Forests of Pangaia
Forests of Pangaia Rulebook
Table of Contents
Table of Contents
Introduction
You are a guardian of the forest, sent out by the goddess Gaia to bring the first stirrings of life to the world. While you are growing your trees across the vast lands of Pangaia, you will discover ancient Rituals to unleash Gaia's Life Energy. With every Ritual you must carefully balance the forces of growth and decay – but only the one who gathers the most Life Energy to honour Gaia will gain her favour. Will you keep your forest calm and isolated or mingle with others to benefit from diversity?
1-4 Players, Ages 14+, 40-60 Minutes
By Thomas Franken
Game Components
- 16 Land Tiles
- 40 Trees
- 4 Player Boards
- 4 Cloth Bags
- 24 Treetops
- 48 Life Tokens
- 16 Seeds
- 4 Spirit Meeples
- 48 Resource Tokens
- 18 Ritual Cards
- 10 Achievement Cards
- 22 Blessing Cards
Solo Mode
- 9 Weather cards
- 2 Player Aid Cards
- 4 Corruption Markers
- 8 Player Aid Cards
Land Tiles & Resources
Every Land tile has a corresponding type of Resource token.
- Rain tile → Rain resource
- Snow tile → Snow resource
- Wind tile → Wind resource
- Sun tile → Sun resource
Trees & Treetops
Trees grow from a Seed to a Level 1 Tree, a Level 2 Tree, and finally a Level 3+ Tree. Place Treetops on your Trees as they grow.
Land Spaces
Place your Seeds and Trees only on Land spaces. Place your Spirit only on Lakes.
Life Energy
Three Life tokens equal one larger Life Energy leaf.
Game Setup
A. For each player, take 1 Land tile of each type (Sun, Wind, Rain, Snow) and return the rest to the game box. Shuffle the Land tiles and place them one at a time in the centre of the play area to form a contiguous map, following these guidelines:
- Land tiles must touch each other on at least 3 edges.
- Don't leave any holes.
- Don't place a Land tile with only its Lake connected to other Land tiles.
B. Give each player 10 Trees, 6 Treetops, 4 Seeds, 1 Spirit meeple and a Player Board of their chosen colour, as well as 1 small Life token. Everyone places 3 Seeds and all their Treetops on the corresponding slots of their Player Board.
C. Sort the Life and Resource tokens by type and place them within easy reach of all players.
D. Shuffle the Ritual cards and take a number of cards determined by the player count to form the Ritual deck:
- 2 Players: 12 Ritual cards (remove 6 cards)
- 3 Players: 15 Ritual cards (remove 3 cards)
- 4 Players: 18 Ritual cards (keep all cards)
Return the removed cards to the game box. Place the deck face down on the table and place the top 3 cards face up in a row next to the deck.
E. Deal 1 Ritual card face down to each player (they may look at it but should keep it secret from the other players).
F. Starting with the player who last walked through a forest and proceeding clockwise, each player places their Spirit meeple on an empty Lake and their 4th Seed on an adjacent Land space.
G. Optional: For advanced play, prepare the Achievement cards and Blessing cards according to the Advanced Rules sheet. (For your first game, leave these out.)
Game Overview
Starting with a single Seed, you take turns growing Trees and planting new Seeds, expanding your forest to fulfil the requirements of the Ritual cards. Rituals unleash Gaia's Life Energy (shown by the Life Energy symbol). The end of the game is triggered when the last Ritual card is taken by any player. The player with the most Life Energy wins (see End of the Game section).
The player who most recently walked through a forest goes first and turn order proceeds clockwise.
Phases of a Turn
Your turn is divided into 3 phases that you play in sequence. After you complete all phases, pass the turn to the next player.
- Grow Seeds – Grow the Seeds you have planted during previous turns and collect new Resources.
- Spirit Action – Travel with your Spirit and plant new Seeds, collect Resources or play a Ritual card.
- Grow Treetops – Spend your Resources to play additional Treetops from your Player Board and unlock new Seeds.
Use the Player Aid cards to keep track of the phases of your turn.
Example: First Turn
You start your first turn and play all 3 phases in sequence.
- Grow Seeds – The Seed you placed on the map during Game Setup grows. You remove your Seed, place a Tree on the same space, and put the Seed back in your supply. For growing a new Tree you receive 1 Resource based on the Land type – in this case a Snow resource.
- Spirit Action – You opt for a Plant Action. You keep your Spirit on the same Lake and plant a Seed right next to it, in this case on a space on a Rain Land.
- Grow Treetops – You decide to grow your first Treetop and in this case the cost is 1 Resource of any type. You spend your Resource and take the Treetop from your Player Board and place it on top of your Tree.
After finishing all 3 phases, you pass the turn to the next player.
1. Grow Seeds
At the beginning of your turn, Seeds you planted during previous turns may grow and become new Trees. Check the following 3 Rules of Growth for each of your Seeds on the map to see if they are allowed to grow. Seeds on a space that already contains a Tree cannot grow.
Note: Seeds in this phase grow simultaneously; the order of growth doesn't matter. Only your own Seeds can grow.
- A Seed that is alone on a Land space can always grow.
- If a Land space has more than 1 Seed planted on it, only the player with the most Seeds on that space can grow.
- If there's a tie in the number of Seeds on a Land space, only the player owning the most Trees adjacent to that Land space can grow. This is called a favourable tie. Spirit meeples count as Trees in this case.
In all other cases, the Seeds remain dormant and stay on the map.
If your Seed grows, place a level 1 Tree from your supply on that space. All players remove their Seeds from that Land space and return them to their supply.
Note: Growth is optional; you are not forced to grow a Seed.
If your Seeds failed the Rules of Growth, you may spend your Life Energy during this phase to make a Seed grow against all odds: For each Seed you are short of having a majority or a favourable tie, you may spend 1 Life Energy to make up the difference.
Note: You can only grow your Seeds when you still have Trees left. If all 10 of your Trees are on the map, you can't grow any more Seeds until some of your Trees decay (see Decay section).
Resources
Each time a Seed you planted grows and becomes a new Tree, you and all other players who had at least 1 Seed on that Land space gain 1 Resource matching the Land type.
The four Resource types are Wind, Rain, Sun, and Snow.
Designer's Note: Resources are necessary to grow your Trees to higher levels and unlock additional Seeds in the course of the game. The best way to gain Resources is by growing new Trees. Keep planting Seeds every turn to maintain a steady flow of Resources and to keep your forest in good health.
Examples
- You have a single Seed on an empty Land space. Your Seed can grow and you may replace it with a level 1 Tree. For growing a new Tree on a Wind Land you receive 1 Resource.
- There is a favourable tie between your Seed (red) and the Seed of another player. Your Seed can still grow, because you have the majority of adjacent Trees, since your Spirit counts as a Tree as well. When you grow, both players receive 1 Resource.
- There is a tie between your Seed (red) and the Seed of another player. Your Seed CANNOT grow and remains dormant. Optionally, you can pay 1 Life Energy to still grow your Seed this turn.
- You have the majority of Seeds (red) on a Land and can grow. You place a level 1 Tree on that Land. Both players retake their Seeds. For growing on a Sun Land, both players receive 1 Resource.
2. Spirit Action
The second phase of your turn is when you use your Spirit meeple. Choose 1 of the following 3 Spirit Actions.
Note: You may keep your Spirit where it is and choose the same Action you did on your last turn.
A. Plant
Place your Spirit meeple on any empty Lake and plant 1 or more Seeds from your supply on a single adjacent Land space. There can never be 2 Spirits on the same Lake.
Designer's Note: For advanced play, when planting Seeds, it is a valid move to plant them on a Land space with an existing Tree on it. Use this tactic only when you are anticipating the decay of a Tree and want to secure a space by planting a Seed there before it's vacated.
B. Rest
Place your Spirit meeple on the lower left of your Player Board and take 1 Resource of the indicated type for each of your Treetop slots that are currently empty.
For example you receive 3 Sun Resources if 3 of your Treetops are currently placed on the map.
C. Pray
Place your Spirit meeple on the Pray location on your Player Board and play a Ritual card. You can choose to play your secret Ritual card from your hand – OR – 1 of the 3 open Ritual cards.
There are Trail Rituals, Star Rituals and Peak Rituals.
Depending on the type of Ritual card you are playing, select the Trees that meet the requirements of the Ritual and gain a number of Life Energy as described in the corresponding Scoring section of the Rituals. Then discard the Ritual card.
If you played the secret card from your hand, draw a new secret card, either from the 3 faceup cards or from the top of the deck. If a faceup card was taken, replace it with a new card from the top of the deck.
Finally, all of your Trees that contributed to the scoring of the Ritual will decay, losing 1 or more levels.
Designer's Note: The interplay between growth and decay is a central part of nature. As a guardian of the forest, it is your role to find a good balance between these forces. You gain more map control with every new Tree in your forest, but decay allows you to keep your forest growing and gather new resources.
General Decay
When a Tree decays by 1 level, remove the topmost Treetop and place it back on your Player Board on an empty slot of your choice.
A level 1 Tree has no additional Treetops and decays entirely. Remove the Tree and put it back into your supply. Then you may plant 1 of your Seeds on the Land space that was just vacated – otherwise the space remains empty.
Moving Seeds: Any time you are allowed to plant a Seed, either take 1 from your supply – OR – take any of your planted Seeds and use it for this Action.
Trail Ritual
A Trail Ritual is defined by 2 Land types, representing the beginning and the end of a trail. To meet the requirements of a Trail Ritual you must own a Tree on each of those 2 Land spaces and there must be a continuous path of Trees belonging to any player between them.
Example: This Ritual requires a path of Trees from a Snow Land to a Wind Land.
First, choose 2 of your Trees – 1 on each Land type defined by the Ritual – then connect them by following the shortest path of Trees. If there are multiple paths of the same length, choose 1.
Scoring: You receive 1 Life Energy for each of your Trees on the trail, regardless of their level. You also receive 1 Life Energy for every level 1 opponent Tree on the trail. You don't score for opponent Trees of level 2 or higher. Instead, their owners receive 1 Resource matching the Tree's Land type.
Decay: Decay all of your Trees involved in the Ritual by 1 level, following the rules of General Decay. Opponent Trees are not affected.
Example: You have selected a trail of 5 Trees and receive 3 Life Energy for your own Trees and 1 Life Energy for the level 1 opponent Tree. The opponent player owning the level 2 Tree receives 1 Resource. All your Trees decay by 1 level. Higher Trees lose a Treetop. Level 1 Trees leave a Seed.
Star Ritual
A Star Ritual is defined by 1 Land type, representing the centre of a star. To meet the requirements of a Star Ritual you must have a Tree on that central Land space and at least 1 other Tree adjacent to it (up to 6 other Trees).
Example: A star-shaped formation of Trees around a Rain Land.
Scoring: You score for your central Tree and all other Trees adjacent to it. As with the Trail Ritual you receive 1 Life Energy for each of your Trees and for each opponent Tree of level 1. You don't score for opponent Trees of level 2 or higher. Instead, their owners receive 1 Resource matching their Tree's Land type.
Example: For this Star Ritual, you receive 5 Life Energy.
Decay: Decay all of your Trees involved in the Ritual by 1 level, following the rules of General Decay. Opponent Trees are not affected.
Peak Ritual
A Peak Ritual is defined by 1 Land type. To meet the requirements of a Peak Ritual you must have a Tree on that Land space and it needs to be higher than any other Trees adjacent to it.
Note: You can grow a Tree as high as you want.
Example: A single Tree on a Wind Land.
Scoring: You receive a number of Life Energy equal to the level + 1 of that Tree.
Example: For a level 3 Tree, you receive 4 Life Energy and can plant up to 3 Seeds on this space or adjacent spaces.
Decay: Fully decay your Tree by moving it back to your supply and returning its Treetops to empty slots on your Player Board. Then you may plant a number of Seeds up to the former Tree's level on the vacated Land space and the adjacent spaces however you choose.
3. Grow Treetops
End your turn by spending Resources to grow your Trees to higher levels. All 6 Treetop slots on your Player Board have different Resource costs and benefits. Some slots allow you to plant additional Seeds on the map; others reward you with extra Life Energy at the end of the game.
Note: You may spend any number of Resources and grow multiple Treetops in the same turn.
When paying the Resource cost for growing a Treetop, you must use a combination of Resources of different Land types. You may spend 1 or more Life Energy and use it as a Resource of any Land type.
Example: A cost of 3 different Resources could be paid for using Sun, Snow, Wind, Rain but not multiples of the same type.
When you grow a Treetop, take the Treetop from the slot and place it on 1 of your Trees on the map. If the slot grants you a Plant Action or unlocks a new Seed, resolve this bonus immediately.
Example: A Treetop slot showing a Resource cost of 2 Rain, an additional Seed gained if the slot is empty at the end of the game, and the number of Seeds you can plant around the growing Tree, connected to a locked Seed.
Example: You grow a Treetop for the cost of 3 Resources and spend Rain, Sun, Wind. You place the Treetop on 1 of your Trees and use the Plant Action to plant 2 of your Seeds on the Land spaces around that Tree.
Planting Seeds
Slots with a Plant Action icon allow you to immediately plant Seeds on the Land spaces adjacent to the Tree receiving the Treetop. You may take the Seeds from your supply or pick up your planted Seeds from anywhere on the map to use for this Action.
Unlocking New Seeds
You start the game with a single Seed. To be able to plant more than 1 Seed at a time, you can unlock up to 3 additional Seeds from your Player Board by growing Treetops.
The additional Seeds on your Player Board are locked by 1 or more Treetops on your Player Board. A Seed is unlocked as soon as all Treetops connected to the Seed on your Player Board are removed from their slots. Add the unlocked Seed to your supply on the left area of your Player Board. Once unlocked, Seeds remain unlocked for the remainder of the game, even if a Treetop is returned to a slot.
Note: If a Treetop slot unlocks a Seed and gives you a Plant Action you can plant that Seed immediately.
At the end of this phase the turn passes to the next player.
End of the Game
The end of the game is triggered when a player takes the last open Ritual card – OR – if a player has all 10 of their Trees on the map and is not able to fulfil their secret Ritual card or any of the open ones. In both cases the game ends after the current round, so that all players play an equal number of turns.
Once all players have completed their final turn, each player completes a final Grow Seeds phase in turn order. During this special Grow Seeds phase you may not collect Resources or spend Life Energy.
Scoring
- First, add up all your Life Energy indicated by the Life tokens you gained during the game.
- Reveal your secret Ritual card and receive the corresponding number of Life Energy if you have met the Ritual's requirements. Otherwise ignore the Ritual card. Don't decay your Trees.
- Receive Life Energy as indicated on the free slots of your Player Board.
- Finally, if you're playing with Achievements, award those now.
The player with the most Life Energy wins the game and gains the blessing of Gaia.
In the event of a tie, the tied player scoring the most Life Energy on their secret Ritual card wins. In case of a further tie, the tied players share the victory.
Final score is the sum of: Life Tokens + Secret Ritual + Treetop Slots.
Symbols
- Plant Seed: Plant 1 or more Seeds on a Land space.
- Grow Seed: Grow 1 of your planted Seeds if it meets the 3 Rules of Growth.
- Grow Treetop: Place a Treetop on 1 of your Trees.
- Partial Decay: Decay 1 of your Trees by 1 level.
- Full Decay: Decay 1 of your Trees entirely and return the Tree to your supply and all its Treetops to your Player Board.
- Life Energy – the Life Energy symbol.
- Resources of different types – shown by a "not equal" icon.
- Any Resource – shown by the multi-coloured Resource wheel icon.
- Resource of same type – shown by an "equal" icon.
Credits
Game & Graphic Design: Thomas Franken Illustrations: Chris Karbach & Florian Moncomble Spirits & Blessings: Marcel Domke Cover Art: Anna Meshchanova English Editor: Sean May
A BIG THANK YOU to my dear friends and family and all those who helped playtest the game through all its many iterations, sharing their impressions, helping with design and proofreading the rule book: Aaron, Andre, Anne, Arturo, Benno, Chris, Daniel, Debora, Eamon, Julia, Kelvin, Lutz, Mamader, Marco, Martin, Nancy, Olga, Rainer, Roland, Schubi, Sean, Simon, Sonja, Thymos, Tobias, Tobi and many more! My heartfelt gratitude to all 7597 Kickstarter supporters who helped make this project become a reality!!
© 2022 Pangaia Games www.pangaia.games
Achievements (Advanced Rules)
During Game Setup, shuffle the Achievement cards and place the top 2 cards face up near the deck of Rituals. Return the remaining cards to the game box. The 2 Achievements are awarded at the end of the game. In the case of a tie for an Achievement, the tied players receive 1 Life Energy each.
Each Achievement is rewarded with 3 Life Energy.
- Tallest Tree – Awarded to the player with the highest Tree.
- Most Level 2+ Trees – Awarded to the player with the most Trees of level 2 or higher.
- Most Trees – Awarded to the player with the most Trees on the map, regardless of their height.
- Most Trees on Snow Lands – Awarded to the player with the most Trees on Snow Lands.
- Most Connected Trees – Awarded to the player with the most Trees connected through adjacency. Only count the largest connected set of Trees belonging to a single player.
- Most Trees on Sun Lands – Awarded to the player with the most Trees on Sun Lands.
- Most Rituals Played – Awarded to the player who played the most Ritual cards during the game.
- Most Trees on Wind Lands – Awarded to the player with the most Trees on Wind Lands.
- Most Adjacent Lakes – Awarded to the player whose Trees are adjacent to the highest number of Lakes. Count each lake only once.
- Most Trees on Rain Lands – Awarded to the player with the most Trees on Rain Lands.
Gaia's Blessings (Advanced Rules)
During Game Setup, shuffle the deck of Blessing cards and place it face down on the table.
During play, each player may draw 1 Blessing card as a reward for playing their first Ritual card only.
On your turn, you may at any point pay 2 Resources of the same type to gain 1 Blessing. If you do, draw the top 3 cards from the deck, choose 1 and shuffle the other 2 cards back into the deck.
You may play 1 or more Blessing cards anytime during your turn. Blessings can only be played once and are discarded after play.
Designer's Note: One of the big advantages of Blessings is that they can be played at any time during your turn. Leverage this by playing them during a phase where that type of action is usually not available.
Blessing Cards
- Grow a Seed – Grow 1 Seed against all odds, regardless of how many other Seeds are on the same Land space. This Seed can also belong to another player. Players receive a Resource according to the basic rules.
- Grow a Treetop – Grow a Treetop for 2 Resources less than indicated on the Player Board.
- Decay a Tree – Fully decay 1 of your Trees of any height and plant up to 3 Seeds across the vacated Land space and adjacent spaces however you choose.
- Plant Seeds – Plant up to 2 Seeds on 1 Land space anywhere on the map.
- Lord of the Elements – Gain a number of Resources equal to the number of Trees you have on Land spaces of that elemental type.
- Gain Elements – Take 2 Resources of any type.
- Gain Life – Gain 1 Life Energy.
Solo Mode
By Marvin Herzan
Introduction
Chaos has befallen the land of Pangaia and corrupted one of its protector Spirits through the poisonous Seeds of Evil. Gaia has entrusted you with healing the Corrupted Spirit, cleansing the forests of its foul influence and saving as much of the land as you can through the force of your Rituals.
In this Solo Mode, the land itself holds Energy that is being slowly eaten away by the Corrupted Spirit. Purify the trees and gather Life Energy through your Rituals to heal the afflicted lands. Help the Corrupted Spirit to recover by cleansing the Seeds of Evil, so it can follow its true purpose once more.
Goal
The Player Board of the Corrupted Spirit starts off empty. You must fill it with all 6 Treetops and 3 Seeds to restore the Spirit to its former health and reawaken its true self.
Game Setup
A. Set up a map for a 2-player game.
B. Take a full set of Trees, Treetops, Seeds and the Spirit meeple of 1 colour and place the components on your Player Board as in the base game. Do the same for the Corrupted Spirit, but keep the Player Board empty and keep all the Seeds (called Seeds of Evil) and Corrupted Trees and Treetops next to it.
C. Take 3 Life tokens.
D. Shuffle 12 Ritual cards and place them face down near the map, then place the top 3 cards face up in a row next to the deck.
E. Shuffle the 9 Weather cards and place them in a single stack near the map with the Weather side facing up.
F. Shuffle all the Blessing cards and place them in a single stack face down near the map.
G. Place 1 Resource token on the centre of every Land tile on the map, matching the type of the Land. Those tokens represent Land Energy. Place the 4 Corruption Markers next to the map.
H. Find the Land tile of each type that is furthest away from the Corrupted Spirit's Player Board and place 1 Seed of Evil on each Land tile, on the Land space opposite (furthest away from) the Lake. Then replace the Seed closest to the centre of the map with a level 2 Corrupted Tree and move that Seed to the next space in the direction of the Corrupted Spirit's Player Board.
I. Place your Spirit meeple on an empty Lake and 1 of your Seeds on a Land space directly adjacent to it.
The Corrupted Spirit begins the game.
Corrupted Spirit's Turn
The turns of the Corrupted Spirit are determined by the Weather cards. Each Weather card has 2 sides:
The Weather side determines where the Spirit will move to. The Action side determines the Spirit's Action for this turn.
Start each turn by flipping the topmost Weather card over and placing it to the right of the deck.
Play these 3 phases in sequence:
1. Move the Corrupted Spirit to an empty Lake of a Land tile currently matching the Weather side of the card on the top of the draw deck (Rain, Snow, Sun or Wind). Choose the tile that has the most spaces covered with Trees and/or Seeds. In the case of a tie, apply the General Tiebreaker rule.
General Tiebreaker: Whenever there are 2 or more equal options, go with the one that is physically closer to the Spirit's image on the Corrupted Spirit's Player Board.
If the Weather side shows a Storm, keep the Corrupted Spirit at its current position and continue with the next phase. At the end of this turn, reshuffle the deck of Weather cards. After shuffling, the Storm card must not be on top of the deck.
2. Every Land tile starts with 2 Land Energy points, represented by the central Land tile icon and 1 extra token on top of each tile. The tile of the Corrupted Spirit's current location will lose 1 Land Energy whenever:
- The Corrupted Spirit remains on the same Lake as last turn (e.g. in the event of a Storm).
- There are more Corrupted than Healthy Trees on the current Land tile.
When a Land tile has lost all of its energy, place 1 of the 4 Corruption Markers on the tile centre. The tile is now considered corrupted and has lost its elemental type. Remove all player Trees and Seeds but keep the Corrupted Trees and Seeds of Evil.
Note: As long as the Corruption Marker remains, only the Corrupted Spirit can plant Seeds or grow Trees on that Land tile.
3. Perform the current Action side, applying the corresponding Action to the Tree or Seed that is closest to the Corrupted Spirit.
- Sprout – All Seeds of Evil grow and become Trees if they meet the Rules of Growth in the base game. Start with the Seed closest to the Corrupted Spirit. If you have a Seed on the same space, take it back into your supply and receive a Resource according to the basic rules. Then move the Seed of Evil to the next space without a Tree, moving towards the Corrupted Spirit if possible. In the case of a tie, apply the General Tiebreaker rule.
- Decay – Decay a Healthy Tree by 1 level. No Seeds are left behind.
- Thrive – Place a Corrupted Treetop on a Corrupted Tree.
- Spread – Place a Corrupted Treetop on a Healthy Tree. This Tree is now regarded as a Corrupted Tree as long as it has any Corrupted Treetops.
When no Corrupted Treetops are left to perform a Thrive or Spread Action, take the Corrupted Treetop furthest away from the Corrupted Spirit and use it for this Action.
Player Turn
Player turns follow the base game rules, with these changes:
You may spend 3 Resources of the same type to receive 1 Life Energy at any time during your turn.
Grow Seeds – Whenever you grow a Tree over a Seed of Evil, move the Seed of Evil to the nearest space without a Tree, moving towards the Corrupted Spirit if possible. In the case of a tie, apply the General Tiebreaker rule.
Plant & Heal – While visiting a Lake to plant Seeds, you may additionally heal any Land tile adjacent to your Spirit. Spend 6 Life Energy to remove a Corruption Marker from a tile. If a Land tile is not corrupted, you may spend 3 Life Energy for every point of Land Energy you wish to add to the Land tile, each represented by 1 Resource token of the respective type.
Pray & Purge – Play your Ritual just like in the base game, but with 1 difference: When Corrupted Trees are involved in a Ritual, they don't contribute to your score but will instead decay by 1 level. A fully decayed Corrupted Tree also leaves a Seed behind. Take the closest Seed of Evil and move it to that space. If there is a Land space containing multiple Seeds of Evil, take 1 of those instead. Apply the General Tiebreaker rule.
Binding Treetops – Every time you decay a Corrupted Treetop, you may bind it to the Corrupted Spirit's Player Board. Choose a free slot on the Player Board and spend the Resources according to the cost designated on the slot. Otherwise just put the Treetop back into the supply next to the Corrupted Spirit's Player Board. As usual, you may spend Life Energy and use it as a Resource of any Land type.
Note: Bound Treetops will not return into play.
Once all Treetops connected to a Seed slot are filled, instantly cleanse a Seed of Evil of your choice by moving it from the map to that slot.
Blessings – You can't buy Blessings using Resources. They are bestowed upon you by Gaia as a token of her gratitude. Every time you bind a Corrupted Treetop, gain a number of Blessings equal to the number of Life Energy displayed on the slot in which you bound the Treetop.
End of Game
The game ends immediately once you have healed the Corrupted Spirit by binding all 6 Corrupted Treetops and cleansing 3 Seeds of Evil. The last Seed of Evil will always remain in Gaia's blessed lands, as it is the nature of all things: Where there is light, there must be shadow.
Depending on how well you tended to the lands of Pangaia, you receive the following title:
- Saviour – All lands were saved
- Guardian – 1 Land tile got corrupted
- Defender – 2 Land tiles got corrupted
- Survivor – 3 Land tiles got corrupted
The game ends immediately with your defeat if you play your last Ritual card – OR – you place the last Corruption Marker on the map and 4 Land tiles got corrupted. The Corrupted Spirit prevails and you lose.
Designer's Note: The front and back sides on the Weather cards are always paired the same way. Use this to predict the Action of the next turn (see Weather & Actions).
As you work your way through the Weather deck, the options for where the Corrupted Spirit will move to narrow down more and more – until there is a Storm and the deck is reshuffled.
Be aware that only the Trail and Star Rituals have the power to bind Corrupted Treetops – be careful not to run out of appropriate Rituals before you have filled up the Corrupted Spirit's Player Board.
You can plant your Seeds strategically to keep the Seeds of Evil from growing into Trees.
Weather & Actions
- Rain / Sprout: Grow all Seeds of Evil.
- Snow / Decay: Decay a Healthy Tree by 1 level.
- Sun / Thrive: Place a Corrupted Treetop on a Corrupted Tree.
- Wind / Spread: Place a Corrupted Treetop on a Healthy Tree.
Solo Mode Credits
Game Design: Marvin Herzan Game Design Editor: Thomas Franken English Editor: Sean May
My heartfelt gratitude goes to Nelson for inspiring me to create this solo variant, Tommy for being an incredibly helpful sparring partner and a delight to work with, the Pangaia community on Discord and Kickstarter who made this variant possible through their support – and of course Hanny and Zoey, my closest family, who provided me with the time needed to deepdive into the Lands of Pangaia.
All rulebooks are available for download in other languages on www.pangaia.games