Imperial Miners: Aztecs vs Weirdlings
Imperial Miners: Aztecs vs Weirdlings Rulebook
Table of Contents
Table of Contents
Components
- 55 Mine cards
- 7 Reminder cards
- 5 Sun/Moon tokens
- This rulebook
The expansion also contains a replacement SHEPHERDS 105 card; see the SHEPHERDS 105 section below.
SHEPHERDS 105 Replacement
Since the release of Imperial Miners, many questions have been asked about the SHEPHERDS 105 card. During development its effect was changed, making it much less useful than it was initially. It is still playable and "mechanically correct," but the publisher has added its new version to this expansion. To include it, simply swap the card from the base game with the new one and enjoy.
Note: the replacement card's text is printed on the card itself, not in this rulebook, so it is not transcribed here.
Setup Changes
After the normal setup, perform these 3 additional steps:
- Each player takes 1 Sun/Moon token and places it with a random side face up next to their Surface board.
- Pick any 2 Factions from the base game and this expansion to become the Lost Factions (excluding Egyptians!). Players may agree to exclude the Factions together or use the Reminder cards to randomly exclude 2 Factions. Once you decide which Factions are Lost Factions, place their corresponding Reminder cards next to the draw piles.
- Go through the Level 1, Level 2, and Level 3 decks (shown as the I, II, and III deck icons) and return to the box all cards with at least 1 icon of a Lost Faction. They won't be used in the game.
Note: Remember to always include Egyptians in your games. They have many more cards than the other Factions, and advancing on the Progress tracks depends mostly on their cards.
Rule Changes
Play the game as usual with the following changes:
- Some Mine cards have an additional Sun/Moon flip icon below the card's name. Once you activate such a card, flip your Sun/Moon token to its opposite side, even if you have not resolved the effect entirely (i.e. because you didn't have enough coins, etc.).
- When an effect instructs you to reveal cards, reveal cards from your hand and show them to other players (skip this in solo games), then continue resolving the effect.
All other rules remain unchanged.
New Factions
Weirdlings
Weirdlings: Their strength depends on the Sun and the Moon.
The Weirdlings are refugees from the surface: Vampires, Werewolves, and Witches that weren't accepted above. They live beneath the ground and visit the surface only after twilight.
The effects of all Weirdling cards depend on the Sun/Moon token. When it shows the Sun side, resolve the left effect (on the orange background), and when it shows the Moon side, resolve the right effect (on the dark background). Once you resolve a card with a Sun/Moon flip icon, flip the Sun/Moon token to its opposite side.
Aztecs
Aztecs: The future is full of possibilities.
The Aztecs came from the hot lands of paradise. Their science and culture allow them to rely not only on past deeds, but also on the visions within their minds.
The effects of most Aztec cards depend on the cards in players' hands: Factions, costs, levels, etc.