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Dawn (Glow)

Expansion for Glow

Dawn (Glow) Rulebook

Table of Contents

Table of Contents

  • Components
  • New Adventurers
    • Hulios
    • Zay'Drel
    • Elldir
  • New Companions
  • Butterfly Tokens
    • Setup and drawing butterfly tokens
    • At the end of the game
  • Playing with the sets in a 2 to 4 player game
  • 5-player games
    • Special setup features
    • Meeting track extension
  • 6-player games
    • Special setup features
    • Meeting track extension
  • Single-player games
    • Game objective
    • Setup
    • Playing the game
      • MORNING – Recruit a companion
      • Choosing which boat to move
      • EVENING – End of round and resetting
    • End of the game
    • Counting Tom's points
  • The cards in detail
    • New conditions
    • New effects
    • Companions with specific powers
  • Summary

Components

  • 3 adventurers
  • 1 meeting track extension (5-player side and 6-player side)
  • 24 companions divided into 3 sets (should be sorted by their symbol and stored in the matching envelopes)
  • 14 dice
  • 4 spell tokens
  • 40 small tokens: 10 reroll, 10 firefly, 20 footprint
  • 60 butterfly tokens (8 tokens in each of the 6 colors + 12 special ones)
  • 3 score tokens / 3 camp tokens / 3 band tokens
  • 10 boat tokens
  • 8 Tom tiles (single-player game)
  • 1 prohibition token (single-player game)

New Adventurers

This expansion introduces 3 new adventurers who can be chosen in the same way as those in the core game, during Step 2 of the game setup. Here are their characteristics in detail.

Hulios

The 2 large apple-green dice for Hulios include a special symbol.

In Step 6 of setup (see p. 6 of the Glow rulebook), the player who chooses Hulios takes the 6 companion cards removed from the deck. They place the 3 deck A cards on top of the 3 deck B cards to form a single deck, which they place next to them.

During the "NOON – Resolve the cards" step, the special symbols on Hulios' dice must be resolved first (if rolled). The special symbol on their dice allows the player to take the top card from their deck and exchange it, if they so wish, with one of their recruited companions. If they get 2 special symbols, they draw 2 cards and can replace 1 or 2 companions. The card(s) in their hand are then placed under their deck. Finally, they resolve the effects of their companions as usual, including any new ones they may have just exchanged.

Important: If the die associated with a Sketal has already been taken when it arrives on the meeting track, it is possible to take the Sketal anyway, but without its associated die.

Zay'Drel

Zay'Drel's 2 large white dice include a special symbol. When the player who has chosen Zay'Drel gets this symbol, they can choose the result of that die from among the five element symbols (fire, nature, air, water and rock, as named in the Glow rulebook), turning it to show the chosen side.

The power of Zay'Drel's large black die works like that of the small black die in the core game: Each turn, the player rolls it with their other dice. All their dice bearing the same symbol as the result of the black die are cancelled. They are therefore not counted to trigger card effects or to move on the journey board.

Kaar: If the player who has chosen Zay'Drel recruits Kaar during the game, they immediately discard their large black die. Kaar's small black die comes into play as usual, following the core game rules. If Kaar is sent to the cemetery, the player must take back their large black die.

Elldir

Elldir's 2 large pink dice include a special symbol. When the player who has chosen Elldir gets this symbol, they must reroll that pink die and they may reroll another die of their choice (including the other pink die). If two special symbols are rolled simultaneously, they are resolved one after the other.

New Companions

This expansion contains 3 sets of 8 cards each, a total of 24 new companions.

  • The Elemental set essentially consists of companions that require a certain number of different symbols to trigger their effect (as for The Archipelago of Darkness track).
  • The Anibloom set consists of companions that allow a player to draw and manage butterfly tokens.
  • The Draconic set essentially consists of companions whose effects are triggered by spending fireflies, footprints, or reroll tokens.

Butterfly Tokens

Setup and drawing butterfly tokens

During setup, the butterfly tokens are placed facedown to form a reserve.

During the game, some companions allow butterfly tokens to be drawn.

If a player draws a token with a butterfly, they must keep it faceup in front of them as it will earn them points at the end of the game. A player cannot have more than 6 butterflies of the same color, and any surplus must be returned next to the reserve, faceup.

If a player draws one of the 3 butterfly tokens shown below, they immediately take the corresponding token and then return the butterfly token next to the reserve, faceup.

Note on the source: the three tokens are illustrated but not named in the printed text. In the illustrations, the second shows a footprint in a hand; the first (a multicolored cluster in a hand) and the third (a yellow creature in a hand) are not labelled in the text.

If the player draws one of the 2 butterfly tokens below, they keep it faceup in front of them and can use it whenever they so wish. It is then returned, faceup, next to the reserve pool.

  • This token allows the player to send one of their companions to the cemetery without applying any effect, even if a skull is on the card, or to cancel a spell if they have one.
  • This token allows the player to choose an element symbol and cancel all their dice bearing this symbol. For example, a player could use this token so that none of their dice with the fire symbol count towards triggering card effects or moving on the journey board.

Important: At the end of the "NOON – Resolve the cards" Step, any butterfly tokens faceup next to the reserve pool are flipped over and are mixed back into the reserve.

At the end of the game

After the classic score count, each player adds the number of shards of light they have earned from their butterfly tokens, according to the number of butterfly tokens they have collected of each color:

Number of butterfly tokens of the same color123456
Number of shards of light earned136101521

A player with at least 1 butterfly token in each of the 6 colors also earns a bonus of 10 shards of light.

Example of counting butterfly tokens (described from the printed illustration): a player has 3 green butterflies (6 shards), 2 light-blue (3 shards), 2 red (3 shards), 2 dark-blue (3 shards), 2 orange (3 shards) and 4 purple (10 shards). Having at least 1 butterfly in each of the 6 colors, they also earn the bonus of 10 shards. Total: 38 shards of light.

Playing with the sets in a 2 to 4 player game

The game can be played with 1, 2, or 3 sets of companions from this expansion. To add a set, the cards that are indicated on its envelope need to be removed from the core game.

Important: If the game is regularly played with a set, we recommend that you store the cards you have removed from the core set in the envelope so that you do not have to sort them each time you play.

5-player games

Special setup features

Setup is the same as for the core game, except for the points detailed below.

  1. The 5-player side of the meeting track extension is added to the right of the meeting track.

The game is played with 62 companions; therefore, 2 sets of your choice need to be added without removing the cards indicated on their envelopes. It is also possible to add the third set by removing the 8 cards from the core set indicated on its envelope. All A and B companions are shuffled separately. 3 companions are removed from each deck and returned to the box. Deck A is then placed on deck B to form a single deck which is placed facedown next to the meeting track. The first 7 companions from the deck are placed from left to right, face up, in front of the 5 sections of the meeting track and the 2 sections of the meeting track extension.

  1. The first player completes Step 8 of the core rulebook, then rolls the 4 small dice from the expansion shown below and places them on the meeting track extension according to their results. If the purple die shows the footprint symbol, it is rerolled by the first player. The other 2 small dice are returned to the box. The game is played with a total of 13 small dice.

Meeting track extension

In the "EVENING – End of round and resetting" Step, the player sitting closest to the meeting track must always place their dice on the track extension only. (The other players place their dice normally.)

Important: This does not affect the choice of companions. Players can choose any companion, whether on the meeting track or on the extension.

6-player games

Special setup features

Setup is the same as for the core game, except for the points detailed below.

  1. The 6-player side of the meeting track extension is added to the right of the meeting track.

The game is played with 70 companions; therefore, the 3 sets need to be added without removing any cards from the core set. All A and B companions are shuffled separately. 3 companions are removed from each deck and returned to the box. Deck A is then placed on deck B to form a single deck which is placed facedown next to the meeting track. The first 8 companions from the deck are placed from left to right, face up, in front of the 5 sections of the meeting track and the 3 sections of the meeting track extension.

  1. The first player completes Step 8 of the core rulebook, then rolls all 6 small dice from the expansion and places them on the meeting track extension according to their results. If the purple die shows the footprint symbol, it is rerolled by the first player. The game is played with a total of 15 small dice.

Meeting track extension

In the "EVENING – End of round and resetting" Step, the 2 players sitting closest to the meeting track must always place their dice on the track extension only. (The other players place their dice normally.)

Important: This does not affect the choice of companions. Players can choose any companion, whether on the meeting track or on the extension.

Single-player games

Of the 3 sets in this expansion, only Anibloom may be used in a single-player game. If this set is added, the cards indicated on its envelope must be removed from the core set, and then the 14 cards shown below must also be removed.

Game objective

You must gather more shards of light than Tom, your imaginary opponent who plays automatically.

Setup

Setup is the same as for the core game, except for the points detailed below.

  1. For Tom: After choosing your adventurer, take 2 large dice of different colors from those associated with the remaining adventurers in the core game.

Important: You cannot choose the yellow and purple dice combination for Tom nor the dice associated with the adventurers in this expansion.

Choose one of Tom's two dice colors, which will be his color for this game. Place the matching score token on space 10 of the score track and his band token on 0. Do not take the corresponding adventurer.

For The Province of Shadows journey, place Tom's camp with yours on the Start space of the journey board.

For the Archipelago of Darkness journey, place Tom's 4 boats with yours on the central island. The path with a value of 1/2 on the right side of the central island is forbidden, so place the prohibition token on it.

Roll Tom's two large dice and place them on the meeting track according to their results. If the special side of the yellow or purple die is rolled, that die is set aside for that turn and its effect is applied: Tom's score token either moves forward 3 spaces or he takes 2 footprints.

  1. The 5 large dice are placed in the reserve pool, but the small black die is returned to the box; it will not be used.

Editor's note: the printed single-player setup goes from step 3 to step 5; no step 4 is printed in the source.

  1. Return the spell tokens to the box; they will not be used in this game.

  2. Remove the following 14 cards from the game: Likyar, Torke, Xar'gok, Briki, Kaar, Hymoros, Oshra, Zzibelu, Biraii, Drel, Cromaug, Sketal, Kapao and Dvol.

Important: If you are playing with Hulios, make up your deck from these 14 cards. To do this, remove Xar'Gok, Kaar, and Cromaug, then shuffle the A and B cards separately before drawing 3 A and 3 B cards from the remaining 11 cards. Put the rest of the cards back in the box.

The two companion card decks (A and B) are then shuffled separately and placed next to the board in separate decks.

Tom's tiles are shuffled and placed in a pile facedown next to the board. The first 5 tiles are placed faceup between the meeting track and the journey board, opposite the 5 sections of the meeting track.

The first companions from deck A are placed from left to right, in front of the sections that do not have Tom's large dice on them (usually 3 cards, sometimes 4).

  1. You are always the first player so there is no need for the token and no one takes any reroll tokens at this moment.

Playing the game

Each round is played in the same way as for the core game, except for the points detailed below.

MORNING – Recruit a companion

When you take your companion, the small dice, and any footprint tokens, you also take Tom's tile opposite and carry out the actions indicated below from left to right.

  • Move Tom's band token forward on the score track as many spaces as the number of arrows represented on the tile (1, 2, or 3).
  • Move Tom's score token forward the number of spaces corresponding to his band token's position on the score track. Then, if there is a number next to it, move Tom's score token forward again the number of spaces indicated.
  • For The Province of Shadows journey: Move Tom's camp to the village worth the next-higher number of shards of light. From the village with 3 shards, Tom moves to the one with 5, then 8, etc.
  • For The Archipelago of Darkness journey: Move one of Tom's boats via the path of the highest value (the "+" side of the tile). Move one of Tom's boats via the path of the lowest value (the "–" side of the tile). The boat must always move away from the central island. Reminder: The path with a value of 1/2 on the right of the central island is forbidden.

Example: If the tile shows +, you must move one of Tom's boats from the central island to the next island via the path with value 4. If the tile is marked –, you must move it via the path with value 1/2 on the bottom left.

Example: At the beginning of the turn, Tom's band token is on space number 4 of the score track. According to the information on the tile, Tom's band token is moved forward 2 spaces, to space number 6. His score token is then moved forward 6 spaces, from space 17 to space 23. His score token is also moved forward another space, as indicated by +1.

Choosing which boat to move

Take all boats into account which can still move away from the central island. A boat that has gone as far as possible from the central island cannot be moved any more. First, choose a boat that is on the central island. If there are none, move the one closest to that island. If there is more than one boat to choose from, the choice is yours.

Discard Tom's tile next to the tile pile and put a new one in its place. There must always be 5 faceup tiles.

Important: If Tom's tile pile is empty, shuffle the 4 discarded tiles to form a new pile and the remaining companions in deck A are returned to the box. The next companions will be drawn from deck B. If you are already on deck B, the current round will be the last round of the game.

After you choose your companions, the companions remaining on the meeting track are sent to the cemetery as normal.

Play the following steps normally, Tom does not intervene during:

  • LATE MORNING – Roll and reroll dice
  • NOON – Resolve the cards
  • AFTERNOON – Continue the journey

EVENING – End of round and resetting

  1. For the sections marked by Tom's 2 large dice: Remove any footprint tokens that may be present, reroll the dice there (small and large) and replace them on the meeting track according to their results. Reminder: If the special symbol of the large yellow or purple die is revealed, this die is set aside and its effect is applied. If the small purple die shows the footprint symbol, it is rerolled until it indicates a different symbol.

  2. The next companions from the current deck are placed from left to right, in front of the sections that do not have Tom's large dice on them. A single footprint is added to each section without any dice.

End of the game

The game ends when it is no longer possible to place a new tile for Tom because the pile is empty for the second time. The current round is completed, then the final count of the shards of light is carried out.

You count your points according to the core rules.

Counting Tom's points

For The Province of Shadows, if Tom has collected any footprints during the game, he uses them to try to move his camp to the village he can reach that is worth the highest number of shards of light. To do so, he must spend the number of footprints indicated on the village.

Example: Tom ends the game on the village with 12 shards of light. He has collected 3 footprints during the game. He spends 2 of them to move to the next village; the one with 15 shards, which requires 2 footprints.

Afterwards, Tom moves forward on the score track the number of shards of light indicated on the village where his camp is located (The Province of Shadows) or the islands where his boats are located (The Archipelago of Darkness). Lastly, he scores 1 shard of light per footprint he has left.

The cards in detail

New conditions

Important: If a condition cannot be fully met, the effect is not applied.

To meet this condition, you must have exactly as many different element symbols on your dice as indicated. Special symbols do not count. The effect is applied only once per turn. It is not possible to use a footprint token to replace a missing element.

Example: The player must have rolled exactly 1 or 2 different elements on their dice. They have rolled the dice shown in the printed illustration. The effect of Celes is triggered, so the player earns 2 reroll tokens.

With the Dawn expansion, during the "Noon – Resolve the cards" Step, the players check one card at a time to see if its effect has been triggered, considering all their dice and their tokens. Indeed, some cards require players to discard the token(s) indicated. Firefly, footprint, and reroll tokens are returned to the reserve pool. Butterfly tokens are placed faceup next to the reserve pool to be shuffled back in at the end of the Noon Step.

New effects

  • The player draws the indicated number of butterfly tokens and places them faceup in front of them.
  • The player draws the indicated number of butterfly tokens and places them with the others in front of them, faceup, then returns the same number of their butterfly tokens of their choice faceup next to the reserve pool.
  • The player sends one of their companions to the cemetery without applying any effect even if a skull is on the card, or they may cancel a spell if they have one; the spell token is returned to the box without its effect being applied.

Example: The effect of Ty Fla is triggered twice. The player must discard 2 reroll tokens and earns 2 fireflies and 4 shards of light. (The printed example also shows the player's cards and tokens in an illustration.)

Companions with specific powers

Crolos: During the "LATE MORNING – Roll and reroll dice" Step, the player who has recruited Crolos may decide to move 2 spaces back on the score track to obtain an immediate reroll. To apply this effect, they must be able to move backwards. They may do this as many times as they like, as long as they do not go beyond space 0 on the score track.

Summary

Number of players12-456
Number of companions32466270
Sets and playable adventurersOnly the Anibloom set, all adventurersAll sets, all adventurersAll sets, all adventurersAll sets, all adventurers
Playing with the setsThe Anibloom set can be added by removing the cards indicated on the envelope.It is possible to add 1, 2, or 3 sets of your choice by removing the cards indicated on the envelopes.Add any 2 sets without removing the cards indicated on the envelopes. It is possible to add the 3rd set by removing the cards indicated on its envelope.Add the 3 sets without removing the cards indicated on the envelopes.