. The
Treachery expansion allows you to disrupt others
while often making more significant personal gains…
at the expense of honor.
4
IMPORTANT: ADJACENCY
Your companions who are treacherous
primarily disrupt other players who
are adjacent to them on the map, so
getting close to other players is
Some treachery important.
cards require the Lose 1 honor and 1 conviction:
loss of honor each JDLQFRQWURORIDQRWKHUSOD\HUŚVPDS Conversely, if other players are
time they are used UHJLRQLI\RXŚUHDGMDFHQWWRLW using treachery, it’s best to steer
clear and don’t let them anywhere
near you on the map.
33
Expansion Regions
Ancient Tomb, and the Gaping Maw inns. Then, remove 1 holy spire, 1
Acquiring magical relics, defeating monsters, and To Swap 2 Tiles: fort ,and 1 library.
attaining traits are critical to the game, so these 3
Swap your expansion tiles for both the 4-Tile Advanced Option:
tiles should always be used.
Academy and an inn. Remove the Academy or one of the
Rule 2: inns. Then, remove 1 command
Using 3 Regions post, 1 monastery, and 1 shrine.
Always Use an Equal Number of
Holy Spires, Forts, and Libraries If you want to use the 3-tile jewelcrafter expansion
(or the 2-tile sacred stones plus a 1-tile expansion), 5-Tile Basic Option:
To maintain an equal balance of attributes, use choose one of the following: Remove the Academy and one
these tiles in equal numbers. of the inns. Then, remove 1 holy
Basic Option: spire, 1 fort, and 1 library.
Rule 3:
Swap your tiles in for 1 holy spire, 1 fort, and 1
5-Tile Advanced Option:
Always Use an Equal Number of Command library. This option requires players to rely more on
Posts, Shrines, and Monasteries companions to gain attributes. Remove the Academy and one
of the inns. Then, remove 1
These regions are also tied to the balance of command post, 1 monastery, and
2 2 2
34
Jewelcrafter Expansion Exotic Pet Menagerie Expansion
1-Tile Expansion
Setting up the Market
2
When setting up a game with
the exotic pet menagerie, flip 3
CRYSTAL MINE 2
pets face up next to the face-down
stack. This is known as the MENAGERIE
2 pet market.
JEWELCRAFTER
Vosh, Matriarch of the Tusk Shonah, the Gilded Claw Dryad Gremlin Gang
ˑ3(7ˑ ˑ3(7ˑ ˑ3(7ˑ
3 3 3
1-Tile Expansion
When visiting the temple ruins,
you may draw 2 secret quests and
keep 1, shuffling the other back
into the stack.
2 There is no limit to the amount of
SACRED 2
STONES secret quests you can accept, and
there is no penalty for incomplete TEMPLE RUINS
of the gam
one of them, you may teleport e.
to any space adjacent to either
2
HOLY SPIRE
36
Well of Wishes Expansion Building Site Expansion
MENAGERIE
2
TEMPLE RUINS
2
SACRED STONES
2
SACRED STONES
Thinking the world cursed, they as long as your guild favor token
secretly work to destroy all civilization is here, gain 2 honor whenever
and bring an end to human existence an opponent lands on, or passes
so that everyone may enjoy the WE 2 -1 through, this space.
L LO
FW
:
paradise that awaits. ISH
ES
38
2
SH
RIN
E
Leadership Monument
Use guild favor on your power board: augment 1 block from potential Reconstruction
to influence, or from influence to conviction (depending on where Use guild favor on your
you place the guild favor token). monument: this turn, you
may contribute any number
Guild favor also acts in your favor against treachery. of proficiencies and attributes
Effects controlled by other players cannot cause you to dilute power towards the reconstruction of this
in the area where your guild favor token is. monument to honor your guild. 15
In the example below: if an effect controlled by another player would Attributes are taken directly from
cause you to dilute influence to potential, your guild favor token the main board, and conviction is
1 1
(placed in the lower left of the power board) would prevent it. placed from your power board.
an incomplete monument.
Smol
derin
g Frig
ˑ0 ht Cr
berries 216 awle
r
Pouch of Glow
7(5
ˑ
,&ˑ
Persist
ˑ5(/
ˑ7
ence
5$,7
ˑ
6
The Zh 6
aryan
Sister Relic
Trait
75,3
/(76
ˑ s
3
4
ion Monster
Compan
3
2 $WJD
PHHQ
2
2
39
Myths & Wonders Expansion
Preparations
Setting Up The Objective Once Ronak is active, a sub-game
begins. All players remain
stationary on the map and
After the basic setup of the game: The objective of the event is
to provoke Ronak, the Earth
Provoking Ronak participate in the event until it is
→→ Set the Myths & Wonders board complete. Once Ronak has been
Trembler, attack him, and The game is played as normal with defeated, play resumes as normal,
next to the main board. survive until you are rescued the following exception: when a starting with the player who has
by Tuuk-Tuuk, Boulder Hulk — player ends his/her movement on the Sestra, Lorekeeper miniature.
Use the side appropriate to
the number of players — the Guardian of the Ancients. an intersection with a treachery
red flag in the upper right for block, move it onto the Ronak The event begins as follows:
2-3 players and the blue flag Once all of the areas on the region tile (passing over a block
for 4-5 players. Myths & Wonders board are does not move the block). →→ The player who
would be next
→→ Remove either the Academy filled by player attributes and takes the Sestra,
When all 6 blocks have been
region tile or one of the inn conviction, Tuuk-Tuuk arrives Lorekeeper
moved onto the Ronak region tile,
region tiles from the game so to deal the final blows, sending miniature to
that there are only 18 region he emerges, ready to unleash his
Ronak on a permanent vacation. denote their
tiles in the bag. wrath upon you and the rest of starting player
humanity. Move Ronak’s miniature status once
-2 / -2 / -2 →
onto his region tile to signify that the event
he is active. is over.
or
The player who triggers the
→→
2 2
INN ACADEMY
emergence of Ronak may finish All players may augment
their turn. up to 3 additional influence
to conviction at the start of
→→ Place the Myths & Wonders the event.
region tile — Ronak, the Earth
Trembler side up — on the
center of the map on the game
Determining Initiative
board. To determine initiative, place
a black treachery block on the
(Ronak is the giant dragon- companion in your party with
looking-thing. Tuuk-Tuuk,
Boulder Hulk is the rock- the lowest initiative — this is
monster-looking-thing. your champion.
That side goes
face-down). The champion with the
lowest initiative plays first.
→→ Place 6 black
treachery Play then continues clockwise.
blocks on the
intersections Initiative is located beneath
surrounding the companion name,e Unruly
Ronak. to the rightKof jik, th
ratheir
$* ( ˑ
→→ Start the game. title. (Krajik’s 6 $9
initiative is 21). 3
2 Krajik, the
Unruly
ˑ
6 $9$ * (
3
2
40
in 1 for each.
ributes. Ga
Lose all att
Fighting Ronak The Guardian Returns
Unlike normal play, you will not move on the board or Once all of the spheres on the
visit regions until Ronak has been defeated. Instead, battle board are filled, return all
you will take these 3 actions per turn: influence back to it’s original main
board and power board spheres.
1) Generate Attributes (optional, once per turn) Tuuk-Tuuk, Boulder Hulk returns
Each turn, generate attributes by activating any 1 to deliver the final
of your companions (or your character). You may blows to Ronak,
convert attributes at any time as normal. You may not sending him
recover influence from the Myths & Wonders board. sprawling into the
Gaping Maw.
2) Contribute an Attribute (optional, once per turn) Flip the tile on the
To contribute an attribute to the battle, move 1 center of the map
attribute from the main board (or conviction from from Ronak to
your power board) onto the Myths & Wonders battle Tuuk-Tuuk.
board into a corresponding sphere of your choice. For
example, you may contribute 1 of your courage from Visiting Tuuk-Tuuk
the main board into the bottom sphere in the courage
For the duration of the game, you
ring to gain 2 honor. Only courage can be used in the 3
may visit this tile as you would any
spheres in the courage ring.
other region. This region cannot
be controlled by players.
Return 2 influence from
companions to your power board. When you visit Tuuk-Tuuk, you
may gain 1 of any attribute that
you don’t already have.
Augment 1 potential to influence on
your power board. Dispersing Loot
Flip loot cards face up — two
Augment 1 influence to conviction on more than the number of players.
your power board. 3) Roll the Dice Players now take turns selecting
Whether or not you contribute to the battle, loot from this market. In 4-player
you will gain bonus attributes for being in the and 5-player games, the player
Take a teleportation token.
fight—and Ronak will counterattack (he will not who selected the pick first loot
This can be used only once to
counterattack after the final space is filled). sphere picks first. The player with
teleport to any unoccupied space.
the highest initiative companion
Each turn, your champion will lead your attack: picks next, then the next highest,
Pick first when loot is awarded after roll both dice. Gain the attribute on the white and so on. In a 2 or
the event (only available in 4-player die, and suffer the consequence on the black die. 3-player games, the Prism
atic Am
ulet of
your new champion. If all of your companions are picks first. Players
Clone an effect that is no longer all killed, you must skip your turns until Ronak with no companions
available in the attribute rings. For has been defeated. Remember, conviction can pick last, in turn
'LOXWH
DWWULE
SRZ
HU
XWHRI JDLQ
\RXU
Companion Relic
Companion Monster
1 Lore/Art Book
Pet Journey
4 Metal End-Game
Trigger Tokens
(15) Pets (White) (12) Journey Cards (Brown)
MAPVREG
ERVI
— O
IONS
EW —
(16) Secret Quests (Lime) (12) End-Game Triggers (Grey)
: ↑
A PLAYER
-3
’S TUR
-2 →
— AC T
-2 →
2
IO N S OV
ER
N
Comm
TOWER
th to .
ARCANE
increa ed
nt Tomb Use 2 vision t be repeat
Move
2
ACADEMY
Ancie to a relic. Canno turn. Move
this compan1 influence onto
Acade
my Use 2 wisdom
a trait. ion, then
her attribut a Visit or
Rest
→
te attain gain his/ Move a
-2
-2 /
/
optiona es
Roll theen roll again l ability and use their to your number of spaces
y if you choose speed.
Must move up
2
die—th not alread . least 1 space. Visit an
if you did attribu
te. — or —
After movem
at adjacen
on the map t region
have that
2
→
-2
INN Gain the reveal any ent is comple (p.8, 10).
your charact attribut
es on the order open hex regionste, — or —
vindica er
2
tion,
require no influence bag andg region tiles from Rest and
Use 2 inspira or d (p.8). by
1 poweraugment
Holy Spire
2
placing
knowledge, the
MAW
more inform
Use 1 convict ciency Vindicate
2
2
these base gain control ion to
Yourself
about regions. Use 3 attribut
adjacen of an Recover
SHRINE
t
2 game 2 convictregion; use one type
to
es of
Influence
Shrine region is ion if the proficie gain a If you meet
tion to
MONASTERY
1 Embroidered
er tile over
LIBRARY
Jewelcrafte (p.13).
MINE
CRYSTAL
for
crystals Wonde
(p.40-4
1). Courag
Mine Trade or create e
Crystal
SITE
+1 honor (p.35).
BUILDING
crystal, crystal +
ng Site Gain 1 each mine infused Wisdom
(not pictured)
for (p.35).
Buildi
region
of your crystal l
Build a (p.37). you contro
choice 2
WELL
OF WISHES
+
s
Wishe
2
Well of of the 3
RUINS
TEMPLE
Streng
th
2
MENAGERIE
Sacre space and keep Vision
erie rt to a
Telepo to the other
Pet Menagtion, 1 adjace
nt
stones
Use 1 inspira and 1 sacred (p.36).
knowledge, a pet region
th to add
streng party (p.35).
to your
Component GameTrayz™
5 Quick-Reference Sheets (not pictured)
42
BOARDS & TILES
-2 →
-3 : ↑
2 2
COMMAND POST
1 Myths & Wonders 5 Guilds & Monuments Expansion
2
Expansion Board Boards (1 Each of 5 Colors)
2 2
FORT LIBRARY
-1 :
PLASTIC MINIATURES
x1
2
HOLY SPIRE
-1 :
2 2
24 Proficiency Tiles -2 →
2
-2 →
SHRINE
2 2
2 2
-2 / -2 / -2 →
2
SACRED STONES
2 2
BUILDING SITE BUILDING SITE BUILDING SITE 1 Circle Of The Unbound Mind 1 Fellowship Of The Light
Monument Monument
6 Build Site Tiles
15 Octagonal Attribute Tokens,
20 Round Crystal Tokens, and
5 Round Teleport Tokens
5 Triangular Guild Favor Tokens 1 Myths & Wonders Tile 1 Clan Of The Echoing Blade
(1 Each Of 5 Colors) Monument
43
Game design, story & concept: Cards Actions Proficiency
Marc Neidlinger
Base card types Bonus actions............. 8 Proficiency Tiles........... 20
Game lore: Attribute conversion.... 13
Tom “Big Tom Casual” Mattson Companions............ 14-15 Regions
Controlling regions...... 11
Core set of 19 regions... 10
Companion
Fortifying regions......... 38
Iconography: Journey .......................... 4 Visiting regions............... 9
Ty Palmer (lead)
Turn actions............... 8
Kevin Butler (additional) Journey Index...................... 29 Activate........................... 8 Speed
Lead illustrators: Monsters....................... 18 Movement....................... 8 Speed............................ 19
Bartek Visit a region / rest.......... 8 Increasing speed.......... 19
Emiliano H. Córdoba Monster Index...................... 26
Matt Olson
Duy Phan Nguyen Trinh Relics............................. 17 Attributes & conversion
Expanded Content
Phu Thieu Attribute types.............. 13
Index...................... 26 Guilds & Monuments
Converting attributes... 13
Relic
Additional illustrators:
Secret quests................ 20 Play rules.......... 38-39
Reza Afshar
Hilary Aurelia
Index...................... 31 Card terms & usage
Can Başdoğan
Myths & Wonders..........
Secret Quest
44