Fall of Lumen
Fall of Lumen Rulebook
Table of Contents
Table of Contents
- Game Concept
- Overview
- List of Components
- Game Setup
- Player Setup
- Heroes
- Factions
- Gameplay
- Your Turn
- Gather
- Trade
- Acquire
- Solve a Challenge
- Infiltrate an Agent on Lumen
- Play a Card
- Capture a Patrol
- Buy a Ride
- Pass
- Lumen Phase
- Income Phase
- Final Scoring
- Heroes explanation
- Factions explanation
- Cards explanation
- Windows explanation
- Sample of Play
- Other Icons
- Missions
- The Void [Alternative Map]
- Scenarios
- Lone Hero [Solo Mode]
- Heroes Alliance [2 Players Cooperative Mode]
- From Legends to Fall
- Quick Setup
Game Concept
Fall of Lumen is a board game for 1 to 4 players, age 14+. The average playtime is 45 minutes per player. Our estimated Complexity Rating is 3.2 (on the BGG scale, max 5.0). Fall of Lumen is less of a brain burner than our previous game.
We wanted to make a board game high in complexity and aesthetics, a strategy game set in a fantasy world with a history behind it.
Fall of Lumen is a stand-alone game. It takes place in the same universe as Legends of Void, chronologically after it. We played so many games of it that the Heroes came alive, and we wanted to tell their stories.
At the same time, we wanted to deal with deck-building, one of our favorite mechanics. While Legends of Void is a game of restraints and constraints, Fall of Lumen is a game of abundance, with plenty of options. You will find yourself with many actions available, and you should choose the best one for your game plan.
Enjoy the Outer Lands, and thank you for your support.
Overview
Fall of Lumen is a 1-4 player strategy game based on deck-building, area movement, tableau-building, open drafting, and once-per-game mechanics.
The Void battles have ended. The Outer Lands are devastated after years of battles against the Seraphs, and the people are happy to return to a peaceful time and rebuild their houses and society. But a small group of rebels is sick of the citadel of Lumen and works in the shadows to free the Outer Lands from its dictatorship. Their plan is as simple as it will be effective. Bring back the Keepers that once saved the world from the Nihil of the Pale Night and sneak them into the flying citadel as incognito Agents.
You play a rebel Hero, an ex-Keeper banned from the Outer Lands long ago. Now you are back, thanks to the dimensional fracture caused by the Void. You'll rescue comrades from the Inner Worlds, where the Eternals, the founders of Lumen, banished all of you. You will infiltrate Keepers into Lumen to take power back until the flying citadel becomes the falling one.
You will be supported by a Faction, which shares your cause against the Eternals, and compete with the other Heroes to be the most influential Hero, the one who has infiltrated the most Agents on Lumen.
You will move your Hero across the Outer Lands and spend their skills to gather resources such as Gold, Mana, Mithril, Dark Matter, and Genasi. Using these resources, you will acquire traits, learn spells, buy trinkets, retrieve artifacts, and hire followers to help your cause and improve your skills.
Finally, with enough skills, you can restore the dimensional connection to an Inner World and bring back the Keepers stuck there. To reach an Inner World, you need a different combination of skills: Deception, Wit, Fighting, Wizardry, and Void (the most precious and versatile skill).
As the game gets closer to the end, your interest will switch from rescuing Keepers from the Inner Worlds to sneaking them onto Lumen, which is the goal of the game and the greatest source of victory points. You can infiltrate an Agent in any of the five Districts of Lumen: Informer, Engineer, Warrior, Mage, and Voyager. Each Agent will grant you an income and victory points at endgame.
Game Mechanics
The main mechanics in Fall of Lumen are:
- Deck-building: your deck is your main resource; improving it by buying better cards will help you perform better.
- Area Movement: the game board is divided into eight regions, that are irregularly shaped. Regions grant access to gather actions, markets, and Challenge sites. During the game, you will move your Hero many times from one Region to another to access what you need most at that moment.
- Tableau Building: in addition to your deck, you can hire Followers and buy Trinkets. They are valuable because you can always count on them and not depend on the luck of the draw. You can use them once per round, and then they are exhausted until the next round.
- Open drafting: market elements are face-up, so you can plan what to buy and collect the resources you need to get them, but you have to get there before the other players.
- Once-per-game abilities: some cards have powerful abilities, but you can use them only once per game, and then they are removed from the game.
The game features a Solo mode and a 2-player cooperative variant.
Fall of Lumen has no Take That elements. The interaction between players is indirect. It mainly comes from solving challenges, market acquisitions, and timing the infiltration of Agents on Lumen.
The more Agents that are on a District Window, the higher the cost to send a new one. We like direct interaction, but we think it does not fit the setting, as the Heroes are incognito to avoid being spotted by Lumen and the Hammers Patrols.
List of Components
- 1 Main board (The Outer Lands side; The Void on the other side)
- 1 Lumen board
- 8 double-sided District tiles
- 1 double-sided Voyager District tile
- 8 double-sided Voyager tiles (2 are for Solo and Coop modes)
- 42 Chest tiles
- 4 Player boards (1 for each color)
- 4 Hero figures (1 for each color)
- 55 Agent figures, 11 for each color
- 29 Keeper figures
- 29 Patrol figures
- 1 Lumen standee
- 1 Follower board
- 1 Mercs tile
- 10 Flag tokens (2 for each color and 2 gray for Scenario)
- 1 Seat of the First (1st player mark)
- 37 one-Gold tokens
- 11 five-Gold tokens
- 17 Mana tokens
- 11 Genasi tokens
- 15 Mithril quartzes
- 13 Dark Matter tokens
- 18 Void tokens
- 24 Wit tokens
- 24 Wizardry tokens
- 28 Deception tokens
- 24 Fight tokens
- 1 Pad of scoring sheets
- 2 Player aids
Cards:
- 35 Hero cards
- 21 Faction cards
- 12 Basic cards
- 13 Inner World cards
- 3 Permanent Sigil cards
- 48 Trait cards
- 41 Spell cards
- 34 Artifact cards
- 48 Follower cards
- 68 Gift cards
- 29 Lumen's Eye cards
- 13 Void Pact cards
- 10 1st level Challenge cards
- 13 2nd level Challenge cards
- 11 3rd level Challenge cards
- 33 Trinket mini-cards
- 23 Mission mini-cards
- 9 Bounty mini-cards
- 16 District mini-cards
- 9 Multiplier/Lumen's Mark mini-cards
- 8 Base Events
- 8 Advanced Events
- 1 Mercs Event
- 1 Endgame Event
- 7 Setup Scenario cards, 7 Action Scenario cards, and their elements (pg. 27)
Sleeves:
- 132 Tarot cards (120x70 mm)
- 293 Standard cards (88x63 mm)
- 109 Mini cards (75x50 mm)
Game Setup
Lumen Board
- Lumen's Eye. Place Lumen's Eye cards face-up on the marked place. They are all the same.
- Bounty. Place Bounty cards face-up on the marked place. They are all the same.
- Agents. Place the gray Lumen Agents in the marked place.
- Lumen Events. Compose the Lumen deck as follows:
- Place the Endgame Event face-down at the bottom of the deck.
- Randomly pick 2 Advanced Events and place them face-down on top of the Endgame Event.
- Place the Mercs Event face-down on top of the Advanced Events.
- Randomly pick 4 Base Events and place them face-down on top of the Mercs Event.
- Voyager District. Place the Voyager District on the side with the Ritual/Teleport income. The back side (2x Ritual income) is for Solo and cooperative modes. Randomly complete the Voyager District with a Spec endgame tile for the bottom left corner and a Skill endgame tile for the bottom right corner.
- Other Districts. With the help of the District cards, randomly compose the rest of the citadel of Lumen with 4 District tiles, one for each type: Mage, Warrior, Informer, and Engineer.
- Prison. Add 4/5/7/8 Keepers here. Depending on the player count. 4 Keepers for Solo, 5 for a 2-player game, 7 for a 3p game and 8 for 4p.
- Inner Worlds. Randomly pick 4 Inner Worlds cards and place them face-down on the marked place. On the bottom, you can place the Permanent Sigil cards to have them on hand when you need to replace an empty Inner World on the Outer Lands. See pg. 16.
- Scenario. This step is optional. Skip it until all players have experience playing the game. If you want, you can add a Setup Scenario and/or an Action Scenario to your game. Choose them or draw them randomly. They add additional steps to setup. See page 27 for details.
The Outer Lands
Use the side without the Void for your first game. The Void side follows special rules, which are explained on page 26.
-
Lumen Event. Reveal the top Base Event of the Lumen Deck (step 4) and apply it:
- Place Lumen in the named Region.
- Skip the market refresh step, as they are still empty.
- Place 2 Patrols in each of the named Regions.
- Place 1 Lumen Agent in the shown District Window, then discard this Event.
The Event cards are described on page 20. After this step, the Lumen deck has 3 Base Events on top.
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Trait Market. Shuffle the Trait cards face-down, divide them into two similar piles, place each pile in one of the marked places, and reveal the top card of each pile.
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Spell Market. Like step 11, but use the Spell cards.
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Artifact Market. Like step 11, but use the Artifact cards.
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Trinket Market. Like step 11, use the Trinket cards and divide them into three similar piles. Place each pile in one of the marked places and reveal the top Trinket of each pile.
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Follower Market. Place the Follower board at the bottom of the Outer Lands. Then it is like step 14 but with the Follower cards.
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Challenge. Form three Challenge piles. For each pile, do as follows:
- Shuffle the 1st level Challenge cards and randomly pick one face-down.
- Shuffle the 2nd level Challenge cards, randomly pick one face-down, and place it below the 1st lvl Challenge previously picked.
- Shuffle the 3rd lvl Challenge cards, randomly pick one face-down, and place it below the 2nd level Challenge previously picked.
Place each pile on one of the three Challenge sites. Reveal the top Challenge card (1st level) of each site.
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Chest. Shuffle all the Chests and stack them face-down.
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Supply. Place resources, Skills, Keepers, and Patrols outside the board in a place easily accessible to all players.
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First player. Randomly assign the Seat of the First to a player. This player is the starting player. Proceed with the player setup (pg. 8-9).
Player Setup
A. Starting from the first player, each player chooses a color and takes the player board, Hero figure, one Flag (the second one is for Solo), and all Agents in that color. Place the Agents in the marked place of the Lumen Board, where the gray Lumen Agents are already. See step 3 of the Game Setup.
Randomly, deal to each player:
- B. Two Factions.
- C. Two Heroes.
- D. Four Gift cards, face-down.
- E. Three Mission cards, face-down. We recommend they not be used the first time you play the game.
Simultaneously, each player places 2 Patrols. One in each Region indicated on the back of their two Factions. A Patrol icon followed by the Lumen icon means the Patrol has to be added in the Region where Lumen is. I.e., Fisher Widows add 1 Patrol to Ehra, while the Fjoldor add 1 Patrol to the Region where Lumen is. At the end of this step, there must be 4 Patrols (from the Lumen Event) plus 2 Patrols per player on the Outer Lands.
Starting from the first player and proceeding clockwise, each player performs all the following steps.
1. Choose your Hero and Faction
Choose a Hero and a Faction from your pair and return the others to the box.
2. Compose your Deck
Each player has their own deck. All decks have five cards in common and two unique cards. Compose your deck with the following:
- 1 Path Finder.
- 1 Market Day.
- 1 Cantrip.
- 2 Lumen's Eye.
- Choose 2 Gift cards from your 4 choices. Return the other 2 to the box.
Shuffle your deck, place it on your player board, and draw 5 cards.
3. Gain your Starting Assets
- Place your Hero figure in the starting Region of your Faction. I.e., Fisher Widows start in Ehra. If it says
, you can place your Hero in a Region of your choice. means place your Hero in the Region where Lumen is. - Gain your Hero Skills. I.e., Svipdagr gains 2 Deception.
- Choose and gain one of the two options of your Hero starting assets (above or below, on the back). Do the same with your Faction (left or right, on the back). You can gain Hero and Faction starting assets in any order. You cannot forfeit the starting assets. Hero and Faction starting assets can trigger a Hero's ability.
- Choose one of your Missions and return the others to the box.
When you Acquire a Trait, Spell, or Artifact, add it to your hand. When you acquire a Follower or a Trinket, add it to your play area, ready to use unless it is specified as exhausted. As soon as you acquire from a market, reveal a new element.
Starting Resources
Starting resources depend on the play order.
| Play order | Starting resource |
|---|---|
| 1st | 1 Fight |
| 2nd | 1 Gold |
| 3rd | 1 Void |
| 4th | 2 Gold |
Your first time playing, each player gets 5 additional Gold.
The game starts in the Round phase, with the starting player taking their first turn of the round. Play proceeds clockwise.
Sample of Player Setup
You decide to play Svipdagr, allied with the Fisher Widows. Pick Obolo and Mesmerize for your deck over Ambush and Spirit Athame. Then, add 2 Lumen's Eye cards and the 3 base cards (Path Finder, Market Day, and Cantrip) to your deck.
- Shuffle your 7-card deck and draw 5 cards.
- Place your Hero figure in Ehra, Fisher Widows starting Region.
- Gain Svipdagr Skills: 2 Deception.
- Gain Svipdagr starting assets: take 1 Bounty and acquire a Follower from the market. You choose Althea, which gives you 1 Genasi (Acquire bonus). Reveal a new card for the Follower market.
- Gain Fisher Widows starting assets: add 1 Lumen's Eye to your discard and acquire an Artifact from the market to your hand. You choose Aethon. Reveal a new card for the Artifact market.
- Choose the Small Talk Mission and return the others to the box.
Your Start. You begin the game with 2 Deception, 1 Genasi, 1 Mana, Althea (ready), 1 Bounty, and 1 Lumen's Eye in your discard. Your Hero is in Ehra. There is a Patrol in Ehra due to the Fisher Widows setup.
You randomly draw: Lumen's Eye, Market Day, Path Finder, Cantrip, and Obolo. You also have Aethon in your hand, acquired thanks to your Faction. The last two cards in your deck are Mesmerize and Lumen's Eye.
Assign starting resources according to play order.
Missions (pg. 26): If you want to reduce complexity, don't use Missions. Fall of Lumen plays fine without them. Don't use them in your first game.
Heroes
These characters were prominent before the arrival of the Eternals, and now they intend to take back their role by bringing down Lumen.
A Hero's features are:
- Name and concept.
- Background. A peek at the Hero's life story.
- Skills. These are the Skills that you receive at the beginning of each round. I.e., Helen grants 1 Void and 1 Deception.
- Ability. Each Hero has a unique ability triggered when a specific condition occurs. The triggering condition is before the exclamation mark, while the income is shown afterward. The white exclamation mark means that the income is in addition to the triggering condition. I.e., Helen grants you 1 Gold every time you perform a Trade. The red exclamation mark means that the income substitutes the triggering condition. Mordred allows you to discard a Bounty instead of performing a Trade.
- Starting Assets. What the Hero grants you at setup. They are on the backside of the card. Each Hero grants two options: above or below. During setup, you choose one of the two options and gain it. You cannot forfeit them.
Traits, Spells, and Artifacts are acquired directly to your hand. Every time you acquire one, reveal a new one in the market.
Followers and Trinkets are acquired to your play area, ready to use. Every time you acquire one, reveal a new one.
You are not obliged to perform your Hero's ability every time it triggers. You can decide to ignore it. This is especially relevant for the red exclamation mark Heroes. Sometimes, you will prefer the triggering condition instead of declining it for your Hero's ability.
A description of each Hero is available on page 22.
Hero and Regions of the Outer Lands
The Outer Lands are divided into eight Regions. They grant access to Gather actions, markets, and Challenge sites. During the game, you will move your Hero many times from one Region to another to access what you need most.
Factions
Not all Factions survived the Void battles, and new rising Factions have filled the space they left. One thing is sure: no Faction has the strength to face Lumen head-on. But each Faction has a good reason to support a silent revolution against the Eternals.
A Faction's features are:
- Name and concept.
- Background. A peek at the Faction's story.
- Starting Region. When you receive this Faction, add a Patrol to the named Region, see Player Setup. If you choose this Faction, place your Hero in the named Region. If this says
, you can start in any Region you want. - Starting Assets. What the Faction grants you at setup. Each Faction grants two options: left or right. At setup, choose one of the two and gain it. You cannot forfeit them.
- Action. Each Faction has an action that you can perform as the main action of your turn. Each Faction has three steps, from left to right:
- The first step is always available. I.e., Aqua Shamans allows you to spend 1 Mana to draw 1 card.
- The second step is in addition to the first one and is available if you fulfill the requirement. The second step grants you a Teleport if you own at least 2 Mages. In this case, you can spend 1 Mana to draw 1 card and perform a Teleport.
- The third step works as the second one. The third step grants you 1 Wizardry if you own at least 1 Voyager and 3 Mages. In this case, you can spend 1 Mana to draw 1 card, perform a Teleport, and gain 1 Wizardry.
The second step requirement is always contained in the third step requirement. The two requirements are not cumulative. When you fulfill the rightmost requirement, you automatically fulfill the previous one. You can gain income in any order.
When you use your Faction, exhaust it by placing your Flag on it. An exhausted Faction is not available for use. You can activate your Faction only once per round. At the end of each round, all exhausted elements are refreshed. However, certain card effects might restore your Faction during the round, allowing it to be used again.
Additional information for Factions is available on page 23.
Specialists
Each Agent on Lumen, Follower, and Trinket grants you a Specialist. They are essential to unlock the second and third steps of your Faction. They are also important to boost the income from some District Windows and Gift cards.
- Informer. Their occupation is to let the rumors flow, whether true or not. Fake news helps conceal sabotage.
- Engineer. Inventors and mechanics. They have the vision to find new solutions and the skills to make them work if someone can provide the resources.
- Warrior. Sword dancers, axe masters, brawlers, barbarians, call them what you will. A battle has just finished. A new one is in sight, and we need them all.
- Mage. They draw on Mana, Dark Matter, and Genasi - the most powerful forces of the Outer Lands - to alter reality at will.
- Voyager. Master of Portals, they are able to move across the Outer Lands, the Inner Worlds, and even the Void.
Gameplay
Goal of the Game
Your task is to rescue Keepers from the Inner Worlds and infiltrate them on Lumen to overthrow the reign of the Eternals.
At endgame, you score 5 Keeper Points (KP) for each of your Agents on Lumen. Agents in the Voyager District score additional KP.
In addition, each Keeper you have not been able to sneak onto Lumen is worth 3KP, and each Patrol you have captured is worth 1/2 KP.
Finally, each Lumen's Eye card scores -1KP, and each Void Pact card scores -1KP.
Game Flow
The game is played over 6 rounds.
Players take turns choosing various actions that help them rescue Keepers and sneak them onto Lumen. Over the course of the game, players will overcome Challenges, restoring connections to the Inner Worlds and rescuing Keepers from there.
Each round proceeds as follows:
- Income Phase: All players draw 5 cards from their deck, gain Skills from their Hero, the Pass-bonus with their Flag, and recurring income from Districts where they have infiltrated Agents.
- Take turns. Players take turns clockwise. You are limited to one main action on your turn; before that, you can perform any number of Flash actions. The last action of your turn will be a Pass to indicate you are done playing for the remainder of the round. During the Pass step, you shuffle all cards in your discard and return them to the bottom of your deck, facedown. Discards are not recycled into your deck until the Pass step. The other players continue taking turns until all players have passed.
- Lumen Phase. Resolve the top event of the Lumen deck. Lumen moves, refreshes some markets, adds Hammers Patrols to some Regions, and adds Lumen Agents to some District Windows.
The game ends when the last event is revealed. It is time to see which Hero contributed the most to take control of Lumen.
The first round begins with the take turns step. The player with the Seat of the First starts, then the play proceeds clockwise. The Income Phase is skipped in the first round as you already drew five and collected your Hero's Skills during setup.
Resources
- Gold. It is the currency of the Outer Lands. Coins are minted on Lumen.
- Mithril. The most precious metal of the Outer Lands is used to forge the best weapons.
- Mana. It is the source of all magic. With a drop of it, a mage can turn a glass of water into an icy cage.
- Dark Matter. People call it Seraph's blood. One thing is sure: it is more powerful and dangerous than Mana.
- Genasi. It is the source of life, sacred to Castia. Spread it at dawn into a pond, and a forest will grow by dusk.
Skills
- Deception. Everyday actions that everyone is capable of.
- Wit. If you think long enough, you'll find a solution, but only the Eternals don't care about time.
- Fight. If you can't figure it out, just smash it.
- Wizardry. Magic skills are always helpful when you face a problem.
- Void. Those who survived the touch of the Void can do anything.
Your Turn
On your turn, you have several options. Your choice will depend on the cards in your hand and the situation on the game board.
You always perform exactly one main action per turn. You may also perform any number of Flash actions before your main action. Choose one of the following actions as the main action for your turn:
- Gather
- Trade
- Acquire
- Solve a Challenge
- Infiltrate an Agent
- Play a Card
- Capture a Patrol
- Buy a Ride
- Pass
Cards
You can use a card to gain its Skills or its effects, but not both.
- Skills. Discard this card to gain its Skills, i.e., 1 Wizardry.
- Effect. Play this card for its effect, i.e., perform a Ritual.
The Lumen's Eye card has no effect. However, you can discard it to gain 1 Deception.
Flash Action. This action does not count as the main action of the turn. You can perform any number of Flash actions before your main action of the turn.
Instant Action (pg. 18). Discarding a card to gain its Skills is an instant action. It is faster than a Flash action, as you can also do it in the middle of your main action, during the income phase, or during setup. The same is true for exhausting a Follower or a Trinket to gain their Skills.
Your Play Area. Your player board and the space around it is your play area. After you use a card, it goes face-up in your discard area. Discards are not recycled into your deck until you Pass.
Gather
Each Region has a unique Gather, described below its name. If your Hero is in that Region, you can perform its Gather up to three times as the main action of the turn. For each Gather, pay its cost and gain the income.
I.e., if your Hero is in Ariah, you can spend 1 Wit to gain 1 Mana, up to three times.
Ritual. When you perform a Ritual, choose one:
- Gain 1 Mana,
- OR convert 1 Mana into 1 Dark Matter,
- OR convert 1 Dark Matter into 1 Genasi.
Scrap. You may choose a card in your discard and remove it from the game. Lumen's Eye cards return to the Lumen board. A card that scraps cannot target itself.
Loot a Chest. Gain a face-down Chest from the supply. You can look at it and collect its income as a Flash action.
Scry. Look at the top 2 cards of your deck. You may: discard them both, put them back on top in any order, or put one on top and discard the other.
Gather Anywhere. Some effects may allow you to perform up to 3 Gather in a single Region of your choice. Pay the cost of each Gather as usual.
Free Gather Anywhere. Some effects may allow you to perform 1 Gather in a Region of your choice without paying its cost.
Trade
If your Hero is in Gon'Mar, you can spend 1 to 3 Deception to perform 1 to 3 Trade as your main action.
Each Trade allows you to perform one of the following:
- Spend 2 Gold to buy 1 Mana or vice versa (sell 1 Mana to gain 2 Gold).
- Spend 3 Gold to buy 1 Mithril or vice versa.
- Spend 4 Gold to buy 1 Dark Matter or vice versa.
- Spend 5 Gold to buy 1 Genasi or vice versa.
- Sell 1 captured Patrol for 4 Gold.
- Exchange 3 captured Patrols and add 1 Lumen's Eye to your discard to release 1 Keeper from the Prison (add it to your play area). You cannot perform this Trade if the Prison is empty.
Each Trade allows you to perform only one of the above conversions. I.e., you need 2 Trades and 4 Gold to buy 2 Mana. You need 2 Trades to sell 1 Genasi for 5 Gold and buy 1 Mithril for 3 Gold.
When you trade Patrols, return them to the supply.
Effects that allow you to Trade follow the Gon'Mar conversion table. As usual, you can perform only one conversion for each Trade.
Acquire
Each Region grants access to a specific Market. You can buy from the market connected to your Hero's Region as the main action. There are five markets:
| Market | Cost | You gain |
|---|---|---|
| Trait | 3 Gold | 1 Trait card to your hand |
| Spell | 3 Mana | 1 Spell card to your hand |
| Artifact | 3 Dark Matter | 1 Artifact card to your hand |
| Trinket | 3 Mithril | 1 Trinket to your play area |
| Follower | 3 Genasi | 1 Follower to your play area |
Traits, Spells, and Artifacts are added directly to your hand. You can play them in any of your next turns. I.e., when your Hero is in Ariah or Nimali, you can spend 3 Gold on adding one of the two available Traits to your hand.
Traits, Spells, and Artifacts all work in the same way. The only difference is that Artifacts are more powerful than Spells, which are stronger than Traits, which are better than Gift cards and starting cards.
Followers and Trinkets are added to your play area, ready to use. When you acquire a Follower, you immediately gain the Acquire Bonus shown at its top right corner. I.e., when you acquire Melanue, you can perform 1 Ritual.
Trait, Spell, and Artifact markets always have two face-up cards, while Trinket and Follower have three. As soon as you acquire a card, reveal a new one of the same type.
Certain card effects allow you to acquire a Trait, Spell, Artifact, Trinket, or Follower. In that case, you don't have to pay the three resource cost stated above, and you can do it regardless of where your Hero is.
Acquire Exhausted. Like the previous ones, but the Follower/Trinket arrives exhausted.
Acquire Anywhere. You may acquire from a market of your choice, no matter where your Hero is. Pay the Acquire cost.
Specialist. Each Follower and Trinket shows a Specialist. I.e., Melanue is a Mage; the Devouring Bag is an Informer.
Trinkets and Followers Limit. You can have up to 3 Trinkets and up to 3 Followers. If you have reached your maximum and want to acquire a new one, discard one of your choice from your Play Area before doing so.
Solve a Challenge
There are three Challenge sites in the Outer Lands. Each Challenge is linked to two Regions. You can solve the Challenge linked to your Hero's Region as the main action. To solve a Challenge:
- Your Hero has to be in a Region linked to the Challenge. I.e., your Hero has to be in Ehra or Goriah to solve the top-center Challenge, Ariah or Nimali for the bottom-left one, and Dormath or Tellurhian for the bottom-right Challenge.
- Pay its Skill requirement and take other penalties (Bounty or Lumen's Eye).
- Gain its income. I.e., rescue a Keeper from the Prison.
- Remove the Challenge from the game and reveal the next one.
Example (1st level Challenge): to solve this, you must pay 3 Fight, 1 Deception, and add 1 Lumen's Eye to your discard. When solved, you gain: rescue 1 Keeper from the Prison (add it to your play area).
Last Challenge of a site [3rd level]
Each Challenge site has a 1st level Challenge on top, then a 2nd level in the middle, and ends with a 3rd level Challenge.
All 3rd level Challenges have the same income, which is:
- Remove the 3rd level Challenge from the game.
- Secretly look at the Inner Worlds on the Lumen Board.
- Choose an Inner World and return the others facedown to the Lumen Board.
- Place the chosen World on the Challenge site and add 3/4/6/7 Keepers on it. Depending on the player count. 3 Keepers for Solo, 4 for a 2p game, 6 for a 3p game, and 7 for 4p. If not enough Keepers are available, temporarily use the 5x card.
- Rescue 1 Keeper from it, add it to your play area, and gain that World Bonus. I.e., Great Desert gives you 1 Chest.
Inner Worlds
There are 13 Inner Worlds. Once an Inner World is in the Outer Lands, you can rescue 1 Keeper from it as your main action. Inner Worlds are just like Challenges, and they all work the same.
To rescue a Keeper from an Inner World, your Hero has to be in a Region linked to it, and you have to pay its Skill requirement. If you do, rescue 1 Keeper from it, add it to your play area, and gain the World Bonus.
When the last Keeper is rescued from an Inner World, remove the Inner World from the game and place the corresponding Permanent Sigil card in its space.
You can activate a Permanent Sigil as your main action. Pay its Skill cost and rescue a Keeper. I.e., the Permanent Sigil in Ehra-Goriah allows you to rescue a Keeper for 6 Wizardry. As usual, your Hero has to be in Ehra or Goriah.
Rescue a Keeper. Some effects allow you to rescue a Keeper. In this case, you can take a Keeper from an Inner World (as usual, gain the World Bonus) or from the supply. You cannot rescue it from Prison. Those imprisoned can be rescued only with the proper effect.
Infiltrate an Agent on Lumen
The aim of the game is to infiltrate Agents on Lumen to take control of it. In fact, Agents are the main source of Keeper Points (KP). To do so:
- Your Hero has to be in the Region where Lumen is.
- Return a Keeper you saved to the supply.
- Choose a Lumen Window and pay its Skill cost plus 1 Deception for each Agent already present in that Window. I.e., to infiltrate an Agent on a Mage Window where there are already 2 Agents, you have to pay 3 Wizardry and 2 Deception.
- Take an Agent of your color from the supply, place it in the chosen Window, and gain that Window income.
Districts and Windows
There are five Districts on Lumen, one for each Spec. Each District has 3 Windows. The Skill cost for each District is shown next to it:
- Voyager: 3 Void.
- Mage: 3 Wizardry.
- Warrior: 3 Fight.
- Engineer: 3 Wit.
- Informer: 3 Deception and take a Bounty.
In addition, you have to pay 1 Deception for each Agent, including Lumen Agents, already present in the chosen Window. No matter who owns these Agents. At endgame, each Agent on Lumen is worth 5 KP. Each Voyager Agent can be worth additional Keeper Points.
An Agent in the Mage District counts as your Mage; the same is true for the other Districts. Just like Followers and Trinkets, Agents help fulfill your Faction requirement and boost effects.
Each Lumen District has 3 Windows:
- The external Window has an immediate bonus. I.e., when you infiltrate an Agent here, acquire a Spell.
- The central Window grants a recurring income. Every time you infiltrate an Agent here, immediately gain the income. During the Income phase, you gain the income as many times as the number of Agents you own here. I.e., at the beginning of each round, draw 1 card for each Mage you own here.
- The internal Window has an immediate multiplier bonus based on the Window Spec. If the bonus is computed on Specialist pairs you own, the amount is always rounded up, and it includes the Agent you just placed. I.e., if you own four Mages and infiltrate an Agent on the shown Window of the Mage District, you have 5 Mages and gain 3 Dark Matter. As usual, consider your Followers, Trinkets, and Agents you own in the Mage District, including the one you just placed.
There is no limit to the Agents that can be placed on each Window. Additional information for Windows is on page 24.
Voyager District
The Voyager District is slightly different from others:
- The central Window grants a recurring income of a Ritual or a Teleport, it's up to you. When you infiltrate a Voyager here, perform a Ritual or a Teleport. At the beginning of each round, choose a Ritual or a Teleport. At the endgame, each Voyager here is worth 5 KP, plus 2 additional KP.
- The left Window grants 5 KP, plus 2 additional KP for a random pair of Specialists, to a maximum of 4 KP. I.e., Mages and Engineers in this example. As usual, consider Followers, Trinkets, and Agents on Lumen. You can place more Voyagers in this Window, but you have to score a different pair of Specialists. Specialist scoring example: at endgame, if you own a Voyager here, 5 Mages, and 3 Engineers, your Voyager is worth 5+4KP. A second Voyager here is worth 5+2KP because you still have one pair to score.
- The right Window grants 5 KP, plus 1 additional KP for a random pair of Skills, to a maximum of 4 KP. I.e., Wizardry and Wit in this example. Consider Skills granted by Hero, Followers, and cards in your deck and discard. You can place more Voyagers in this Window, but you have to score a different pair of Skills. Skill scoring example: at endgame, if you own a Voyager here, 11 Wizardry, and 7 Wit (among deck, Hero, and Followers), your Voyager is worth 5+4KP. A second Voyager here is worth 5+3KP because you still have three pairs to score.
Play a Card
Play a No-Flash Action
You can perform a no-Flash action as the main action of your turn. The no-Flash actions are the following:
- Play a no-Flash card from your hand to perform its effect. After you play a card, send it to the discard.
- Activate your Faction. Your Faction has to be ready; exhaust it by placing your Flag on it. Activating your Faction is always a main action. Factions are described on pages 11 and 23.
- Activate one of your no-Flash Followers or Trinkets to perform its effect. It has to be ready; exhaust it by turning it 90°.
- Complete your Mission. Reveal your Mission, pay its cost or meet its requirement, gain its income, and place it on top of your Faction with only the Spec visible. More details are available on page 26.
All costs are mandatory. You can only perform an action if you pay its cost. All effects are optional, and you can perform them in any order.
Followers and Trinkets work like cards in your hand. You can exhaust them to gain their Skills or their effects, not both.
Instant Actions
The following actions are always available, even in the middle of your main action or a Flash action, during setup or the Income phase. You can perform them as many times as you want.
- Discard a card from your hand to gain its Skills.
- Exhaust your Follower or Trinket to gain its Skills. It has to be ready.
- Convert 1 Void into 1 Wizardry/Fight/Wit/Deception.
- Convert 1 Wizardry/Fight/Wit into 1 Deception.
- Convert any 1 Skill into 1 Gold.
Flash Action example
Before your main action, play this card to either:
- Capture 1 Patrol in your Region and then Travel.
- Travel and then Capture 1 Patrol in that Region.
- Capture 1 Patrol in your Region, no Travel.
- Travel only, a wasteful but legal action.
After you gain its effects, place this card in the discard.
Capture a Patrol
You can capture a Patrol in your Hero's Region as your main action. To do so, pay one of the following:
- Take a Bounty + 2 Wizardry
- Take a Bounty + 2 Fight + 1 Deception
- Take a Bounty + 2 Wit + 2 Deception
Then capture 1 Patrol and loot 1 Chest.
Patrols are useful resources. You can trade 1 Patrol for 4 Gold or 3 Patrols to free 1 Keeper from Prison. In the latter case, add 1 Lumen's Eye to your discard. Some effects may require a cost to return a Patrol to the supply. Each captured Patrol you still own is worth 1/2 KP at endgame.
Loot a Chest. Every time you capture 1 Patrol by any means, you also loot 1 Chest. Take a face-down Chest from the supply and add it to your play area. You may keep it face-down and look at it any time. A Chest contains a random income. You can discard a Chest to gain its income as a Flash action. If you have to loot a Chest and there are no more, take all discarded Chests, shuffle them, and stack them facedown.
Capture a Patrol anywhere. Take 1 Patrol from a Region of your choice. As usual, every time you capture a Patrol, you also take a Chest.
If you capture a Patrol by a means other than the action stated at the top of this section, you take no Bounty unless it is part of its cost.
There's a Bounty on you!
As soon as you have 3 Bounties, return them to the supply and add 1 Lumen's Eye to your discard. This is mandatory.
Discard a Bounty. You may discard one of your Bounties. If you don't have any, then this has no effect.
Buy a Ride
You can spend 1-3 Gold to perform 1-3 Travel as your main action.
Travel. You may move your Hero from the current Region to a connected Region. I.e., move from Ariah to Nimali.
Other movements you can do in the Outer Lands are:
- Pay 1 Wit to Travel from Rotham to Ariah or vice versa.
- Pay 1 Fight to Travel from Nimali to Tellurhian or vice versa.
- Pay 1 Wizardry to Teleport from Goriah.
Any of these counts as the main action and does not require you to spend a Travel, pay only the required Skill.
Teleport. You may move your Hero to any Region, including the Void [pg. 26].
Pass
You can choose to pass as the main action. If you cannot or do not want to take any other main action, then you must pass. Do the following:
- If your Hero is in the Region with Lumen, add 1 Lumen's Eye to your discard. If your Hero is not in the Lumen Region but shares the Region with one or more Patrols, take 1 Bounty.
- Restore your Faction, Followers, and Trinkets. Usually, your hand will be empty. But if you have cards left, each can be discarded to gain Skills or saved for the next round.
- Place your Flag on an available Pass-bonus on the Lumen Board, not chosen by other players. Bonuses are collected in the Income phase.
- Skill Locker: store one of your Skill tokens, keeping it for the next round instead of dumping it for 1 Gold. If you don't submit any Skill token, gain 1 Gold in the income phase.
- The last bonus allows you to discard a Bounty or gain 1 Gold in the income phase.
- Convert all your unused Skills into 1 Gold each.
- Shuffle your discard and place them face-down at the bottom of your deck. Only here, you shuffle your discard to refill your deck.
The Lumen Phase begins when all players have passed.
Lumen Phase
The Lumen phase begins when all players have passed. Reveal the top Event of the Lumen deck and apply its effect in order. The most experienced player can carry out the Lumen phase.
Example Base Event, applied in order:
- Place Lumen in Ehra.
- Add 2 Patrols to Goriah and 2 Patrols to Rotham. If there are not enough Patrols, proceed from top to bottom until they run out.
- Refresh the Spell market. Remove the two face-up Spells from the game and reveal two new Spells.
- Add 1 Lumen Agent to the external Window of the Mage District.
Advanced Events work the same way, but they also add 1 Lumen Agent to the Voyager District.
At the center of the Lumen Deck is the Mercs Event. It removes the Trait market and replaces it with the Mercs tile, adds 1 Lumen Agent to the middle Window of the Voyager District, and requires the next Event to be applied.
If your Hero is in Ariah or Nimali, you can visit the Mercs to buy Skills for Gold as your main action. You can spend 3 Gold to buy 1 Wit or 1 Fight, and 4 Gold to buy 1 Wizardry or 2 Deception. You can perform up to 3 acquisitions, any combination. I.e., you can spend 10 Gold to buy 2 Fight and 2 Deception, or 6 Gold to buy 1 Fight and 1 Wit.
The Mercs are a market. Effects that allow you to acquire from a market of your choice grant access to the Mercs market. You can perform up to three acquires with a single effect.
At the end of the Lumen Deck is the Endgame Event, which ends the game. Otherwise, a new round begins with the Income phase.
Income Phase
After the Lumen Phase, a new round begins with the Income phase.
- All players draw from their deck until they have five cards.
- All players gain their Hero's Skills. As usual, take the corresponding Skill tokens from the supply and add them to your play area.
- The player who placed their Flag on the highest Pass-bonus gains the Seat of the First and becomes the first player. All players gain their Pass-bonus and take back their Flags.
- All players gain income from the District's central Windows based on the number of their Agents.
The first three steps can be carried out simultaneously by all players. Usually, this also applies to the fourth step. However, some incomes may grant Travel or trigger a Hero ability, and their effect can be relevant for the other players. When this occurs, resolve the income step in player order, starting from the Seat of the First and proceeding clockwise.
For each Agent you own in a "draw" central Window, you may draw 1 card during the Income phase. If your deck is empty, the income is wasted. For each Agent you own in a "Fight and Travel" Window, you may gain 1 Fight and perform 1 Travel. Where you Travel can influence other players, so resolve this type of income in player order.
During the Income phase, you may perform Instant actions (pg. 18), such as discarding a card from your hand to gain its Skills. You cannot perform a Flash action or no-Flash action during the Income phase.
When all players have completed the Income phase, players take turns starting from the Seat of the First and proceeding clockwise.
Final Scoring
After resolving the last Lumen Event, record everyone's Keeper Points (KP) on the scoring sheet and add them up. KP can come from the following sources:
- 5+*KP for each Voyager on Lumen. Voyagers grant additional KP based on their Window. I.e., Voyagers in the central Window grant +2KP each.
- 5 KP for each Mage, Warrior, Engineer, or Informer you own on Lumen. No matter which District or Window they are in.
- 3 KP for each rescued Keeper that you have been unable to sneak onto Lumen, still in your play area.
- 1/2 KP for each captured Patrol still in your play area.
- Lumen's Eye cards and Void Pact cards score -1KP each, whether they are in your deck, hand, or discard. Lumen's Mark cards score -2KP each.
Whoever has the most Keeper Points wins. Scenarios may grant KP and are explained on page 27.
Tiebreakers
Break ties in favor of the player with fewer Lumen's Eye cards; each Lumen's Mark counts double, while Void Pacts are irrelevant. If still tied, consider who has the most Voyagers on Lumen, then the most Agents on Lumen. After that, the victory is shared.
Heroes explanation
Achilles. Instead of a Scry, you can convert 1 Mithril into 1 Void.
Adapa. After you Scrap or Exile a card, you can mill the top 2 cards of your deck to gain 1 Mana. Followers and Trinkets are not cards. If exiling a card requires you to pay 1 Mana, you cannot use the one granted from this ability as it triggers after the Exile.
Aeneas. Instead of a Trade, you can convert 1 Fight into 3 Deception.
Ariadne. Every time you exhaust one of your Followers for any reason, you can spend 1 Mithril to draw 1 card. You decide the use of your Follower - Skills or Effect - before drawing the card. If the Follower's effect requires you to discard a card, you can declare it, spend 1 Mithril to draw, and then decide which card to discard, including the one you just drew. Savior: spend 1 Wizardry and 1 Wit to acquire a Follower - exhausted - and gain 1 Gold.
Cassandra. Instead of a Ritual, you can mill the top card of your deck to gain its Skills. I.e., you Gather in Goriah, perform the Scry, then instead of the Ritual, you mill Cantrip from the top of your deck to gain its Skills, 1 Wizardry.
Circe. Instead of a Scry, you can return one of your captured Patrols to acquire a Spell for free. As usual, Spells are acquired directly to your hand. You can perform this ability whether or not Circe is in a Region connected to the Spell Market. Return the Patrol to the supply.
Daedalus. Every time you exhaust one of your Trinkets for any reason, you can spend 1 Wit to perform the effect of any of your Trinkets, including the one you are exhausting. You have to pay its effect cost, if any.
Enkidu. Instead of a Ritual, you can gain 1 Fight. Instinct: you can decline the Ritual to trigger Enkidu's ability and gain 1 Fight instead. Reason: spend 1 Fight to acquire a Spell.
Gilgamesh. Instead of a Ritual, you can convert 1 Deception into 1 Void. Bloodline: you can decline the Ritual to trigger Gilgamesh's ability to convert 1 Deception into 1 Void. Desire: spend 1 Wizardry to acquire a Trinket.
Gwydion. Instead of a Scry, you can draw 1 card. If you do, you must discard 1 card, which can be the one you just drew or any other card in your hand. Fact: you can decline the Scry to trigger Gwydion's ability.
Helen. Before each Trade, you gain 1 Gold, whether or not you exchange something. Greedy: gain 1 additional Gold due to Helen's ability.
Heracles. Instead of a Scry, you can spend 2 Fight to Capture a Patrol in Heracles's Region.
Heraclitus. Instead of a Ritual, you can convert 1 Mana and 1 Mithril into 2 Void.
Hippocrates. Instead of a Ritual, you can spend 1 Genasi, 1 Dark Matter, 1 Mana, and 1 Mithril to rescue a Keeper from an Inner World (gain that World bonus as usual), or from the supply. You cannot rescue a Keeper from the Prison with this ability.
Icarus. Instead of a Travel, you can mill the top 2 cards of your deck to Teleport. Usually, you can spend 1 Gold to Travel as your main action. This ability allows you also to Teleport as your main action by spending 1 Gold and milling 2 cards. Dreaming: mill the top 2 cards of your deck to acquire a Spell and gain 1 Wizardry.
Imhotep. Instead of a Ritual, you can convert 1 Mithril into 1 Genasi.
Iskender. Instead of a Trade, you can convert 1 Genasi into 2 Void.
Lilith. Instead of a Ritual, you can remove from the game one of your Followers, exhausted or not, to draw 1 card and gain 1 Void. Lover: spend 1 Void and 1 Deception to acquire a Follower, exhausted.
Medea. Instead of a Trade, you can spend 3 Gold to Scrap [choose a card in your discard and remove it from the game].
Merlin. Instead of a Scry, you can spend 1 Mana and 1 Mithril to acquire a Spell for free. As usual, Spells are acquired directly to your hand. You can perform this ability whether or not Merlin is in a Region connected to the Spell Market. Conjuration: spend 1 Wizardry to acquire a Trinket.
Mordred. Instead of a Trade, you can discard a Bounty. Politics: spend 1 Deception to capture a Patrol in a Region of your choice. As usual, loot a Chest.
Morgana. Instead of a Scry, you can perform up to 3 Gather in a single Region of your choice. As usual, you must pay the Gather cost. If you Gather in Goriah, you can perform a Ritual and replace the Scry with up to 3 Gather in a single Region of your choice.
Odysseus. Instead of a Scry, you can upgrade one of your Skill tokens by one step, according to the following order: Deception upgrades into Wit, which upgrades into Fight, then Wizardry, and finally, Void. You cannot gain 1 Deception from this ability. Persuasion: spend 1 Wit to acquire a Follower - exhausted - and gain 1 Gold.
Orpheus. Every time you exhaust one of your Followers for any reason, you can spend 1 Mana to gain that Follower's Skills. I.e., you exhaust Melanue to gain 1 Wizardry, and you can spend 1 Mana to gain 1 additional Wizardry.
Perseus. Instead of a Ritual, you can remove a Patrol from Perseus's Region. If you do, gain 1 Mithril. The Patrol returns to the supply.
Prometheus. Every time you Travel, you can convert 1 Fight into 1 Wit and perform a Scry. Remember that you can spend 1 Gold to Travel as your main action in order to trigger this ability, and you are not obliged to move when you Travel. Unveil: you can trigger Prometheus's ability.
Pythas. Instead of a Ritual, you can mill the top 2 cards of your deck to gain 1 Dark Matter. Mathematician: you can decline the Ritual to trigger Pythas's ability and gain 1 Dark Matter instead. Cultist: spend 1 Wit to acquire a Void Pact and Scrap - remove a card from your discard - and gain its Skills. As an instant action, you can discard cards from your hand to gain their Skills even during setup.
Semiramis. Instead of a Trade, you can spend 2 Mana to capture a Patrol in Semiramis' Region. As usual, when you capture a Patrol, you also loot a Chest.
Siegfried. Instead of a Trade, you can discard one of your Chests to gain 1 Dark Matter and Teleport. You won't gain the Chest's income. As usual, you may look at your Chests anytime. Scam: spend 1 Deception to loot a Chest and acquire a Trait.
Sir Galahad. Instead of a Ritual, you can return one of your captured Patrols to gain 1 Genasi and draw 1 card. Return the Patrol to the supply.
Sisyphus. Every time you should take a Bounty, you can spend 1 Deception to avoid it. Unknown's Blessing: acquire a Void Pact and gain 1 Gold. Void Souvenir: spend 1 Deception to gain 1 Dark Matter.
Svipdagr. After you Scrap or Exile a card, you can convert 1 Deception into 1 Wizardry. Followers and Trinkets are not cards. If exiling a card requires you to pay 1 Wizardry, you cannot use the one granted from this ability as it triggers after the Exile.
Theophilus. Instead of a Trade, you can upgrade one of your Skill tokens by one step, according to the following order: Deception upgrades into Wit, which upgrades into Fight, then Wizardry, and finally, Void. You cannot gain 1 Deception from this ability.
Theseus. Instead of a Trade, you can remove a Patrol from Theseus' Region and mill 2 cards from the top of your deck. If you do, gain 1 Fight. The Patrol returns to the supply.
Valkyries. Every time you capture a Patrol for any reason, you can spend 1 Fight to loot 1 additional Chest or to draw 1 card. You must decide to perform this ability before knowing what is inside the first Chest that capturing a Patrol usually grants.
Factions explanation
The second step requirement of a Faction is always contained in its third step requirement. The two requirements are not cumulative. Remember that if you can fulfill the rightmost requirement, you automatically fulfill the previous one. You can gain income in any order if you fulfill the requirements.
Council of Goriah. The second step allows you to Dig: choose a card from your discard and put it face-down on the bottom of your deck, even if it is empty. Ice Magic: mill the top 2 cards of your deck to gain 3 Mana and 1 Wizardry.
Da'Eye. To activate this Faction, return one of your captured patrols to the supply. Unknown's Boom: acquire a Void Pact, gain 1 Gold and 1 Dark Matter.
Fisher Widows. The second and the third steps allow you to mill the top card of your deck and gain its Skills. If your deck is empty, then this has no effect.
Forgottens. The first step allows you to Dig: choose a card from your discard and put it face-down on the bottom of your deck, even if it is empty. The third step allows you to Scrap [choose a card from your discard and remove it from the game] and gain its Skills.
Iota's Department. The first step allows you to gain the Skills of any of your Followers, exhausted or not. The third step allows you to restore one of your Followers. You can choose the same Follower for both incomes or two different ones, as you prefer.
Night Watchers. Recruit: mill the top 2 cards of your deck to acquire a Follower.
Tortuga. The third step allows you to spend 1 Gold to upgrade one of your Skill tokens by one step, according to the following order: Deception upgrades into Wit, which upgrades into Fight, then Wizardry, and finally, Void. You can perform as many upgrades as you want as long as you can afford the cost (1 Gold each). You cannot gain 1 Deception from this ability. I.e., you can spend 2 Gold to upgrade 1 Deception into 1 Fight, 2 Gold to upgrade 2 Wizardry into 2 Void, and 3 more Gold to upgrade 1 Wit into 1 Void.
Von Frey. The first step allows you to perform up to 3 Gather in a single Region of your choice (pay the Gather cost as usual). The second step allows you to perform 1 free Gather in a Region of your choice. The third step allows you to perform a Trade and one Acquire in a market of your choice. As usual, you can perform up to three acquisitions from the Mercs if you choose them. You can choose a different Region for each step.
Zat'Noth. Remains of the Pale Night: mill the top 2 cards of your deck to acquire a Trinket.
Cards explanation
Artifacts, Followers, Gifts, Spells, Traits, and Trinkets.
Adventurer's Kit. Choose between gaining 1 Mana or 1 Wit, and perform up to three Gather in a single Region of your choice (pay its cost).
All for One. Exile this card to gain 1 Fight for each of your Agents on Lumen.
Arcane Spellbook. Return one of your Keepers to the supply and spend 1 Mana to add an Agent in a Window of your choice in the Mage District.
Arctic Wisdom. Exile this card to draw 1 card for each pair of Mages you own. When your deck is empty, this has no effect.
Astral Servant. Spend 1 Mana to perform 1 free Gather in a Region of your choice (ignore its cost) and to Acquire an element from a market of your choice (pay its cost). As usual, you can perform them in any order. I.e., you can acquire a Trinket from Rotham and gain a Genasi from Nimali while your Hero is in Gon'Mar.
Azure Mill. Exile this card to gain 1 Mana for each Engineer you own.
Changeling Mask. Remove from the game one of your Followers, exhausted or not, to gain a new Follower from the market. Gain the Acquire bonus of the new Follower. The new Follower arrives ready.
Davos. Gain 3 Gold, Trade, and acquire from a market of your choice (pay the market cost). As usual, perform them in any order.
Dream. If you choose to Scrap a Lumen's Eye card with this, just remove it from the game as it has no action.
Druid's Call. Exile this card to gain 1 Fight for each Mage you own.
Flesh Golem. Exile this card and spend 1 Dark Matter to restore up to three of your Followers.
Imhullu. Spend up to 5 Mana to gain 1 Void for each of them.
Ishii. Spend 1 Mana to mill up to 2 cards from the top of your deck and gain their Skills. When your deck is empty, this has no effect.
Lightning Stone. Exile this card to gain 1 Wizardry for each Warrior you own.
Mana Barn. Exile this card to gain 1 Mana for each of your Agents on Lumen.
Mask of Lost Souls. Return one of your Keepers to the supply to add an Agent in a Window of your choice in the Informer District and gain 1 Mana.
Moon Key. If you choose to Scrap a Lumen's Eye card with this, gain 1 Deception and remove it from the game as it has no action.
Night Tendrils. Exile this card to gain 1 Void for each pair of Informers you own, rounded up. I.e., if you own 3 Informers, gain 2 Void.
Nightmare. Add the Lumen's Eye card to your discard before performing the Pass action.
Plunder. Exile this card to loot 1 Chest for each pair of Warriors you own, rounded up. I.e., if you own 3 Warriors, loot 2 Chests.
Pomegranate. Choose between gaining 1 Mana or performing a Dig, and choose between performing a Travel or a Scry. As usual, you can perform them in any order.
Satoshi. Exile this Follower and return one of your Keepers to the supply to add an Agent in an Engineer Window of your choice.
Sealing Wax. Return one of your Keepers to the supply to add an Agent in a Window of your choice in the Warrior or Engineer District.
Starkaor. Exile this Follower to Scrap up to two cards of your choice from your discard and gain their Skills.
Void Pact. Perform a Scry, a Ritual, and a Trade in any order. At endgame, Void Pact cards score -1KP each, whether they are in your deck, hand, or discard.
Wildfire Spirit. Spend 1 Mana to gain 1 Fight or 1 Wizardry. Or spend 2 Mana to gain 2 Fight, 2 Wizardry, or 1 of each.
Wolf Eye. You can perform the Scry before or after resolving the other part. If you choose a card that requires it to be exiled to gain its effect, exile it.
Windows explanation
- For each pair of Mages you own, perform a Scry and draw 1 card in any order. I.e., with 3 Mages, you can draw 1 card, Scry, Scry again, then draw the last card.
- For each pair of Engineers you own, you can upgrade one of your Skill tokens into 1 Void. As usual, you can convert any of your Skills into 1 Deception as an instant action.
- For each pair of Informers you own, you can draw 1 card. For each card drawn in this way, you have to discard 1 card.
- You gain 1 Deception and may perform a Travel. If more than one player has this income, resolve them according to player order, starting from the Seat of the First and proceeding clockwise.
- You can perform a Scry and draw 1 card in any order. If you draw, you must discard 1 card, which can be the one you just drew or any other card in your hand.
- You can discard 1 card from your hand to gain 1 Void.
Sample of Play
We are in the middle of a game, and you are playing Morgana. You are the first player. In the Income phase, you collected Morgana Skills: 1 Void and 1 Wizardry.
Your Hero is in Ehra, and your hand is Mage's Apprentice, Magic Missile, Market Day, and two Lumen's Eyes.
Here is your turn of play:
- Flash action: You play Mage's Apprentice, decline the Scry to use Morgana's ability [perform up to 3 Gather in a single Region of your choice]. You choose Tellurhian: spend 1 Wizardry and 1 Deception to gain 1 Void. As an instant action, you discard Lumen's Eye to gain 1 Deception and resolve the Gather by adding 1 Wizardry. Then, you perform the Ritual from Mage's Apprentice and choose to gain 1 Mana. At this point, you have 1 Mana and 2 Void.
- Another Flash action: You play Magic Missile for its effect: spend 1 Mana to gain 2 Fight. You have 2 Fight and 2 Void.
- Main action of the turn: You solve the Challenge linked to your Region, the Headless Horseman. You spend 2 Void and 2 Fight, add 1 Bounty to your Hero, and solve it. As a reward, you acquire a Follower for free. Among the three available, you choose Althea, gain her Acquire bonus (1 Genasi), and place her in your area, ready to use. Finally, you reveal a new Follower in the market and the next Challenge. Your turn ends.
All the other players take their turn, and the game returns to you.
Other Icons
All cost and action icons are explained in the player aid, which is part of the rules. Here is a reminder of some of them.
Dig. You may choose a card from your discard and put it face-down at the bottom of your deck, even if it is empty. A card that Digs cannot target itself.
Draw. You may draw the top card of your deck. If your deck is empty, then this has no effect.
Restore Follower/Trinket. You may return one of your Followers/Trinkets to ready status, allowing it to be used again in this round.
Gain the Skills of a Follower. Gain the Skills of one of your Followers, whether ready to use or exhausted. Althea gives 1 Wizardry.
Gain your Hero's Skills. Gain the Skills of your Hero. I.e., if your Hero is Morgana, you gain 1 Void and 1 Wizardry.
Exile this Follower. You pay this cost by exhausting and removing the Follower from the game. I.e., you can exhaust and remove Osric from the game to gain 3 Void.
Exile this Card. To play this card for its effect, you must remove it from the game. Its effect can be gained only once per game. I.e., to play Water Lily, remove it from the game and take a Bounty to gain 1 Genasi.
Mill. Pay the cost by discarding the top two cards of your deck. If it doesn't have enough cards, you cannot pay.
Play, Scrap, and gain the Skills. You may choose a card in your discard, play it, gain its Skills, and remove it from the game. Perform them in any order. I.e., you choose a Lumen's Eye from your discard, gain 1 Deception, and remove it from the game. The play has no effect as a Lumen's Eye has no action. I.e., you choose Cantrip: gain 1 Wizardry, perform a Ritual, and remove it from the game.
Missions
Mission cards provide an early-mid-term goal.
Mission cards can have a cost you have to pay, a requirement you have to fulfill, or both. Requirements are identified by the NEED keyword. To fulfill a requirement, you need to have what is stated on the card or more. You don't have to spend them. Just own them in your play area or on the Lumen board for Agents.
You can accomplish your Mission as the main action of your round. Reveal your Mission card, pay its cost - if any - and insert the Mission card on top of your Faction with only the Specialist icon visible. From now on, you can count on that Specialist for any action, including fulfilling your Faction requirements and immediate multiplier bonus from the District Windows.
If you want to reduce complexity, don't use Mission cards. Fall of Lumen plays fine without them. We don't recommend using them in your first game.
Alchemist [Engineer]. Own at least an Agent in the Mage District and an Agent in the Engineer District. Perform three Ritual.
Ascension [Voyager]. Return a Keeper and two Patrols to the supply to infiltrate an Agent in a Window of your choice.
Blueprints [Warrior]. Exhaust three Followers to rescue a Keeper from the Prison. You cannot accomplish this Mission if the Prison is empty.
Bribe [Informer]. Spend 11 Gold to rescue a Keeper from the Prison. You cannot accomplish this Mission if the Prison is empty.
Clockworker [Engineer]. Own at least two Agents in Windows with recurring income, either in the same Window or in different ones. Collect the income from two Agents located in Windows with recurring income. Collect them in any order.
Connect the Dots [Informer]. Own at least two Agents in two different Windows; they can be in the same District or not. Scrap a card from your discard and discard a Bounty. If you have no Bounty, ignore this part.
Deep Knowledge [Mage]. Own at least two Agents in a single Window. In any order, perform a Scry and draw a card. This has no effect if your deck is empty.
Healer [Mage]. Spend 1 Genasi to gain 1 Gold and Scrap a card from your discard, gaining its Skills.
Thinker [Engineer]. Own at least three Trinkets to restore two of them.
Words of Power [Mage]. Own at least three Followers and take a Bounty to capture 1 Patrol in your Hero's Region. As usual, every time you capture a Patrol, you also take a Chest.
The Void [Alternative Map]
The map with the Void has a different arrangement of the Regions and features a ninth Region: the Void.
Setup. Based on the player count, place 7/9/11/13 Void Pact cards in the dedicated slot. Return all other Void Pact cards to the box. They are not part of the game.
The Void. This Region features no Gather action. To Travel in and out of the Void, you don't need to spend a Travel icon. Instead, you have to pay the shown Skill. I.e., to Travel from the Void to Nimali (or vice versa), you have to spend 1 Fight. You can Teleport in and out of the Void as in any other Region.
Acquire. When your Hero is in the Void, you can return a Patrol to the supply to acquire a Void Pact card directly to your hand and take 1 Chest. This counts as your main action of the turn.
You can Acquire from the Void with an effect that allows you to Acquire from anywhere, even if you are not in the Void.
When you acquire a Void Pact, take it from the dedicated slot on the map. If it is empty, ignore the acquire and perform the rest of the action. When you scrap a Void Pact by any means, return it to the dedicated slot on the map.
You can discard a Void Pact to gain 1 Void or to perform a Scry, a Ritual, and a Trade in any order. At endgame, Void Pact cards score -1KP each, whether they are in your deck, hand, or discard.
Scenarios
Scenario cards add variation to the game. Before starting setup, decide if you want to include a Setup Scenario and/or an Action Scenario. If so, choose them or draw them at random.
Setup Scenarios
Setup Scenario cards add a minor variation to setup but no additional actions. You can easily add one to setup when you know the game well.
They also define which side of the map you will be playing on. When a Setup Scenario card refers to the map with the Void, follow the instructions in "The Void [Alternative Map]". After applying the Setup Scenario card, you can put it back in the box because it is no longer needed.
If you want more variations, you can include other Setup Scenario cards as long as they insist on the same side of the map.
Action Scenarios
Action Scenario cards add a variation in the form of an additional action.
Our suggestion is to consider including one Action Scenario only after playing several games of Fall of Lumen.
You can include an Action Scenario alone or combine it with one or more Setup Scenarios. Each Scenario can be played on either side of the map.
Place the Action Scenario in the top right corner of the Lumen board, where the Inner Worlds usually are. Move the Inner Worlds next to the board.
We don't recommend playing with more than one Action Scenario. You may find yourself in a convoluted game with too many options and too little time and resources to explore them.
Build your Stronghold. There can be more than one Stronghold per Region. For each player, place a Stronghold tile and the additional player Flag on this Scenario card.
Druid Circle. Druid Circle works like a District. To infiltrate a Druid in a Window, your Hero has to be in a Region with a Vytae (Nimali or Goriah), spend 3 Genasi, and return a Keeper to the supply. Spend 1 additional Genasi for each Druid already present in that Window. Druids are not Agents. Druids don't qualify towards fulfilling a Faction or Mission.
Every time you infiltrate a Druid in the central Window, gain 1 Genasi. During the income phase, you gain 1 Genasi for every Druid you own in the central Window.
At endgame, each Druid is worth 5 KP. A Druid in the left Window grants 1 additional KP (max 4) for each Druid you own on this card. You can place more Druids here, but you have to score different Druids. The right Window grants 1 additional KP (max 4) for each Genasi you own at endgame. You can place more Druids here, but you have to score different Genasi.
To make Vytae tiles more visible, place gray Flags on them.
Secret Places. To infiltrate an Agent in an external Window of the Voyager District, you need to fulfill the requirement. I.e., own at least 1 Mage Agent and 2 Informer Agents. When you do so, look at the Secret pile next to that Window, choose a Secret, and return the others face-down next to that Window. To infiltrate a second Voyager in that Window, you need to own at least 2 Mage Agents and 4 Informer Agents. When there are no more Secrets on a side, that Window ceases to be of interest. You can Exile a Secret and collect its income as your main action.
To the Last Keeper. If no one infiltrates 7 Agents on Lumen, the game ends after the completion of the sixth round, as in a regular game.
Scenario Elements
- 6 Double-sided tiles: 4 Stronghold, 3 Nihil, 2 Vytae, 3 Portal
- 2 Gray Flag tokens
- 1 Lumen's Eye token and 4 Agent Tokens (Engineer, Informer, Mage, and Warrior)
- 12 Secret mini-cards
Lone Hero [Solo Mode]
Solo mode works as the regular game with the following exceptions.
Setup
- Only 7 Lumen's Eye cards are available in Solo Mode, including the initial 2 for your starting deck.
- Player setup is the same. Draw 2 Heroes, 2 Factions (place Patrols accordingly), 4 Gifts, and 3 Missions.
- Use the side of the Voyager District with the double Ritual income and complete it with the Solo tiles. Pick one side at random for the Mage-Informer tile and one side at random for the Warrior-Engineer tile. Place 2 random Agent tokens in the reserved slot. You can look at them anytime.
The first time you place a Voyager in the central Window, you gain an Agent token of your choice. You can count on your Agent token any time you perform an action that relies on the number of Agents/Specialists you have (Window, Faction, Mission), including fulfilling a NEED of a Voyager Window. An Agent token is worth no KP at endgame.
Avoid Scenario cards for Solo mode.
Solo Voyager Windows: to infiltrate a Voyager in the left Window, in addition to the usual cost, you need to own at least two Agents in the Mage District and one in the Informer District. To infiltrate a Voyager in the right Window, in addition to the usual cost, you need to own at least two Agents in the Warrior District and one in the Engineer District. When you infiltrate a Voyager in the central Window, perform two Rituals; recurring income: at the beginning of each round, perform two Ritual. Every time you infiltrate in the central Window, you gain an Agent token until it runs out.
Difficulty Degree
You can set the difficulty at the end of setup. Based on the chosen degree, collect the additional assets or penalties.
- Very Easy - Acquire a Void Pact card to your hand and gain 5 Gold.
- Easy - Gain 5 Gold.
- Normal - No change.
- Hard - Take a Bounty and add a Lumen Agent on each of the external Window of the Voyager District.
- Very Hard - Add a Lumen Agent on each of the external Windows of the Voyager District, and add a Lumen's Eye card to your discard.
Pass-bonus
During the Pass step, you cannot choose the same Pass-bonus you picked in the previous round. I.e., if you picked the two Gold at the end of the first round, you cannot pick them again at the end of the second round.
As a reminder, leave your Flag on the Pass-bonus during the Income phase. Move your Flag to a new Pass-bonus during the next Pass step.
Loss Condition
If you have to take a Lumen's Eye card and no one is left on the Lumen board, the Eternals have found you. You lose the game.
Endgame
The aim of Solo is to infiltrate a Voyager in the left Window and another Voyager in the right Window.
At endgame, if you have infiltrated these two Voyagers, you control Lumen and win. Score Keeper Points as usual to see how well you did.
Heroes Alliance [2 Players Cooperative Mode]
Cooperative mode is for 2 players. Players do not share resources, Skills, Specialists, or Agents. Cooperative mode works as the regular game with the following exceptions.
Setup
- Only 13 Lumen's Eye cards are available in Cooperative Mode, including the initial 2 for each of your starting decks.
- Player setup is the same. Draw 2 Heroes, 2 Factions (place Patrols accordingly), 4 Gifts, and 3 Missions.
- As a reminder, place the Heroes Alliance card on top of the Inner World pile.
- Use the side of the Voyager District with the double Ritual income and complete it with the Solo tiles. Pick one side at random for the Mage-Informer tile and one side at random for the Warrior-Engineer tile. Place 3 random Agent tokens in the reserved slot. You can look at them anytime.
The Voyager District and the Agent token work as in the Solo mode. To fulfill a NEED, each player can consider only their Agents and Specialists. See the Solo mode for details.
Avoid Scenario cards for Cooperative mode.
Trade Alliance
When you Trade, if you share the Region with the other player, you can Trade between the two of you instead of with the supply.
For each Trade, you can exchange one resource for Gold or vice versa, according to the Trade table on the map. You can sell a captured Patrol to the other player for 4 Gold or buy one from the other player for 4 Gold. Helen's ability is triggered only when actively performing a Trade, not when receiving one.
Challenge Help
When you solve a Challenge, including rescuing a Keeper from an Inner World via the standard action, the other player may help you with their Skills if they are in a Region connected to that Challenge.
The active player is responsible for the additional costs (Bounty or Lumen's Eye) and collects the Challenge bonus. I.e., you are in Ehra, and your ally is in Goriah. As your main action, you would solve the Challenge you are next to, Summer Snow (3 Wizardry and a Bounty), but you are short of 2 Wizardry. Your ally helps you with 2 Wizardry, so you can add 1 Wizardry and take a Bounty to solve the Challenge, gaining 1 Genasi and acquiring a Spell.
Voyager Connection
When you infiltrate a Voyager in any of the three Windows, you can perform one special exchange with your ally.
A special exchange allows you to give a Follower, a Trinket, or a card from your hand to your ally and receive from them an element of the same type. Followers and Trinkets keep the same status, ready to be used or exhausted, as they had before the exchange. The cards in your hand are all considered to be of the same type, regardless of whether they are Artifacts, Spells, Traits, or others.
You propose an element to your ally. To accept, the ally has to give you an element of the same type of their choice.
Difficulty Degree
You can set the difficulty at the end of setup. Based on the chosen degree, each player collects additional assets or penalties. See the Solo mode for difficulty degrees.
If you want to increase the difficulty, add the Coop Scenario: Patrols on the Watch. It is on the back of the Alliance recap.
Loss Condition
If you have to take a Lumen's Eye card and no one is left on the Lumen board, the Eternals have found you. You lose the game.
Endgame
The aim of Cooperative is to infiltrate two Voyagers in the left Window and two Voyagers in the right Window. It does not matter how the Voyagers are distributed between the players.
At endgame, if you have infiltrated these four Voyagers, you control Lumen and win. You each score Keeper Points as usual, then add up your KPs to see how well you did.
From Legends to Fall
This section is for those who want the Fall of Lumen setup to be affected by the last game played in Legends of Void.
To do so, you only need the detailed scorecard of the last Legends of Void game.
Game Setup
If you defeated the Seraphs and saved the Outer Lands, play on the side without the Void. However, if the Void swallowed the Outer Lands, play on the side with the Void.
Add a random Setup Scenario card consistent with the side of the map you are playing.
Compose the Lumen deck with one less Base Event. The game lasts only five rounds, instead of six.
Add an Action Scenario card based on the Area reward of Legends of Void:
- Desert - Scorch the Nihil.
- Sigil - Seal a Portal.
- Stronghold - Build your Stronghold.
- Vytae - Druid Circle.
- Next to the Void - Secret Places.
- Edge Area - Draw 1 Action Scenario at random.
If you do not know what the Area reward was, draw 1 Action Scenario card at random.
The rest of the game setup does not change.
Player Setup
Do not deal two random Factions to each player. Each player receives only the Faction they played in the Legends of Void game. Not all Legends of Void Factions are present in the Fall of Lumen, apply the following exceptions:
- Church of Teara - Draw one Faction at random.
- Izz Gnoth - Rockbiters.
- Keyi Varh - Draw one Faction at random.
- The Hammer - Draw one Faction at random.
Assign the random Factions last.
Based on the Hero you played in Legends of Void, you start in Fall of Lumen with that Hero as a Follower. Some Heroes have changed names, so apply the following exceptions:
- Aeonia - Aeonia, you can decline the Dig to gain 1 Mana.
- Bashag - Bashag, you can decline the Dig to gain 1 Mithril.
- Christopherus IV - Christopherus IX.
- Cog'Wrench - Geith.
- Elder Dhoryan - Ol'Dhoryan.
- Juniper - PJ Urnei.
- Justicar Esperia - Zort.
- Khobe Ashun - Kengo.
- Leafly - Felel.
- Noth - Kaern.
Assign these Followers to the players before starting Player Setup. Consider this Follower as an addition to your Faction starting assets.
Place two Patrols for each Faction instead of one.
The rest of the player setup does not change. Deal 2 Heroes, 3 Missions, and 4 Gifts to each player, as usual.
Additional Assets
Based on the scorecard of the last Legends of Void game, each player chooses one additional starting assets for which they are eligible. Tied players can take the same additional assets. Additional assets are collected together with your Faction starting assets.
This is the list of the additional assets:
- Highest Lumen Rating
- Highest points for Eternals cards
- Most Strongholds
- Highest points for Tag reward
- Highest points for Area reward
- Dominance reward
- Highest final score
- None of the above
Lord of the Outer Lands
To determine the winner of the marathon, sum the score of Legends of Void game with those from Fall of Lumen. Whoever has the most points is the winner. Tied players share the victory.
I don't own Legends of Void
If you don't own Legends of Void, you can try this as an advanced Scenario for expert players.
Follow the steps described in the game setup on this page. Draw an Action Scenario and a Setup Scenario at random.
During the
When collecting the starting resources for play order, starting from the last player and proceeding in reverse play order (counterclockwise), each player chooses one additional asset from the above section, not chosen by any other player.
Quick Setup
Lumen Board [pg. 6]
- Decide if you want to include a Scenario. They are optional.
- Lumen's Eye and Bounty on the marked places, face-up.
- Keepers in Prison according to player count.
- 4 Inner Worlds at random, face-down. Place the 3 Permanent Sigils below them.
- Voyager tile on the Ritual/Teleport side and two random endgame scoring tiles.
- 4 random District tiles, one for each type.
- Place the gray Lumen Agents here.
- Compose the Lumen deck.
- Reveal the top Event of the Lumen Deck and apply it.
The Outer Lands [pg. 7]
- Fill Trait, Artifact, Spell, Follower, and Trinket slots with the corresponding cards.
- Fill each Challenge site.
- Shuffle all Chests and stack them facedown. Stack resources, Skills, Keepers, and Patrols outside the board, accessible to all players.
Player Setup [pg. 8-9]
Randomly assign the First player.
- A. Player board, Hero figure, 1 Flag, and Agents of a color. Agents on the reserved slot (3).
- B. Deal 2 Heroes, 2 Factions, 3 Missions (optional, face-down), and 4 Gifts, face-down.
- C. Add Patrols to the map according to the two Factions of each player.
- D. Starting from First and proceeding clockwise, each player performs all steps:
- Choose Hero and Faction. Place your Hero in the Faction Starting Region (bottom back). Gain your Hero's Skills (top-left).
- Compose your deck: 1 Path Finder, 1 Cantrip, 1 Market Day, 2 Lumen's Eye, and 2 Gifts chosen from among your four choices.
- Shuffle your deck and draw 5 cards.
- Collect your starting assets in any order. Choose above or below from the back of your Hero. Left or right from the back of your Faction. You cannot decline them.
- E. Starting resources according to player order: 1st 1 Fight, 2nd 1 Gold, 3rd 1 Void, 4th 2 Gold.
The first player starts the Round phase.