The players of Incan Gold are adventurers who have chosen to explore an Incan temple. The Temple is said to contain many treasures: turquoise, obsidian and, if you're lucky, pieces of gold. The player who knows when enough has been gained and still gets out safely will be the ultimate winner.
The players of Incan Gold are adventurers who have chosen to explore an Incan temple. The Temple is said to contain many treasures: turquoise, obsidian and, if you're lucky, pieces of gold. The player who knows when enough has been gained and still gets out safely will be the ultimate winner.
The players of Incan Gold are adventurers who have chosen to explore an Incan temple. The Temple is said to contain many treasures: turquoise, obsidian and, if you're lucky, pieces of gold. The player who knows when enough has been gained and still gets out safely will be the ultimate winner.
The players of Incan Gold are adventurers who have Each player takes a set of 2 Player cards (Torch card chosen to explore an Incan temple rumored to contain and Camp card) and a Tent. The Tent is folded and many treasures: turquoise, obsidian and, if you’re placed in front of the player (see page 4). lucky, pieces of gold. Of course, the temple is said to The Temple (5 cards) is created in the center of the be full of dangers too, so getting away with the loot table as shown. The 5 Artifact cards are shuffled is not going to be easy. The player who knows when placed face down, one under each of the Temple cards. enough has been gained and still gets out safely will be the ultimate winner. The Treasures are placed near the Temple. COMPONENTS The Start player is the person who • 5 Temple cards to make the last held a real piece of gold. game board • 16 Player cards (8 Torch cards PLAYING THE GAME and 8 Camp cards) The game is played in five rounds. • 8 Tent cards, scored to fold in The player with the most wealth (in half easily treasure value) after the fifth round • 30 Quest cards, 15 Treasure wins. cards and 15 Hazard cards (3 each of 5 hazards) A GAME ROUND • 5 Artifact cards As the Start player, you mark • 110 Treasures: 60 turquoise (value of 1) 30 the beginning of the round by turning over the obsidian (value of 5) and 20 gold (value of 10) corresponding Temple card, starting with the card marked “1.” 1 You show the Artifact that is rumored to be in this treasure value on the card is divided among these part of Temple to all players, and shuffle it into the players, rounded down. For example, if there are Quest cards to make the Quest deck for this round. If four players still in the an Artifact is not discovered in its disclosure round, it Temple, and the treasure may be found later in the game! value is 11, each player receives 2 treasures (2 A game round consists of a variable number of turns. turquoise stones). These Each turn plays as follows: treasures are placed 1) Players Choices. Players still in the Temple decide beside the players’ Tents, if they are going to leave or not. not inside. • Each player secretly chooses their Torch card if • Artifacts. If the card they are going farther shows an Artifact (gold into the Temple, or their border), the Artifact Camp card if they are stays on the path. It’s leaving the Temple to worth extra points at return to camp. the end of the game, but only to a person clever • The Start player says enough to get it safely back to camp! “GO” and everyone • If the card shows a red bordered Hazard, one of reveals the chosen card at two situations will happen: the same time and places 1. If no other Hazard of the same type has it on the table face up. been previously revealed, nothing happens. Note: As the first Quest card The players have had a glimpse of danger is turned, there’s no reason Torch card and doom! Note: If this is the first Quest to leave so you may skip this card turned, since step and assume all players enter the Temple. no one has reason to leave, you may 2) Players Who Continue Into the Temple. The Start immediately flip the player turns the top card from the Quest deck face next card from the up, and places it next to the last card drawn, making a Quest deck face up. pathway of cards (on the first turn, place the card next to the Temple). It can be helpful to lay Hazard cards 2. If this is the second at right angles to Treasure cards to make them easier Hazard card of to identify. the same type, the players have been • If the card shows a Treasure (numbered card, blue scared away from border), the players have found some treasure. The 2 the Temple and the round is over. All players an obsidian stone on those Artifact cards. Any still in the Temple give back all the treasures further Artifacts that leave the Temple are worth they took during the round (the Treasures 10 points and should be placed beside their Tents). This second noted with a gold stone. Hazard card will be removed from the game. • Players that left the If the round is not over, the players who stayed in the Temple leave their Camp Temple now take their 2 Player cards back in hand card face up, and take no and return to 1) Player Choices on page 2. The Start part in play for the rest player remains the same until all players leave or are of this round. driven from the Temple. Note: All players are allowed 3) Players Who Leave. If one or more players choose to see their opponents’ Tents, to leave the Temple: but not to touch or count what is inside. • They equally divide all the treasures that have been left on any Quest cards in the path for this 4) End Of A Round Camp card round. If the number of treasures cannot be A round can end in two ways: divided equally, the extra treasures are left on any When all players have left the Temple, or when the Quest card (which Quest card does not matter). second Hazard card of the same type is drawn, scaring • They return to camp and place all the treasures everyone away. they received during this round inside their Tent. If the round ends because a second Hazard card is These treasures are safe, and may not be lost. drawn, this second Hazard card is removed from the • Artifacts. If more than one player leaves, no one game and placed beneath the Temple card representing gets Artifacts! If one and that round before shuffling the deck for the next only one player leaves round. the Temple at this time, If there were any Artifacts on the path when the round that player may pick up ends, these treasures are lost forever and removed all Artifacts that are on from the game. Bad luck for the expedition! the path. Artifacts are left beside the player’s When a round is over, the Start player passes all the Camp tent where they Quest cards to the person to the left, and that player are safe. The first three becomes the new Start player. A new round is started Artifacts to leave the using the same rules above. Temple are worth 5 points each. As a reminder of this, place 3 END OF THE GAME CREDITS The game is played in five rounds. After the final Incan Gold is a game by Alan R. Moon and Bruno round, the Tents are opened and players count their Faidutti. treasures. Graphics and layout: Matthias Catrein, Rita Treasures are valued as follows: Humphrey, KC Humphrey Turquoise – 1 Obsidian – 5 Development for Sunriver Games: KC Humphrey Gold – 10 Sunriver Games and Funagain Games thank our Artifacts – 5 and 10 playtesters: Jim & Jill Ginn and family, Doug & Mimi The player Walker, Carey & Linda Grayson, Jeff DeBoer and with the most the Funagain staff, the Brooks family, the Humphrey wealth (in family, Jordon Orser and the dedicated members of treasure value) RipCity Gamers. wins. If scores Bruno Faidutti thanks his original playtesters, too are tied, the numerous to be all listed here. Special thanks to all player with the the regulars at Marc Laumonnier’s gaming sessions most Artifacts (Tchao, The troll, Kefta le Belge, Rémy and others), wins. If still and to all the attendants at the 16th ludopathic tied, play Gathering and at the pirates MLM. again! Alan R. Moon thanks his original playtesters, NOTES meaning Phil Alberg, Dave & Jenn Bernazzani, Pitt Artifacts are new to this edition of the Crandlemire, Terry Egan, Matt Horn, Craig Massey, game. To play the original Diamant rules, simply Janet Moon, remove the Artifacts from the game. Everything else Berhard stays the same. Petschina, Mike Schloth, Eric Schultz, Scott Simon, Adam Smiles, Tony Soltis, Richard Spoonts, and Rick (c) Sunriver Games LLC 2006 Thornquist. 4