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Corps of Discovery: Expansion 2 – Vameter

Expansion for Corps of Discovery: A Game Set in the World of Manifest Destiny

Corps of Discovery: Expansion 2 – Vameter Rulebook

Table of Contents

Table of Contents

  • Chapter Goal
  • Chapter-Specific Components
  • Extra Setup
  • The First Exploration
  • Chapter-Specific Logic Rules
  • Vameter
    • Finding the First Fezron Camp
    • Free Action: Placing Crew Tokens
    • Moving the Vameter
    • Free Action: Sacrificing Fezron
  • Exploration Reward: Row Complete
  • Threats
    • Cyclops
    • Misfortune: Hunting Grounds
  • End of Day
  • End of Game
  • Reference Board
  • Appendix
    • Gear
    • Characters

Chapter Goal

Kill the Vameter and surround it.

Chapter-Specific Components

  • 1 Map Folder
  • 10 Maps* (*This is not a game map; it is used just as an illustration.)
  • 2 Reference Boards
  • 4 Destiny cards (Scope, Fezron Guide, Monster Claws, and Air Rifle Shot)
  • 1 Vameter card
  • 5 Challenge cards
  • 1 Character card (Irene)
  • 5 Threat cards (4 Cyclops and 1 Misfortune)
  • 2 Gear cards (Pipe Hawks and Dowsing Rod)
  • 3 Crew tokens (2, 3, & 4)**
  • 6 Mushroom tokens**
  • 4 Fezron tokens
  • 5 Heart tokens
  • 4 Cyclops tokens
  • 1 Vameter token
  • 4 Vameter Move tokens

** Included in the core game components.

The Scope Destiny card reads: "DISCARD: Add 2 range to 1 of your Crew."

Extra Setup

Complete the core game setup with the addition of the following steps:

  1. Place the Vameter card near the Supply Board with the Vameter token on top of it.
  2. Place 5 Heart tokens covering heart spaces on the Vameter card.
  3. Shuffle the 4 Vameter Move tokens face down.
  4. Place Fezron tokens in the Reserve with other tokens.
  5. Place the 2, 3, and 4 Crew tokens from the Flora expansion in your Supply.

The First Exploration

Players start exploring on any Path in Column 7 of the Map.

Chapter-Specific Logic Rules

Gain a Fezron token when activating a Fezron Camp terrain.

Fezron is NOT a Resource and does not go in your Backpack.

  • Fezron Camps: A Fezron Camp is always diagonally adjacent to at least 1 Mud, and a Mud is always diagonally adjacent to at least 1 Fezron Camp.
  • Fezron Camps: Fezron Camps and Skulls are never orthogonally or diagonally adjacent to each other.
  • Mushroom Field: A Mushroom Field is a terrain that a Shelter can be built on. A Mushroom Field always has at least 1 Food and at least 1 Wood orthogonally adjacent to it. When you activate this terrain, add 1 Mushroom to your Backpack.
  • Hills: Normal Hill rules apply. The number on the Hill indicates the total count of Fezron Camps within its row and column combined.

When you fail some challenges you will be required to discard one of your Crew tokens from the game. You choose which Crew token: it can be from your Supply, the Map, or the Supply Board.

Vameter

Finding the First Fezron Camp

When the first Fezron Camp is found, spawn the Vameter! Place the Vameter token with the arrow pointing East on the Peak. If the Peak is explored, place it on the nearest Unexplored Path.

The Vameter is not a Monster, but you cannot explore the Path it occupies (signified by the red circle).

Free Action: Placing Crew Tokens

After Exploring a Path but before Activating the Terrain or moving the Vameter, you can choose to place one of the Crew from your Crew Tokens Supply onto that Explored Path. These Crew Tokens are placed to try to shoot Monsters and the Vameter. You can place a Crew token on a Rock Terrain, but not on a Path with a Cyclops or the Vameter. This Free Action happens before moving the Vameter. A Crew token and a Shelter can occupy the same Explored Path.

Moving the Vameter

After Exploring a Path and finding Water, the Vameter (if in play) moves immediately:

  1. Flip a random Vameter Move token face up and place it on the Vameter card.
  2. Move the Vameter by the number of Unexplored Paths shown:
    • The Vameter moves in the direction of its arrow.
    • It jumps over Explored Paths without counting them; only Unexplored Paths count toward the movement total.
    • If no Unexplored Paths remain in the current direction, rotate the Vameter 90° clockwise (e.g., from East to South) until movement can continue.
    • If there are no Unexplored Paths in any direction from the Vameter, then it is pinned and will not move again, but you can still shoot at it.
  3. When the Vameter ends movement, all Crew tokens in the 8 spaces adjacent to the Vameter are killed and removed from the game. This happens regardless of how the Vameter reached its final position.
    • Each Crew token within range and in a straight line (orthogonal) from the Vameter or a Cyclops must now fire.
    • Each Crew token targets one Vameter or Cyclops within their range. If there are multiple valid targets, you choose which one is hit.
    • Range is the number on the Crew token. A Crew can shoot a distance up to that number of Paths (Explored and Unexplored combined).
    • Crew tokens will always target the first thing it can target within its range: Cyclops or Vameter. They will not shoot over one to hit the other.
    • A Crew token may fire through spaces occupied by other Crew without penalty.
    • Each Crew token may fire once during this step.
  4. Cyclops is shot: Remove that Cyclops token and the matching Threat card from the game.
  5. The Vameter is shot: Remove 1 Heart token from the Vameter card. Once all 5 Heart tokens are removed, the Vameter becomes Vulnerable—this is your chance to defeat it! Surround the Vulnerable Vameter with Explored Paths and/or Map edges to trap and kill it (see End of Game below).

Free Action: Sacrificing Fezron

At any time during your turn, discard 1 Fezron token from your Supply. Choose a Crew token that is within range of the Vameter or a Cyclops and shoot it immediately. Place that Crew token on the "Pass" section of the End of Day Challenge and follow the Cyclops or Vameter "IS SHOT" directions above.

Exploration Reward: Row Complete

When the last Unexplored Path token in a row is removed, whether through exploration or a Threat or Challenge card, you can move 1 Crew token up to 3 adjacent Explored Paths. You cannot end this movement on a Path occupied by another Crew, Monster, or Vameter token.

Threats

Cyclops

Important: The Vameter is not considered to be a Monster for any game effect. When Cyclops are placed on the board at night, ignore terrain that have Crew tokens on them.

Cyclops Card Effect

A. You have to pay 1 additional Resource or Water to Explore in any of the 8 Paths surrounding a Cyclops.

B. Each time you resolve a Consequence, move each Cyclops to the closest Unexplored Path and discard its Path token. It cannot move to a Path with another Cyclops, the Vameter, or a Crew token. If multiple Paths are equally close, you choose.

That Path becomes Explored, but do not activate the Terrain or gain any benefits and rewards, or trigger Threats from a Skull. If no Unexplored Paths remain in that row or column, you do gain the respective Exploration Reward.

Misfortune: Hunting Grounds

When resolving a Challenge card, you must discard 1 extra Water (in addition to other Challenge requirements) to Pass. Do not discard this Water if you're going to Fail. To remove this Threat, shoot the Vameter once.

End of Day

Return all Crew tokens from the End of Day Challenge "Pass" column to your Supply. You may also return any Crew tokens from the Map Board.

End of Game

Once there are no more Heart tokens on the Vameter card, then you must surround the Vameter with Explored Paths (orthogonally and diagonally) or the edge of the map.

Note: The Vameter will still move if you Explore and find Water! Once it is surrounded by Explored Paths or the edge of the map, you win the game!

You get 5 points more for each surviving Fezron in your Supply.

All regular loss conditions apply: you still die of thirst or starvation, or from running out of Challenge cards.

Reference Board

Vameter

  • Goal: Kill the Vameter.
  • Explore (on your turn):
    1. Remove a Path Token.
    2. Activate the Terrain of the Explored Path.
  • Free Actions (before and/or after Explore):
    • Use your Character Ability
    • Use your Gear Card
    • Remove a Threat Card
    • Use a Destiny Card
    • Build a Shelter
    • Build a Fire
    • Backtrack
    • Gain Exploration Reward
    • Discard a Resource Token
    • Remove a Sample Token
    • Place Crew on Explored Path
    • Discard Fezron Token: 1 Crew fires their gun

Appendix

Gear

Pipe Hawks

Take this Gear at the start of the game for an increased challenge! On your turn, you may remove this Gear from the game to take 1 extra Explore action, and discard the Path token. If you still have this Gear at end of game, gain 3 more points during end-game scoring.

This Gear cannot be swapped in using Clark's ability. This cannot be exhausted.

Card text: REMOVE FROM PLAY: Explore 1 Terrain, activate it, and discard Path token. END OF GAME: +3 points if you still have this Gear. CAN ONLY BE SELECTED AT THE START OF A GAME.

Dowsing Rod

You MUST Exhaust this Gear and guess the Terrain under the Path you're about to Explore. If correct, gain 1 additional Resource from an adjacent Explored Path of your choice. If only Tipis, Hills, Forts, or Fields are adjacent, you do not gain an additional Resource.

Card text: EXHAUST BEFORE EXPLORE: If you correctly guess the Terrain you're about to Explore, gain a Resource or Water from an adjacent Explored Path as well.

Characters

Irene

Trickster. EXHAUST: Move a Monster to an adjacent Path.

Moves a Monster to its adjacent Path (Explored or Unexplored). The Vameter and Flora are not Monsters and cannot be moved with this ability. Irene cannot be used in the Fog Chapter.

  • Place each Crew token that fired a shot on the "Pass" section of the End of Day Challenge. These are reclaimed at End of Day when you Pass.
  • Once 3 Vameter Move tokens are face up, flip them all face down and shuffle them with the remaining Vameter Move token.
  • Now that the Vameter has moved and the Crew has fired: Activate the Terrain, gain the Water, and resolve any other Free Actions from the Explored Path that triggered this sequence.