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(c) Sunriver Games LLC 2006

IDEA OF THE GAME PREPARATIONS


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.”
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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
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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
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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.
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