Der Schatz der Inka
Der Schatz der Inka Rulebook
Table of Contents
Table of Contents
- Components
- Preparation
- The Jungle Adventure Begins
- Moving
- Choosing one or two dice values
- Moving in all compass directions
- Paying compass cards
- Compass field
- Inca field
- Water field (obstacle)
- Temple field: search for the treasure
- Treasure found
- Carrying the treasure
- Hunting the treasure
- Banishing hunters
- One pawn per field
- Obstacles
- Using compass cards carefully
- End of the Game
Components
- 1 game board (Spielplan)
- 6 pawns (Spielfiguren), each representing an expedition
- 9 Inca temples (Tempel)
- 12 temple tokens (Tempelkärtchen)
- 160 compass cards (Kompaßkarten)
- 17 event cards (Ereigniskarten)
- 17 risk cards (Risikokarten)
- 6 rescue cards (Rettungskarten)
- 2 dice (Würfel)
- 1 treasure (Schatz)
Components are transcribed as printed in the German list.
Preparation
Quick rule: Put the event and risk cards face down in two stacks. Fill the Inca temples and place them on the temple spaces. Deal compass cards and rescue cards. Place the pawns on the windrose.
Before the dangerous expedition into the jungle can begin, some preparation is necessary. Patience, patience: we are about to start!
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First, shuffle the event cards (Fig. 1) well and place them face down on the matching space of the game board. Do the same with the risk cards (Fig. 2). The event cards and risk cards form two face-down stacks.
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The 9 Inca temples are, in the truest sense of the word, full of surprises. Before every game, prepare 4 temples with the Inca sign and 4 temples with the compass sign. To do so, pull the top temple level off, place the matching token in the temple, and close it again. Order must prevail, even in the jungle (Fig. 3).
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The 9th temple is where the gold treasure is hidden, for which everyone will soon hunt fiercely.
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Now shuffle the temples vigorously and place them on the 9 temple spaces (Fig. 4).
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Each player receives starting equipment of 5 compass cards of all four compass directions: 5 NORTH, 5 SOUTH, 5 WEST and 5 EAST cards (Fig. 5). The remaining compass cards are sorted by colour into a stack called the "depot" and placed at one side of the game board.
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Because there are no jokers in this game, there is something better instead: each player receives 1 rescue card, with which they can once during the game find a way through a waterway. More on this on page 6 (water space) (Fig. 6).
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Each player chooses a pawn, which represents the expedition they lead. They place it on the starting space, the windrose at the upper left of the board, and the adventure can begin.
The Jungle Adventure Begins
Quick rule: Roll both dice and move. Leave the windrose only via the N-marked field.
Each player starts with their pawn, which represents an expedition, from the windrose in the direction of the yellow arrow (N). The goal, which only one player with the treasure will reach, is the camp at the bottom right of the board.
The smallest player opens the jungle hunt and rolls both dice. After their turn, the remaining players take their turns clockwise.
Moving
Quick rule: Move horizontally or vertically, never diagonally.
Movement is allowed from field to field horizontally and vertically, but not diagonally.
The starting space, the windrose, can only be left via the field marked N.
Choosing one or two dice values
Quick rule: Move by one die or by both dice added together. Each board field counts as one die point.
The two dice have been rolled. The player may choose whether to move by the value of the first die or of the second die. They may also add both dice and make one long move. Each board field counts as one die point.
First example: Player A rolls 4 and 2. They can choose whether to move 4 fields, 2 fields, or as much as 6 fields deep into the jungle.
Moving in all compass directions
Quick rule: Each turn, the pawn may move in all four directions, but may enter each field only once per turn.
Per turn, a player may move their pawn in all 4 compass directions, but each field may be entered only once. The compass directions are shown on the windrose on the board in 4 different colours.
Paying compass cards
Quick rule: Each compass direction taken in a turn costs one compass card of that direction, paid into the depot.
Because nothing in the jungle is free either, for each compass direction taken in a turn, one matching coloured compass card must be paid into the depot. Good news, though: each direction may be taken several times in one turn. For this, only one compass card per direction must be paid (Fig. 7).
A pair (Pasch), meaning two equal numbers with one throw, is lucky: that move costs no compass cards, and the treasure carrier pays nothing either.
Second example: Player A, as you remember, rolled 4 and 2. They leave the windrose via the field marked N, move 2 fields west, then 4 fields south, and land on a special field. For this move they must pay one NORTH compass card, one WEST compass card and one SOUTH compass card into the depot.
If you play out this move on the board, your pawn lands on a field with a compass sign, one of 5 special fields, which count as normal movement fields.
Compass field
Quick rule: Landing on a compass field, draw an event card.
Whoever lands on a field with a compass sign (Fig. 8) must draw an event card. The instructions on it are always positive: they give the players new supplies of compass cards. The card is then set aside. When the stack has been used up, it is reshuffled and placed face down on the board again.
A tip: try to land on compass fields as often as possible. This increases your chances of victory.
Inca field
Quick rule: Landing on an Inca field, draw a risk card and carry it out immediately, unless stated otherwise.
The fields with the Inca sign (Fig. 9) are made for people with strong nerves.
Whoever enters such a field must draw a risk card. It may have positive or negative instructions, and unless stated otherwise it must be carried out immediately.
If a player lands on another special field after carrying it out, they may not draw any further card.
The risk card is then set aside. When the stack has been used up, it is reshuffled.
Water field (obstacle)
Quick rule: Blue water fields are impassable unless you use your rescue card.
The blue water fields (Fig. 10) are impassable obstacles. There is nothing to do but move past them, unless:
You play your rescue card. With it, you may once during the game cross any one waterway. To do so, move over the blue water field and land on a normal movement field or a field with a special sign. Afterwards, remove your rescue card from the game.
In 4 waterways there are small islands. Here the hunters and the hunted take a short breather before they re-enter the action. More on this on the next page.
Temple field: search for the treasure
Quick rule: Landing exactly on a temple field, open the temple and find either a compass sign, an Inca sign, or the treasure.
The temple fields (Fig. 11) are the first stages of our adventure. Whoever lands exactly on a temple field must open the temple, and always finds something!
- Either a compass sign, in which case they must draw an event card, or
- an Inca sign, in which case they must draw a risk card, or they find
- the treasure!!
Then, yes, then it really gets exciting.
During this turn, the pawn stands inside the opened temple.
Treasure found
Quick rule: The finder takes the treasure and places it over their pawn. The temple stays on the board.
If a player finds the Inca treasure, they take it out of the temple and place it over their pawn. The temple remains on the board.
It may not be entered by any other player as a temple. All other temples remain open and may be entered like an Inca field or a compass field. One may also simply jump over them (the field still counts).
Carrying the treasure
Quick rule: The carrier still rolls both dice but uses only the more favourable value, and pays compass cards like the pursuers.
The treasure carrier naturally tries to bring the treasure back to base camp as quickly as possible. But the load is heavy and the way is long: the carrier may still roll both dice, but may only use the more favourable one. They must pay compass cards for their moves exactly like the pursuers.
Example: The carrier rolls a 3 and a 6. Because with the 3 they reach a field with a compass sign, they let the 6 pass and move 5 fields. They pay the matching compass cards and draw an event card.
Translator's note: the printed example says 5 fields after rolling 3 and 6, which does not follow from using only one die as the rule states; it is transcribed as printed.
Hunting the treasure
Quick rule: A pursuer landing exactly on the carrier's field takes the treasure and rolls again. The former carrier is banished to an island.
From now on, the hunt for the temple treasure is open.
Of course the other players try to take the treasure into their own possession. This succeeds whenever they land exactly on the field where the carrier of the treasure stands. In that case the temple treasure passes as loot to the successful hunter. As the new carrier, they may roll the dice once more as a reward.
Now they banish the former carrier to any unoccupied island (Fig. 12). This costs, exceptionally, no compass cards. From there, in the next round, the player may re-enter the game as a hunter. They may leave the island in all four directions without a rescue card.
If a hunter hits the carrier on a special field, the hunter must draw a card matching that special field.
Banishing hunters
Quick rule: The carrier may banish a hunter by landing exactly on that hunter's field. The hunter is sent to a free island.
Because attack is sometimes the best defence, the carrier may also banish hunters. The carrier must land exactly on a field where a hunter stands. That hunter may then be banished to a free island. In this case too, the banished player pays no compass cards for it.
Hunters do not hit each other.
One pawn per field
Quick rule: Only one pawn may stand on a field, except when a pawn is hit.
All board fields have the same meaning for all pawns. And since there are indeed enough fields on the board, only one pawn may stand on a field, except when a pawn is hit.
Obstacles
The two card-stack spaces and the windrose are obstacles that may not be jumped over. Moving around them is, after all, quite enough, isn't it?
Using compass cards carefully
Quick rule: A player who cannot move skips one turn and takes two compass cards of their choice from the depot.
A jungle adventure is a gruelling affair. Whoever acts carelessly here has hardly any chance of victory. So use your compass cards carefully and make sure you restock in good time.
Player unable to move: If a player can no longer move, they must skip one turn. For this they may take two compass cards of their choice from the depot, and in the next round continue playing normally.
No exchange of compass cards: It is not allowed to exchange your own surplus compass cards of one direction for other missing cards in the depot. (The printed heading reads "Kein Kontpaßkarten-Tausch"; the word "Kontpaß" is a misprint for "Kompaß".)
Depot empty: In the rare case that the depot no longer holds enough compass cards of one direction, everyone who was relying on that direction is out of luck. The jungle is, after all, not the Garden of Eden.
End of the Game
The player whose expedition brings the temple treasure back into the camp with an exact throw (Fig. 13), passing over the field with the arrow, wins the hunt and thereby inherits the legacy of the Sons of the Sun.
However, rumour has it once again that new expeditions are being equipped to follow the traces of the legendary Inca ...