You are on page 1of 36

Appendix

Silverwood Grove Appendix

Characters:

NOTE: Characters only gain access to their Talent after Researching Insight, Nature
and Spirit. Using Talent costs an AP, the same as all actions on the Turn Phase Token.

Kookaburra:
Insight: If 2 Stone is earned in a Round, Turn costs no AP.
This effect applies immediately and is available for the remainder of the game.
Nature: If 2 Stone is collected in a round, take any 1 additional Resource
This effect applies immediately and is available for the remainder of the game.
Spirit: Stone is worth +1VP each at game end
This effect applies at game end and is additional to the VP you gain from Resources (1VP per
any 3 Resources)
Talent: Inspire: Gain 3 Stone, choose an opponent, they gain +1VP
This effect applies immediately. The Player must be able to gain 3 Stone or will be unable to
use Inspire. Using Inspire does not end your turn, unlike some other Character Talents. Note
that using Inspire does activate the Insight and Nature Research passive abilities, but these
abilities can only be earned once per Round.

Black Cockatoo:
Insight: Gain 2 Resources
This is a one time bonus earned completing this level of Research and is available
immediately.
Nature: Gain 2 Resources, Gain 2 AP
This is a one time bonus earned completing this level of Research and is available
immediately.
Spirit: Gain 2 Resources, Gain 2AP, Gain +2VP
This is a one time bonus earned completing this level of Research and is available
immediately.
Talent: Yield: Choose an opponent – they give you 3 Resources and you each gain +2VP OR
pay 2 Resources to the supply, gain +3VP. Forfeit the remainder of your turn.
Black Cockatoo is unique among the other Characters as they have 2 different versions of
Yield that unlocks once they Research their Insight, Nature and Spirit. Players must indicate
which version of Yield they are doing when they activate it. Both options do forfeit the
remainder of the Player’s turn.

Kingfisher:
Insight: Gain +1VP
This is a one-time bonus and is applied immediately.
Nature: Gain +2VP
This is a one-time bonus and is applied immediately.
Spirit: Gain +3VP
This is a one-time bonus and is applied immediately.
Talent: Fly: Gain +1VP and +1VP for each Resource higher than the starting amount. Turn
the Turn Phase Token to any side, forfeit the remainder of your turn.
Kingfisher starts with 2 Grain, 1 Vine, 2 Sap and 7 Stone. If any Resource is greater than the
starting number, the Player gains an additional VP per Resource that is. For example, if the
player had 2 Grain, 4 Vine, 3 Sap and 3 Stone, they would gain +1VP and an additional
+2VP for having the Vine and Sap Resources higher than the amount they start with.
Regardless of the amount of VP earned, the Player than turns the Turn Phase Token to any
other side and forfeits the remainder of their turn.

Tree Frog:
Insight: Daintree Employees ignore the Develop and Research requirements to Hire
This effect applies immediately and is available for the remainder of the game.
Nature: Daintree Employees do not count against the Employee cap
This effect applies immediately and is available for the remainder of the game.
Spirit: Daintree Employees cost no AP to Hire/Promote and are worth +1VP
This effect applies immediately and is available for the remainder of the game. The +1VP is
calculated at game end.
Talent: Study: Study other player’s Talents, and use one
Study works as if you were the Character chosen and were using their Talent. This includes
having to forfeit the remainder of your turn if the other Character’s Talent states this.

Echidna:
Insight: You may ignore any Develop requirements to Hire Employees
This effect applies immediately and is available for the remainder of the game.
Nature: Develop costs no AP
This effect applies immediately and is available for the remainder of the game.
Spirit: Develop to the next level at no cost to AP or Resources
This effect is immediate and activates regardless of what level of Develop you are currently
on. If you have already used the Develop action to Develop Community, Identity and
Harmony, than this effect is ignored.
Talent: Explore: Explore other Tribe’s Unite ability, and use 1
This effect is immediate and works as if you were a member of Kakadu or Daintree.

Galah:
Insight: When another player is trading Resources, you may also make a 1:1 Trade
This effect applies immediately and is available for the remainder of the game.
Nature: Gain +1 Resource per Round, starting next Round
This effect applies from the next Round and is available for the remainder of the game.
Spirit: Start the round with the Turn Phase Token in any position
This effect applies from the following Round and is available for the remainder of the game.
Talent: Recruit: Pay 3 Resources to the Supply. Take the top 3 Employees from the
Employee deck. Hire 1, returning the remainder. Gain +1VP, +1AP. Turn to any other side.
This Employee does not count against the Employee cap
Activating Recruit requires the Player to Pay 3 Resources to the Supply. This can be a mix of
any Resource type and amount, as long as the total is 3. They then draw the top 3 Employees
from the Employee deck, selecting one that they Hire. This Hire costs additional Resources.
The player than gains +1VP and +1AP, and then turns to another side of the Turn Phase
Token. The Employee does not count against the Employee cap and any bonuses they provide
are still activated as if they’d been Hired using the Hire action.
Tiger Quoll:
Insight: Gain 1 Resource, +1 per Daintree Employee
This is a one time bonus that is applied immediately. The Player may choose whichever
Resource/s to gain Resource/s.
Nature: Gain 2 Resources, +2 per Daintree Employee
This is a one time bonus that is applied immediately. The Player may choose whichever
Resource/s to gain Resources.
Spirit: Gain 4 Resources, +3 per Daintree Employee
This is a one time bonus that is applied immediately. The Player may choose whichever
Resource/s to gain Resources.
Talent: Donate: Pay 3 Resources to the Supply, gain +3VP and +1VP per Daintree
Employee. Forfeit the remainder of your turn.
Donate requires the Player pays 3 Resources to the Supply. These 3 Resources can be any
type and they don’t all have to be the same type. After doing so, the Player gains 3VP and an
additional 1VP per Daintree Employee in their Employ. They then forfeit the remainder of
their turn.

Tassie Devil:
Insight: Kakadu Employees are worth +1VP
This effect applies immediately and is available for the remainder of the game.
Nature: Kakadu Locations are worth +1VP
This effect applies immediately and is available for the remainder of the game.
Spirit: Kakadu Employees do not count against the Employee cap. Gain +1VP
This effect applies immediately and is available for the remainder of the game. The +1VP
gain is an immediate effect that activates once.
Talent: Enhance: Pay 1 Resource to the Supply. Gain +2VP and Hire or Promote a Kakadu
Employee. Forfeit the remainder of your turn
When using the Enhance action, players are required to Pay 1 Resource of any type to the
Supply. They then gain 2VP, and Hire or Promote a Kakadu Employee. If there isn’t a
Kakadu Employee to Hire, or one that had been previously Hired available to Promote, the
Player is unable to use the Enhance action. The player then ends their turn.
Rainbow Lorikeet:
Insight: Gain +1AP when Hiring Daintree Employees
This effect applies immediately and is available for the remainder of the game.
Nature: Gain +1AP when Building Daintree Locations
This effect applies immediately and is available for the remainder of the game.
Spirit: Gain +1AP when using Develop
This effect applies immediately and is available for the remainder of the game.
Talent: Steal: Steal 3 Resources from another player, they gain +1VP, turn the Turn Phase
Token to any other side
When using Steal, Rainbow Lorikeet must select another Player, and Steal 3 Resources from
them. Rainbow Lorikeet may choose which Resources and they may select all one type or may
select multiple types. That player removes those Resources from their Playerboard and
Rainbow Lorikeet gains them. The player targeted than gains +1VP, while Rainbow Lorikeet
turns their Turn Phase Token to any other side.

Frill Neck:
Insight: Gain +1 Resource when using Research. Research costs no AP
Players immediately gain +1 Resource of their choice. This is a one-time effect. Research no
longer costs AP and this bonus will be available for the remainder of the game.
Nature: Research is worth x2 VP
This benefit is calculated during end game scoring
Spirit: The Research/Talent side of the Turn Phase Token can be skipped when using Turn
This benefit is available immediately. This benefit allows the player when using Turn to move
from Hire/Promote to Develop/Unite as a single action, costing only 1AP. The same in
reverse. Players who wish to move from Hire/Promote or Develop/Unite to Research/Talent
may still do so as normal as well.
Talent: Camouflage: Pay the remainder of your AP, including this Action – as +1VP and +2
Resources per AP forfeited
When activating Camouflage, the Player notes their current AP, and then gains that number
in VP. They also gain that same number in Resources plus an additional 2 more Resources.
These Resources may be of any kind and are not required to be the same type. The player
than forfeits the remainder of their turn.
Water Dragon
Insight: You may ignore Employee skill requirements when using the Build and Upgrade
Actions
This effect applies immediately and is available for the remainder of the game. Employee
Skill requirements are the Hammer, Axe and Quill skills Employees provide.
Nature: Gain +2AP
This is a one-time bonus and is applied immediately.
Spirit: Gain +4AP
This is a one-time bonus and is applied immediately.
Talent: Plan: Pay 4 Resources to the Supply. Take the top 3 Locations from the Location
deck. Build 1, returning the remainder. Gain +1VP, +1AP. Turn to any other side.
When activating Plan, the Player pays 4 Resources of any type (they are not required to be
the same type) to the Supply. They then draw the top 3 Locations from the Location deck,
choosing one that they will Build. This Build does not cost any further Resources and the
Player may ignore all requirements to Build. The 2 Locations not chosen are returned to the
deck. The Player than gains 1VP and 1AP, and then turns the Turn Phase Token to any other
side.

Tawny Frogmouth:
Insight: Promote costs no AP
This effect applies immediately and is available for the remainder of the game.
Nature: Promote one of your current employees at no resource cost or AP
This is a one-time bonus and is applied immediately. If you do not have an Employee that can
be Promoted when you Research Nature, this effect is ignored.
Spirit: Hire costs no AP, and you no longer have an Employee cap
This effect applies immediately and is available for the remainder of the game.
Talent: Default: Pay 1 Resource to the Supply, 1 to the player to your left and Promote any
current Employee. Forfeit the remainder of your turn.
When activating Default the Player may select any Resource type. The Promote costs no AP
or Resource cost.
Greater Bilby:
Insight: Flinders Employees cost no AP to Hire or Promote
This effect applies immediately and is available for the remainder of the game.
Nature: Promote a Flinders Employee at no cost to AP or Resources
This is a one-time bonus and is applied immediately. If you do not currently have a Flinders
Employee available to Promote, the benefit is ignored.
Spirit: All Employees you hire join Flinders, you may have as many Employees as your
highest Resource
This effect applies immediately and is available for the remainder of the game. If your highest
Resource dips below your number of Employees, you will not be able to Hire beyond the 2
Employees you may Hire as standard. If in the process of Hiring an Employee your highest
Resource will go below the number of Employees, you will be able to Hire, as you begin the
Hire with Resources greater than your current Employees.
Talent: Pride: Gain +1 Resource for each Flinders employee you have Hired. Forfeit the
remainder of your turn.
When activating Pride players may add the number of Resources to any type.

Platypus:
Insight: Research costs no AP
This effect applies immediately and is available for the remainder of the game. This effect
does not apply to Researching Insight. Insight does cost 1AP.
Nature: Develop costs no AP
This effect applies immediately and is available for the remainder of the game.
Spirit: Starting next Round, gain +1AP per Round
This effect applies from next Round and for the remainder of the game.
Talent: Burrow: Your lowest 2 Resources gain +2 Resources each, forfeit the remainder of
your turn
In using Burrow, if multiple Resources are considered your lowest, you may choose which 2
Resources gain 2 Resources.
Sugar Glider:
Insight: Kakadu Employees and Locations require -1 Resource to Hire and Build
This effect applies immediately and is available for the remainder of the game.
Nature: +1AP when a Kakadu Employee or Location is Built
This effect applies immediately and is available for the remainder of the game. This effect is
only when Sugar Glider Hires a Kakadu Employee or Builds a Kakadu Location. Locations
and Employees that are with multiple Tribes count.
Spirit: Kakadu Locations cost no AP to Build or Upgrade
This effect applies immediately and is available for the remainder of the game. Note that
players still need to be on the Build/Upgrade side of the Turn Phase Token to use the
Build/Upgrade Action, but the Action itself will not cost an AP.
Talent: Glide: Gain +1VP, +1 Resource
When using Glide, players may choose which Resource gains +1. Players may use Glide as
many times as they like, providing they have the AP to do so.

Collector’s Edition exclusive:

Tree Kangaroo:
Insight: Flinders Employees do not count against the Employee cap. Gain +1VP
This effect applies immediately and is available for the remainder of the game.
Nature: Promote a Flinders Employee
This is a one-time bonus and is applied immediately. If the Player does not have a Flinders
Employee available to Promote, this effect is ignored.
Spirit: Flinders Employees cost no AP to Hire or Promote
This effect applies immediately and is available for the remainder of the game.
Talent: Approve: Gain +1VP per Flinders Employee. Turn the Turn Phase Token to any
other side. Forfeit the remainder of your turn.
When activating Approve, Players gain 1VP per current Flinders Employee they have Hired,
regardless of whether they are Level 1 or Level 2. They then Turn the Turn Phase Token to
any other side from Research/Talent and forfeit the remainder of their turn.
Shingleback:
Insight: Upgrade costs no AP
This effect applies immediately and is available for the remainder of the game.
Nature: Daintree Locations require -2 Resources to Build or Upgrade
This effect applies immediately and is available for the remainder of the game.
Spirit: Daintree Locations are worth +1VP
This effect applies immediately and is available for the remainder of the game.
Talent: Create: Gain +1 Resource for each Daintree Location Built and turn the Turn Phase
Token to any other side. Gain +1VP
When activating Create, Shingleback gains +1 Resource times the number of Daintree
Locations they have already Built. They then turn the Turn Phase Token to any other side and
gain 1 VP.

Note: Drop Bear is designed for advanced players already familiar with Silverwood
Grove.

Drop Bear:
Insight: Ambush: Flip the top Employee from the Employee deck and shuffle. When drawn,
discard, gain +1VP and Resources equal to its VP.
Ambush, like Bite and Instinct is both a Research bonus and a Talent. When the Player
Researches Insight they gain the one-time bonus Ambush immediately.
Nature: Bite: Remove the first 3 cards from the Employee pool and replace with new
Employees.
Bite, like Ambush and Instinct is both a Research bonus and a Talent. When the Player
Researches Nature they immediately gain the Bite bonus.
Spirit: Instinct: Join or change to a Tribe.
Instinct, like Ambush and Bite, is both a Research bonus and a Talent. Once the Player
Researches Spirit they may than choose any Tribe to join, and this remains until game end or
until they use Instinct again as a Talent.
Talent: Ambush, Bite, Instinct
Drop Bear is unique in that they have 3 different Talents to choose from, which they will use
once each as they level up their Research. When the Player activates Talent, the Player then
must choose which Talent they are using and convey this to the table.
Employees:

NOTE: Employees may have requirements to Hire in addition to their Resource cost.
NOTE: Unless otherwise stated, Players may only have 2 Employees.
NOTE: The Level 1 bonus (if applicable) for Employees becomes inactive once Players
Promote the Employee to their Level 2 side. The Level 2 bonus (if applicable) than becomes
active.

Entertainer:
Hire/Promote for: 2 Resources
Provides: Hammer
Requires: Spirit
Bonus Level 1: Take the bottom card from the Location deck. Build it at no cost.
Immediately upon Hiring Entertainer you may Build the bottom card from the Location deck
at no cost to Resources or AP, and ignoring any requirements. It’s a completely free Build.
Bonus Level 2: Upgrade one of your Locations at no cost
Immediately upon Promoting Entertainer, the Player must choose a Location previously Built
to be Upgraded at no cost to Resources or AP, ignoring any requirements. It’s a completely
free Upgrade. If there is no available Location to Upgrade, this bonus is ignored.

Sap Gatherer:
Hire/Promote for: 3 Sap
Provides: Axe
Requires: N/A
Bonus Level 1: Gain +1 Sap per Round, starting next Round
Starting from the Round after Hiring Sap Gatherer, Players gain +1 Sap at the start of
Round.
Bonus Level 2: Whenever making a Trade, also gain +1 Sap
After Promoting to Level 2, Sap Gatherer provides +1 Sap whenever the Player makes a
Trade. The trade may include Sap, but does not have to.
Shopkeeper:
Hire/Promote for: 3 Grain
Provides: Quill, Hammer
Requires: N/A
Bonus Level 1: You may make a Trade of 1 of any material to 3 of another and forfeit the
remainder of your turn.
For Level 1 and Level 2 the Shopkeeper refers to material instead of Resources, but they are
both meaning the same. This Trade may occur from this Round and for the remainder of the
game, and requires the Player to be on the Collect/Trade side of the Turn Phase Token. They
may then declare they will use the Shopkeeper ability to make the specialised trade they are
capable of. Players may make Trades as standard as well.
Bonus Level 2: You may make a trade of 1 of any material to 4 of another and forfeit the
remainder of your turn.
This bonus is available once Shopkeeper has been Promoted from this Round and for the
remainder of the game, and requires the Player to be on the Collect/Trade side of the Turn
Phase Token. They may then declare they will use the Shopkeeper ability to make the
specialised trade they are capable of. Players may make Trades as standard as well.

Supervisor:
Hire/Promote for: 2 Sap, 3 Resources
Provides: Axe, Hammer
Requires: N/A
Bonus Level 1: Hire and Promote no cost no AP
Once Hired, Supervisor allows you to Hire and Promote at no AP cost. You do still need to be
on the side to Hire/Promote, but you do not spend the AP to do so. This bonus is available
immediately and is available until game end.
Bonus Level 2: You can Build or Upgrade any Location, ignoring any employee skill,
Develop or Research requirements.
Once Promoted, the Supervisor now allows the Player to Build or Upgrade any Location,
regardless of requirements apart from AP and Resources. This bonus is in effect until game
end.
Builder:
Hire/Promote for: 3 Resources
Provides: Axe, Hammer
Requires: Insight, Community
Bonus Level 1: Build and Upgrade now cost no AP
This effect applies immediately and is available for the remainder of the game. The Player is
still required to be on the Build/Upgrade side in order to do the Action, but the action no
longer costs AP.
Bonus Level 2: When using Upgrade, you may forfeit the remainder of your turn. Pay 1
Resource for the Upgrade.
This effect applies immediately and is available for the remainder of the game. Players who
choose to use Upgrade may make the choice of using this ability, or they may Upgrade using
the standard cost and AP.

Chronicler:
Hire/Promote for: 3 Resources
Provides: Quill, Hammer
Requires: Insight
Bonus Level 1: After using your Character Talent, you use Turn at no cost to AP
Upon Hiring Chronicler, if you use your Character’s Talent in a Round, and it doesn’t
require you to forfeit the remainder of the Round, you may use the Action Turn for the
remainder of the Round at no cost to AP. This bonus is available only after using Talent each
Round. If you do not use your Talent in a Round, this bonus will not be available.
Bonus Level 2: Recover your unselected Character, you may now use their Talent
Upon Promoting Chronicler, the player may now collect the Character they decided against
picking during game set up (if playing solo, you would collect both unselected Characters).
Immediately and until game end, the Player will now be able to choose which Talent from
which Character they would activate when using the Talent Action.
Courier:
Hire/Promote for: 2 Vine
Provides: Quill
Requires: Nature
Bonus Level 1: N/A
Bonus Level 2: N/A

Herald:
Hire/Promote for: 4 Resources
Provides: Hammer
Requires: Spirit
Bonus Level 1: N/A
Bonus Level 2: Gain 2x VP of all Employees
This is an end-game scoring bonus and applies to all Employees the Player has Hired and
Promoted throughout the course of the game.

Delivery Owl:
Hire/Promote for: 1 Grain, 1 Resource
Provides: Quill
Requires: Identity
Bonus Level 1: Immediately gain the next level of Develop
When Hired, the Player immediately gains the next level of Develop. If the Player has
already Developed up to Harmony, this bonus is ignored.
Bonus Level 2: Gain +1AP and +1 Resource per Round
When Promoted, Delivery Owl provides +1AP and +1 Resource, starting from the following
Round.
Eremite:
Hire/Promote for: 2 Resources
Provides: Axe
Requires: Insight
Bonus Level 1: Develop now costs no AP
This bonus applies immediately and is available until game end
Bonus Level 2: Once you Develop Harmony, the Eremite leaves the player, gifting +10
Resources and +3AP
Once Promoted, Eremite has a new bonus that triggers once the Player Develops Harmony.
When the Player does so, they return Eremite to the bottom of the Employee deck, and
immediately gain 10 Resources of their choosing, as well as 3AP for that Round only. Players
do not score VP for Eremite when they leave their Employ. If the Player does not Develop
Harmony, the bonus is not triggered and Eremite scores 3VP at game end.

Proprietor:
Hire/Promote for: 2 Resources
Provides: Axe, Hammer
Requires: Insight, Community
Bonus Level 1: Any Employee Hired joins the Daintree Tribe
This effect applies immediately and is available for the remainder of the game. This will
factor in to counting end game scoring when checking for Tribe co-operation (4VP per 3
Tribe banners, being 1 of each banner type)
Bonus Level 2: All Locations and Employees join the Daintree Tribe
This effect applies immediately and is available for the remainder of the game. This will
factor in to counting end game scoring when checking for Tribe co-operation (4VP per 3
Tribe banners, being 1 of each banner type)
Custodian:
Hire/Promote for: 4 Resources, 2 Sap
Provides: Axe
Requires: Insight, Community
Bonus Level 1: Gain +12VP, -2VP per Stone in the Resource Track
This bonus is calculated at Game End.
Bonus Level 2: Gain +12VP, -1VP per Stone in the Resource Track
This bonus is calculated at Game End.

Teacher:
Hire/Promote for: 1 Sap, 2 Vine
Provides: Quill
Requires: Identity
Bonus Level 1: Any Quill Location or Upgrade requires -1 Resource
This effect applies immediately and is available for the remainder of the game.
Bonus Level 2: Any Quill Location or Upgrade requires -2 Resources
This effect applies immediately and is available for the remainder of the game.

Vine Ball Trainer


Hire/Promote for: 2 Vine, 1 Resource
Provides: Hammer
Requires: Nature
Bonus Level 1: Immediately gain the next level of Develop
This is a one-time bonus and is applied immediately.
Bonus Level 2: You may Hire +1 Employee
This effect applies immediately and is available for the remainder of the game.
Route Leader:
Hire/Promote for: 1 Sap, 2 Vine
Provides: Axe, Hammer
Requires: Identity
Bonus Level 1: Any Axe Build or Upgrade requires -2 Resources
This effect applies immediately and is available for the remainder of the game.
Bonus Level 2: Any Axe Build or Upgrade requires -3 Resources
This effect applies immediately and is available for the remainder of the game.

Chart Vendor:
Hire/Promote for: 2 Resources
Provides: Hammer
Requires: Nature
Bonus Level 1: N/A
Bonus Level 2: N/A

Calligrapher:
Hire/Promote for: 2 Grain, 1 Resource
Provides: Quill
Requires: Insight
Bonus Level 1: Promote now costs no AP
This effect applies immediately and is available for the remainder of the game.
Bonus Level 2: Gain +1AP per Round
This effect applies from the start of the following round and is available for the remainder of
the game.
Journalist:
Hire/Promote for: 3 Resources
Provides: Quill
Requires: Insight
Bonus Level 1: N/A
Bonus Level 2: +1VP for each Quill Employee and Location
This bonus is calculated at game end and includes Journalist in the value.

Herbalist:
Hire/Promote for: 1 Sap
Provides: Hammer
Requires: Insight
Bonus Level 1: While Trading, you may make a second trade at no cost to AP
When Hired, Herbalist provides the ability for Players who use the Trade action (cost of 1AP)
to make a second trade immediately after the first at no cost to AP.
Bonus Level 2: While trading, you may make up to 3 trades at the cost of 1AP. Forfeit the
remainder of your turn.
When Promoted, Herbalist provides the Player the ability to make up to 3 trades at the same
time at the cost of 1AP. The player must be on the Collect/Trade side of the Turn Phase Token
in order for this bonus to happen. The player then forfeits the remainder of their turn. The
Player can also opt to trade as standard.

Servant:
Hire/Promote for: 3 Sap
Provides: Axe, Hammer
Requires: Identity
Bonus Level 1: N/A
Bonus Level 2: Gain +1AP per Round
This bonus applies from the following Round and runs until the end of game.
Trader:
Hire/Promote for: 3 Resources
Provides: Axe, Hammer
Requires: Insight
Bonus Level 1: When any other player makes a Trade, gain +1 Resource
When Hired, Trader provides a bonus that happens only on another Player’s turn. This bonus
is activated immediately. The Player may choose which Resource increases by +1. This bonus
is available until game end.
Bonus Level 2: When any other player makes a Trade, gain +2 Resources
When Promoted, Trader provides a bonus that happens only on another Player’s turn. This
bonus is activated immediately. The Player may choose which Resource increases by +1. This
bonus is available until game end.

Vine Cutter:
Hire/Promote for: 3 Vine
Provides: Axe
Requires: N/A
Bonus Level 1: Gain +1 Vine per Round, starting next Round
This effect applies from the next Round and is available for the remainder of the game.
Bonus Level 2: Whenever making a Trade, also gain +1 Vine
This effect applies immediately and is available for the remainder of the game.

Stone Diviner
Hire/Promote for: 3 Stone
Provides: Hammer
Requires: N/A
Bonus Level 1: Gain +1 Stoner per Round, starting next Round
This effect applies from the next Round and is available for the remainder of the game.
Bonus Level 2: Whenever making a Trade, also gain +1 Stone
This effect applies immediately and is available for the remainder of the game.
Tourist Officer:
Hire/Promote for: 1 Grain, 2 Resources
Provides: Quill
Requires: Community
Bonus Level 1: N/A
Bonus Level 2: Develop now costs no AP
This effect applies immediately and is available for the remainder of the game.

Nomad:
Hire/Promote for: 2 Resources
Provides: Axe, Quill, Hammer
Requires: N/A
Bonus Level 1: N/A
Bonus Level 2: Joins your Character’s Tribe
This effect applies immediately and is available for the remainder of the game. This bonus is
can be calculated as part of scoring for Tribe set collection (4VP per 3 different Tribe
Banners)

Librarian:
Hire/Promote for: 2 Stone, 1 Sap
Provides: Quill
Requires: Insight, Community
Bonus Level 1: Immediately gain the next level of Develop
This is a one-time bonus and is applied immediately. If the Player has already completed
Developing Harmony, the bonus is ignored.
Bonus Level 2: Immediately gain the next level of Research
This is a one-time bonus and is applied immediately. If the Player has already Researched
Spirit, the bonus is ignored.
Scholar:
Hire/Promote for: 2 Resources
Provides: Quill
Requires: Insight
Bonus Level 1: Gain +1 Resource each time you use Unite
This effect applies immediately and is available for the remainder of the game. The Player
may choose which Resource.
Bonus Level 2: Gain +1VP each time you use Unite
This effect applies immediately and is available for the remainder of the game.

Caretaker:
Hire/Promote for: 1 Grain, 2 Stone
Provides: Axe
Requires: Insight
Bonus Level 1: Immediately gain +2AP
This is a one-time bonus and is applied immediately.
Bonus Level 2: Gain +1AP and +1 Resource per Round
This effect applies from the next Round and is available for the remainder of the game.

Cartographer:
Hire/Promote for: 2 Resources
Provides: Quill
Requires: Community
Bonus Level 1: Gain +1VP for each Quill Location and Employee
This bonus is applied at game end when tallying VP. Cartographer is included in the
calculation.
Bonus Level 2: Gain +2VP for each Quill Location and Employee
This bonus is applied at game end when tallying VP. Cartographer is included in the
calculation.
Professor:
Hire/Promote for: 3 Grain
Provides: Quill
Requires: Insight, Community
Bonus Level 1: Gain +1 AP per Round
This bonus applies from the following Round and is available until game end.
Bonus Level 2: At full Research, Professor is worth 2x VP
This bonus is calculated at game end, when tallying the score. This bonus requires the Player
to have completed Research on Spirit. If the player has not, this bonus is ignored.

Mason:
Hire/Promote for: 3 Stone
Provides: Axe, Hammer
Requires: Insight
Bonus Level 1: Any Hammer Build or Upgrade requires -1 Resource
This effect applies immediately and is available for the remainder of the game.
Bonus Level 2: Any Hammer Build or Upgrade requires -2 Resources
This effect applies immediately and is available for the remainder of the game.

Artist:
Hire/Promote for: 1 Sap, 1 Vine
Provides: Axe
Requires: Insight
Bonus Level 1: Immediately gain the next level of Research
This is a one-time bonus and is applied immediately. If the Player has already Researched
Spirit, the bonus is ignored.
Bonus Level 2: You may Hire +1 Employee
This effect applies immediately and is available for the remainder of the game. The Player
may only Hire 1 additional Employee more than they are currently able to do so. The
standard Hire costs and requirements and AP cost are still required.
Alchemist:
Hire/Promote for: 2 Grain, 1 Sap
Provides: Axe, Quill
Requires: Nature
Bonus Level 1: When making a Trade, you may also rearrange your Resources
When Hired, Alchemist provides a bonus when players decide to use the Trade action. After
making a Trade, Players may also rearrange their Resources so the total number of
Resources remains the same, but they may be in a different combination. For example, if the
Player, after their Trade has 3 Stone and 3 Sap, they may rearrange their Resources so they
have 5 Sap and 1 Stone. Or 2 Sap, 2 Stone, 1 Vine and 1 Grain. Or any other combination of
Resources so long as the total number of Resources remains the same.
Bonus Level 2: At full Research, Alchemist gains +4 Resources
If the Player has already completed Researching Harmony when Alchemist is Promoted, or
when completing Research on Harmony after Promoting Alchemist, the Player immediately
gains 4 Resources. They may add them to any Resource type, not necessarily the same type.
This is a one-time bonus.

Grain Harvester:
Hire/Promote for: 3 Grain
Provides: Axe
Requires: N/A
Bonus Level 1: Gain +1 Grain per Round, starting next Round
This effect applies from the following Round and is available for the remainder of the game.
Bonus Level 2: Whenever making a Trade, also gain +1 Grain
This effect applies immediately and is available for the remainder of the game.
Doctor
Hire/Promote for: 3 Resources
Provides: Quill
Requires: Nature
Bonus Level 1: At full Research, Doctor is worth 2x VP
This bonus applies at game end when tallying VP. If Players have not completed Research on
Harmony, the bonus is ignored.
Bonus Level 2: At full Research, Doctor is worth 3x VP
This bonus applies at game end when tallying VP. If Players have not completed Research on
Harmony, the bonus is ignored.

Bard:
Hire/Promote for: 3 Resources
Provides: Quill
Requires: Community
Bonus Level 1: N/A
Bonus Level 2: Promote now costs no AP
This effect applies immediately and is available for the remainder of the game.
Locations:

Note: Location/Employee synchronization refers to when a Player has Built a Location and
Hired an Employee that works at that Location. For instance, Route Leader and The Lodge.
Note: Employees do not need to be Level 2 nor do Locations need to be Level 2 in order to
benefit from the Location/Employee synchronization bonus
Note: The Employee/Location synchronization bonus is applied regardless if the Employee
was first Hired or the Location was first Built.

The Lodge:
Build/Upgrade for: 4 Stone
Requires: Axe, Hammer, Harmony
Bonus Level 2: +1 VP for each Location and Employee
Once Upgraded, The Lodge provides +1VP for every Location and Employee the Player has
at game end.
Employee Synchronised: Route Leader: Gain +1AP per Round for each Axe Location
Built
This effect applies from the following Round and is available for the remainder of the game.

Grain Farm:
Build/Upgrade for: 3 Grain, 3 Resources
Requires: Hammer, Community
Bonus Level 2: At game end, Grain is worth +1VP each
This bonus is calculated at game end when tallying VP. This bonus is separate from the
Resource VP (1VP per any 3 Resources)
Employee Synchronised: Grain Harvester: At game end, if you have 5+ Grain, gain +3VP
This bonus is calculated at game end when tallying VP. This bonus is separate from the
Resource VP (1VP per any 3 Resources)
Dreamcrafters:
Build/Upgrade for: 5 Sap
Requires: Quill, Hammer, Identity, Spirit
Bonus Level 2: Spirit is now worth 2x VP
This bonus is calculated at game end when tallying VP. Spirit is normally worth 3VP, so it
would be 6VP for Spirit (+2 for Nature, +1 for Insight for a total of 9VP for Research)
Employee Synchronised: Artist: You may Hire +1 additional Employee
This is a one-time bonus and is available immediately. Standard Hire rules apply.

The Exchange:
Build/Upgrade for: 3 Sap, 3 Vine
Requires: Axe, Hammer, Insight, Identity
Bonus Level 2: Gain +1VP per Round if you make a Trade that Round
This effect applies immediately and is available for the remainder of the game.
Employee Synchronised: Trader: You are no longer required to forfeit the remainder of turn
when using your Level 2 Ability
This is a printing error and can be ignored.

Grove Daily News:


Build/Upgrade for: 5 Resources
Requires: Quill, Insight, Identity
Bonus Level 2: -1VP x Round number when Upgraded
Players must take note of the Round and then calculate Grove Daily News’s final VP at game
end. For example, if the Player had Upgraded Grove Daily News in Round 5, its total VP
would equal 27VP (32-5).
Employee Synchronised: Journalist: Worth 2x VP
This is calculated at game end when tallying up VP
Billabong Alchemy:
Build/Upgrade for: 6 Resources
Requires: Hammer, Spirit, Community
Bonus Level 2: -1VP per Resource at game end
Employee Synchronised: Herbalist: Immediately gain +1 of every Resource
This is a one-time bonus and is applied immediately. If any Resource is at the 12 maximum,
that Resource is ignored.
Employee Synchronised: Alchemist: Gain +1 Resource each Round
This effect applies from the following Round and is available each Round thereafter for the
remainder of the game.

Paterson Shelter:
Build/Upgrade for: 6 Resources
Requires: Axe, Insight, Community
Bonus Level 2: Gain +1 Resource per Round
This effect applies from the following Round and is available each Round thereafter for the
remainder of the game.
Employee Synchronised: Caretaker: 2x VP if Harmony Developed
Caretaker will be worth 2x their VP with this bonus being applied at game end when tallying
VP if the Player has Developed Harmony.

Greenfield Works:
Build/Upgrade for: 2 Grain, 1 Sap, 2 Vine
Requires: Axe, Hammer, Nature, Harmony
Bonus Level 2: Gain +2AP x the number of remaining Rounds
This bonus applies starting from this Round and the VP is calculated and added immediately.
For example, if the Player Upgraded Greenfield Works in Round 8, with 2 Rounds to go, the
player would add 4VP to their Score on the Score Board (2 Rounds remaining x 2VP per
Round). If the Player Upgrades Greenfield Works in Round 10 this bonus is ignored.
Employee Synchronised: Mason: Hammer Locations provide +1VP. Build and Upgrade
cost no AP.
This effect applies immediately and is available for the remainder of the game. Greenfield
Works counts as a Hammer Location.

Silverwood Outreach:
Build/Upgrade for: 4 Vine, 1 Resource
Requires: Axe, Spirit, Identity
Bonus Level 2: You can use the Unite action of both Kakadu and Daintree
This effect applies immediately and is available for the remainder of the game.
Employee Synchronised: Nomad: You can use the Unite power of all three tribes
This effect applies immediately and is available for the remainder of the game.

Boss Hut:
Build/Upgrade for: 4 Stone, 1 Resource
Requires: Axe, Quill, Harmony
Bonus Level 2: At Round Start you may choose which side the Turn Phase Token is on
This effect applies immediately and is available for the remainder of the game.
Employee Synchronised: Supervisor: Worth 2x VP
This bonus is calculated at game end when tallying VP.

Storehouse:
Build/Upgrade for: 1 Grain, 1 Sap, 1 Vine, 1 Stone
Requires: Hammer, Quill, Harmony
Bonus Level 2: +1VP for each Resource at game end
This bonus is calculated at game end when tallying VP. This bonus is separate from the
normal VP of remaining Resources (1VP per 3 Resources) and both would be counted.
Employee Synchronised: Proprietor All Kakadu Buildings gain +1VP
This bonus is calculated at game end when tallying VP.
Whipstick Sanctuary:
Build/Upgrade for: 2 Stone, 2 Resources
Requires: Hammer, Community
Bonus Level 2: Gain 2x VP of highest Research level reached
This bonus becomes available at game end and calculates the highest score of your Research
and doubles that. If the Player has Researched Insight, they would gain the 1VP for it
normally, and +1 additional VP for having Upgraded Whipstick Sanctuary. The same for
Nature (2VP +2 additional VP for Upgraded Whipstick Sanctuary +1 VP for Insight) and the
same for having Researched Spirit (3VP +3 additional VP for Upgraded Whipstick Sanctuary
+ 2VP for Nature +1VP for Insight).
Employee Synchronised: Eremite: The Eremite no longer leaves. Provides a further +3VP
if Spirit Researched.
Normally, once Eremite has been Promoted, and the Player has Developed Harmony,
Eremite leaves the Player, providing them 10 Resources of their choosing and 3AP (Eremite
goes to the bottom of the Employee deck) With Whipstick Sanctuary, the Player may still
Develop Harmony without fear of losing Eremite, who will remain with the Player and still
provide the 10 Resources and 3AP if they Develop Harmony. Further, they provide an
additional 3VP if the Player Researches Spirit.

Freehold:
Build/Upgrade for: 2 Stone, 3 Resources
Requires: Axe, Nature, Community
Bonus Level 2: Once per Round you may turn the Turn Phase Token at no cost to AP
This bonus comes into effect from the following Round and allows the player to make one
turn, from one side of the Turn Phase Token to any other side, once per Round, at no cost to
AP.
Employee Synchronised: N/A

Paperbark Law:
Build/Upgrade for: 2 Grain, 2 Stone, 1 Vine
Requires: Quill, Insight, Community
Bonus Level 2: At Round Start, draw the first 3 cards from the Location deck. Add 1 to the
Location pool, 1 to the bottom of the deck, and replace one on top of the deck. Gain +1VP
and 1 Resource.
This bonus comes into effect from the following Round.
Employee Synchronised: N/A
Star Gazers:
Build/Upgrade for: 3 Stone, 3 Resources
Requires: Axe, Hammer, Quill, Spirit, Harmony
Bonus Level 2: N/A
Employee Synchronised: Chart Vendor: Worth 2x VP
This bonus is calculated at game end when tallying VP.

Stringybark Studio
Build/Upgrade for: 3 Grain, 2 Resources
Requires: Hammer, Insight, Community
Bonus Level 2: Gain +2 AP when using the Promote Action
This effect applies immediately and is available for the remainder of the game.
Employee Synchronised: Calligrapher: Gain an additional +1 AP per Round
This effect applies from the following Round and is available for the remainder of the game.

Ironbark Regalia:
Build/Upgrade for: 2 Grain, 3 Resources
Requires: Insight, Identity
Bonus Level 2: Gain +1/+2/+3 Resources per Round, based on current level of Research
This effect applies from the following Round and is available for the remainder of the game.
Players will gain +1 Resource per Round if they have Researched Insight, +2 Resources per
Round if they have Researched Nature, and +3 Resources per Round if they have Researched
Spirit.
Employee Synchronised: N/A
Ironbark Fixtures:
Build/Upgrade for: 6 Resources
Requires: Axe, Hammer, Identity, Nature
Bonus Level 2: Gain +1VP for each other Axe and Hammer symbol
This bonus is calculated at game end. Players will gain 1VP for each Axe and Hammer
symbol on all Employees they have Hired and Locations they have Built, with the exception
of Ironbark Fixtures.
Employee Synchronised: Custodian: May make 1 Trade per Round at no cost to AP if the
Trade includes Stone
This bonus is available from the following Round. The Player is required to be on the
Collect/Trade side of the Turn Phase Token to use this bonus. The Player may also still make
Trades as standard.

Vineball Field:
Build/Upgrade for: 5 Grain
Requires: Hammer, Nature, Community
Bonus Level 2: At game end, receive +1VP for every 3 Resources. Gain +3 Resources at
start of each Round.
The Vineball Field Level 2 VP bonus is the same as the standard Resource bonus and is
calculated in the same way at game end. Players additionally gain any 3 Resources of their
choosing at the start of each Round, starting the following Round.
Employee Synchronised: Vine Ball Trainer: At each Round end, gain +1VP for each
Resource type that can be divided by 3 or 5
Starting from the Round when the Player has both Vineball Field and the Vine Ball Trainer,
players may gain up to 4VP per Round. Players will have to check their Resource values of
each type and see if any are divisible by 3 or 5 (that is, if any of their Grain, Vine, Sap or
Stone has a value of 3, 5, 6, 9, 10 or 12), and if so, they gain 1VP for each Resource type that
fits this equation.
Acacia University:
Build/Upgrade for: 2 Stone, 2 Resources
Requires: Quill, Insight, Identity
Bonus Level 2: Gain +1VP for each Quill Location and Employee at game end
This bonus is calculated at game end when tallying VP.
Employee Synchronised: Professor: The Turn Phase Token no longer costs AP if Harmony
Developed
This bonus comes into effect if the Player Develops Harmony, as when they do, Turn no
longer costs AP.

Ironbark Spring:
Build/Upgrade for: 3 Grain, 2 Sap
Requires: Spirit
Bonus Level 2: Gain +1AP per Round
This effect applies from the following Round and is available for the remainder of the game.
Employee Synchronised: N/A

Athenaeum:
Build/Upgrade for: 5 Sap
Requires: Axe, Quill, Spirit
Bonus Level 2: At game end, you may Upgrade a Location at no cost
This bonus comes into effect at game end. If the Player has any Location they have Built but
not yet Upgraded, they may Upgrade at no cost to AP or Resources, and may ignore any
requirements. If the Player has multiple Built Locations they may choose which Location
gains this benefit.
Employee Synchronised: Librarian: Worth 2x VP
This bonus is calculated at game end when tallying VP.
Employee Synchronised: Scholar: Once per Round, +1AP
This bonus is available starting the following Round, at the start of the Round.
Provisions:
Build/Upgrade for: 5 Resources
Requires: Quill, Identity
Bonus Level 2: Gain +1AP per Round
This effect applies from the following Round and is available for the remainder of the game.
Employee Synchronised: Shopkeeper: Instead of forfeiting their turn, Shopkeeper now
turns the Turn Phase Token to any other side
This effect applies immediately and alters the bonus effect of Shopkeeper. Normally,
Shopkeeper provides a bonus to Trade, as they offer a Trade of 1 of any Resource to 3 of
another at Level 1, and 1 of any Resource to 4 of another at Level 2, though using this bonus
(which doesn’t affect the Player’s ability to make a Trade as standard) requires the Player to
forfeit their turn. With both Provisions and the Shopkeeper, the Player may now use the
Shopkeeper’s Trade ability without forfeiting their turn, instead they simply turn the Turn
Phase Token to any other side.

Delivery Office:
Build/Upgrade for: 4 Resources
Requires: Quill, Identity
Bonus Level 2: Employees require -1 Resource to Hire. You may Hire +1 Employee
This effect applies immediately and is available for the remainder of the game.
Employee Synchronised: Delivery Owl: Worth 2x VP if Spirit Researched
This bonus is calculated at game end when tallying VP.

Stone Mine
Build/Upgrade for: 3 Stone, 3 Resources
Requires: Axe, Community
Bonus Level 2: At game end, Stone is worth +1VP each
This bonus is calculated at game end when tallying VP.
Employee Synchronised: Stone Diviner: At game end, if you have 5+ Stone, gain +3VP.
This bonus is calculated at game end when tallying VP. This bonus is calculated separately
from the Level 2 bonus for Stone Mine and the VP for having any remaining Resources.
Info Centre:
Build/Upgrade for: 2 Sap, 2 Vine
Requires: Quill, Identity
Bonus Level 2: May Hire +1 Employee, Hire costs no AP
This effect applies immediately and is available for the remainder of the game.
Employee Synchronised: Tourist Officer: Worth 2x VP if Spirit Researched
This bonus can be applied at game end, with Tourist Officer being worth twice their VP as
long as the Player has Researched Spirit.

Vine Canopy:
Build/Upgrade for: 3 Vine, 3 Resources
Requires: Axe, Community
Bonus Level 2: At game end, Vine is worth +1VP each
This bonus is calculated at game end when tallying VP.
Employee Synchronised: Vine Cutter: At game end, if you have 5+ Vine, gain +3VP
This bonus is calculated at game end when tallying VP. This bonus is calculated separately
from the Vine Canopy Level 2 bonus and for having remaining Resources.

Acacia Academy:
Build/Upgrade for: 5 Resources
Requires: Quill, Identity
Bonus Level 2: Quill Locations are worth +2VP. You may Hire +1 Employee
This bonus is calculated at game end when tallying VP. The additional Employee Hire is
available immediately.
Employee Synchronised: School Teacher: Gain +1AP per round for each Quill Location
Built
This effect applies from the following Round and is available for the remainder of the game.
Players may have a maximum of 9AP per Round.
Ironbark Archives:
Build/Upgrade for: 2 Sap, 2 Vine, 2 Stone
Requires: Hammer, Quill
Bonus Level 2: Locations gain all Tribal affiliations
This bonus is calculated at game end. All Locations have affiliations with all three Tribes,
and so this would be calculated in the final scoring for tribe co-operation (4VP per 3 Tribe
symbols).
Employee Synchronised: Chronicler: Gain +1VP each time you use Talent
This effect applies immediately and is available for the remainder of the game.

Watering Hole:
Build/Upgrade for: 6 Resources
Requires: Hammer, Harmony, Spirit
Bonus Level 2: Worth 2x VP if Player also Builds Burrow
This bonus is calculated at game end when tallying VP.
Employee Synchronised: Bard: 3x VP if player Builds Watering Hole and Burrow
This bonus is calculated at game end when tallying VP.

Hospital:
Build/Upgrade for: 3 Stone, 2 Resources
Requires: Quill, Axe, Community, Spirit
Bonus Level 2: For each level of Research, unlock a Tribe affiliation
This bonus is available at game end. As the player Researched each level (Insight, Nature,
Spirit) they add a Tribe Banner to Hospital. The Player may choose which Banner/s are
added at game end, keeping in mind that for every 3 different Tribe Banner they have across
their Employee/s, Location/s and Character is worth 4VP.
Employee Synchronised: Doctor: Draw and Hire the next Employee card at no cost to AP
or Resource cost. This Employee does not count against the Employee cap.
This is a one-time bonus and is applied immediately. The Player ignores any Requirements
for the Employee.
Burrow:
Build/Upgrade for: 5 Resources
Requires: Quill, Axe, Hammer, Identity
Bonus Level 2: Gain +5AP
This is a one-time bonus and is applied immediately.
Employee Synchronised: Servant: Gain +1 AP per Round
This effect starts from the following Round and is available for the remainder of the game.

Dreamtime Theatre:
Build/Upgrade for: 2 Sap, 3 Grain
Requires: Quill, Hammer, Harmony, Spirit
Bonus Level 2: When using the Upgrade or Build Action, pay +1 Resource and gain +3AP
This effect applies immediately and is available for the remainder of the game.
Employee Synchronised: Entertainer: Gains 2x VP
This bonus is calculated at game end when tallying VP.

The Grove:
Build/Upgrade for: 5 Vine
Requires: Quill, Insight, Community
Bonus Level 2: You may Hire +1 additional Employee
This effect applies immediately and is available for the remainder of the game.
Employee Synchronised: Herald: Gain +1 AP for each Level 2 Employee per Round
This effect applies from the following Round and is available for the remainder of the game.

Grove Express:
Build/Upgrade for: 3 Vine, 2 Resources
Requires: Hammer, Quill, Insight, Identity
Bonus Level 2: N/A
Employee Synchronised: Courier: Gain +4 VP
This is a one-time bonus and is applied immediately.

You might also like