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Shrine: Duel of Light

Shrine: Duel of Light Rulebook

Table of Contents

Table of Contents

  • Components
    • Base Game
    • Radiant Shapes Module
  • Setup
    • Main Play Area
    • Player Area
  • Overview
  • Player Turn
    • 1. Refill the Offering
    • 2. Unlock a Treasure Power
    • 3. Place an Arcane Lens or Pass
      • Feathered Serpents
    • 4. Deactivate Dial
    • 5. End of Turn Checks
  • Placement Rules
  • Treasure Powers
    • Treasure Powers Detailed
    • Running Out of Treasure
  • Colors
  • Matches
  • Targets
  • Scoring
  • Largest Contiguous Area
  • End of the Game
    • Winning the Game
    • Losing the Game
  • Radiant Shapes Module
    • Overview
    • Changes to Setup
    • Changes to Gameplay
    • Completing a Shape Card
    • Reusing Matches
    • Feathered Serpent Tokens
    • Acquiring New Shape Cards
    • End of the Game Changes

Components

Base Game

  • 1 Illuminated LED main board (with cable)
  • 4 Plastic Dials
  • 1 Draw pouch
  • 30 Arcane Lenses
  • 30 Treasure Coins
  • 6 Large Treasure Coins (worth 5)
  • 2 Light Cover tokens
  • 1 Starting Player token
  • 36 Code cards (6 sets with different backs)
  • 2 Code card Holders
  • 2 sets of:
    • 1 player board
    • 3 Block tokens
    • 3 Debt tokens
    • 2 Pass tokens
    • 2 Feathered Serpent tokens
  • 2 Player aids

Radiant Shapes Module

  • 40 Shape cards
  • 2 sets of:
    • 1 Proof tile
    • 12 Proof tokens (2 of each color)

Setup

Main Play Area

  1. Main board: Place the illuminated main board in the center of the table and connect it to a power source. Use the included USB cord to plug into a power bank or laptop, or supply your own USB power adapter.
  2. Dials: Place each plastic dial arrow side up in a corner of the main board so that the arrows point around the board in a circle.
  3. Offering: Cover the top and bottom spots of the Offering with a cover token; these spots will only be used with the Eternal Glyphs expansion.
  4. Draw Pouch: Place all 30 Arcane Lenses in the draw pouch, then place the draw pouch next to the main board.
  5. Create the Treasury: Place the Treasure coins near the main board.
  6. Create token supplies: Set the Credit and Pass tokens next to the main board.
  7. Choose a set of Code cards: Each player draws one Arcane Lens from the draw pouch. Combine their colors as shown on the "Colors" side of the Player Aid to determine the Code card set for this game. Shuffle the six Code cards with the matching colored backs and place them near the play area. Finally, return the Arcane Lenses to the draw pouch.

Player Area

Players should orient the board between them so that each player is seated on the side of either the Sun or the Moon glyph. The glyph closer to them indicates the luminary they represent in the Duel of Light.

Each player receives:

  1. A Player board.
    • 8A) Cover all Treasure spaces with a Treasure.
  2. A Code card randomly pulled from the selected set. Return the remaining Code cards to the box.
    • 9A) Align the Code card with the main board, using the Sun and Moon glyphs as reference points. Set it up in front of you with a Code Card Holder, ensuring your opponent cannot see it.
  3. 4 Starting Treasures. Place these next to your Player board in a way that is clearly visible to your opponent. The amount of Treasure you possess should be open information throughout the game.
  4. 2 Feathered Serpent tokens. Place them on the respective spaces of your Player board.
  5. 3 Block tokens. Place them in the designated spots of your player board.
  6. 2 double-sided Player Aid cards. Place one on each side of your player board, with their "In Your Turn" and "Colors" face up respectively.

Then determine the starting player.

  1. Toss the Starting Player token. The chosen player receives the Starting Player token with the corresponding side face up.

Overview

During the game, you will take turns placing one Arcane Lens on the illuminated main board, according to the placement rules and the four dials (see Placement Rules).

You can use the Treasure Powers shown on your Player board by spending the Treasures you have previously acquired to override the placement rules (see Treasure Powers).

The objective of the game is to accumulate the most Treasure at the end of the game. You earn Treasure by using Arcane Lenses to create colors on the main board that match the colors shown on your Code card. You can convert these matching fields into Treasures during play or at the end of the game.

Additional Treasure is awarded for the largest contiguous area of matching colors at the end of the game, so it is beneficial to create color matches adjacent to each other (see End of Game).

Player Turn

The Spirit's instructions are brief and to the point: Match your Code. No further explanation is given — the ancient mechanism awaits your discovery.

During your turn, follow these steps in order:

1. Refill the Offering

Draw an Arcane Lens from the draw pouch and place it in the Offering on the main board.

2. Unlock a Treasure Power

Choose a Treasure Power that is currently blocked by one or more Treasure. Return all Treasures from it to the treasury. This Treasure Power is now unlocked and may be used (see Treasure Powers).

3. Place an Arcane Lens or Pass

3A) Place an Arcane Lens

Choose an active (light-side up) dial pointing at a valid field and place an Arcane Lens from the Offering on that field (see Placement Rules).

Optionally:

a. You can rotate the dial you are using for placement by one step for free, to point it towards an adjacent field. The dial must always point directly at one of the three surrounding fields.

a. You can activate any number of Treasure Powers.

Remove Feathered Serpents to unlock additional Treasure Powers.

Feathered Serpents

Your curiosity drives you to take a closer look at those feathered serpent heads on the wall. By placing some weight on them, you accidentally discover a secret mechanism…

Any time during the Step 3 of your turn, you may remove the leftmost Feathered Serpent token from your player board to unlock an additional Treasure Power this turn.

You are allowed to remove multiple Serpent tokens in the same turn.

Keep in mind that Serpent tokens are removed permanently, and by removing both of them, you will lose one Treasure at the end of the game.

3B) Pass

There might be a situation where you would prefer not to place an Arcane Lens.

In this case, take a Pass token from the supply and place it on the leftmost Pass space of your Player board. Do not place an Arcane Lens this turn, do not use any Treasure Powers this turn, and skip Step 4 and Step 5 of your turn.

You can pass a total of two times in the game. If you pass twice, you will lose 1 Treasure at the end of the game.

4. Deactivate Dial

Deactivate the dial you used by flipping it face down along the axis of the arrow, keeping its orientation. When you are done, the dial should show its dark side. Note: If the dial is already inactive, do nothing.

5. End of Turn Checks

Check if any of the following conditions are true:

  • All dials are inactive: Reactivate them all except the one you just used. Flip them face up along the axis of the arrow, keeping their orientation. When you are done, all dials but one should show their active, light side. Note: This is the only way dials can become active.
  • No more valid fields: Move the dial you just used to the game progress track's topmost available space and immediately receive any Treasure printed in that space. This dial is now permanently removed from the game. (See Placement Rules.) Note: Once a dial is removed from the game, there is no way for you to place Arcane Lenses on the surrounding fields. However, it is still possible to relocate lenses from fields without a connection to a dial. (See Placement Rules.)

Placement Rules

You wonder how to begin when your eyes catch a single Arcane Lens materializing near the contraption. A faint trace of light extends from it, linking to the empty spaces of the play area. In the corner, four dials slowly shift, each pointing toward adjacent spaces—as if guiding the flow of energy within the mechanism.

During your turn, you must place an Arcane Lens (1) on a valid field (2) designated (3) by an active dial (4). Before placing, you can rotate the chosen dial by one step for free (5).

Placement rules detailed:

  1. Mandatory Placement: You must place an Arcane Lens on your turn, unless you choose to Pass (see Player Turn).
  2. Valid Field: A field is considered valid if it has fewer than 2 Arcane Lenses on it and no Block token. You can stack up to 2 Arcane Lenses on a field.
  3. Designated Field: The field indicated by the arrow on an active dial is considered the designated field.
  4. Active Dial: A dial is considered active if it shows a white arrow on a white line. In comparison, the inactive side shows a dark square on a dark line.
  5. Free Rotation: You can rotate the dial by one step for free before placing an Arcane Lens, allowing access to adjacent field(s).

Summary: If you can trace the white light trail from the Arcane Lens in the Offering to a field on the main board with fewer than 2 Arcane Lenses present, then it is a valid placement. Keep in mind that adjacent fields are also accessible through the free rotation, and Treasure Powers can also help with placement.

Example: Let's examine where the yellow Lens (A) from the offer could be legally placed, based on the two dials shown in the image—without using a Treasure Power.

In the bottom right corner, the dial is currently pointing to the bottom left field (B). You cannot place your Lens there because that field already contains two Lenses. Additionally, since you're only allowed to rotate the dial once, you cannot reach the field marked (D).

Since the dial in the top right corner (E) is inactive, you cannot place your Lens in any of its fields either.

This leaves you with only one valid option: rotating the bottom dial once and then placing the Yellow Lens at position C, where it would combine to form green. That might not be your ideal choice—so perhaps it's time to consider using a Treasure Power.

Treasure Powers

You are presented with an archaic interface that appears to function through Treasure coins. The ancient ciphers seem to describe ways to manipulate the duel's contraption. As you reach out and touch a coin resting on the surface, it vanishes behind the stone as if it had been blocking the mechanism. Now freed, the compartment glows faintly, ready to be activated once more—awaiting another precious Treasure to stir it back to life.

The placement rules can be overwritten by using Treasure Powers. You have access to six different Powers, all shown on your Player board.

You can activate them during your turn by using your available Treasures in Step 3 of your turn.

To activate a Treasure Power, place the required number of Treasures (1 or 2) on the designated Treasure spaces of that power. This Treasure is considered spent.

If any Treasure is already present on a Treasure Power, that power is considered blocked, and cannot be activated until it is unlocked by removing the Treasures from it in Step 2 of your turn (see Player Turn).

You can activate any number of Treasure Powers in Step 3 of your turn.

Decide which Treasure Power you want to use first. Place the indicated number of Treasures on the corresponding spaces of your player board, then resolve that Treasure Power's effect. Note that some Treasure Powers have an effect that lifts a placement rule — these do not need to be resolved; simply ignore the corresponding restriction for this placement. Once completed, proceed to the next Treasure Power, and continue until you are satisfied or you run out of Treasures.

Example: First, you decide to activate the Dial Rotation Treasure Power to rotate the Dial and place on the desired field. You place one Treasure from your personal supply on the corresponding space of your player board. This Treasure is considered spent. Then, you also wish to destroy a Lens already present on that field, so you place two additional Treasures on the "Overwriting" Treasure Power. (See the next section for details on each Treasure Power.)

Treasure Powers Detailed

Dial Rotation (1 Treasure)

  • For 1 Treasure: Rotate the dial you're using to place an Arcane Lens one additional step beyond the free rotation limit.

This effectively allows you to reach any field adjacent to the dial.

Refreshing the Offering (1 + 1 Treasure)

  • For 1 Treasure: Draw from the draw pouch until you pull an Arcane Lens of a different color than what's currently available in the Offering. Replace the Arcane Lens in the Offering with the newly drawn one; set the old one to the side for now.
  • For 1 additional Treasure: If you are not satisfied with the new color, you may pay one additional Treasure to look further. This time, look specifically for the desired color Arcane Lens, since you already revealed the two other colors. Replace the Arcane Lens in the Offering with this newly drawn one.

Finally, return all set aside, unused Arcane Lenses to the draw pouch.

Using an Inactive Dial (1 or 2 Treasures)

You can place the Arcane Lens next to an inactive dial this turn.

As normal, you must still respect the facing of the arrow and may turn the inactive dial once for free. You may also activate the "Dial Rotation Treasure Power" to turn it once more before placing an Arcane Lens.

  • For 1 Treasure: Place the Arcane Lens on an empty space next to an inactive dial.
  • For 2 Treasures: Stack the Arcane Lens on another Arcane Lens next to an inactive dial.

Treasure Acquisition and Field Blocking (1 or 2 Treasures)

Place one of your three Block tokens on a field containing at least one Arcane Lens.

  • For 1 Treasure: Place the Block token on one of the eight outer fields.
  • For 2 Treasures: Place the Block token on one of the four central fields.

If the color on the field matches the color on your Code card, immediately gain the corresponding amount of Treasure.

Afterwards, this field can no longer be interacted with for the rest of the game and will not be scored at the end of the game. A field with a Block token is still considered part of the largest contiguous area at the end of the game.

Example: You have blocked a field with 1 Blue Lens that matches your Code. You instantly receive Treasures according to the rules of the Scoring of that field. Since it's 1 Lens of a basic color, you receive 1 Treasure. (See Scoring.) (Also note that in a real game, this would probably not be a smart move!)

Overwriting (1 or 2 Treasures)

Before placing an Arcane Lens this turn, you may remove an Arcane Lens from the field where you are about to place your Lens following normal placement rules. Return the removed Lens to the draw pouch and place your Lens on the field where the removed Lens used to be.

  • For 1 Treasure: Remove a single, unstacked Arcane Lens from the field and replace it with your Lens.
  • For 2 Treasures: Remove an Arcane Lens stacked with another Arcane Lens (either on top or underneath). Place your Lens on top of the remaining Lens.

Relocating (2 Treasures)

  • For 2 Treasures: Instead of placing an Arcane Lens from the Offering, relocate one Arcane Lens from any field that does not contain a Block token to another valid field on the game board. You can choose to relocate a single Lens, or either the top or bottom of a stacked set of Lenses.

Running Out of Treasure

By the time you realize you've run out of Treasure, it's already too late — your access to Treasure Powers is lost. As you let out a frustrated groan, the Spirit takes notice and offers you a deal. Take 2 Treasures now, but return 3 to the Treasury at the end. A tempting offer you can not refuse.

There might be a situation where you end up running out of Treasure. Treasure Powers would be out of your reach, which can mean you are not able to continue your game optimally. In that case, it is worth considering taking on some debt.

Take a Debt token and place it in the appropriate section of the game board, starting from the left side.

You immediately receive two Treasures. At the end of the game, you must return 3 Treasures to the Treasury for each Debt token you have.

Colors

At first, it seems like the Spirit is trying to deceive you—there are only three colored lenses, yet your Code contains six different colors. But as you observe more closely, the answer reveals itself. By cleverly combining the available colors, you can create the missing ones, unlocking the true potential of the mechanism.

Code cards display a representation of the main board from your perspective, with each field filled by a specific color.

Your objective is to recreate these colors using light and Arcane Lenses on the corresponding fields of the game board and maintain them there until you can score them.

There are three different colored Arcane Lenses in the draw pouch: red, blue, and yellow. These are the basic colors.

By stacking basic colors on top of each other, you can create complex colors: purple, green, and orange.

  • Blue and yellow will be seen as green.
  • Red and blue will be seen as purple.
  • Yellow and red will be seen as orange.

Your Code card will show these six colors on different fields, and your opponent will have a different color on each field in their Code card.

Matches

A match occurs when the color on the game board exactly matches the color shown on the corresponding field of your Code card.

For example, when your Code card shows a purple complex color on a certain field, there will be no Treasure rewarded for a blue basic color Arcane Lens on the same field of the game board.

Targets

Some fields are more valuable than others. These fields are marked with a target.

If you have a match on a target space, you will get +2 Treasures during scoring.

Scoring

You earn Treasure when you score a field with a match.

There is a Treasure Power allowing you to score a field during play, but normally you score matches at the end of the game. (See Treasure Powers.)

When you score a field, you will get Treasure as follows:

  • 1 Treasure for a field with one Arcane Lens.
  • 2 Treasures for a field with two matching Arcane Lenses.
  • 3 Treasures for field with a complex color consisting of two different colored Arcane Lenses.

You gain +2 Treasures if the field was marked as a target on your Code card.

A single field can earn you between 1 to 5 Treasures.

Example for scoring matches: The player gains no Treasure for field A, as the visible color is blue, while they were supposed to have purple there.

Field B is a correct match: it shows blue with a single Lens, which earns 1 Treasure. Since it's also a target field, the player scores an additional 2 Treasures, for a total of 3.

Field C is a match as well, displaying the complex color orange, which is worth 3 Treasures.

Largest Contiguous Area

Each Match feels like its own small triumph—another flash of light, another piece of the puzzle. But as the board begins to fill, something stirs beneath the surface. Subtle patterns emerge, faint pulses seem to run along connected fields. It's then you realize: the Shrine is watching not just your moves, but the shape they form. If you build wisely, it may reward the unity created by your Matches.

At the end of the game, check which player built the largest contiguous area from adjacent matches.

Only vertically and horizontally adjacent matches count; diagonals do not. However, the largest area can branch out in any direction.

4 Treasures will be awarded to the player who has built the largest contiguous area. In case of a tie, no one receives Treasures.

Example for largest contiguous area: The Sun player has a total of 6 matches. Four of them are connected orthogonally (horizontally or vertically), forming a contiguous area. The Moon player has 5 matches, with 3 of them forming a contiguous area. Since the Sun player has the larger contiguous area, they earn 4 Treasures.

End of the Game

With the third dial removed, the contraption seals itself shut, and the Spirit begins to evaluate the game, distributing the Treasures. You hold your breath, watching intently as the outcome is decided.

The game ends immediately once the third dial has been relocated to the game progress track.

Follow this checklist for end-game scoring:

  1. Field Scoring:
    • Score Unblocked Fields: Score all fields not covered by a Block token, and gain the corresponding Treasures for valid matches with your Code card.
    • Validate Blocked Fields: For each blocked field, verify its validity by checking the player's Code card.
    • If a mistake is discovered (the field color does not match the player's Code card), the player must pay a penalty of 6 Treasures, regardless of the Treasure gained previously.
  2. Largest Contiguous Area: Determine which player has built the largest contiguous area. They receive 4 Treasures. In case of a tie, no one receives any Treasure.
  3. Resolve Debt, Pass, and Serpents: Pay the Treasures shown under Debt and Pass tokens, and on any Serpent Head spaces that show a cost. If you run out of Treasure tokens, you lose the game. It's possible for both players to lose the duel—see the next section.

IMPORTANT: You are not required to reveal or prove your Code card to your opponent when claiming a matching field. However, at the end of the game, your claim will be verified. If the field's color does not match your Code card, you will incur a penalty of 6 Treasures for making an invalid claim.

Winning the Game

Winner: The player with the most Treasures at the end of the game is the winner.

Tiebreaker: In the event of a tie, the player not holding the Starting Player token wins (i.e., the player who moved second).

No Winner: If both players have 0 or fewer Treasures at the end of the game — regardless of how far below 0 — they both lose, and there is no winner. Try again!

Losing the Game

If you are unable to make a valid placement on the board, even by taking on Debt, and cannot pass, you immediately lose the game.

Radiant Shapes Module

As you examine the walls of the Duel Chamber more closely, faint patterns begin to emerge on the weathered stone. Curious, you align the Arcane Lenses to form one of the shapes, and suddenly, it glows and reveals hidden Treasures. You quickly understand—mastering these Radiant Shapes could be the key to victory in the Duel.

Overview

If you are looking for an additional challenge, you may add the Radiant Shapes module to your game. This introduces Shape cards, each showing a special arrangement of Arcane Lenses. When you complete them during the game, you gain additional Treasure or even unlock a Treasure Power.

This module is fully compatible with all other modules.

Changes to Setup

Set up the main area and player area as usual, with the following additions:

  1. Shape cards
    • Separate the Shape cards into 4 decks by their backs. Shuffle each deck and place them next to the main board.
    • Each player draws 1 Shape card from each deck (a total of 4 cards) into their hand. These cards are hidden from the opponent.
    • Return the deck of Shape cards with 2-field patterns to the box — they are only used during setup.
  2. Proof tiles: Each player takes 1 Proof tile. Use the Sun and Moon glyphs as reference points to align the Proof tile with the main board.
  3. Proof tokens: Take two of each color Proof token and set them aside next to your Proof tile.

Changes to Gameplay

At the end of your turn, you may complete exactly one Shape card. Completing a Shape card grants you immediate rewards as described below.

Completing a Shape Card

Each Shape card shows a set of 2-5 glowing fields grouped into a specific pattern.

To complete a card, the colors of the fields on the main board must match the corresponding fields on your Code card in the exact pattern shown on the respective Shape card.

You can rotate and/or mirror the shape to align its pattern with the fields on the board.

Example: At first glance, your Code card doesn't seem to match the pattern shown on this Shape card. However, if you take a closer look, you'll realize that by rotating the pattern 90 degrees and mirroring it, you can complete it.

To complete a Shape card, follow these steps in order:

  1. Reveal the Shape card. Show the respective Shape card to your opponent and explain which fields on the main board form the shape, clarifying any rotations or mirrorings.
  2. Place Proof tokens. The colors were when you originally scored the Shape card, place Proof tokens on your Proof tile, using tokens that match the colors of the corresponding fields on your Code card to mark the fields that align with your Shape card. At the end of the game, the Proof tokens will be verified against your Code card. For each incorrect Proof token, you will lose 6 Treasures.
  3. Gaining rewards. Gain the reward seen on the bottom of the completed Shape card.
    • Choose between the following rewards: a. Treasure only: Gain the indicated number of Treasures. This option always grants more Treasures than "Treasure and Unlock."
      • OR - b. Treasure and Unlock: Gain a lower amount of Treasures (if any) and unlock one Treasure Power of your choice.

Example (continued): Continuing the previous example: (1) Reveal your Shape card and clarify its orientation — including any 90° rotation or mirroring. (2) Place the 3 Proof tokens on your Proof tile so that the fields and colors match your Code card. (3) Then, choose one of the rewards shown at the bottom of the Shape card — in this case, Treasure only, worth 2 Treasures.

Bonus Reward: In addition to your chosen reward, some Shape cards offer a bonus, shown on the right side of the card. You may take this bonus reward regardless of which Treasure reward you choose. Bonus rewards are either:

  • Draw 1 Shape card immediately from the indicated deck.
  • Draw 1 Shape card immediately from a deck of your choice.

Example: This Shape card shows a bonus reward that lets you immediately draw 1 Shape card from the deck of 4-field patterns.

Reusing Matches

After completing a Shape, you may want to use the same matching fields for another Shape. While this is possible to some extent, there is a restriction: each newly completed Shape must include at least one new matching field that was not part of a previously completed Shape.

Also, the validity of matches is determined by the current state of the main board, not your Proof tile. If a match was previously scored but a corresponding field has since changed—such as an opponent disrupting its color—you cannot count that match when completing another Shape.

Example: You have multiple matches on the main board that align with the pattern on this Shape card. Let's look at three different ways you might try to complete it: (1) In the first case, you use the purple and blue fields — but notice that both of these fields are already marked on your Proof tile. This means you cannot complete the Shape this way. (2) In the second case, you use the two yellow fields. This is legal, because only one of the yellow fields is already marked on your Proof tile. (3) Similarly, the third case is also legal. You use the two blue fields, and again, only one of them is marked. In situations like these, having other Shape cards in hand may help you plan ahead for your next Shape and decide which fields to use.

Feathered Serpent Tokens

In the Radiant Shapes module, Feathered Serpent tokens have an alternative use beyond unlocking Treasure Powers.

When completing a Shape, you may discard a Feathered Serpent token to ignore one field of your choice from the Shape card. This allows you to complete the Shape with one fewer matching field on your Code card.

You must still place a Proof token on the respective field of your Proof tile, revealing the color on your Code card just as if it were a normal match.

Also, the restriction on reusing fields still applies—if you are building on previously used matches, you must include at least one new field that was not marked on your Proof tile from a previous Shape card completion.

Example: You discard a Serpent token to make a Shape card work. (1) The shape almost matches your Code card, but you're missing one field on the main board for a perfect match. (2) Discarding the Serpent token allows you to treat one additional field as if it matched. (3) You choose the bottom-right field of the shape and treat it as blue. (4) You can now play your Shape card — but you must mark all 3 fields on your Proof tile, including the one enabled by the Serpent token.

Acquiring New Shape Cards

In Step 2 of your turn, you may forfeit unlocking a Treasure Power and instead draw two Shape cards from a deck of your choice. Keep one and discard the other to the bottom of its respective deck.

Some Shape cards also grant you an extra card as a bonus reward.

End of the Game Changes

Follow the standard scoring process with one exception. In addition to validating blocked fields, you must also validate all fields with a Proof token on your Proof tile. For each field where the color on your Code card does not match the corresponding Proof token, you lose 6 Treasures.