Haunted Lands
Haunted Lands Rulebook
Table of Contents
Table of Contents
Game Components
- 1 game board
- 4 sensor meeples
- 25 ghost pieces
- 4 valor tokens
- 4 player boards
- 1 terrain die
- 1 bonus die
- 12 mills, 12 sawmills, 12 mines, 12 norias (buildings)
- 1 Kalena tile
- 11 region tiles
- 32 quest cards
- 4 reference cards
- 3 bonus cards
- 12 skill cards
- 3 ghost cards
- 3 market cards
- 60 player markers
- 9 counter markers
- 16 food tokens, 16 wood tokens, 16 ore tokens, 16 water tokens
- 16 pecunias of value "1", 24 pecunias of value "5"
- 24 exploration tokens
- 24 contact tokens
- 12 depletion tokens
- 8 construction tokens
- 8 extraction tokens
- 4 turn order tokens
Goal of the Game
Each player's goal is to become the sensor with the most valor points at the end of the game.
Overview
The game lasts three seasons, each consisting of three rounds. During a round, all players take one turn each. On your turn you move around the terrain, gathering resources, building buildings and/or driving away ghosts using action tokens. Once back in Kalena, you sell resources for pecunias, learn new skills, and train to increase the number of action tokens available to you.
How to Use This Booklet
This booklet first lists the game components and the rules related to them. Then the "Basic Terms" section introduces the concepts used in the game. After that the "Game Flow" section describes how a game proceeds and the order of each stage, followed by how to perform actions, use your character's components and, finally, how to count valor points and determine the winner at the end of the game.
Key Rule
Whenever the text on a game component contradicts the rules, follow the text on the component. Text on components may contradict rules relating only to particular situations.
Description of Components
Game Board
The game board has the following elements:
- Valor track. At the start of the game you place your valor token here. During the game you advance it along this track, which determines turn order and ultimately the winner.
- Market slot. For the market card.
- Bonus slot. For the bonus card.
- Ghost slot. For the ghost card.
- Skill slots. For skill cards of the different types.
- Marker slots. Slots belonging to the skill cards. Player markers are placed here, as well as counter markers in 2- and 3-player games.
- Season track. The track that determines the dynamics of the game.
- Round slots. In these slots the rounds are counted with a counter marker.
Player Board
The player board has the action tracks and the personal supply.
- A. Exploration track. The player places exploration tokens here.
- B. Contact track. The player places contact tokens here.
- C. Extraction track. The player places extraction tokens here.
- D. Construction track. The player places construction tokens here.
- Personal supply. Here the player keeps all resource tokens received: food, water, wood and ore (no more than 3 tokens of each type). The player keeps their pecunias next to this slot, outside the board.
- Training cost. The cost of getting a new action token.
- Valor points. The valor points received for getting the last action token on the track.
- Quest slot. Here the player places the quest cards they have chosen.
Game Field, Tiles and Terrain Types
Tiles are of two types: region tiles and the Kalena tile. Together they make up the game field. Each tile consists of 7 hexagonal terrain cells separated by a border. The terrain types are: plain, forest, mountain, lake, city and suburb. Each terrain type has its own rules.
CITY. When your sensor is on this terrain, you can perform the selling action.
- Exploration cost: 1 exploration token.
- On this terrain you can neither extract resources nor build.
SUBURB. When your sensor is on this terrain, you can perform the learning and training actions.
- Extraction: 1 water. You can extract water on this terrain only if it is adjacent to a lake.
- Exploration cost: 1 exploration token.
- You cannot build on this terrain.
PLAIN.
- Extraction: 1 food or 1 water. You can extract water on this terrain only if it is adjacent to a lake.
- Building: mill or noria. You can build a noria on this terrain only if it is adjacent to a lake.
- Exploration cost: 1 exploration token.
FOREST.
- Extraction: 1 wood or 1 water. You can extract water on this terrain only if it is adjacent to a lake.
- Building: sawmill or noria. You can build a noria on this terrain only if it is adjacent to a lake.
- Exploration cost: 2 exploration tokens.
MOUNTAIN.
- Extraction: 1 ore or 1 water. You can extract water on this terrain only if it is adjacent to a lake.
- Building: mine or noria. You can build a noria on this terrain only if it is adjacent to a lake.
- Exploration cost: 3 exploration tokens.
LAKE.
- Extraction: 1 water. You can extract it on this terrain only if your sensor is on an adjacent terrain cell.
- This terrain cannot be explored.
Sensor Meeples
You use these pieces to mark your position on the game field.
Buildings
There are four types of buildings, each with its own piece: mill, sawmill, mine, noria. When you build a building, you place your player marker on it to show that it belongs to you.
MILL. A mill produces food. A mill can be built only on a plain.
- Construction cost (tokens): 1 construction token.
- Construction cost (resources): 1 wood and 1 water.
- Valor points for building: 1.
- Income: 1 food.
SAWMILL. A sawmill produces wood. A sawmill can be built only in a forest.
- Construction cost (tokens): 1 construction token.
- Construction cost (resources): 1 water and 1 ore.
- Valor points for building: 2.
- Income: 1 wood.
MINE. A mine produces ore. A mine can be built only on a mountain.
- Construction cost (tokens): 1 construction token.
- Construction cost (resources): 1 water and 1 food.
- Valor points for building: 3.
- Income: 1 ore.
NORIA. A noria produces water. A noria can be built only adjacent to a lake, on a plain, in a forest or on a mountain.
- Construction cost (tokens): 1 construction token.
- Construction cost (resources): 1 ore.
- Valor points for building: 1.
- Income: 1 water.
Action Tokens
The player pays with these tokens to perform basic actions. Action tokens are double-sided: one side is active (A, light), the other inactive (B, dark). During the game the player will get new action tokens and perform basic actions more times. The four types are: construction, extraction, exploration and contact.
Player Markers
These markers, matching the players' colors, are used to mark the ownership of buildings and learned skills.
Counter Markers
These black markers are used to count rounds and seasons, and in 2- and 3-player games they cover some of the marker slots belonging to skill cards.
Valor Token
This token marks the current valor on the corresponding track. Both sides show a sensor, but one of them also says "+30". When a player reaches 30 valor points, they flip their valor token to this side.
Resources
Resources are vital for the sensors to expand Kalena. There are four types of resources: food, water, wood and ore. The resource symbol means any type of resource (player's choice). Resources are represented by tokens and are always kept in the player's personal supply. A player cannot have more than three resources of one type (unless a property allows increasing that amount).
Pecunias
The pecunia is Kalena's currency. A player's pecunias are part of their personal supply, but do not take up space on the board. The number of pecunias in the personal supply is unlimited. When receiving pecunias, the player takes the corresponding tokens from the general supply and puts them in their personal supply next to their board. You may exchange tokens of different denominations at any time.
Cards
Cards show various information, and their properties change the rules of the game, making every game unique. There are several types of cards.
Market Cards
These cards show the exchange rate of resources for pecunias when performing the selling action.
- A. Selling cost. The number and type of resources to be spent from the personal supply to perform the selling action.
- B. Pecunias. The number of pecunias received when performing the selling action.
RULES
- During the game only one market card is on the game board.
Skill Cards
These cards are divided into four decks of three cards. The decks can be told apart by their backs: Communication, Wandering, Trade and Craft. The cards show the skills a sensor can learn in the current game.
- A. Learning cost. The number and type of resources to be spent from the personal supply to perform the learning action.
- B. Skill property.
RULES
- During the game only one skill card of each type is on the game board.
- Marker slots on the game board belong to the skill cards located above/under them.
- A player can teach their sensor each skill only once.
- When teaching the sensor a new skill, the player puts their marker in the corresponding marker slot of that skill, after which the skill is considered learned by that sensor.
- The property of a learned skill takes effect immediately.
Quest Cards
Each of these cards shows a unique way to gain valor points at final scoring.
- A. Requirement. The conditions that must be met to gain valor points.
- B. Valor. The valor points received for each fulfillment of the requirement.
RULES
- At the end of the first and second seasons, the positions of the valor tokens determine which players can choose quest cards.
- The player places chosen quest cards face down in the corresponding slot on their board.
Ghost Cards
These cards show ghost properties that affect the game.
- A. Ghost property.
RULES
- The properties of these cards are in effect at any moment of the game.
Bonus Cards
These cards show how many contact tokens must be spent to make a ghost leave the lands near Kalena in the current season, and which reward corresponds to each possible result of the bonus die roll.
- A. Season. The season the card belongs to.
- B. Contact cost. The number of contact tokens to be spent to remove a ghost piece from the game field.
- C. Bonus. The reward you get for contact with a ghost (a combination of pecunias, resources and/or valor depending on the result of the bonus die roll).
RULES
- In each season only one bonus card, the one belonging to that season, is in effect.
- At the start of each season, place the bonus card belonging to it and remove the previous one from the game.
Basic Terms
First player. The first player is the owner of the turn order token with the number 1 (they take their turn first in the current round).
Last player. The last player is the owner of the turn order token with the highest number (they take their turn last in the current round).
Activity. This term applies to action tokens. An action token is active when it lies with its light side up, and inactive when it lies with its dark side up. Only active action tokens can be spent to pay a cost.
Restoring. When a player is instructed to restore one or more action tokens, they flip them to their active side.
Paying a cost. To pay a cost you spend various components during the game.
- Resources: return the required tokens from the personal supply to the general supply.
- Pecunias: return the required sum of pecunias from the personal supply to the general supply.
- Action tokens: flip the required action tokens from their active side to their inactive side.
Ownership. A player owns all components of their color, all buildings on which there is a marker of their color, and all pecunias and resources in their personal supply.
General supply. The general supply holds all building and ghost pieces, pecunias, resources, action tokens and depletion tokens that are available in the current game and do not belong to any player. All components spent by players are always returned to the general supply (unless a property or rule says otherwise).
Adjacency. A terrain cell is adjacent to another cell if they touch each other with at least one side. Pieces and other game elements placed on the field are adjacent if they are on two adjacent terrain cells.
Example of adjacency: during production, a ghost stops the production of resources at mill A, but not at mine B, since the latter is not adjacent to it.
Game field. The totality of all terrain tiles used in the current game.
Game Setup
In your very first game we advise using the setup described below, to get acquainted with the principles of the game and appreciate the importance of the quest cards. In later games we advise choosing the mode that best suits your group (see "Game Modes").
- Place the Kalena tile face up in the center of the play area. Randomly place 6 region tiles around Kalena, completely surrounding it, thereby creating the game field. Arrange the tiles so that they all face the same way: the game logo on the backs must be oriented in one direction, as must the arrows at the bottom of the front sides.
- Place the game board next to the field so that everyone can reach it.
- Put in the general supply, within reach of all players, the tokens of food, ore, water, wood, depletion, pecunias, construction, extraction, contact and exploration, as well as the pieces of ghosts, sawmills, mines, norias and mills.
- Place the terrain die and the bonus die next to the game board.
- Place a counter marker in the first round slot on the game board.
- Randomly choose 1 card from each skill deck. Place these cards face up next to the skill slots at the bottom of the game board (one card near each slot). Return the remaining skill cards to the box.
- Randomly choose 1 market card. Place it face up next to the market slot of the game board. Return the remaining market cards to the box.
- Place ghost card No. 1 face up near the ghost slot of the game board.
- Place the first-season bonus card face up near the bonus slot of the game board. Set the other bonus cards aside.
- Give each participant a player board, as well as player markers, a sensor meeple and quest cards of the same color.
- Give each participant 4 exploration tokens, 1 contact token, 1 extraction token and 1 construction token. Players place them active side up in the slots of the corresponding action tracks of their boards (one per slot, starting from the left edge).
- In random order stack the valor tokens of all players on the "0" mark of the valor track on the game board.
- Give the players turn order tokens according to the positions of the valor tokens in the stack: the player whose valor token is on top gets the token with number 1; the player whose token is next below gets number 2, and so on.
- Each player places their sensor meeple in the city on the Kalena tile.
ONLY IN A 3-PLAYER GAME 16. Place a counter marker in the leftmost marker slot next to each skill card.
ONLY IN A 2-PLAYER GAME 16. Place counter markers in all outermost (left and right) marker slots next to each skill card. 17. Each player returns quest cards No. 3 and 4 to the box.
Game Modes
WANDERER. This is the mode described in "Game Setup". It favors less experienced participants, helps those who are behind, and does not change any rules of the game.
BUILDER. This mode is more strategic and increases the significance of buildings. Perform setup with the following changes:
- At step 8, place ghost card No. 2 face up above the ghost slot of the game board.
During the game (see p. 12) apply the following change:
- Step 3B. At the end of the second season, return all depletion tokens from the game field to the general supply. The season ends.
CITIZEN. This mode rewards long-term planning, and exploring is harder in it. Perform setup with the following changes:
- At step 8, place ghost card No. 3 face up near the ghost slot at the top of the game board.
During the game (see p. 12) apply the following changes:
- Step 3A. At the end of the first season, return all depletion tokens from the game field to the general supply. After that each player chooses 2 quest cards. The season ends.
- Step 3B. At the end of the second season, return all depletion tokens from the game field to the general supply. The season ends.
Increasing Difficulty (optional)
To increase the difficulty of any mode, at step 8 place one more card from the remaining ones above the ghost card, so that its property also takes effect. If you want to play at the hardest level, lay out all the ghost cards one above another so that all their properties are in effect in the game.
Game Flow
The game lasts three seasons, each consisting of three rounds. During a round, players take turns in accordance with the turn order tokens.
A SEASON is a set of three rounds.
- Place the bonus card belonging to the current season next to the bonus slot on the game board.
- Play all rounds of the season.
A ROUND is a set of the turns of all players.
-
SPREAD. The last player rolls the terrain die, then takes 4 ghost pieces from the general supply and places them on any available cells of the terrain type that corresponds to the die result (see p. 15). If there are not enough available terrain cells, the last player places ghost pieces on all available cells, and places the remaining pieces on any cells on the Kalena tile. If they cannot place all 4 ghost pieces this way, the game ends and all participants lose.
-
PRODUCTION. All buildings produce the corresponding resources as income (if possible). You get these resources automatically, regardless of your position on the game field.
-
TURN. Players take 1 turn each in accordance with the turn order tokens (starting with the first player and continuing in ascending order of the numbers on the tokens).
TURN. On their turn players perform various actions. The active player's turn ends when they cannot perform any action or decide to do nothing.
-
REST. Players restore all their action tokens.
-
REORDER. Redistribute the turn order tokens among the players according to the positions of their valor tokens on the track.
-
END OF ROUND. If the end of the third round has come, proceed to the end of the season; otherwise begin the next round.
3. End of the season:
-
A. If the end of the first season has come, return all depletion tokens from the game field to the general supply. After that all players except the player(s) with the most valor points choose 1 quest card each. The season ends.
-
B. If the end of the second season has come, return all depletion tokens from the game field to the general supply. After that all players except the player(s) with the most valor points choose 2 quest cards each. The season ends.
ATTENTION! In a 2-player game the trailing participant chooses only 1 quest card.
-
C. If the end of the third season has come, the game ends and everyone proceeds to final scoring.
Reorder example: a player who gained +2 valor moves up in the new turn order (shown in the original as an illustration).
Basic Actions
On their turn a player may perform any number of basic actions. There are four basic actions, for which the player spends the corresponding action tokens: exploration, extraction, construction, contact. A player performs a basic action only if they can pay its cost.
Exploration
With this action the player moves their sensor meeple from the current terrain cell to an adjacent one. The exploration action is performed in several steps:
- The player chooses which adjacent terrain cell to move their sensor to.
- The player pays the exploration cost of that terrain cell (see p. 6).
- The player moves their sensor meeple to the chosen cell.
Remember that:
- You can move your sensor only to an adjacent cell.
- You can move your sensor onto terrain with other sensors, ghosts and/or buildings.
- You cannot move your sensor onto a lake (unless a property allows it).
Extraction
With this action the player gets a resource belonging to the terrain type on which their sensor is located, or to a lake adjacent to the sensor. The extraction action is performed in several steps:
- The player chooses which terrain to extract on. It can be either the terrain with their sensor or a lake adjacent to their sensor. You cannot choose terrain with a depletion token or a building piece.
- The player pays the extraction cost: flips their active extraction token.
- The player gets a resource belonging to the chosen terrain. They take the corresponding token from the general supply and put it in their personal supply.
- The player puts a depletion token on that chosen terrain.
Remember that:
- When performing extraction on a lake, you put the depletion token on the lake, not on the terrain with your sensor.
- If there is no room in the personal supply for the received resource, immediately return that resource token to the general supply.
- You can perform extraction on terrain with other sensors or ghosts.
- You cannot perform extraction on terrain with a depletion token or a building piece.
Construction
With this action the player places a building piece belonging to the terrain type on which their sensor is located. The construction action is performed in several steps:
- The player chooses which building to build. It can be either the building belonging to the terrain type on which their sensor is, or a noria if there is a lake adjacent to the sensor.
- The player pays the construction cost (see p. 6).
- If there is a depletion token on the terrain where the construction action is performed, the player returns it to the general supply.
- The player places the building piece on the terrain with their sensor (even in the case of a noria), then places their marker on the building to mark its ownership.
- The player immediately gets valor points for building the building.
Remember that:
- You can perform construction on terrain with other sensors or depletion tokens.
- You cannot perform construction on terrain with a building or a ghost.
Contact
With this action the player removes a ghost piece from the terrain on which their sensor is located. The contact action is performed in several steps:
- The player consults the bonus card and determines the contact cost for the ghost on the terrain where their sensor is.
- The player pays the contact cost (see p. 8).
- The player returns the ghost piece from the terrain where their sensor is to the general supply.
- The player rolls the bonus die and gets the reward shown on the active bonus card according to the result of the roll.
Remember that: with each new season it becomes harder to contact ghosts. Never underestimate them, or Kalena will fall.
Additional Actions
On their turn a player may also perform any number of additional actions, paying for them with resources or pecunias, if their sensor is on a suitable terrain.
Selling
With this action the player spends resources and gets pecunias according to one of the exchange options shown on the market card. The selling action is performed in several steps:
- The player's sensor must be in the city (unless a property allows otherwise).
- The player chooses a selling cost from the market card.
- The player pays the chosen cost (see p. 7).
- The player gets pecunias according to the chosen cost of the action.
Remember that: you can perform the selling action any number of times on your turn, as long as you have enough to pay its cost.
Training
With this action the player gets a new action token of any chosen type, spending pecunias. The training action is performed in several steps:
- The player's sensor must be in the suburb (unless a property allows otherwise).
- The player chooses one of the actions. The number of pecunias to spend on training is shown on the player board, in the leftmost free slot of the track of the chosen action.
- The player pays the training cost (see p. 5).
- The player immediately gets a new token of the chosen action and places it inactive side up in the leftmost free slot of the corresponding action track on their board.
- Upon getting the last action token on any track, the player immediately gets as many valor points as are shown in the rightmost slot of that track.
Remember that:
- You can perform the training action any number of times on your turn, as long as you have enough to pay its cost.
- New action tokens are always placed inactive side up. When you get them you are only increasing the number of your tokens. Action tokens are restored only during rest.
- When performing training, you cannot choose an action all of whose slots on the track are already occupied by tokens.
Learning
With this action the player teaches their sensor a new skill, spending resources. The learning action is performed in several steps:
- The player's sensor must be in the suburb (unless a property allows otherwise).
- The player chooses a skill card.
- The player pays the learning cost (see p. 8).
- The player places their marker in the leftmost free marker slot belonging to the chosen skill card, marking its learning.
- The player immediately gets valor points according to the marker slot they occupied.
Remember that:
- You can perform the learning action any number of times on your turn, as long as you have enough to pay its cost.
- You immediately get all the benefits that the property of the learned skill brings.
- You cannot learn the same skill again.
Ghosts
Ghosts wander the lands of Arsela, not attacking people but making coexistence impossible. The following rules apply to ghosts:
- A ghost cannot be placed on a lake, on terrain with a building, or on terrain with another ghost.
- During spread you must place 4 ghosts on as many cells as possible of the terrain type that corresponds to the result of the terrain die roll. If there are not enough such cells, after placing all possible ghosts on cells of this terrain type, add the remaining ones to any cells on the Kalena tile.
- As soon as all terrain cells on the Kalena tile have ghosts, the game ends immediately and all participants lose.
- The contact cost for a ghost is shown on the active bonus card.
- Ghost properties are always in effect.
- You cannot perform the construction action on terrain with a ghost.
Valor Points and the Valor Track
To win, a player needs to gain as many valor points as possible.
During the game all valor points players receive are counted immediately, with a single exception: valor points for quest cards are counted only at final scoring.
Each time they receive valor points, the player advances their valor token along the track according to the number of points received. If a player's valor token ends up on a mark with other players' tokens, they put their token on top of the others, without changing their order. Thus the token that arrived on the mark last is the top token of the stack. This is important because each round at reordering the turn order for the next round is determined by the positions of the valor tokens on the track (starting with the player with the most valor points and the topmost token in the stack, and ending with the player with the fewest and the bottommost token).
When the end of the first and second seasons comes, the positions of the valor tokens on the track also determine which players can choose quest cards.
Example of choosing a quest card: end of the first season (illustrated in the original).
Final Scoring
After the end of the third season, proceed to counting valor points.
In the turn order determined at the last reorder, each player reveals the quest cards they chose during the game and adds the valor points received for them to their total, advancing their valor token along the track. After all players have done this, the participant with the most valor points is declared the winner. In case of a tie, the contender whose valor token is higher in the stack wins.
ATTENTION! Do not forget to perform the reorder at the end of the third round of the third season.
Card Reference
Skill Cards
Cost is given first, then the property.
- Cost: food, water. Property: each time you contact a ghost, get 1 valor point.
- Cost: wood, ore. Property: each time you contact a ghost, instead of rolling the bonus die you may choose any reward from the current season's bonus card.
- Cost: food, food. Property: each time you contact a ghost, restore 1 contact token.
- Cost: food, ore. Property: exploring a forest costs 1 corresponding token less.
- Cost: water, ore. Property: exploring a mountain costs 1 corresponding token less.
- Cost: food, water. Property: you may perform the selling action in the suburb, and the training and learning actions in the city.
- Cost: food, ore. Property: you may keep 1 additional resource of each type in your personal supply (4 instead of 3).
- Cost: food, food. Property: each time you perform the selling action, get 1 additional pecunia.
- Cost: food, wood. Property: each time you spend at least 3 resources when performing the selling action, restore 1 action token of your choice.
- Cost: water, wood. Property: your mills, sawmills, mines and norias produce 1 additional resource of the corresponding type during production.
- Cost: food, water. Property: each time you build a mill, sawmill, mine or noria, get 1 additional valor point.
- Cost: food, wood. Property: each time you perform the extraction action, get 1 additional resource of any type.
Quest Cards
- Requirement: 3 resources of the same type. Valor: 3. Get 3 valor points for every 3 resources of one type in your personal supply.
- Requirement: 3 pecunias. Valor: 1. Get 1 valor point for every 3 pecunias in your personal supply.
- Requirement: region with more of your buildings. Valor: 4. Get 4 valor points for each region in which you have more buildings than any other player (in a tie you get no points).
- Requirement: marker in the rightmost marker slot. Valor: 2. Get 2 valor points for each of your markers placed in the rightmost marker slot belonging to a skill card.
- Requirement: mill. Valor: 2. Get 2 valor points for each of your mills.
- Requirement: noria. Valor: 2. Get 2 valor points for each of your norias.
- Requirement: sawmill. Valor: 3. Get 3 valor points for each of your sawmills.
- Requirement: mine. Valor: 3. Get 3 valor points for each of your mines.
Ghost Cards
- During production, buildings adjacent to a ghost do not produce resources.
- You cannot perform the extraction action on terrain with a ghost.
- Exploring terrain with a ghost costs 1 more exploration token.
Market Cards
- Card 1: 1 resource -> 2 pecunias. 2 resources of the same type -> 5 pecunias. 3 resources of the same type -> 8 pecunias.
- Card 2: 1 resource -> 2 pecunias. 2 resources of different types -> 5 pecunias. 3 resources of different types -> 8 pecunias.
- Card 3: 1 resource -> 2 pecunias. 4 resources of different types -> 12 pecunias.