Cartographers: New Discoveries
Cartographers: New Discoveries Rulebook
Table of Contents
Table of Contents
Contents
The expansion contains 1 replacement pad for the base game, 1 new pad with 2 new map sheets, and 4 new Ambush cards.
Replacement Pad for the Base Game
If you have already played so many games that the pad of the base game has run out, this expansion gives you replacement pads for many more games.
The base game is required.
New Pad
With the new pad you have 2 new map sheets available.
"Tabula Rasa": On the back of this sheet, read how to determine the positions of the mountains and ruins anew for each game by rolling dice. You need a 12-sided die for this (not included in this expansion).
"H+C": This map sheet offers you a new starting layout so you can start playing right away. The same rules as for the base game apply.
4 New Ambush Cards
During setup, shuffle the 4 new Ambush cards together with the 4 Ambush cards of the base game. Then draw 4 at random and place them as usual. Return the other 4 to the box; you do not need them in this game. All other rules remain unchanged.
Alternatively, you can play with only the 4 new Ambush cards and return the base game's Ambush cards to the box.
Tabula Rasa Map Sheet
With this new map sheet, every game is different, because at the start you first determine where the mountains and ruins (and optionally also the wasteland spaces) are located on the map.
Changes to Setup
Determine where the mountains and the ruins are located at the start of the game, as the last step of setup. You only need 1 d12, a 12-sided die.
1. Mountains
First determine on which 5 different spaces you must draw the 5 mountains for this game on the map. For each mountain, roll the d12 twice: the first result determines the row (black numbers on the left edge), the second result determines the column (golden numbers along the bottom edge). If you roll a 12, roll again (or use such a result as a wildcard and decide the result together for all players, or each player for themselves).
2. Ruins
Proceed in the same way to determine the positions of the 6 ruins.
Restrictions: You may not draw 2 mountains on adjacent spaces; the same applies to 2 ruins. In these cases, roll again. Also roll again if the rolled space already has a mountain or a ruin drawn on it. (A mountain and a ruin may, however, be on adjacent spaces.)
Optional: Wasteland Spaces
If you do not want to forgo the 7 wasteland spaces found on map B, the reverse side of the regular game board, proceed as follows:
Before you determine where to draw the mountains and ruins, roll the d12 twice to determine the first wasteland space. Then decide together, or each player for themselves, which 6 further spaces directly adjacent to it become wasteland. The result must be a contiguous area of 7 spaces; the 7 spaces may also all lie in the same row or column. In the course of rolling for the mountain and ruin spaces, if the result lies on a wasteland space, roll again.