Calamandara
Calamandara Rulebook
Table of Contents
Table of Contents
- Introduction
- Components
- Setup
- Turn Structure
- Phase 1: Acquire Dogmatic Symbols
- Phase 2: Insert Dogmatic Symbols
- Phase 3: Move Traveller Token
- Phase 4: Reserve / Discard / Acquire Memory Cards
- Final Reserve (RF)
- Initial Zone (ZI)
- Final Zone (ZF)
- Dimensional Rift (FD)
- Dogmatic Symbols
- Memory Cards
- Types of Memory Card Effects
- Memory Card Reference
- Dissonant Echoes (Ecos Dissonantes)
- Mirage of Sleep (Miragem do Sono)
- Dominion of Ircai (Domínio de Ircai)
- Erronia of Silence (Erronia do Silêncio)
- Helm of Solitude (Elmo da Solitude)
- The Well (O Poço)
- Relative Dimensions (Dimensões Relativas)
- Ruins of Domodora (Ruínas de Domodora)
- Nomadic Lands (Terras Nômades)
- Copying, Reviving and Taking Linked-Effect Memory Cards
- Observations on Memory Cards
- Memory Card Icon Key (Simbologia)
- Frequently Asked Questions and Specific Rulings
Introduction
Calamandara is an abstract competitive strategy board game with token placement and card use, playable by 2 to 4 people.
Navigating a dystopian universe full of lost civilizations and colossal Dogmatic creatures, the travellers must begin a journey toward the Dimensional Rift in search of the legendary Calamandara!
This will not be an easy task. The traveller must cross regions taken by the powerful phenomenon DOGMA, using their Memory cards and the 9 Dogmatic Symbols to fulfil their destiny.
Object of the Game
The object of the game is to make your traveller token the first to reach the central space of the board (the Dimensional Rift). The one who first achieves this feat will be the great winner!
Components
Calamandara contains the following components:
Cards
- 36 Symbol cards
- 72 Memory cards
Boards
- 4 modular traveller boards (Dogmatic Lands)
- 1 modular central board (Dimensional Rift)
- 4 traveller playboards
Tokens
- 4 traveller tokens
- 4 First Traveller markers
- 36 Footprint tokens
- 20 Mountain tokens
- 16 Tower tokens
- 24 Fire tokens
- 8 Star tokens
- 12 Mirror tokens
- 12 Waterfall tokens
- 12 Cave tokens
- 12 Wing tokens
Other
- 4 Quick Reference Guides (one per traveller)
- 1 rulebook
Setup
Step 1: Choose Boards and Tokens
Each traveller chooses a traveller board (Dogmatic Lands) and the traveller token, which are distinguished by colour and shape.
Once these choices are made, arrange each traveller's playboard, and place the Dogmatic Symbol tokens in the Symbol Depots of the playboards, in the quantity specified for each symbol.
Position the Dogmatic Lands, the playboards and the Dimensional Rift (centre of the board) as shown in Figure 1, and place each traveller's token on the starting point of its board.
The traveller's playboard is always the one on that traveller's right.
Figure 1 of the printed rulebook shows the board layouts for games with 2, 3 and 4 travellers. Refer to the printed figure for placement; the labelled areas are: the Dimensional Rift (centre of the board), the Initial Zone (ZI), the start of the Final Zone (ZF), the traveller token starting point, the Symbol Depot (DS), the Symbol Reserve (RS), the Symbol card deck and its discard pile, the Memory card deck (L) and its discard pile (D), and the Final Reserve (RF).
Step 2: Distribute the Symbol Cards
Standard mode: Shuffle all 36 Symbol cards well and divide the whole deck into equal parts according to the number of traveller players.
- 4 travellers: 4 Symbol card decks of 9 cards each.
- 3 travellers: 3 Symbol card decks of 12 cards each.
- 2 travellers: 2 Symbol card decks of 18 cards each.
Place the Symbol card decks, already separated, face up in the area indicated in Figure 2.
Step 3: Distribute the Memory Cards
Shuffle all 72 Memory cards, then divide the deck into equal parts and deal one part to each traveller according to the number of travellers in the game. This must be done in secret: the contents of these cards must not be revealed between travellers.
- 4 travellers: 4 Memory card decks of 18 cards each.
- 3 travellers: 3 Memory card decks of 24 cards each.
- 2 travellers: 2 Memory card decks of 36 cards each.
Travellers must immediately place their Memory card decks, face down, in the area indicated in Figure 3.
Each traveller must then ACQUIRE 5 cards from the top of their own Memory card deck. These are the starting cards in hand, which may never exceed the MAXIMUM HAND LIMIT of 5 cards. (See the Memory Cards section, page 30 of the printed rulebook.)
Important: travellers must not reveal their Memory cards in hand, as this is a strategic factor of the game.
Modes for Forming Card Decks
The game has 3 modes for forming the card decks:
Standard mode (Padrão): The most common mode and recommended for beginners. Follow the card distribution instructions given in Steps 2 and 3 above.
Sequence mode (Sequência): The distribution of cards is similar to the Standard mode. However, after the cards are dealt, the travellers may reorganise the sequence of the Symbol cards and the Memory cards once before the game begins.
Screening mode (Triagem): The first traveller takes the deck of all 72 Memory cards and chooses one of those cards to begin composing their individual Memory card deck. They then pass the remainder of the deck to the traveller on their left, who does the same, and so on, until every traveller, one at a time, has chosen their Memory cards and composed their respective decks. The Symbol cards are distributed as in the Standard mode.
Step 4: Select the Starting Dogmatic Symbols
Before the game begins, each traveller chooses up to 2 starting symbols. These are the tokens that represent the 9 Dogmatic Symbols of the game: Footprint, Mountain, Wing, Tower, Cave, Mirror, Star, Waterfall and Fire.
The choice is free, and travellers may choose the same symbol more than once.
Travellers must immediately place the symbols they chose in their respective Symbol Reserves, the location shown in Figure 4.
Remember: the choice is free, and each traveller will begin the game with 2 (two) Dogmatic Symbols in total.
Note: "Travellers may freely choose TWO symbols of any kind to begin the game."
Step 5: Determine the First Traveller
Shuffle the traveller markers, face down, according to the number of players, and form a stack. Always make sure that the First Traveller marker with the number 1 is in this stack.
With the stack of traveller markers face down, each traveller, in order, draws one marker and reveals it to everyone. The traveller who draws the marker with the number 1 takes the first turn of the game. From this draw onward, turns proceed clockwise.
Starting the Game
Once all travellers are seated in a circle and have completed all the steps above, the traveller who drew the First Traveller marker numbered 1 begins the first turn of the game. Turns proceed clockwise around the table.
Note: the traveller who has the first turn must keep their First Traveller marker in the space just below their traveller token, to show all players when a new round begins.
Turn Structure
Each turn is divided into 4 phases:
- Phase 1: Acquire Dogmatic Symbols from the revealed Symbol card.
- Phase 2: Insert Dogmatic Symbols into your own board or into the boards of other travellers.
- Phase 3: Move your traveller token.
- Phase 4: Reserve / Discard / Acquire Memory cards.
ATTENTION: No phase is mandatory, but the order of the phases must be followed as indicated in this rulebook.
Important: travellers must narrate their movements in the game ALOUD so that everyone is aware of the actions taken in play.
Each phase may take place only ONCE per turn.
Phase 1: Acquire Dogmatic Symbols
The traveller whose turn it is:
- Looks at the first card, face up, on the Symbol card deck.
- Acquires the symbol shown in the upper part of the card.
- Acquires ONE symbol of their choice from the 3 symbols shown in the lower part of the card.
- Places the acquired symbols on the markers of the Symbol Reserve.
- Places the card just used face down on the right side of the deck, thereby revealing the next card and marking the end of their Acquire Dogmatic Symbols phase.
End of Phase 1: ACQUIRE DOGMATIC SYMBOLS.
Symbol taken from the Symbol Depot.
Phase 1 Notes
- When the Symbol card deck runs out, the cards that have been used must form a new deck. To do this, simply turn the whole deck over (DESVIRE) and place it again on the marked spot. The Symbol cards are not reshuffled; the sequence of the deck must be kept.
- The MAXIMUM LIMIT of symbols that a traveller may keep in their Symbol Reserve is 4 (four).
- When only one symbol can be placed in the Symbol Reserve due to lack of space, the symbol acquired must be the one shown in the upper part of the Symbol card.
*Remember: each phase takes place only ONCE per turn.*¹
Example: In one turn, a traveller acquired two symbols (1st phase) and is now in the Insert Symbols phase (2nd phase). After completing that phase, the traveller realises they made a mistake, because they could have acquired a Fire symbol, which would have been better for their strategy. For this reason, they wish to perform the ACQUIRE SYMBOLS phase (1st phase) again.
Result: The traveller whose turn it is may not do this, because it is a repetition of a phase already performed in their turn. Therefore, think carefully and strategically about every phase of your turn.²
¹ Footnote 1 (printed on page 15): Memory cards have a special attribute. In general, their effects may be used at any moment of the game, by any traveller and in any turn, even if it is not that traveller's own turn. This is the attribute of USING Memory cards, which is DIFFERENT from the exclusive attributes of the 4th phase of the turn (Reserve / Discard / Acquire Memory cards). This happens because USING these cards is dynamic and occurs instantaneously, as a response to the travellers' movements and strategic actions. Learn more about this attribute in the Memory Cards topic, on page 30.
² Footnote 2 (printed on page 15): Remember that there are Memory cards that can give the traveller the possibility of carrying out certain phase actions at any moment of the game.
Phase 2: Insert Dogmatic Symbols
The traveller whose turn it is:
- Observes the Dogmatic Symbols available in their Symbol Reserve.
- Chooses from 1 to 4 symbols in their reserve and places them, strategically, on the grid spaces of their own Dogmatic Lands (individual board) or on the Dogmatic Lands of opposing travellers, according to the function of each symbol.³
End of Phase 2: INSERT DOGMATIC SYMBOLS.
Phase 2 Notes
The traveller whose turn it is may freely choose whether to insert one or more symbols from their reserve. They may even insert all 4 symbols at once in their turn, or they may choose not to insert any symbols. This depends only on their strategy. It is important to remember, however, that in the phase or action of acquiring symbols, if there are no free spaces in the Symbol Reserve, the traveller will not be able to acquire more symbols.
ATTENTION: Before continuing with the reading of the phases, make sure you understand the function of each Dogmatic Symbol and how to use them in the game. See the Dogmatic Symbols section (page 24 of the printed rulebook) for more information.
³ Footnote 3 (printed on page 15): For better understanding, read the Dogmatic Symbols section on page 24.
Phase 3: Move Traveller Token
The traveller whose turn it is:
Can move their traveller token along the Footprint symbols laid out on their Dogmatic Lands board. It is not allowed for the traveller to place their traveller token on any symbol other than a Footprint symbol. The function of this symbol is to make travellers cross the Dogmatic Lands.
End of Phase 3: MOVE TRAVELLER TOKEN.
Phase 3 Notes
The traveller may move their traveller token to any Footprint symbol laid out on their board, following these rules:
A) To place the traveller token on the Footprint symbol FURTHEST on the board from the starting point of the game, the path to that symbol must not be interrupted by empty spaces or by any other symbol that does not allow passage between the furthest Footprint symbol and the Footprint symbol immediately before it, unless the player has a symbol on their board that restores that connection between the last two Footprint symbols. See the example in Figure 6.
Figure 6 (printed rulebook): In the example above (left), an empty space prevents the traveller token from passing. In the example on the right, the Mountain symbol blocks the passage of the traveller token and prevents it from advancing to the Footprint symbol. For the token to move, the path must be clear.
Also in Figure 6: In the first example on the left, there are no obstructions or empty spaces between the two Footprints. In the example on the right, a Cave symbol was used, reconnecting the passage between the Footprint where the token was and the furthest Footprint.
B) The traveller whose turn it is also has the option of not moving their traveller token.
C) Once a traveller lets go of their traveller token after moving it, this indicates that their Move Traveller Token phase has ended. From that point on they may not move their token again in that turn.
D) If they wish, the traveller whose turn it is may move their traveller token backwards. This move is called an Involution. See the Frequently Asked Questions section (page 38 of the printed rulebook) for more information.
E) When leaving the starting point of the board, the traveller token may be placed on any Footprint that is on the first row.
Phase 4: Reserve / Discard / Acquire Memory Cards
Following the sequence below, the traveller whose turn it is:
- 1. May RESERVE Memory cards in the Final Reserve (RF). During the game, the traveller may RESERVE up to a maximum of 3 Memory cards in the Final Reserve (RF). Reserved cards will be used only when their respective traveller token reaches the FINAL ZONE (ZF). See the next section for more on the Final Reserve (RF) and Final Zone (ZF).
- 2. May DISCARD up to ONE Memory card.
- 2. May ACQUIRE Memory cards from their deck and add them to their hand.
Note: the printed rulebook labels both the discard step and the acquire step as "2". They are transcribed here as printed.
It is important that the traveller does not reveal the contents of the card to other travellers in play.
End of Phase 4 and end of turn: ACQUIRE / DISCARD / RESERVE MEMORY CARDS.
Phase 4 Notes
A) To acquire a Memory card, the traveller must take the first card, face down, from the top of their Memory card deck.
The traveller may acquire from their respective Memory card deck AS MANY CARDS AS THEY WISH, provided they do not exceed the maximum limit of 5 cards in hand.
B) Memory cards are cards of immediate consequence, and can almost always be used by travellers at any moment in the game, as a defence of oneself or as an attack on other travellers, even outside the turns of the travellers who use them. Remember: this rule applies only to the USE function of Memory cards, which is when the effects described at the bottom of the card are used. The functions of RESERVING, DISCARDING and ACQUIRING Memory cards take place only in the 4th phase of the turn.
D) It is permitted to RESERVE up to 3 (three) Memory cards. This may be done all at once or little by little, over the course of turns, and only within the 4th phase of the turn of the traveller who wishes to reserve them.
E) Cards that have already been reserved may not be replaced by other Memory cards, unless the effect of some Memory card that allows this is triggered.
F) Used or discarded Memory cards must be placed face up in the space defined for the discard of cards on each playboard.
G) RESERVED Memory cards may not, for any effect, be used before the start of the Final Zone (ZF). Nor may they be moved or exchanged between travellers, unless the effect of some Memory card that allows this is triggered.
H) Each step of this phase takes place only once per turn.
Note: the printed Phase 4 notes run A, B, D, E, F, G, H. There is no item C in the printed rulebook; the lettering is transcribed as printed.
Important: Memory cards are of LIMITED quantity! If a traveller's Memory card deck runs out, there will be no way to replace those cards, so the traveller will continue their journey without being able to acquire, use or reserve new Memory cards.
Final Reserve (RF)
The Final Reserve (RF) is the place where the traveller reserves their Memory cards during the 4th phase of their turn. See the diagram in the printed rulebook.
The reserved cards must be kept in the Final Reserve with their faces down until the traveller who owns those cards brings their traveller token to the first row of the Final Zone.
When this happens, the Memory cards that were in their hand must be placed, face down, on top of their Memory card deck (L), and the cards that were reserved leave the reserve (RF) and come into their hand, starting a NEW MOMENT OF THE GAME in which only the cards that were RESERVED may be used by this traveller.
Traveller token on the first row of the Final Zone (ZF):
The diagram in the printed rulebook shows what happens to a traveller who brings their traveller token to the first row of the Final Zone:
- If the traveller has Memory cards in hand, they must place them face down on top of their Memory card deck.
- The traveller then transports their RESERVED Memory cards from the Final Reserve to their hand, and uses them in the game from then on as their new hand.
While a traveller token is in the area of the Final Zone (ZF), the respective traveller NO LONGER HAS THE 4th PHASE of their turn, and must pass their turn immediately after the 3rd phase (Move).
Initial Zone (ZI)
The Initial Zone (ZI) is the first area that makes up a traveller's Dogmatic Lands. It has 4 rows. This zone is exclusive to each traveller: a traveller token may not invade the ZI of another traveller, unless the card called Relative Dimensions is used.
Final Zone (ZF)
The Final Zone (ZF) is an area of 5 columns and 7 rows, highlighted in the centre of the board and in part of the travellers' Dogmatic Lands (individual boards). The printed diagram of the Final Zone labels "2 rows of ZF" and "5 rows of ZF" (the two parts of the zone).
The Final Zone is the only part of the game where all travellers share the same columns and rows of the board, and the Dogmatic Symbols inserted in this zone are shared as well, with the exception of the Waterfall symbol, which continues to belong to the traveller who inserted it into the ZF.
Any traveller who places their traveller token on any space of the Final Zone must, from then on, obey the following rules:
- Any Memory cards remaining in their hand must immediately be placed, face down, on top of the Memory card deck (L). They may be reused, but for that to happen the traveller token must leave the Final Zone.
- The Memory cards that were reserved leave the reserve and come into their hand.
- They may no longer ACQUIRE or RESERVE Memory cards.
- They may USE ONLY the Memory cards that were placed in the Final Reserve.
Notes on the RF and ZF
A) A Memory card in the Final Reserve must be discarded after it is used, like any other Memory card that has been used.
B) Travellers are not obliged to reserve Memory cards, but it is important to be aware that from the Final Zone onward, ONLY cards in the FINAL RESERVE may be used.
C) A traveller who leaves the Final Zone, for any reason, must RETURN their reserved cards, if they still have them, to the Final Reserve (RF). After this, they may RECOVER the Memory cards from their hand that were placed on top of their total Memory card deck (L). By doing so, the traveller may refill their hand up to a total of 5 Memory cards.
Dimensional Rift (FD)
The Dimensional Rift (FD) is the central space of the Calamandara board. The traveller who first places their traveller token on this space is the great winner of the game!
To reach the Dimensional Rift, and consequently win the game, a traveller must place a Footprint symbol on the central point of the board, and on top of this symbol must place their traveller token.
Printed diagram: "Victory!"
Note: Only Footprint, Waterfall, Star, Mountain, Mirror and Fire symbols may be placed on the Dimensional Rift (central point of the board). Their respective effects will be triggered normally.
Dogmatic Symbols
The Dogmatic Symbols are the set of 9 distinct tokens that make up the travellers' Dogmatic Lands. Each symbol has a SPECIFIC FUNCTION that can help or hinder the travellers' journey. Using the symbols correctly and at the right moment can be the key to victory in the game!
Learn all the Dogmatic Symbols and their respective functions below.
Note on Footprints: A traveller token may not move diagonally between two Footprints, unless that traveller uses a Cave symbol in the same row as their traveller token. See the Cave entry below.
Note on protection: A Footprint on which a traveller token stands may not be the target of Dogmatic Symbols or Memory cards. This does not make the traveller token itself immune: only the Footprint where it stands is protected.
Footprint (Pegada)
Dogmatic symbol used for the traveller to ADVANCE AND/OR REMAIN with their traveller token on the board.
To advance the traveller token, a Footprint symbol must be placed in an empty space in front of, or beside, another Footprint symbol.
Example of use: (printed diagram)
Essential to the game, the Footprint symbol makes the traveller token advance across the Dogmatic Lands.
Mountain (Montanha)
Symbol used to OBSTRUCT spaces on the travellers' boards. It may be placed in any empty space on the board that does not have a Tower symbol in its same row.
Example of use: (printed diagram)
Cave (Caverna)
Dogmatic symbol used to cross SHORT and LONG DIAGONALS on the board.
To take effect, a Cave must be placed in any empty space in the same row where the traveller token is. From then on, the traveller may cross spaces that are diagonal, facilitating escape from blocks caused by Mountain and Mirror symbols, for example.
To complete the diagonal crossing, the traveller must have previously placed a Footprint symbol in the row they are heading to.
It is important to know that to cross diagonals more than one column away (long diagonals), 2 (two) Cave symbols are required, in any empty spaces in the same row where the traveller token is located.
Example of use: Short Diagonal / Long Diagonal (printed diagrams)
It is also possible to combine the effects of Dogmatic Symbols. In the printed example, the traveller used a Cave symbol and a Wing symbol to walk diagonally and jump a row on the board.
Wing (Asa)
Dogmatic symbol used to make the traveller JUMP an entire row, even if that row is blocked.
To take effect, the Wing must be placed in any empty space in the same row where the traveller token is. From then on, the traveller may "jump" a whole row, provided that in the row they are heading to, the traveller already has a Footprint symbol on which to place their token.
Example of use: (printed diagram)
Tower (Torre)
Dogmatic symbol of DEFENCE that prevents any opposing traveller from placing certain symbols in the same row where a space is occupied by a Tower.
To take effect, simply place the Tower in any empty space on the board. At that moment, the whole row where the newly placed Tower is located becomes protected, and will not receive from an opponent the symbols Mountain, Mirror*, Fire** and Star***.
In addition, Tower symbols prevent the effects of Memory cards from reaching any symbol or traveller token that shares a row with a Tower symbol.****
* The effects of the Mirror symbol are disabled and do not affect a traveller while their traveller token is in the same row as a Tower, even if the Tower is placed after the Mirror has been inserted.
** Fire symbols can destroy Tower symbols, but they cannot be used to destroy symbols that are in the same row where a Tower symbol is.
*** Star symbols can relocate Tower symbols, but they cannot be used to relocate symbols that are in the same row where a Tower symbol is.
**** The Tower itself is not immune to the direct effects of Memory cards. It may be relocated or destroyed normally, but while it exists on the board, the row of spaces it shares is protected from Memory card attacks.
- The Tower does not remove symbols that were already inserted before it was placed on the board.
- Other Dogmatic Symbols that are not cited above may be inserted in the same row where a Tower exists.
Mirror (Espelho)
Symbol with OFFENSIVE function, to make a traveller GO BACK ONE SPACE along the paths of Footprints laid out on the board.
To activate its effects, the Mirror symbol must be placed in front of an opposing traveller's token, provided there is no Tower symbol in the row of that same space.
Example of use: (printed diagram)
Note: If a traveller suffers the effect of a Mirror and at that moment there is no other Footprint-type symbol linked to their token* that would let them go back one space on their board, they suffer a penalty and fall into a state of "Decay" (Decaimento), and must return to the starting point of their board to begin their journey again from the beginning.
* The link with the previous Footprint also exists when there is a Wing or Cave symbol providing continuity between the current Footprint and the one behind it. These symbols need only be in the same row as the previous Footprint.
Star (Estrela)
Symbol that allows the exchange of location, or RELOCATION, between ALL symbols that are in the same column (A) or row (B) as the inserted Star symbol, with the exception of the Footprint symbol where the traveller token is located.
If the traveller chooses to relocate the symbols in the same column as the newly inserted Star, they may not relocate those in the same column, and vice versa.
[Source wording: the printed text reads "same column" in both places in this sentence. As printed, transcribed without change; the sense suggests the second instance should read "same row".]
Example of use: (printed diagram, showing a Star at position A and position B with numbered results)
To use the Star, the following rules apply:
A) When a traveller inserts a Star, they must relocate at least one Dogmatic Symbol that is in the column or row where the Star is inserted. It is not permitted to insert a Star into a column or row that has no other symbols.
B) If a Star is inserted into an empty space within the Initial Zone, it relocates symbols only within the Initial Zone.
C) If a Star is inserted into an empty space within the Final Zone, it relocates symbols only within the Final Zone.
Example: Star in the ZI = effects within the ZI; Star in the ZF = effects within the ZF.
Singularity
Singularity is a special move in Calamandara. To perform the "Singularity", insert a Star at the central point of the board (the Dimensional Rift). This unlocks a new attribute, allowing relocation between symbols to also be made along one of the DIAGONALS of the central point (in the shape of an X).
Printed diagram: Star at position 1 and 2 across the board diagonals.
Once the Star symbol is in play:
A) Star symbols must remain occupying their space on the board until they are destroyed or relocated.
B) The effects of a Star that has already been used may not be repeated. Another Star symbol must be placed for that to happen.
Waterfall (Cachoeira)
Symbol for preparation and TRANSFORMATION. Its use is primarily strategic.
When placed in play, the Waterfall may transform during the next turn of the traveller who placed it, into a symbol of the Footprint, Tower or Mountain type, according to the choice of the traveller who inserted it.
If the traveller does not have the symbols cited in their Symbol Depot, or cannot or does not wish to transform the Waterfall that turn, it must be discarded at the end of the same transformation turn and returns to the Symbol Depot of its owner.
Example of use: Current Turn / Next Turn (printed diagrams)
Printed caption: After inserting the chosen symbol in the place where the Waterfall was, the Waterfall must be removed from the board and returned to the Symbol Depot of the traveller who used it.
A) The Waterfall symbol may also "clear" Fire symbols. To use this effect, simply place the Waterfall on a space already occupied by a Fire symbol. Once this is done, the Fire symbol that occupied that space must be transported to the Symbol Depot of the traveller who used the Waterfall. The traveller may choose whether the Waterfall used to clear the spot remains in the space or not. If it remains, it may be transformed into one of the symbols mentioned earlier, on the following turn.
B) Only the traveller who inserted a Waterfall may transform it. Therefore, whenever you insert a Waterfall on the board, place it with its waterfall pointing toward yourself on the table. This will help travellers remember to whom the Waterfalls on the board belong.
Fire (Fogo)
Symbol with a main OFFENSIVE function. A traveller who has a Fire symbol may place it on a space occupied by any symbol, with the exception of the Footprint symbol where the traveller token is located, of Waterfall symbols, and of other Fire symbols.
When doing so, the traveller immediately destroys the symbol that occupied that same space, and that symbol is discarded to the Symbol Depot of the player who used the Fire. Right after its use, the traveller may decide whether the Fire will remain occupying the space on the board, or whether it will be returned to their Symbol Depot.
Example of use: (printed diagrams 1 and 2: the traveller destroyed the opponent's Wing and left the Fire occupying the space)
A traveller may also use Fire symbols to "clear" the space previously occupied by some other symbol placed there that was getting in the way.
Printed example: the traveller destroyed the Mountain in front of them and then also removed the Fire symbol (printed diagrams 1, 2 and 3).
Notes on Dogmatic Symbols
A) In general, Dogmatic Symbols may be inserted in any space of the board, both in the Initial Zone and in the Final Zone.
B) Wing, Tower and Cave symbols may not be inserted into the Dimensional Rift (central point of the board).
C) It is not permitted for more than ONE Tower symbol to occupy and protect the same row on the board, except as a consequence of relocating symbols.
D) It is not permitted for more than ONE Wing symbol to occupy the same row on the board, except as a consequence of relocating symbols.
E) It is not permitted for more than TWO Cave symbols to occupy the same row on the board, except as a consequence of relocating symbols.
F) If the main symbol, shown in the upper part of the Symbol card, is exhausted in the Symbol Depot of the traveller whose turn it is, they must only acquire one of the three symbols shown in the lower part of the card.
G) Dogmatic Symbols that are destroyed, whether by Memory cards or by the Fire symbol, must go to the Symbol Depot of the traveller who destroyed them.
H) Some Dogmatic Symbols have a correct orientation on the board for their effects to activate. These symbols are: Footprint, Tower, Mirror, Cave and Wing.
- The Footprint must ALWAYS be inserted with its direction facing forward, relative to its position on the table and to the perspective of the traveller who inserts it.
- The protection of the Tower applies only on its sides.
- The effects of the Mirror are activated when the larger tip of the symbol touches the upper part of a Footprint symbol.
- To move diagonally, the traveller must be in the same row as the side of a Cave.
- To jump a row, the traveller must be in the same row as the side of a Wing.
I) Only in the Final Zone, with the exception of the Footprint and the Waterfall, travellers are free to rotate symbols however they wish at the moment of inserting them. It is always important to take into account the correct-direction rule for the symbols above, since once inserted, symbols may not be rotated unless they are relocated.
Notes on Fire
- Fire symbols may be eliminated by Waterfall symbols. Once this is done, the Waterfall may or may not remain on the board, with its effects activated normally.
- Fire symbols may not be placed on empty spaces, except when they are relocated.
- Fire symbols may destroy any symbol in the game, with the exception of the Footprint where the traveller token is located, Waterfall symbols and other Fire symbols.
- Symbols destroyed by Fire symbols must be transported to the Symbol Depot of the traveller who used the Fire symbol.
- Fire symbols, when repositioned by a Star, may not be used to destroy other symbols.
Memory Cards
Memory cards are cards that support the travellers. They contain fragments about the stories that surround the legendary Calamandara and the Dogmatic world.
An important feature of Memory cards is that they may be used at any moment of the game, in any turn, even outside the turn of the traveller who uses them, provided they meet their respective requirements.
Using a Memory card takes priority over all other phases of the game. Therefore, when a traveller announces that they will use a Memory card, the phase in progress must be interrupted and the effects of the card resolved first, if possible. After that, the interrupted phase may continue.
Types of Memory Card Effects
Memory cards have TWO types of effect, which can be identified by the symbol shown on the left side of the card titles:
Immediate Effect (Efeito Imediato): Memory cards with an immediate effect may be used at any moment of the game.
Linked Effect (Efeito Vinculado): Memory cards with a linked effect may also be used at any moment, but only in conjunction with other game actions specified on each linked card. Examples of these actions:
- Acquiring Dogmatic Symbols;
- Inserting Dogmatic Symbols;
- Cancelling another card;
- Preventing a turn;
- Repeating a turn;
- etc.
Memory Card Reference
The cards are listed below with their printed quantity in the game (72 cards in total). Icon-only markers on the cards are described in the Icon Key below.
Note on card names: the printed card names are shown in English with the Portuguese name in brackets.
Dissonant Echoes (Ecos Dissonantes)
Quantity: 3
TAKE a Memory card used in an attack* against you, and use its effects against any traveller.
- A) To take a linked-effect card, see the topic on this subject on page 37.
- B) Memory cards taken by Dissonant Echoes are discarded immediately after they are used.
* An "attack" means any Memory card effect that directly alters the configuration of the cards in hand or in the Final Reserve (RF), the Symbol card, the Symbol Reserve, the turns and the phases of other travellers. Inserting Mountain, Mirror, Fire and Star symbols by means of Memory cards into any space of the board that is not the Initial Zone of the traveller who used the card is also considered an attack.
Mirage of Sleep (Miragem do Sono)
Quantity: 3
ACQUIRE Memory cards.
The traveller who uses this card may acquire Memory cards until they reach the maximum of 5 cards in hand.
The traveller who uses this card while in the Final Zone (ZF) may acquire a Memory card to add to their Final Reserve (RF), until their hand contains a total of 3 cards.
Dominion of Ircai (Domínio de Ircai)
Quantity: 4
COPY the effects of a Memory card of another traveller at the moment it is being used. This card may not be taken, and may not copy cards that are in the discard pile, nor another Dominion of Ircai card.
- 1) The effects of copied cards are not cancelled by this card.
- 2) To copy a linked-effect card, see the topic on this subject on page 37.
Erronia of Silence (Erronia do Silêncio)
Quantity: 2
PREVENT a traveller from playing their turn.
Note: This card may be used only immediately before the target traveller begins the first phase of their turn.
Helm of Solitude (Elmo da Solitude)
Quantity: 3
CANCEL any Memory card OR PREVENT the insertion of Dogmatic Symbols. This card may not be copied or taken, but it may be cancelled by another Helm of Solitude.
Notes:
- Symbols blocked by the Helm of Solitude are not discarded, and immediately return to the Symbol Reserve of the traveller who tried to insert them.
- Cards cancelled by the Helm of Solitude lose all their effects and must be discarded immediately.
The Well (O Poço)
Quantity: 2
ROTATE the hand cards of all travellers clockwise, so that the traveller on the left receives the cards that were with the traveller on their right, and so on.
- 1) A traveller whose traveller token is in the Final Zone and who receives more than 3 Memory cards from the traveller on their right must discard from those cards the number needed so that they end up with a total of only 3 cards in hand. The cards that are not selected by this traveller must be placed face down on their main Memory card deck.
- 2) The rotation takes place even if some travellers have no cards in hand.
- 3) If this card is taken, the rotation must take place counter-clockwise.
Relative Dimensions (Dimensões Relativas)
Quantity: 1
INVADE the Dogmatic Lands of another traveller and use that opponent's symbols to advance on the board.
When using this card, the invading traveller chooses a Footprint that is in the same row as, or behind, the traveller token of the traveller being invaded, and transports their own traveller token to that space. This card may not be cancelled.
- 1) The invading traveller may not place their traveller token on the same space as, or in front of, the space where the invaded traveller's token is located.
- 2) If there is no traveller token occupying a Footprint in the individual board being invaded, the invading traveller may choose any Footprint on that board and place their traveller token there.
Ruins of Domodora (Ruínas de Domodora)
Quantity: 2
DESTROY up to TWO Dogmatic Symbols inserted on the board.
Printed example: "Example of destroyed symbols."
Nomadic Lands (Terras Nômades)
Quantity: 3
ACQUIRE Dogmatic Symbols from the Symbol card deck of any traveller.
- 1) The Symbol card chosen must be discarded, as in the Acquire Symbols phase.
- 2) The symbols acquired must be removed from the Symbol Depot of the target traveller.
Nightmare of Abandonment (Pesadelo do Abandono)
Quantity: 3
EXCHANGE ONE symbol from your Symbol Reserve for TWO symbols from the Symbol Reserve of another traveller, OR TAKE ONE symbol from the Symbol Reserve of another traveller.
Sealed Fields (Campos Selados)
Quantity: 4
PREVENT a traveller from inserting Mirror, Mountain, Fire or Star symbols onto the board, in this turn. This card may not be taken.
Note: Symbols blocked by the Sealed Fields are not discarded, and immediately return to the Symbol Reserve of the attacker.
Breath of Beings (Sopro dos Seres)
Quantity: 4
CANCEL any Memory card. Then transfer one Footprint symbol from your Depot or from your Reserve to the Symbol Depot of another traveller. This card may not be taken.
- 1) Cards cancelled by the Breath of Beings lose all their effects and must be discarded immediately.
- 2) This card may cancel another Breath of Beings card.
- 3) This card may not cancel the Helm of Solitude card.
Printed note on the attack: Attack cancelled. All effects of the attack card are lost, and that card is discarded immediately afterwards.
Submerged Paintings (Pinturas Submersas)
Quantity: 2
ROTATE once, clockwise, all of the revealed cards on top of the Symbol card decks, OR ROTATE, in the same way, the entire Symbol card decks, including the discard piles.
Note: If this card is taken, the rotation must take place counter-clockwise.
The Oracle (O Oráculo)
Quantity: 3
PREVENT a traveller from reserving or acquiring Memory cards, in this turn.
Dogmatic Shadow (Sombra Dogmática)
Quantity: 2
ELIMINATE one card from the hand or the Final Reserve (RF) of a traveller.
Note: The card to be eliminated from the hand or RF of the target traveller is chosen at random by the traveller who used the Dogmatic Shadow.
Praximechanical Theory (Teoria Praximecânica)
Quantity: 3
At any time, COPY AND INSERT any symbol already placed on the board. Then discard one symbol from your Symbol Reserve, if there is one.
Notes:
- The copied symbol is taken from the Symbol Depot of the traveller who uses this card.
- Use this card when there are no Dogmatic Symbols in your Symbol Reserve.
Printed diagram labels: "Duplicated symbol"; "If there are symbols in the Symbol Reserve (RS), one symbol must be discarded"; "Place one of the copies in the Symbol Reserve"; "Insert one of the copies onto the board."*
Plural Minds (Mentes Plurais)
Quantity: 3
When ANOTHER traveller acquires Dogmatic Symbols, use this card to copy those same symbols. Immediately INSERT ONE of them onto the board, and place the other in your Symbol Reserve.
- 1) This card must be used in conjunction with the Acquire Symbols action.
- 2) A traveller may copy all of the symbols acquired only if they have at least one empty space in their Symbol Reserve. If they do not, the traveller may copy only one of the acquired symbols, of their choice, and may decide whether to keep it in their Symbol Reserve or insert it onto the board immediately.
- 3) The symbols must be taken from the Symbol Depot of the traveller who uses this card.
- 4) If the traveller who uses this card is prevented from inserting symbols onto the board, they must return the symbol to their Symbol Reserve. If that reserve has no space left, they must return the symbol to their Symbol Depot.
Calamandara Q'hoz
Quantity: 3
REVIVE a card from the top of the discard pile of another traveller and use its effects.
- 1) The card chosen to be revived must be the first one on top of another traveller's discard deck.
- 2) After it is used, the "revived" card must be transported to the discard deck of the traveller who revived it.
- 3) It is not possible to revive another Calamandara Q'Hoz card.
- 4) To reuse the effects of a linked-effect card, see the topic on this subject on page 37.
Delirium of Armiô (Delírio de Armiô)
Quantity: 2
PREVENT a traveller from carrying out the entire action of inserting Dogmatic Symbols.
Note: Use only during the insertion action of the target traveller's symbols.
Guardian of Maurnã (Guardiã de Maurnã)
Quantity: 3
PREVENT a traveller from carrying out the entire action of acquiring Dogmatic Symbols.
Note: Use only during the acquisition action of the target traveller's symbols.
Obtuse Laceration (Laceração Obtusa)
Quantity: 2
RELOCATE ONE Dogmatic Symbol already inserted on the board to any other space on the board. OR RELOCATE up to TWO symbols of any type in the Final Zone (ZF) or between the Initial Zones (ZI) of any travellers.
Fall of the Winds (Queda dos Ventos)
Quantity: 2
REPEAT your turn. This card may not be taken.
Note: This card may be used only immediately after the end of the turn of the traveller who holds it.
Dionesic Perception (Percepção Dionésica)
Quantity: 1
REVEAL ALL the cards in the Final Reserve of all opposing travellers. The cards remain revealed until the end of the game.
Note: Cards reserved after the use of Dionesic Perception will not be revealed. When this card is cancelled, its effects are cancelled only for the traveller who cancelled it.
Gavonian Mirror (Espelho Gavoniano)
Quantity: 2
If you have more cards in your hand besides this one, EXCHANGE ONE card from your RF or your hand for up to TWO cards from the RF or hand of any traveller.
If you do NOT have any more cards besides this one, TAKE ONE card from the hand or RF of another traveller.
Note: This card does not allow the chosen card to be revealed. The choice must be made at random.
Printed note: It may be a good strategy to combine the use of this card with the Dionesic Perception card, to know in advance the content of the card to be chosen.
Printed diagram labels: "Traveller A gives ONE card from its hand or RF to Traveller B"; "Traveller B gives TWO cards from its hand or RF to Traveller A"; "OR: exchange one card from your hand for up to two from your RF."
Temple of Calon (Templo de Calon)
Quantity: 2
DISCARD up to 2 symbols from the Symbol Reserve of any traveller.
- It is possible to discard symbols from different travellers (one symbol from one traveller and another symbol from another traveller). If one of these travellers cancels this card, it loses its effects for all the travellers it affected.
Laments of Lucaresti (Lamentos de Lucaresti)
Quantity: 2
MOVE any traveller token.
- 1) The movement takes place as in the 3rd Phase, and the traveller may be moved only if there is continuity of Footprints to move along.
- 2) It is not permitted to move a traveller token to the Starting Point of the board.
Monument in Duadar (Monumento em Duadar)
Quantity: 3
PREVENT a traveller from moving their traveller token.
Note: This card does not prevent a traveller from being pushed by the Mirror.
Dogmatic Entropy (Entropia Dogmática)
Quantity: 3
INSERT any Dogmatic Symbols from your Symbol Reserve onto the board.
Copying, Reviving and Taking Linked-Effect Memory Cards
When a traveller Copies, Revives or Takes a linked-effect card, the following rules apply:
Copy / Revive:
- A linked-effect card that is copied or revived must be placed face up on top of the Memory card deck of the traveller who copied or revived it, unless the triggers for its linked effects can already be activated at that exact moment, in which case it goes immediately to the discard pile of the traveller who used its effects.
- A copied or revived linked-effect card remains in the Memory card deck until its holder decides to activate its effects, at the moment its respective link/trigger occurs.
- While a linked-effect card is on top of the Memory card deck, no more Memory cards may be acquired, not even by using Mirage of Sleep.
- The holder of a copied or revived linked-effect card may discard that card in the 4th phase of their turn.
Take:
- A linked-effect card that has been taken must be placed face up on top of the Final Reserve (RF) deck of the traveller who USED the card that was taken.
- When the card's trigger occurs, it is the traveller who took the card who decides whether its effects are activated. If they are not activated on the next turn of the traveller who holds the card taken in the RF, the card is discarded at the end of that turn.
- While a linked-effect card is on top of the RF deck, it is not possible to Reserve Memory cards, nor to acquire Memory cards that have already been Reserved, upon reaching the Final Zone (ZF).
Footnote 1 (printed): Linked-effect cards that are copied, revived or taken may still be cancelled, copied or taken at the moment the link occurs.
Observations on Memory Cards
The sequential use of Memory cards between opposing players is always resolved with the effects of the last card used taking precedence. If the effects of the last card are the opposite of the previous card, the last one prevails and both go to the discard pile. If the effects of both cards are not opposite to each other, the last card has priority and its effects are performed first. Then the effects of the earlier card are carried out, if possible, and so on, in succession. (See item 28 on page 41 of the printed rulebook.)
Memory Card Icon Key (Simbologia)
The printed rulebook includes a key of the icons used on Memory cards. The labels printed beneath the icons are listed here; the icons themselves are graphic.
Icon labels, row by row (as printed):
- Copy/Revive; Take; Move; Prevent Movement; Exchange CL; Destroy RS*; Revive CL*
- Reveal Reserved CL; Prevent SD Acquisition*; Prevent SD Insertion ATQ*; Duplicate Acquired SD; Repeat Turn
- Copy and Insert SD; Cancel CL; Prevent CL Acquisition; Insert SD; Rotate CS; Trade RS; Acquire SD
- Acquire CL; Relocate SD; Prevent Turn; Invade; Eliminate CL; Copy CL Effects; Rotate CL; Take CL Effects; Prevent SD Insertion; Cancel CL and Prevent SD Insertion
Key to abbreviations (as printed):
- RS: Symbol Reserve
- CL: Memory cards
- SD: Dogmatic Symbols
- CS: Symbol cards
- ATQ: Attack symbols (Mirror, Fire, Star and Mountain)
Frequently Asked Questions and Specific Rulings
The printed FAQ is set out in numbered questions with their answers. The questions are transcribed in full below as printed in the source; where the source numbering skips, it is transcribed as printed.
1. When using the Breath of Beings, can I cancel the effects of any Memory card?
The only cards that cannot be cancelled by the Breath of Beings are the Helm of Solitude and Relative Dimensions cards. All other cards may be cancelled by the Breath of Beings.
2. Can I cancel the effects of Memory card attacks even when those attacks are not aimed at me?
Yes, it is permitted to cancel attacks made against other travellers.
3. What is the difference between the Helm of Solitude and the Breath of Beings?
The Helm of Solitude cancels all Memory cards except the Relative Dimensions card. The Breath of Beings cancels all Memory cards except the Helm of Solitude card and the Relative Dimensions card.
4. What happens to a Memory card whose effects have been cancelled by the Helm of Solitude or the Breath of Beings?
Cancelled Memory cards must be discarded immediately.
5. When relocating symbols, can I move them to any place on the board?
It depends, because there are two cases of symbol relocation. If the relocation occurs because of the Obtuse Laceration card, what is expressly written on the card must be followed. If the relocation occurs through the use of a Star symbol, the overriding rule must be followed: symbols that are in the area outside the Final Zone may only be relocated outside the Final Zone, and symbols that are inside the Final Zone may only be relocated inside the Final Zone.
6. When using the Relative Dimensions card, can I "overtake" the invaded traveller token by the same path it followed?
No, not by the same path, since at a certain point the traveller who used Relative Dimensions must build an alternative path of Footprints within the invaded traveller's board, because at no point can the invading traveller's token meet the invaded traveller's token.
7. How does the Involution move work, and when should it be used?
Involution is the name given when a traveller decides to "walk backwards" with their traveller token along the Footprints already laid out on their board. This is a risky move, because it may leave unprotected the Footprint symbol that was occupied by the traveller token.
On the other hand, Involution may be essential for recovering Memory cards that could no longer be used because the traveller was already in the Final Zone.
To perform an Involution, the traveller must have a continuity of Footprints to return along their path. This continuity also exists when the Footprints are connected through a diagonal, by means of a Cave, or through a jump over a row, by means of the use of a Wing. If the diagonal or jump path has already been built to reach some space, it is not necessary to create a new diagonal or jump to return to the space from which the traveller set out. It is enough that the Cave or Wing symbols still exist in their proper positions on the board for the return movement to be carried out.
8. What happens when a Dissonant Echoes card is cancelled by a Breath of Beings card or the Helm of Solitude?
Imagine the following situation: traveller A attacks traveller B using a Dogmatic Entropy card. However, traveller B, holding a Dissonant Echoes card, uses that card to take the attack. Traveller A, who made the first attack, in order to prevent it from being taken and hitting them, uses a Breath of Beings card to cancel the effects of the Dissonant Echoes card. In this hypothetical situation, what happens between the travellers?
In situations like this, the first attack made by traveller A remains in force, and the effects of the Dogmatic Entropy card will be used normally against traveller B.
9. Can Helm of Solitude cards be cancelled by one another?
Yes. With the exception of the Relative Dimensions card, the Helm of Solitude may cancel any defensive Memory card, including another Helm of Solitude.
10. Can Breath of Beings cards be cancelled by one another?
Yes, the Breath of Beings card may cancel another Breath of Beings card.
11. At what exact moment can I use a linked-effect Memory card?
The ideal is for linked-effect cards to be used BEFORE THE START or DURING the respective actions to which these cards are linked. This is why it is important for all actions and phases of the game to be narrated by the travellers.
Example: Traveller A is about to begin the Acquire Dogmatic Symbols phase and says aloud "I will acquire symbols" to all the other travellers, informing them that they will acquire symbols from their deck. It is recommended that any traveller who wants to and can prevent this using a linked Memory card does so BEFORE traveller A's symbols are acquired. However, small delays may happen, especially with inexperienced players. A brief delay does not prevent another traveller from stopping traveller A, even if traveller A has just acquired the symbols and must return them to their Symbol Depot. It is important, however, that the reaction of the cards is quick enough so that the game does not lose its dynamism. In such situations, sporting good sense and a spirit of competition between the travellers in play should prevail.
Travellers may also choose to set a final limit after which a phase is permanently concluded. Using the example above, if after acquiring symbols traveller A inserts a symbol on the board, this would indicate that they have fully entered the Insert Dogmatic Symbols phase, and from that point on, another traveller could no longer use a linked Memory card relating to Acquiring Symbols against that traveller, in that round, because that phase had already passed.
12. Can Dissonant Echoes cards be cancelled by one another?
No. Only the Helm of Solitude and the Breath of Beings may cancel the Dissonant Echoes card, but a Dissonant Echoes card MAY TAKE AGAIN a card that has just been taken by another Dissonant Echoes card.
13. What happens to linked-effect cards that are taken, copied or revived?
A linked-effect card that is TAKEN by a Dissonant Echoes card must immediately be placed, face up, on top of the Final Reserve (RF) deck of the holder of the card that was taken.
A linked-effect card that has been COPIED by a Dominion of Ircai card must be placed, face up, on top of the Memory card (L) deck of the traveller who used the Dominion of Ircai card. The same happens with a linked card that is revived by the Calamandara Q'Hoz card.
In all situations, the linked card must remain until the moment the link to which that card is connected occurs and the respective traveller decides that its effects should be applied. After these cards are used, they must be placed in the discard pile (D) of the respective playboard where they were kept while awaiting their activation.
Example 1: Traveller A uses an Erronia of Silence card, which prevents traveller B from playing their turn. But traveller B uses a Dissonant Echoes card to take that attack. Traveller A must then place their Erronia of Silence card, face up, on top of their Final Reserve deck. When traveller A's turn comes to be played (link), the Erronia of Silence card may be activated by the traveller who took that card (traveller B). If it is activated, traveller A may not play their turn. Immediately afterwards, the card must be placed in the discard pile of traveller A. If traveller B chooses not to activate the card taken during traveller A's turn, at the end of the turn traveller A may discard the taken card. The fact that this happens only at the end of their turn prevents traveller A from reserving cards in the RF in that turn.
Example 2: At the end of their turn, traveller A uses a Fall of the Winds card to repeat their own turn, but traveller B activates the effects of Dominion of Ircai to copy Fall of the Winds, making them also repeat their own turn when it is their turn. In this case, traveller A repeats their turn normally, and traveller B places the Fall of the Winds card, face up, on top of their Memory card deck. When the end of traveller B's turn arrives, the link to the Fall of the Winds card face up on top of their Memory card deck may be activated, and traveller B will repeat their turn. If traveller B does not wish to activate the link at that moment, the card will remain on top of the Memory card deck until they decide to activate it the next time its effects are linked.
Note: A linked card that remains on top of a Memory card deck, waiting for a link to occur in order to be used, prevents the traveller who holds it from acquiring more Memory cards in the 4th phase of their turn, even if they hold a card that would allow this action. To acquire more Memory cards, the link of the card on top of that traveller's Memory card deck must first be resolved. In this last case, the traveller may choose to discard, in the 4th phase of their turn, the linked card that was copied.
14. Where do Dogmatic Symbols destroyed by Memory card effects go?
Dogmatic Symbols destroyed by Memory cards must be transported to the Symbol Depot of the traveller who used the Memory card and destroyed them.
15. What happens if someone cancels a card that has just been taken or copied by a Dissonant Echoes or Dominion of Ircai card?
Imagine the following hypothetical situation: traveller A uses a Fall of the Winds card to repeat their turn. Right afterwards, traveller B uses a Dominion of Ircai card to copy the effects of Fall of the Winds, making them also repeat their turn when it is their turn. However, immediately after both of the cards mentioned are used, a third traveller, traveller C, uses the Helm of Solitude to try to cancel the effects of traveller A's card, Fall of the Winds. What happens in this situation?
In this specific case, traveller C may not cancel the effects of traveller A's card, because the effects of Cancelling, Copying or Taking a card are only valid to target the last card with activated effects that was used on the table, which in this case is traveller B's card, Dominion of Ircai. That card could be cancelled, because it was the last card effect used in this sequence.
16. Can the Helm of Solitude card be taken by the Dissonant Echoes card?
No. The Dissonant Echoes card may not take the effects of the Helm of Solitude. The same rule also applies to the Breath of Beings card.
17. Can the Helm of Solitude card be copied by the Dominion of Ircai card?
No. The Dominion of Ircai card may not copy the effects of the Helm of Solitude. But the Breath of Beings and Relative Dimensions cards CAN be copied by Dominion of Ircai.
18. May a traveller insert Mountain, Mirror or Star symbols on their own board even when a Tower symbol already exists in the same row?
Yes. A traveller may insert Mountain, Mirror or Star symbols on their own individual board even when there is a Tower symbol in the same row, provided those symbols are in the Initial Zone (ZI).
19. How is the Dionesic Perception card used?
When the Dionesic Perception card is used, all the cards in the Final Reserve of the opposing travellers are revealed (including reserved cards that are already in the travellers' hands). Each opposing traveller must reveal their cards in the sequence dictated by the traveller who used the Dionesic Perception card. The traveller who uses this card may also choose to reveal the RF of only some travellers. Reserved cards of the traveller who used Dionesic Perception will not be revealed. If a Dionesic Perception card is cancelled, its effects are cancelled only for the traveller who cancelled it. For the other travellers, the effects remain.
20. May I use a "beneficial" card to help another traveller?
Yes. Cards that have purely beneficial effects for the traveller who uses them, such as Praximechanical Theory, Fall of the Winds and others, may also be used on other travellers.
21. What is the difference between a card that has been copied and a card that has been taken?
Memory cards that are copied do not have their effects cancelled, and their use remains active for their holder. In the case of Memory cards that are taken, the effects are "stolen" and may be used for the benefit of the traveller who took them, and only the traveller who took the card may use its effects. It is important to remember that only cards that cause some kind of attack may be taken.
22. Can the Dominion of Ircai card copy another Dominion of Ircai card?
No, because once a Dominion of Ircai card is activated, it is the effects of the card copied by that Dominion of Ircai that come into play. If another traveller holds another Dominion of Ircai card and wishes to use it, they will copy the effects of the card that was copied by the first Dominion of Ircai.
23. If there is no traveller token on the board to be invaded through the Relative Dimensions card, where should I place my traveller token?
If there is no traveller token on the individual board to be invaded, the invader may place their traveller token on any Footprint in the ZI or ZF of the invaded traveller's individual board.
24. What happens to symbols that are prevented from being inserted by a Memory card?
Dogmatic Symbols that are prevented from being inserted by a Memory card must be placed in the Symbol Reserve of the traveller who holds them. If there is no more space in their Symbol Reserve, the symbols must be placed in the Symbol Depot.
25. How does the Tower work in the Final Zone?
Depending on the rotation chosen for the Tower in the Final Zone, it will protect all the spaces of the row where it is inserted. This protection, however, does not extend to spaces in the Initial Zone.
26. After I inserted two symbols on the board, my opponent used a Delirium of Armiô card. Does this card force me to return my already inserted symbols to my symbol reserve?
Yes, because it is permitted for the opponent to know which symbols will be inserted on the board before deciding to use the Memory card. The same may happen with the Guardian of Maurnã card, which prevents the traveller from acquiring symbols, even if it is used right after the target traveller has already performed this action. In that case, the action of the target traveller must be rolled back. If the acquisition or insertion of symbols has already been fully completed by the end of the subsequent phases, it will no longer be possible to roll back the action. For example, if the target traveller has already moved (3rd phase), it is not permitted to prevent their earlier actions (1st or 2nd phase).
27. Can the invading traveller token be placed on top of a Footprint that also has a Tower in the same row?
Yes. When using the Relative Dimensions card, the invading traveller may be placed on top of any Footprint on the invaded individual board that is in the same row as, or behind, the invaded traveller's token, unless that traveller is not occupying any Footprint on their individual board. In that case, the invading traveller's token may be placed on any Footprint of the invaded individual board.
28. I used a Memory card as part of a sequence of cards, but when I came to carry out the card's effects, the conditions for its use no longer existed. What happens in this situation?
If, within a pile of used cards, any of these cards no longer meets the possible conditions for its use, the card returns to the hand of its holder and may be used at another time. However, if for some reason the hand of the traveller who used the card is already full (5 cards), this card must be discarded immediately and placed in the discard pile of its holder.
29. What happens to an invading traveller who suffers decay?
The invading traveller, who used the Relative Dimensions card and suffered decay through an attack with the Mirror, must return to the starting point of their original individual board.
30. Which discard pile must Memory cards of immediate effect go to when they are copied, revived and taken?
A card with an Immediate Effect that is copied, revived or taken must be discarded after its use into the discard space (D) of the traveller who copied, revived or took it. In this space, it must be placed on top of the respective cards that carry out the effects cited, which are Dominion of Ircai, Calamandara Q'Hoz and Dissonant Echoes.
31. What happens when revealed cards that are in the RF are exchanged or taken?
Cards that have been revealed always remain revealed, even when they are exchanged between travellers. Likewise, cards that have not been revealed remain hidden when exchanged between travellers.