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Explorers of Navoria: Forgotten Lands

Expansion for Explorers of Navoria

Explorers of Navoria: Forgotten Lands Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
    • Additional Setup Steps
    • Player Setup
    • Faction Bonuses
  • Additional Rules
    • Grey Collector Cards
    • Research Tokens
    • Grey Town District
    • Skills and Contract Tokens
    • Goal Cards
    • Species Tokens
  • Solo Game
    • Solo Setup
    • Solo Icon Legend
    • Side Quests
    • Chapter 1
    • Chapter 2
    • Chapter 3
    • Chapter 4
    • Chapter 5

Components

Components of the expansion (page 2):

  • 1 town district token
  • 9 faction tokens
  • 9 skill tokens
  • 3 grey action tokens
  • 12 grey townsfolk cards
  • 6 goal cards
  • 6 research tokens
  • 4 species tokens (1 of each type)
  • 18 contract tokens and 6 «x3» contract tokens
  • 8 side quest cards for solo play
  • 10 solo tokens
  • 5 difficulty cards for solo play
  • 18 additional goods tokens (6 of each type: weapons, food, minerals)
  • 1 compass overlay

Fifth-player components: 1 player marker, 9 trading post tokens, 4 favour markers, 1 turn-order marker, 3 exploration markers, 1 player board, 1 reference sheet.

Setup

Prepare the game according to the base game rulebook, then carry out the following steps:

Additional Setup Steps

  1. Shuffle the goal cards and take 3 at random. Place them beside the main board. Return the rest to the box; they will not be used in this game.
  2. Shuffle the research tokens and place 3 random tokens face up on the continents where research rewards are shown. Set the remaining tokens aside; they will be needed later.
  3. Shuffle the deck of grey townsfolk cards and place it under the main board. Reveal the top 3 cards in the same way as ordinary townsfolk cards.
  4. Place the town district token with the new district in the bottom right part of the town on the main board.
  5. Put the grey action tokens into the bag. Important: in a 2-player game, put only 2 grey tokens into the bag and remove one token of each other colour.
  6. Take 3 random species tokens and place them on the last spaces of the exploration tracks. Return the remaining token to the box.
  7. Place the contract tokens beside the board so that everyone can reach them.

Important: in a 5-player game, place the compass overlay on top of the compass printed on the board.

Player Setup

  1. Take random faction tokens and random skill tokens, the number of each equal to the number of players +1. Return the remaining tokens to the box. Players, one at a time in turn order, choose one faction token and place it beside their player board, immediately gaining its bonus (if it has one). Then, moving in reverse turn order, players choose one skill token each and place it beneath their faction token. Return the remaining tokens to the box; they will not be needed in this game.

Example: in a 3-player game, reveal 4 random faction tokens and 4 random skill tokens. The first player chooses the faction of peace (1) and places its token beside their player board. The second player chooses the faction of construction (2) and does the same. Then they take a card from the yellow deck. The third player chooses the faction of exploration (3). They take a purple card and gain a contract token. Then the third player chooses a skill token and places it beneath their faction token (4). The second (5) and first (6) players do the same. The remaining tokens are returned to the box.

Faction Bonuses

Some faction bonuses are gained immediately, others trigger during the game.

  • Yellow, green, purple, red or grey icons: take a card from the deck of the indicated colour and add it to your cards, as if you had recruited a townsfolk.
  • Species icons (one of each species): an additional species symbol of each kind.
  • Favour tile icon: when counting final points, each card matching the favour tile gives 1 additional crown.
  • Flag icon: if, in the income phase, your exploration marker is on the same space as another player's exploration marker, you are considered the winner.
  • Track-end icon: each time you receive the reward for reaching the last space of a track, you gain 1 additional crown.
  • Contract icon: gain a contract token.

Additional Rules

This expansion includes 7 new components. Components 1–5 should be used together if you are not playing solo:

  1. Grey collector cards
  2. Research tokens
  3. Skills and contracts
  4. Goal cards
  5. Species tokens
  6. Solo mode
  7. Fifth-player components

Important! To play with five players, components 1–5 must be used.

Now, in a 4-player game, the recruit phase ends after each player has recruited 4 cards. In a 5-player game, the recruit phase ends after each player has recruited 3 cards.

Grey Collector Cards

Collector artefacts provide substantial bonuses. They have two colours at once, but they do not help you win the favour of any species!

Grey collector cards have two colours at once, shown at the bottom of the card. Count both colours when resolving effects that depend on the number of cards of a particular colour.

Research Tokens

These tokens replace the standard research rewards printed on the main board.

  • 1st place: 1 crown for each soldier (red) card; gain a contract token; gain 1 crown.
  • 2nd place (3+ players): 1 crown for each soldier (red) card; gain a contract token.
  • 3rd place (4+ players): gain a contract token.

Contract tokens can be used to activate skills (see the Skills and Contract Tokens section below). Each unused contract token at the end of the game gives 1 crown.

In the return phase, all research tokens are removed from the board and shuffled with the rest. Then place 3 new random tokens on the board to prepare for the next round.

Grey Town District

In the gather phase, grey action tokens work just like all the others. Contracts gained in this phase can be used immediately.

Skills and Contract Tokens

Use the contract tokens you have gained to activate skills. A skill can be activated once per round, in the phase shown above the skill. The skill tokens show three things: the cost (contract tokens), the phase (A – recruit, B – gather, C – income) and the effect.

Important! Each skill on a skill token can be used only once per round. After using a skill, cover it with one of the contract tokens you spent. In the return phase, remove the contract token so that the skill can be used again.

Skill effects shown on the skill tokens:

  • Swap one of your cards with any other face-up townsfolk card from the display. Place your card in the row of the card taken, regardless of colour. Instant effects of this action do not trigger.
  • Take an additional action token from the bag. You may still use only one of them. Place the other two action tokens in the town centre.

Goal Cards

At the end of the income phase, the leftmost face-up goal card gives players the crown reward shown on it. Flip this card over after the phase ends.

Translator's note: the printed text shows the crown symbol here without a number. The reward is read as the one printed on the goal card.

Players receive goal rewards independently of one another, but each player can receive the crown reward for each card only once.

Each goal card counts one of the following:

  • Your cards of one colour.
  • The number of favour tiles on which your markers lie.
  • Your furthest exploration marker on any track.
  • The number of flags reached by your exploration markers.
  • The number of trading posts you have built.
  • The number of complete sets of 4 different species on your cards.

Example: if you have at least 3 cards of one colour, you gain 3 crowns. If you have 3 cards of one colour and 3 cards of another colour, you still gain 3 crowns.

Species Tokens

Each species strives to reach the depths of one of the continents. If you are the first to reach the treasure on that territory, you earn the respect of that species!

If you are the first to reach the last space of any exploration track, take the species token from that space. Until the end of the game it counts as an additional symbol of that species. You also gain 1 contract token.

Solo Game

In solo mode the base rules are used, together with some components of this expansion: grey collector cards, grey action tokens, the grey town district (see page 5) and species tokens (see page 6). In the recruit phase you must recruit 4 cards.

Each chapter page shows three reward badges marked 170 (red), 140 (blue) and 110 (purple) crowns.

Solo Setup

  1. In chapters 1–4, remove 1 action token of each colour to the box. They are not used in these chapters.
  2. Take a random side quest card and place it beside your player board.
  3. Take a random difficulty card and place it beside your player board. Choose a difficulty level and gain the rewards.
  4. Carry out the additional steps described in each chapter.
  5. To receive the basic reward for completing a chapter, you must fulfil the special condition and score at least 110 crowns. Scoring even more crowns lets you win more valuable rewards.

Difficulty cards: each difficulty card has difficulty levels, one of which you must choose during setup; a skill that can be used an unlimited number of times in the indicated phases (provided you have the necessary contract tokens); and an additional condition that earns you a reward at the end of the game.

Solo Icon Legend

The legend on page 7 has no printed heading. It lists the following effects, in the order printed:

  • Shuffle any number of face-up cards of one colour from the display back into the corresponding deck, and reveal new ones in their place.
  • Swap one of your cards with any other face-up card from the display. Instant effects do not trigger.
  • A grey action token can be used as an action token of any other colour.
  • Gain 1 good of any type.
  • Advance any exploration marker 1 space.

Side Quests

  • For each good used to fulfil an order, gain a crown.
  • 1–3. Using 5 goods of the indicated type, advance 1 space on the corresponding exploration track: minerals on the desert track, food on the forest track, weapons on the glacier track. Keep track of the goods used by placing them on this card, and discard them after receiving the reward.
  • 4. Collect 1 card of each colour, then gain 2 goods of any type and 3 crowns.
  • 5. On reaching a flag, gain a crown. On claiming a treasure, gain +1 crown.
  • 6. Having won the favour of any species, either advance 1 space on any exploration track, or gain 1 good of any type and a crown.
  • 7. Collecting 1 species symbol of each species, advance 1 space on any exploration track.
  • 8. Having built a trading post in the desert, forest or glacier, gain 1 corresponding good.

Translator's note: the printed icons pair the desert with minerals, the forest with food and the glacier with weapons. Chapter 5 uses the same pairing for its setup tokens.

Chapter 1

In the magical land of Navoria, new and unknown continents have risen out of the ocean. The Navorian council has decreed that these lands must be explored, and you have answered the call along with other fearless travellers. A dizzying adventure awaits!

Additional setup: place a solo token on each space with a flag.

Additional rules: when your exploration marker reaches a solo token, take it and gain the reward shown on it.

Victory conditions: by the end of the third income phase, all exploration markers must reach at least the third space of the tracks. Collect at least 6 solo tokens.

Chapter 2

The Englins greeted you with open arms. After a while, the governor's secretary joins you and proposes that the Englins pay a visit to Navoria. They ask you to help them prepare for the journey, and you agree at once.

Additional setup:

  • Take a random species token. Gain the contract token reward as usual.
  • Place 2 random solo tokens face down on each favour tile.

Additional rules:

  • At the end of the game, gain 3 crowns for each set of 4 different species symbols you have collected.
  • When you win the favour of a species, take the solo tokens from that species' favour tile and gain the rewards shown on them.

Victory conditions: gain at least 2 species tokens from the last spaces of the exploration tracks. By the end of the third income phase, at least 1 exploration marker must be on the last space of a track.

Chapter 3

The invitation was a trap! The secretary plans to subjugate the forgotten lands with military force and forged documents, in order to become the ruler of his own region. You were taken prisoner along with the Englins, but managed to escape. Now you must return to the town and warn everyone about the secretary's betrayal!

Additional setup:

  • Place a random solo token face up in the lower space of each town district.
  • Place a random solo token face down on each favour tile.

Additional rules:

  • When you win the favour of any species in the first round, occupy the top space on a favour tile. In the second and third rounds, occupy the lower spaces.
  • When you occupy the lower space of a town district in the gather phase, take the solo token and gain its reward instead of the standard one.

Victory conditions: collect all solo tokens from the town. Build at least 1 trading post on each exploration track.

Chapter 4

The governor is enraged by the secretary's betrayal. He calls on all Navorians to take up arms and give the secretary a rebuff. You are sent to the town to gather a militia and save the Englins.

Additional setup:

  • Place a solo token on each space with a flag on the exploration tracks.
  • In each town district, place 2 weapon tokens in the top space and 1 weapon token in the middle space.

Additional rules:

  • Town district spaces with weapon tokens cannot be used. The lower spaces may be used an unlimited number of times.
  • Spaces can be freed by removing weapon tokens. This must be done from the bottom up. Remove 1 token each time, by performing one of these actions:
    • Gain a solo token.
    • Win the favour of any species.

Victory conditions: by the end of the third income phase, at least 1 exploration marker must be on the last space of a track. Build at least 1 trading post on each exploration track.

Chapter 5

Together with the town militia you manage to free the Englins. One final trial remains… protect the forgotten lands from the treacherous secretary!

Additional setup:

  • In this chapter, use all action tokens.
  • Place a food token on each space with a flag on the forest track, a mineral token on the desert track, and a weapon token on the glacier track.
  • Place 3 random solo tokens face down on each dock on your player board.
  • Do not put action tokens into the bag. Instead, place them in a pile beside your player board.

Additional rules:

  • In the recruit phase, use any 4 action tokens of your choice.
  • When an exploration marker reaches a space with a goods token, take the token and immediately move the marker back to the previous flag (or to the starting space, if the token was received from the first flag). Further movement is counted from there.
  • If, when fulfilling an order at a dock, there is at least 1 solo token in that dock, take it and gain its specified reward in addition to the standard one. Then reveal 2 townsfolk cards from any deck.
  • Do not carry out the return phase. That is, do not move exploration markers, do not take action tokens back from the town, do not discard the open townsfolk cards from the display, and do not reveal new ones.

Victory conditions: by the end of the game, no solo tokens may remain on the docks.