Enclave: Zakon Krańca Świata
Enclave: Zakon Krańca Świata Rulebook
Table of Contents
Table of Contents
Introduction
During the game which lasts 6 turns, players will:
- Improve their snatchers' mental and physical condition,
- Upgrade the jump machine (sarcophagus and sesame),
- Buy items protecting the snatchers from deadly traps in the Enclave of the Masters of Brilliance,
- Buy necessary medication to heal mental and physical damage of their snatchers,
- Perform boardings into the Enclave of the Masters of Brilliance to gain valuable pryzes and knowledge,
- Perform the job for the Shepherd without any risk, but with fewer profits,
- Visit the Oracle to look into the future and take an initiative in the next turn,
- Use the most important cards in the game in the Towards the Tree location.
Goal of the Game
The main objective of the game is to become the chosen of the mystical Tree. The player, who collects the most victory points, or 4 Tree tokens, wins the game.
Enclave can be played by 2 to 4 players. The play time depends on the number of players. One game lasts approximately 2 hours.
Game Components
- Game board
- Rules
- 4 snatcher cards
- 18 trap cards
- 18 pryze cards
- 12 Maggot's Outlet cards
- 18 Enclave mission cards
- 34 Knives Square cards
- 15 Tree cards
- 4 sets of player action cards (6 cards each)
- 4 In Sync tokens
- 30 Knowledge tokens
- 10 Tree tokens
- 5 Initiative Phase tokens
- 4 preparation tokens
- 4 critical nullification tokens
- 60 money tokens (x35, x15, x10)
- 5 wooden Tree markers
- 1 wooden turn marker
- 4 sets of wooden player markers in 4 colours (5 large cubes - action markers, 2 small cubes - maximum condition markers, 6 round discs - score track, current condition, and player order markers)
Game Setup
NOTE: Before the first game, gently push the tokens out of their frames.
- Place the game board in the centre of the table.
- Each player chooses or draws a snatcher card.
- Each player receives a set of 6 player action cards (marked with the snatcher portrait on the reverse), as well as a set of wooden player markers in the same colour (5 large cubes, 2 small cubes, 6 round discs).
- Determine the order of play in each round using one of the following methods:
Method I - Drawing (for beginners) Randomly determine the order of play and mark it on the turn sequence track using the round player markers. Grant starting money accordingly to that order: the 1st player receives coins with a total value of 8, the 2nd player with a total value of 9, the 3rd player with a total value of 10, and the 4th player with a total value of 11.
Method II - Bidding (for advanced players) Each player receives coins with a total value of 11 as starting money. Randomly determine the first bidding player. Each player in order (clockwise direction) declares a sum of coins. You must not declare the same value as any other player, unless it is 0. The player who bid the highest, places his/her player marker on the first place on the turn sequence track. Markers of the remaining players are put on the turn sequence track according to their bids. All players who bid more than 0, pay the declared sum to the bank. Players who bid 0 are placed last in the order of their bids.
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Each player places his/her markers in the following way:
- 4 round discs are placed on the snatcher card on spaces marked with 0 on the physical and mental condition tracks, on the sesame track and on the space marked with 2 on the sarcophagus track,
- The 5th round disc is placed on the score track.
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Each player receives 4 cards from Knives Square, marked with a colour that corresponds with the colour of their markers (showed on the bottom of those cards). These cards protect snatchers from the traps encountered in a mission. If you are preparing a game for 2 players, remove all cards marked with the 2-player symbol from the Knives Square deck (showed on the bottom of that card).
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Shuffle each deck of cards separately and place them in their designated places:
- Maggot's Outlet: 4 face up cards and a deck of cards face down. In 2 player game place only 3 cards on the spaces starting from the left side.
- Knives Square: 4 face up cards and a deck of cards face down. In 2 player game place only 3 cards on the spaces starting from the left side.
- Boarding into the Enclave: 1 face up card per player on the spaces, starting from the left side, deck of cards face down.
- Trap and pryze cards: decks of cards face down on the appropriate spaces on the board.
- Towards the Tree: place one randomly drawn face up card on each of the Tree levels (according to the symbols on the reverse side of the cards). Put the remaining Tree cards to the box. Experienced players may choose the set of cards themselves.
Suggested set of Tree cards for the first game:
- Level 1. Loki
- Level 2. Alba Chryzostom
- Level 3. Doctor Tertius
- Level 4. Amber Svensen
Snatcher Card
In the Enclave, the snatchers are the core of the game. Through them, the players influence the events on the board. One must try to develop their abilities by taking expensive actions. Players can purchase necessary equipment, perform dangerous boardings into the Enclave of the Masters of Brilliance, gain precious objects and experience.
Each player's snatcher card denotes the current and maximum levels of physical and mental condition, as well as the level of upgrade of the machine. Players can improve these parameters by buying or gaining enhancement cards.
Enhancement cards are slipped under the snatcher card in the marked slots (the values of the enhancement have to be visible).
Every time an enhancement of the snatcher is added or removed, the change is reflected by the small cube marker (the maximum condition) as well as the round disc (current condition). Every time an enhancement of the machine is added or removed, the change is reflected by the round marker on the sesame and/or sarcophagus track.
When a player gains a new enhancement:
- If a player does not have a free enhancement slot, he/she needs to remove an existing enhancement of the same type before replacing it with a new one. The enhancement is removed into the appropriate discard pile and the player does not receive any compensation for it. The markers on the snatcher card are adjusted to show the new maximum values.
- The player slips the new card under the snatcher card in the appropriate place with the same symbol as the enhancement so that the bonus values of the enhancement card are visible.
- The player moves the markers on the snatcher card so that they represent the new maximum values.
Example: Whenever a player adds/removes physical or mental enhancements, he/she moves the current and maximum value markers by the same number. (Illustrated: adding a new enhancement; removing the old enhancement; the player does not have to remove the enhancement card because his/her second slot is empty.)
Snatcher card includes
Physical and mental condition tracks. On those tracks, players mark the physical and mental damage that the snatcher can take during a mission. At the beginning of the game, the markers are placed on their starting positions - numbered 0. Round discs denote the current condition of the snatcher, while the small cubes indicate its maximum value. At the beginning of the game both of these markers are placed on the same positions. On the tracks of physical and mental condition two additional levels are shown: critical condition (red background below the number) and super condition (green background below the number). Rules governing those levels are described in the section Boarding into the Enclave of the manual. Throughout the game, physical and mental condition markers show the values between -5 to +5. All changes that would move the markers beyond these values are ignored.
Sesame track. Sesame is a machine responsible for materializing the pryzes stolen from the Enclave in the post-apocalyptic world. The quality of the sesame directly influences the quality and market value of the materialised objects. The current sesame value is added to the base value of the pryze. The starting value of the sesame is 0 and cannot be greater than +6.
Sarcophagus track. Sarcophagus is a part of the jump machine, responsible for transporting snatchers together with small objects into the Enclave of the Masters of Brilliance. The better the quality of the sarcophagus, the more protective items the snatcher can take on a mission. Starting sarcophagus level allows the snatcher to take maximum of 2 protective cards on a mission. The highest level of sarcophagus allows the snatcher to take up to 5 cards on a mission.
Enhancements
Enhancements can be gained as a pryze during a mission, or bought in two locations: on Knives Square and at Maggot's Outlet. The player who bought or gained an enhancement, can improve his/her snatcher's condition or upgrade sesame or sarcophagus. Bonuses to each attribute add up but cannot exceed the maximum value on any of those tracks.
Snatcher and machine enhancement slots: each player may buy or gain at most 2 snatcher enhancement cards. Those cards may increase the maximum levels of physical and mental condition (costly surgeries or warning tattoos). Each player can also gain or buy 2 machine enhancement cards, which increase sesame or sarcophagus levels.
Course of the Game
The game is divided into 6 rounds, 5 phases each:
I. Initiative Phase; II. Planning Phase; III. Action Phase; IV. Tree Phase; V. Rotation Phase
I. Initiative Phase
Each player picks 1 of the 5 available Initiative Phase tokens (in the order shown by the turn sequence) and places them on a location he/she wants to use. The marker should be put on the spaces marked with the token symbol. After the last player puts his/her token, the turn returns to the first player. The first player puts his/her second token, and so forth. All tokens have to be placed on the board.
II. Planning Phase
The players choose the action cards with locations, they want to use. Out of the six action cards, only four can be played. Each of them can be used only once per round.
Each player chooses an action card and puts it face down in front of him/her. When all players make their choice, they reveal those action cards simultaneously and put their markers (large cubes) on the first available slots in the chosen locations. The same move is repeated, until each player has placed 4 action cards in front of him/her. Players place their player markers in the same order as the turn sequence suggest. Players continue to place their markers on further locations in the same way until each player has put four markers on the board.
By playing Towards the Tree action card, a player can put his/her marker only on the current level of the Tree (shown by the turn marker), unless he/she has a Tree token. In such a situation he/she can place his/her marker as many levels higher or lower from the current Tree level, as many Tree tokens he/she owns.
NOTE: In the sixth (last) round, each player using the Towards the Tree action card can place his/her marker on any level of the Tree.
Example: Red markers - Matthias; Blue markers - Miriam; Green markers - Raphael.
- 1st action cards: Boarding into the Enclave (Matthias) - Shepherd (Miriam) - Shepherd (Raphael)
- 2nd action cards: Knives Square (Matthias) - Boarding into the Enclave (Miriam) - Maggot's Outlet (Raphael)
- 3rd action cards: Maggot's Outlet (Matthias) - Towards the Tree (Miriam) - Knives Square (Raphael)
- 4th action cards: Shepherd (Matthias) - Knives Square (Miriam) - Boarding into the Enclave (Raphael)
III. Action Phase
During this phase, the players perform actions in locations. The order of using the locations was determined by players during the Initiative Phase. The players begin with the location marked with the first Initiative token space. After finishing all actions in that location, players supplement all cards in it and move to the location marked with the next, and so on.
Locations and Cards
NOTE: If during the game, any deck has fewer than 3 cards, take the cards from the appropriate discard pile and shuffle them into that pile.
Shepherd
Shepherd employs crafty snatchers to run errands in the Enclave. The snatchers do not risk anything because they use Shepherd's machine and the only prize for the player after the jump is a bonus from that location. Player receives tokens according to his/her order in that location.
Oracle
Mysticism and shamanism which crept into the post-apocalyptic world, made room for those who could foresee the future. Some snatchers believe in Oracle's novelties while others prefer to take matters into their own hands.
Oracle in the game fulfils two functions:
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Taking the initiative: The Oracle sets the players' order of play for the next turn. Reorder the player markers on the turn sequence track according to the order of their markers on the Oracle's track. The markers of the remaining players (those who have not visited the oracle) are placed last in the turn sequence track without changing the order between them.
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Look up the cards: The Oracle allows players to look up three cards from any of the five decks on the game board.
The first player declares from which piles and how many cards he/she will take on the hand. The player can take, for example, 2 cards from the trap deck and 1 card from pryzes deck. All of the cards may be taken from a single deck or from different decks. Then, the player puts back the cards in any order on the bottom, or the top of their respective decks. After putting back the cards, each subsequent player performs his/her actions in the Oracle. The last player in this location (last one to peek the cards) can disrupt the plans of the previous players.
Maggot's Outlet
At the Maggot's outlet you can buy two types of cards: healing items and snatcher enhancement cards.
The use of enhancement cards was described in the Enhancements section of the manual (see p. 4).
Each healing item can be used only once. After using them, the players have to put them on the appropriate discard pile. Healing items can be used at any moment, except during a mission in the Enclave, after the trap cards have been revealed. Having used the healing item(s), the player moves the round markers on the physical and mental condition tracks from the current value by as many spaces as the symbols on the card indicates. The maximum values denoted by the small cubes (maximum physical/mental condition) can never be exceeded.
Example: Despite the use of the Healing Talisman card, which heals 6 physical wounds, the player can move the current condition marker only to its maximum level, resulting from the enhancement - thus, the marker can be moved only by 5 spaces, to the space marked with 2.
Knives Square
Knives Square is a place, where you can buy almost everything. Numerous stands offer equipment which survived the apocalypse. It is a place where shady people offer their suspicious services. In this location you will find three types of cards: snatcher enhancement card, machine enhancement card, and protection item. (The manual's illustration also shows the preparation token.)
The use of enhancement cards was described in the Enhancement section of the manual (see p. 4).
Each protection card may be used only once. After using it, players put it on the appropriate discard pile. Players can only use protection cards while on a mission. The number of cards, that can be taken on a mission, is determined by the sarcophagus level.
Protection cards help snatchers to overcome obstacles during missions. Those cards have direct influence on lowering the wounds inflicted by trap cards. The use of those cards is described in the Boarding into the Enclave section of the manual (see below).
Performing actions at Maggot's Outlet and on Knives Square
Buying a card:
- Take a card you want to buy,
- Pay the sum of money shown on the right bottom corner of the card,
- Move the remaining cards to the left side of the location and add a new card (a new card has to be put on the space next to the moved cards).
Discarding a card:
- Take a card and put it on the appropriate discard pile,
- Move the remaining cards to the left side of the location and add a new card (a new card has to be put on the space next to the moved cards).
Actions available in those two locations are identical. During one round players can perform action only in those locations where they have put their markers.
Each player can perform two actions in a location, following the order in which players' markers are lined up. Buying a card or discarding a face up card counts as one action. If a player does not want to buy or discard a card, he/she has to take his/her marker and give up the second action. After a player performed his first action, his/her marker is moved on the second track, which shows the order for the second action. After the first action has been performed by all of the players, the second action starts.
Example: Miriam bought the second card from the left and moved her player marker to the second track. The cards are moved to the left and a new card is drawn to replace the one that has just been bought. Then, Raphael and Matthias perform their first actions. The turn then reverts to Miriam who performs her second action and takes her marker. Now, Raphael and Matthias perform their second actions.
NOTE: When all the players perform their actions in the location, the number of the face up cards has to be the same as it was at the beginning of the game, that is 4 (in case of a two player game there have to be only 3 face up cards).
Boarding into the Enclave
Cosy little hellhole in a higher dimension - somewhere at the doorstep of hereafter. During the unfolding apocalypse, the Masters of Brilliance enslaved one third of the world's population. It is the place where the snatchers go to seek their fortunes.
Number of the face up cards in this location should be equal to the number of players.
In this location, each player in order indicated by his/her action marker on the track can perform one of the three actions:
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Boarding into the Enclave: Take your action marker from the track in this location, and put it on one of the face up mission cards. After the mission is resolved (regardless of the outcome), the mission card is discarded.
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Blind boarding into the Enclave: Reveal the top card from the mission deck - put your action marker on it. After the mission is resolved (regardless of the outcome) discard the mission card.
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Preparation: Give up boarding into the Enclave during this round, prepare yourself for the jump in the next round. You receive one preparation token, which has to be used during the following round or else it is discarded.
Unlike cards in other locations, mission cards are not supplemented after they have been used. The first player has greater choice of missions than the players after him/her. Mission cards are supplemented from the deck after all players have finished their actions in that location. The face up cards are moved to the left and new cards are added next to the moved cards. Each mission card has its difficulty level and rewards which the snatcher gets if he/she successfully completes a mission.
NOTE: When all of the players performed their actions in Boarding into the Enclave location, the number of face up cards must be the same as their number at the beginning of the game.
Unsuccessful boarding: The boarding is unsuccessful if either physical or mental condition drops to the critical level (red background below the number). Reward - 1 Knowledge token.
Successful boarding: The boarding is successful if neither physical nor mental condition drops to the critical level. Reward - Represented by the symbols on the mission cards.
How to perform boarding:
- Choose a mission for boarding.
- Choose the protection cards you will take on a mission. The maximum number of protection cards you can take on a mission is determined by the sarcophagus level.
- Reveal the trap cards (the number of the traps is shown on the mission card).
- You may use the protection cards to minimize the damage from the traps. Use preparation token (if any) in the same way as protection cards (preparation cards do not count to the sarcophagus limit).
- Mark the mental damages and physical wounds you couldn't prevent on their tracks.
- Check if you have successfully completed the mission and take your rewards.
- Discard all used mission, trap, and protection cards to their respective discard piles. Keep the protection items you did not use during the mission.
The deck of trap cards contains 18 cards:
- 8 cards inflicting 4 to 5 physical wounds
- 8 cards inflicting 4 to 5 mental damage
- 2 cards inflicting both mental damage and physical wounds.
It is advisable that the players go through trap card deck before playing the game.
During boarding, damage and wounds of the same type (physical/mental) from trap and mission cards are added. Then, the amount of damage is subtracted from the amount of protection, indicated by the protection cards and preparation token (if any).
Critical condition boarding: Players who are in either physical or mental critical condition (red background below the number) can still try to board into the Enclave. In such a case the snatcher is an obstacle to himself/herself. Add the number above the critical value (1 or 2) to the sum of damage made by the traps (even if the trap damage is 0). Critical condition boarding is unsuccessful if the snatcher gets the critical condition wound.
Super condition: Snatchers having a super physical/mental condition, or both (green background below the number) are extremely efficient. The super condition allows them to overcome the traps much easier. From the sum of the trap damage (of the type of your super condition), subtract the number printed above the super condition value (1 or 2). The minimal trap value is 0.
Example: The player decided to board into a difficult mission - two trap cards and a fixed physical trap on a mission card may be quite a challenge for undeveloped snatcher. The player owning a preparation token decided to take up the risk. The sarcophagus allows to take only 2 protection items. The next step was to reveal two trap cards, which the snatcher has drawn. The values of damage from different trap cards were added. From those sums, the values from the protection items were substracted. As a result, the boarding was successful, as the snatcher did not reach the critical levels of mental or physical condition. The player receives the reward (3 Knowledge tokens and 2 pryze cards).
Physical wounds: 4 (from the mission) + 3 + 4 = 11. Mental damages: 3. Physical protection: 9. Mental protection: 5. The snatcher receives wounds: Physical: 11 - 9 = 2. Mental: 3 - 5 = -2.
Mission Rewards and Their Types
During a mission, players may gain several different rewards:
Knowledge token - a player receives as many Knowledge tokens as the mission card suggests. In Towards the Tree location you can exchange those tokens into victory points or use special abilities of the particular Tree card.
Tree token - it is a very powerful token. The player, who obtained it as a mission reward must immediately decide to either keep it, or trade it for two Knowledge tokens. Tree tokens allow players to move between different levels of the Tree, (it is described in detail in the Planning Phase section).
Pryze - it is an item which snatchers acquire during a mission in the Enclave. Pryzes may have different functions: healing, protective. Pryzes may also give additional Knowledge tokens or act as an enchancement. The player who got a pryze card as a mission reward must immediately decide to either keep, or sell it.
The value of selling a Pryze = Price from the card + Sesame upgrade
The player who has not sold the pryze card gains a bonus specified on the left side of the card:
- Knowledge tokens - get the indicated number of Knowledge tokens and discard the card,
- Add the pryzes with the enhancement to your snatcher card,
- Keep healing and protection pryzes on your hand and use them later, accordingly to the way they are used.
IV. Tree Phase
Shamanism which was reborn after the apocalypse, played the role of mediator between ghosts and people. According to the beliefs of those who survived, the universe is divided into three parts: upper (heaven), middle (earth) and lower (underground). The upper world is a place where benevolent spirits reside, the underground is the land of the dead and malevolent spirits, and the middle world is a place inhabited by people, animals and all kinds of spirits: good and bad. The link between the three worlds is the 'Cosmic Tree'. The voice of which calls the snatchers into the unknown direction.
Towards the Tree is always visited after actions in all other locations have been performed. The actions in this location are considered from the lowest level of the Tree. The order of players is the same as the order of their markers on the particular level.
Towards the Tree is the most important location in the game. It allows players to change their Knowledge tokens into victory points and to use the powerful Tree cards.
There are 5 levels of the Tree on which Tree cards are placed. Place the Tree cards on the appropriate levels of the Tree before the game. Player can use only the Tree level with his/her marker; usually, it is the level of the current round. The player marker can be placed as many levels away from the current level (higher or lower) as many Tree tokens that player owns.
Tree marker denotes the maximum number of points of Knowledge that can be changed into victory points in each of the Tree levels. The number of available Tree points depends on the number of players. Each time a player exchanges Knowledge tokens for victory points, the token is moved on the track. When it reaches 0, the player who in his action moved the marker, keeps it (see: extra points at the end of the game). After exchanging the Knowledge tokens but before the following player's action, you can use the ability on the Tree card.
Example: Raphael trades 4 Knowledge tokens for 4 victory points. The Tree marker is moved from 9 to 5 and his marker on the score track is moved by 4. Miriam trades 3 tokens for 3 victory points. She moves the Tree marker from 5 to 2 and moves her score marker by 3. Matthias owns 5 Knowledge tokens, but can exchange only 2 of them (because of the current position of the Tree marker). He keeps the remaining tokens until the next turn. He moves the Tree marker from 2 to 0 and takes the Tree marker. Then, he moves his marker on the score track by 2.
V. Rotation Phase
This is the last phase of the round. During this phase, the cards from Maggot's Outlet, Knives Square, and Boarding into the Enclave locations are rotated. Also, the turn marker in Towards the Tree location is moved to the next level of the Tree (at the end of 5th round it is removed).
- Discard the leftmost face up card from each of those locations,
- Move all face up cards to the left,
- Draw the cards from the appropriate piles and place them next to the moved cards.
End of the Game
If one of the players collects 4 Tree tokens, the game ends and he/she becomes the winner with the end of that round. In that case, victory points are irrelevant.
If no one managed to collect 4 Tree tokens, the game ends after the 6th round. Bonus points are added to the final score.
Each player receives 2 bonus points if he/she has collected the most:
- Tree markers
- Tree tokens
- Money
- Pryze cards (including active enhancements and cards in hand)
If there is a tie in either category, each of the players receives 1 point.
In case of a tie on a score track, the winner is the player with the most Tree tokens. If there still is a tie, the winner is the player with the most Knowledge tokens.
Symbols and Cards
In the game you can find symbols describing the attributes of cards and their impact on your snatcher.
Card type symbols
These symbols represent the purpose of cards and provide explanation of usage of other symbols on the cards.
- PRYZE - Valuable prize gained on a mission
- TRAP - Obstacle inflicting physical/mental damage
- PROTECTION ITEM - Used only during a mission
- HEALING ITEM - Used only after or before a mission
- SNATCHER ENHANCEMENT - Improves snatcher's mental/physical condition
- MACHINE ENHANCEMENT - Upgrades the jump machine: sarcophagus or/and sesame
NOTE: Symbols in the game often share the icon but have different background. COLOUR - the green colour of the background below the number denotes a positive bonus, it can for example be a protective item. The red colour of the background below the number denotes something negative, such item may damage your condition, oblige you to pay or give away some of your items. NUMBER - in the game, the number, connected to the symbol of the card denotes the value offered by a particular symbol. If there is no number, the value is 1. The position of the symbol does not affect the function or amount of the symbol.
- MENTAL CONDITION - e.g. inflicts 2 mental damage
- PHYSICAL CONDITION - e.g. heals 2 physical wounds
- SESAME ENHANCEMENT - e.g. move sesame marker by 2 levels (the current sesame level on your snatcher card shows the value of extra money you receive when you sell an item).
- SARCOPHAGUS ENHANCEMENT - e.g. move sarcophagus level by 2 levels (the current sarcophagus level on your snatcher card shows the number of protective items you can take on a mission).
- KNOWLEDGE TOKENS - e.g. gain 2 Knowledge tokens
- MONEY TOKEN - e.g. gain 3 money tokens
- TREE TOKEN - e.g. gain 1 Tree token
- TRAP - e.g. draw 2 trap cards
- PRYZE - e.g. gain 1 pryze card
- ORACLE - e.g. draw 3 cards from any deck, check them, and put them back on top and/or bottom of the same deck in any order
Tree Cards
Level 1
LOKI: Steal a random card from any player's hand.
ANZELM'S WORKSHOP: Look up 2 cards on Knives Square or from the discard pile in that location. You can buy one of those cards. Put the remaining card(s) back to the deck they were taken from.
MA LOU'S STAND: Look up 2 cards from the top of Maggot's Outlet or from discard pile in that location. You can buy one of those cards. Put the remaining card(s) back to the deck they were taken from.
Level 2
HIS MAJESTY LIZARD: Players receive bonuses depending on the order of their markers. The first and the second player have to pay the sum written on this card in order to obtain Knowledge points.
MR WOO'S CURIOSITIES: You can sell a character enhancement card for the double of its nominal value.
ALBA CHRYZOSTOM: You can exchange any number of Knowledge tokens for money, 7 coins for 1 Knowledge token.
Level 3
DOCTOR TERTIUS: Heal your physical damages and mental wounds to their maximum values.
BOARDING FOR ANGELOS: You can board into a mission with fixed traps and rewards, shown on this card. All normal rules for boarding still apply. You can use your preparation token for that mission.
IN SYNC: Player receives In Sync token. In the following turn, in the Boarding into the Enclave location, before the first boarding, player with In Sync token declares with whom he/she will go on a mission. When the player chosen by the player with In Sync token goes on a mission, both of them:
- Draw one extra trap card,
- Decide which protection cards they will take on a mission (players can decide together),
- Reveal the trap cards. They can defend together (the sum of protection from their protection cards is substracted from the damage inflicted by the trap cards),
- Are damaged equally by the trap cards,
- Fail the mission if either of them reaches the critical condition,
- Receive full mission reward if the mission is successful (the reward is not divided).
Level 4
AMBER SVENSEN: Using the same rules as in the Oracle location, look up 6 cards from any deck in any combination.
'ULTIMA THULE' RESEARCH OUTPOST: During the next round, the player can perform one more action (he/she gets additional action marker for the next round). Five action cards are played by that player.
AKUNEN: Player receives a critical nullification token. It is placed on the snatcher card. This token cancels the critical levels of mental/physical condition. The mission is failed only when the snatcher's condition drops beyond the critical condition.
Level 5
TALKING FOXES: Discard one healing card to receive two Knowledge tokens.
JACOB TYLLO: You can exchange one Tree token into 4 Knowledge tokens once per game.
ORDER OF THE EDGE OF THE WORLD: You can place 1 Knowledge token on any level of the Tree.