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Argoat

Argoat Rulebook

Table of Contents

Table of Contents

  • Components
  • Starting the Game
    • Summary
    • Setting Up
    • Starting Set Up (Adventurer Difficulty with Five Players)
  • Game Overview
    • Turn Overview
      • Movement
      • Discovering New Frontiers
      • Bleina
      • Items
      • Trading
      • Ending Your Turn
    • Free Actions
    • Turn Summary
    • Winning the Game
    • Game Overview
  • Card Overview
    • Card Layout
    • The Way to Eden
    • Card List
      • The Eight Fragments of Ancient Knowledge
      • The Nineteen Frontiers
      • The Six Items
  • Q&A
  • Proxy Sheet

Components

  • Game Manual (this book): 1
  • Frontier Cards: 20
  • Dark Forest Cards: 4
  • Item Cards: 18
  • Knowledge Cards: 40
  • Emeralds: 25 + extra
  • Bleina Pieces: 2
  • Player Avatars: 5 (one of each color)
  • Check Markers: 20 (four of each color)

Starting the Game

Summary

Be the first to discover Eden by gathering the eight Fragments of Ancient Knowledge and flipping over the Dark Forest in which Eden sleeps.

Setting Up

  1. Separate the eight Fragments of Ancient Knowledge into piles by type, and place these face up at the edge of the table to form the Reliquary. Place the Emeralds nearby to form the Bank.
  2. Shuffle the four Dark Forests and place them Dark Forest side up at the edge of the table to form the Darkness Deck.
  3. Place the Frontier Town in the center of the table. Decide if you want to play on Journeyman or Adventurer, and locate the four starting Frontiers for that difficulty level, as indicated below. If it's your first time playing this game, you may want to play on Journeyman. Adventurer is best for players familiar with the game's rules. Randomly place one Frontier on each side of the Frontier Town, taking care that the roads on the edge of each Frontier connect. Roads are explained in more detail on pages 5 and 7. All Frontiers must face in the same direction. The Frontier Town and the four starting Frontiers used to play on Adventurer are indicated by a gold ring around their illustration.
    • Journeyman: Mt. Aour, Valley of the Holy Dragon, Hermit's Abode, Tower of Moonlight. On Journeyman difficulty, Fragments of Ancient Knowledge are more easily obtained, so the game proceeds more quickly than on Adventurer. Play Time: 30 to 45 minutes.
    • Adventurer (Recommended): Glittering Cave, Caravan, Forgotten Temple, Labous Snowfields. Playing on Adventurer gives you more options from the beginning of the game, allowing you more time to carefully plan your strategy. Play Time: 45 to 60 minutes.
  4. Shuffle the remaining Frontiers, and place them face down at the edge of the table to form the Discovery Deck. Do the same for the Items to form the Supply.
  5. All players choose their color, and place the Player Avatar of the corresponding color on the Frontier Town.
  6. All players then take the four Check Markers of their color and one Emerald.
  7. Place a number of Bleina on the Frontier Town equal to the number of players divided by two, rounded down.
  8. Drop one of the Emeralds on the table. The player it points to goes first.

Starting Set Up (Adventurer Difficulty with Five Players)

Be sure to leave enough room on each side of the Starting Frontiers.

Game Overview

Turn Overview

Movement

On your turn, move your Avatar one space to an adjacent Frontier. You may only move to a Frontier that is connected to your current Frontier by a road. (Figure 1)

Discovering New Frontiers

While only five Frontiers are present at the beginning of the game, additional Frontiers are revealed each time you return to the Frontier Town. When placing a new Frontier, take care that its roads connect to those of all adjacent Frontiers. A Frontier may not be placed in a way that leaves any of its roads cut off by the blank side of another Frontier. (Figure 2)

When you place a Frontier with a Dragon Symbol in its top right corner, place a Dark Forest adjacent to it, connecting to the new Frontier.

Bleina

If you occupy the same Frontier as a Bleina before you move, you may choose to pay one Emerald to move two spaces instead of one. If you do so, move the Bleina along with your Avatar. You may only do this once per turn.

If you occupy the same Frontier as a Bleina after you move, you may pay one Emerald to move one extra space, as long as you have not moved using a Bleina this turn. If you do so, move the Bleina along with your Avatar. (Figure 3)

Items

You may use as many Items as you like during your turn. Discard Items after use.

Trading

At any point during your turn, you may choose to trade with any player in the same Frontier. You may do this as many times as you like. You may make trades with multiple players in the same Frontier as well as trade before and after you move. Through successful trading, you can obtain new Fragments of Ancient Knowledge and gain information to stay ahead of the other players. You may use any combination of the following in a trade.

  • Information on the Location of Eden: Information regarding the whereabouts of Eden can be a powerful bartering tool. If you or the player you're trading with has a Check Marker on a Dark Forest that the other does not, you may allow the other to explore that Dark Forest as part of a trade. When a trade is agreed upon, secretly look at the reverse side of the agreed Dark Forest and place one of your Check Markers on it.
  • Fragments of Ancient Knowledge: The knowledge you gather over the course of your journey can be a valuable resource. If you or the player you're trading with possesses one or more Fragments of Ancient Knowledge that the other does not, you may choose to share what you've learned as part of a trade. When a trade is agreed upon, take the promised Fragment or Fragments from the Reliquary. You do not lose your Fragments when you share them with other players.
  • Emeralds: The common currency of the Frontier, Emeralds have many uses, including using Bleina for extra movement or exploring Dark Forests. These valuable Emeralds may also be used to make trades.
  • Items: Items have a number of effects that can give you an advantage over the other players. You may also use them to make trades. When trading Items, keep them face down so that other players do not see.

Trade Example 1: Another player shares their Knowledge of Spirits with you, and in exchange you allow them to explore one of the Dark Forests that you have a Check Marker on.

Trade Example 2: You explore one of the Dark Forests that another player has a Check Marker on, and in exchange you pay them two Emeralds.

Both parties must agree for a trade to take place. Once an agreement is made, you may not change or cancel the trade. However, you are not required to reveal any secret information when making a trade. For example, if you have agreed to trade an Item for one or more Emeralds, you do not have to state what the Item is. Furthermore, any secret information you choose to reveal does not have to be true.

Ending Your Turn

Once you have moved and no longer wish to use Items or make a trade, resolve the Frontier Action described on your current Frontier. This ends your turn, so you may not use any Items or make trades until your next turn. Play passes to the player sitting to your left. Place any Emeralds and Fragments of Ancient Knowledge you obtain in front of you, in view of the other players. You cannot obtain duplicate Fragments of Ancient Knowledge at any point during the game. Keep any Items you obtain hidden from the other players. Return any Emeralds you paid to use Bleina or to resolve a Frontier Action to the Bank.

The first player to arrive at the Dark Forest hiding Eden while in possession of all eight Fragments of Ancient Knowledge is the winner.

Free Actions

You may do the following as many times as you like during your turn:

  • Trade with any player in the same Frontier as you.
  • Use Items.

Turn Summary

  • Start of Your Turn: You may perform any of the Free Actions listed above.
  • Movement: When using Bleina or Items to increase your movement, you may perform any of the Free Actions listed above during your movement.
  • Ready to End Your Turn: Resolve the Frontier Action described on your current Frontier, ending your turn. Frontier Actions are only resolved at the end of your turn.
  • End of Your Turn.

Winning the Game

Be the first player to arrive at the Dark Forest hiding Eden while in possession of all eight Fragments of Ancient Knowledge.

Game Overview

  • Start of the Game: In order to fulfill the above Victory Condition, move between Frontiers gathering Fragments of Ancient Knowledge and seeking information on the location of Eden.
  • During the Game: Make trades with other players in order to obtain new Fragments of Ancient Knowledge and information on the location of Eden.
  • Once You Have All Eight Fragments: Using Bleina and Items, reach the Dark Forest in which Eden hides before any other player.
  • End of the Game.

Card Overview

Card Layout

There are eight different Fragments of Ancient Knowledge, as well as six kinds of Items and nineteen different Frontiers.

  • Fragments of Ancient Knowledge: Fragment Name. Number: In order to quickly determine what Fragments of Ancient Knowledge you have during the game, each Fragment has been given a number. This number has no impact on how the game is played.
  • Items: Item Name; Effect; Flavor Text (descriptive text that has no impact on how the game is played).
  • Frontiers: Frontier Name; Frontier Action; Flavor Text (descriptive text that has no impact on how the game is played); Roads: When placing a Frontier, its roads must connect to those of all adjacent Frontiers. A Frontier may not be placed in a way that leaves any of its roads cut off by the blank side of another Frontier. This Frontier features four roads extending to the North, South, East, and West.

The Way to Eden

When you place a Frontier with a Dragon Symbol in its top right corner, place a Dark Forest adjacent to it, connecting to the new Frontier. There are a total of seven Frontiers with a Dragon Symbol.

Card List

The Eight Fragments of Ancient Knowledge

Knowledge of the Forge, of the World, of the Sun, of Life, of Spirits, of Magic, of the Ruler, of the Moon (x5 each).

You can obtain the Fragments of Ancient Knowledge by visiting specific Frontiers or trading with other players. You cannot have more than one copy of each Fragment. If you end your move on a Dark Forest while in possession of all eight Fragments, flip over that Dark Forest.

The Nineteen Frontiers

Frontier Town (Starting Location): All players begin the game here. Draw one Frontier from the Discovery Deck, and place it so that its roads connect to those of all adjacent Frontiers. It must be placed facing in the same direction as all other Frontiers. If there is a Dragon Symbol in the top right of the newly-placed Frontier, draw one Dark Forest from the Darkness Deck and place it so that it connects to the new Frontier. Take one Emerald from the Bank.

Mt. Aour, Valley of the Holy Dragon, Hermit's Abode, Tower of Moonlight (Journeyman Starting Locations); Dir Dunes, Lake Heol, Village of the Wind Tribe, Forest of the Dark Dragon: Take the Fragment of Ancient Knowledge indicated on the Frontier from the Reliquary if you do not already have it.

Glittering Cave (Adventurer Starting Location): Take one Emerald from the Bank.

Caravan (Adventurer Starting Location): You may pay one Emerald to draw an Item from the Supply.

Forgotten Temple (Adventurer Starting Location): At the end of your turn, take another turn.

Labous Snowfields (Adventurer Starting Location): Move a Bleina of your choice from another Frontier to the Labous Snowfields. As this ends your turn, you may not use the Bleina to move until your next turn.

Fountain of Desire: You may pay two Emeralds to take one Fragment of Ancient Knowledge you don't already have from the Reliquary. If you do, return to the Frontier Town.

Hill of Dreams: You may pay one Emerald to draw one Frontier from the Discovery Deck and resolve its Frontier Action. Afterwards, place the Frontier on the bottom of the Discovery Deck.

Wasteland: If you do not have any Items, draw one from the Supply.

Jeweled Palace: Take one Emerald from the player with the most Emeralds. If multiple players tie for the most Emeralds, take one Emerald from each of them. If you have the most Emeralds, take one Emerald from the Bank.

Unmarked Trail x3: You may move your Avatar to a different Unmarked Trail. If only one Unmarked Trail is present, you are not able to use this Frontier Action.

Dark Forest x4: If you do not have a Check Marker on a Dark Forest when you end your movement on it, pay a number of Emeralds equal to the number of Check Markers already present to explore the Dark Forest. Secretly look at the reverse side of the Dark Forest, then place one of your Check Markers on it. If you are unable to pay the required number of Emeralds, you may not look at the reverse side of the Dark Forest, and you lose all of your Emeralds. You are also able to explore Dark Forests by making trades with other players or by using an Eye of the Dark Dragon. If you do so, place one of your Check Markers on the Dark Forest. If you end your movement on a Dark Forest while in possession of all eight Fragments of Ancient Knowledge, immediately flip over that Dark Forest.

Hollow (Reverse Side of Dark Forest): Nothing happens. Hollows exist within three of the four Dark Forests.

Eden (Reverse Side of Dark Forest): The player that flips over a Dark Forest and reveals Eden wins the game. Eden slumbers within one of the four Dark Forests. You cannot win just by finding Eden on the reverse side of a Dark Forest.

The Six Items

Staff of Guidance x3: You may move to any Frontier in which a Bleina is present. If you did not move before using this Item, you may choose whether or not you wish to move after arriving in your new Frontier.

Book of Wisdom x3: You can only use this Item if you are in the Frontier Town. Take one Fragment of Ancient Knowledge you don't already have from the Reliquary. If you already possess all eight Fragments, this Item has no effect.

Eye of the Dark Dragon x3: Choose a Dark Forest that you do not have a Check Marker on. Without paying any Emeralds, look at the reverse side, then place one of your Check Markers on it.

Wings of the Holy Dragon x3: You may move up to three spaces this turn. You may choose to only move one or two spaces.

Water of Life x3: At the end of your turn, take another turn.

Flute of Cleansing x3: Move a Bleina from another Frontier to your current Frontier. Furthermore, you do not need to pay an Emerald when using a Bleina to move this turn.

Q&A

Q1. Can I discard Items? A1. No, you may not.

Q2. Can I show another player one of my Items when making a trade? A2. No, you may not reveal your Items to any other player.

Q3. Can I discuss potential trades with players in other Frontiers? A3. No, you may not.

Q4. Can I end my turn without moving and resolve the Frontier Action of my current Frontier? A4. No, you may not. You are required to move every turn.

Q5. What happens if we run out of cards in the Discovery Deck, the Supply, or the Darkness Deck, and a Frontier Action directs me to draw from one of these? A5. In that case, you ignore the Frontier Action and nothing happens. The same is true if the Bank is empty and a Frontier Action directs you to take Emeralds.

Q6. Can I check the number of cards in each deck, or look at the card placed on the bottom of the Discovery Deck by resolving the Hill of Dreams' Frontier Action? A6. No, you may not.

Q7. I placed a Frontier with a Dragon Symbol, but I cannot place a Dark Forest on any side of the Frontier. What should I do? A7. In that case, continue play without placing a Dark Forest this turn.

Q8. What happens when if I move to a Dark Forest that doesn't have any Check Markers on it? A8. In that case, you may look at the reverse side of the Dark Forest without paying any Emeralds.

Q9. I ended my movement on a Dark Forest while in possession of all eight Fragments of Ancient Knowledge, but I don't have a Check Marker there yet. Do I have to pay Emeralds? A9. No, once you have all eight Fragments, you do not need to pay Emeralds when moving to a Dark Forest you don't have a Check Marker on.

Q10. When moving via an Unmarked Trail's Frontier Action, can I take a Bleina in the same Frontier with me? A10. No, you may not. Unless explicitly stated on the card, such kind of special movement is limited to just your Avatar. The same is true for movement via Items.

Q11. If I return to the Frontier Town when resolving the Fountain of Desire's Frontier Action, do I then resolve the Frontier Town's Frontier Action? A11. As resolving the Fountain of Desire's Frontier Action ends your turn, do not resolve the Frontier Town's Frontier Action.

Q12. When resolving the Hill of Dreams' Frontier Action, I drew the Fountain of Desire, but I don't have any Emeralds. Can I trade with another player in the same Frontier to get an Emerald, and then resolve the Fountain of Desire's Frontier Action? A12. As you may not take any other actions while resolving a Frontier Action, you would not be able to trade in this situation.

Q13. After moving a Bleina to the Labous Snowfields by resolving its Frontier Action, can I then use that Bleina to move? A13. As resolving the Labous Snowfields' Frontier Action ends your turn, you may not use the Bleina to move until your next turn. Similarly, you may not use Items you obtain through the Wasteland or Caravan's Frontier Actions until your next turn.

Q14. After using the Staff of Guidance to move, can I then use the Bleina in that Frontier to move again? A14. You may, as long as you did not use a Bleina to move before using the Staff of Guidance.

Q15. After using the Wings of the Holy Dragon to move, can I then pay an Emerald to use a Bleina to move an extra space? A15. No, you may not. The extra movement provided by a Bleina does not stack with the Wings of the Holy Dragon's effect.

Proxy Sheet

To play this game in English, print this page and cut along the dotted lines. Place each text in a card sleeve along with its original card so that the English text covers the Japanese. (The sheet reproduces the Frontier, Dark Forest and Item card texts listed above, with the following Fragment assignments.)

  • Dir Dunes: Knowledge of the Forge (1)
  • Mt. Aour: Knowledge of the World (2)
  • Lake Heol: Knowledge of the Sun (3)
  • Valley of the Holy Dragon: Knowledge of Life (4)
  • Village of the Wind Tribe: Knowledge of Spirits (5)
  • Hermit's Abode: Knowledge of Magic (6)
  • Forest of the Dark Dragon: Knowledge of the Ruler (7)
  • Tower of Moonlight: Knowledge of the Moon (8)

Frontier Town (proxy text): Draw one Frontier from the Discovery Deck and place it, then take one Emerald from the Bank. Jeweled Palace (proxy text): Take one Emerald from the player or players with the most Emeralds. If you have the most Emeralds, take one Emerald from the Bank. Hollow (reverse of Dark Forest, proxy text): the card is blank. Eden (reverse of Dark Forest): "Congratulations!"