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Tanxi

Tanxi Rulebook

Table of Contents

Table of Contents

  • Objective of the Game
  • Components
  • Game Setup
  • Game Idea
  • Anatomy of the Board
  • Anatomy of the Loot Cards
  • Anatomy of the Characters
    • Being Defeated
  • Character Actions
    • a. Movement
    • b. Explore
    • c. Equip
    • d. Use an object
    • e. Attack
    • f. Interact with the town
    • g. Special abilities of the character
    • h. Invoke the favor of a deity
  • Advancing the Round Marker
  • End of the Game
  • Glossary

Objective of the Game

In Tanxi you must be the last character alive to win the game. To achieve this you must defeat the other characters and overcome the dangers of the island. To survive, you will need to take care of your life and strengthen your character by increasing their attack and defense powers through the use of weapons, equipment and magical objects.

On their turn each participant plays with their character, exploring, interacting with the island, equipping themselves or attacking other characters.

Components

  • 1 board: contains the island where the game takes place and the round counter
  • 1 round marker: indicates the round being played
  • 1 town marker: indicates which town resident was the last one interacted with
  • 20 1-life tokens
  • 10 5-life tokens
  • 25 power gem tokens
  • 25 ammunition tokens
  • 5 ice orb tokens
  • 5 fire orb tokens
  • 5 character tokens
  • 5 ice tokens
  • 4 resident cards
  • 20 monster cards
  • 12 character cards
  • 6 deity cards
  • 5 help cards
  • 64 loot cards: cards of equipment, objects, weapons and power gems
  • 15 starting loot cards: 5 knives, 5 canteens and 5 power gems
  • 18 relic cards: these are more powerful loot cards
  • 3 defense dice (values: 0, 0, 1, 1, 1, 1, 2, 2)
  • 1 attack die (values: 0, 1, 2, 2, 3, 3, 4 and 5)
  • 1 rulebook

Game Setup

  1. Separate the cards by type: starting loot, loot, relic, monster, deity, resident and character.

    Starting loot cards have a light brown frame and the starting loot symbol in the upper left corner. Relic cards have golden details, a yellow frame and the relic symbol.

  2. Place the board in the center of the table (A) and leave the round marker (B) on the first space of its counter.

  3. Place the 4 resident cards next to the board and leave the town marker (C) beside them. Choose 4 loot cards and 1 relic card at random and, without looking at them, leave them face down next to the Merchant of the town (D).

  4. Next, use the remaining loot and relic cards, and all the monster cards, to form the 4 island exploration decks as follows:

    • Shuffle the loot cards and separate them into 4 groups of 15 cards each.
    • Shuffle the monster cards and separate them into 4 groups of 5 cards each.
    • Separate 4 relic cards at random forming 4 groups of 1 card each.
    • Form each exploration deck by secretly shuffling together one group of 15 loot cards, one of 5 monster cards and 1 relic card. Place each exploration deck on the space corresponding to each quadrant of the island (E).

    Composition of each Exploration deck: 15 loot cards + 5 monster cards + 1 relic card.

  5. Shuffle the rest of the relic cards, form a deck and leave it face down on the relic space (F).

  6. Define an area near the board for the discard pile (G).

  7. Shuffle the deity cards and, without looking at them, place 3 cards at random face down on the deity spaces (H). The remaining deity cards will not be used in the game.

Finally, the starting participant begins their first turn.

Game Idea

Each game of Tanxi is a free-for-all battle where the last character able to remain alive on the island will triumph. A game is made up of several rounds in which there are turns in clockwise direction. On your turn you can use your character's energy on different actions: moving, exploring to obtain new cards or confronting monsters, equipping yourself with loot cards, using objects, attacking other characters and interacting with the town residents or the deities of the island.

As the sun advances in the sky, a dense fog rises from the coast, covering the island. During dawn, midday and dusk, the fog will advance, reducing the available spaces and awakening the wrath of the deities, who will affect the characters on the island.

Once night arrives, the island will do everything it can to get rid of its invaders, limiting their options and pushing toward the final confrontation.

This rulebook details the general rules of Tanxi. If at any moment the text of a card contradicts this rulebook, the card text prevails. At the end of the rulebook you can find a glossary with terms and concepts of the game.

Anatomy of the Board

  • Island: the island contains spaces through which each character can move. There cannot be more than one character per space. A character cannot pass through a space occupied by another character. It is divided into 4 quadrants, delimited by the 2 black lines that cross at the town.
  • A. Exploration points: these are the 4 spaces around each exploration symbol. According to their color, they are associated with a quadrant of the island and are related to the explore action.
  • B. Rivers: they block the passage of characters on the island. A river cannot be crossed with the movement action.
  • C. Bridges: they allow crossing the rivers.
  • D. Town: these are the 4 spaces in the center of the island. They work as normal spaces, except that while a character is positioned on one of the 4 town spaces they can interact with any of its residents (the Merchant, the Witch, the Mining Goblin or the Bartender) to obtain benefits.
  • Round counter: at the end of each round, before the starting participant begins their turn, the marker must be advanced one space on this counter. There are some rounds (dawn, midday and dusk) that begin with the appearance of a deity and the advance of the fog. In addition, when the counter reaches the last space, night begins, the moment when sudden death is triggered.

On pages 9 and 10 you can see in detail how to interact with the town residents and the events of the round counter.

Anatomy of the Loot Cards

Types: Equipment, Objects, Power Gems, Weapons.

  • A. Name of the loot.
  • B. Description of the loot.
  • C. Value in coins: used to interact with the residents of the Town.
  • D. Part of the body where the Equipment or Weapon is equipped.
  • E. Attack: indicates the bonus it gives to attack.
  • F. Defense: indicates the bonus it gives to defense.
  • G. Energy: indicates how much energy it adds to or removes from the character.
  • H. Range: for ranged weapons, indicates the range at which it can be used.
  • I. Weapons with this symbol cannot return to your hand. If you unequip them you must discard them.
  • J. Objects with this symbol are not used up when used.

Anatomy of the Characters

In Tanxi there are 12 unique characters. Their card describes their initial statistics and their abilities.

  • A. Name and occupation of the character.
  • B. Life: indicates the initial life of the character. At no moment of the game can that number be exceeded. Each time your character receives damage, you must remove as many life tokens as the damage received. If at any moment the life of your character reaches 0, your character has been defeated. This can happen through the attack of an adversary, the retaliation of a monster, the favor of a deity or the effect of the fog.
  • C. Energy: indicates the base energy points of the character. Each energy can be spent to execute actions during your turn. Unless otherwise indicated, you can perform the same action several times in your turn, as long as you have the necessary energy (see page 6, "Character actions"). There are loot cards and relics that can increase or decrease your energy from the moment they are used or equipped.
  • D. Attack: indicates the base attack value of your character. Each time you make an attack on another character or a monster you must add this value, the result of the attack die, the bonuses of the equipped cards and of the corresponding effects. This sum will be your attack power.
  • E. Defense: indicates the base defense value of your character. When you receive an attack from another character you must add this value, the result of the defense dice, the bonuses of the equipped cards and of the corresponding effects. This sum will be your defense power.
  • F. Attack die: when declaring an attack on another character or when fighting a monster, the attack die must be rolled. Its bonuses go from 0 to 5, a value that must be considered to know the attack power.
  • G. Defense dice: when you receive the attack of another character, you must roll your defense dice. Each character starts with only 1 defense die to roll, but that number can increase. The maximum number of defense dice you can roll is 3. The sum of the result must be considered to know the defense power. If the defense power is equal to or greater than the attack power, there is no damage. Otherwise, the damage is the difference between both values. You must remove as many life tokens as the damage received.

In addition, each character has the same 6 body parts on which to equip weapon and equipment cards to strengthen themselves: head, chest, feet, accessory and the 2 hands.

Being Defeated

If your character runs out of life tokens, that is, your life reaches 0, you must immediately remove your character token from the island board and leave it lying horizontally on your character card.

On your next turn you must place your character token upright on your character card; this will be your only action during that turn.

At the start of your following turn you must place your character token on a free space of the town, returning to the game with half of its maximum life. In this way, if you are defeated, you will remain one round out of the game.

Exception: if night has arrived, your character will return to the town with 3 life (instead of half of its maximum life).

Remember: if at any moment there is only one character token on the island board (that is, there is only one character with life), the game ends automatically with the victory of the one who survived.

Note: in the strange case that the 4 town spaces are occupied at the moment a character returns to the game, that character must be placed on one of the 8 spaces adjacent to the town.

Character Actions

During your turn you can use your energy on the actions described below. You can leave energy unused, ending your turn early. Generally you can perform the same action several times in your turn, as long as you have the necessary energy.

  • a. Movement
  • b. Explore
  • c. Equip
  • d. Use an object
  • e. Attack
  • f. Interact with the town

In addition, there are 2 actions that do not use energy, but instead cost power gems. These actions can be performed at any moment of the turn (even when you have already used all your energy), but each one can be used only once per turn.

  • g. Special abilities of the character
  • h. Invoke the favor of a deity

a. Movement

It is the action of moving a character orthogonally from one space to another adjacent space available on the main board. Each movement action costs 1 energy. You cannot cross rivers or other characters.

b. Explore

It is the action of taking the first card of one of the exploration decks. To explore you must be on one of the 4 spaces around an exploration point, spend 1 energy and draw the first card of the exploration deck of the corresponding sector.

You can explore several times per turn, but you can only explore once at the same exploration point in each turn.

You can find 3 types of cards when exploring:

1. Loot cards. If a loot card appears when exploring, take it to your hand in secret. There is no limit to the number of cards you can have in your hand. If the card is equipment or a weapon, you can equip it to your character later. If the card is an object, you can use it later to apply its effect.

2. Relics. As with loot cards, if a relic appears when exploring, take it to your hand in secret. You can equip it or use it later.

3. Monsters. If when exploring you take a monster card, leave it face up in front of you. A monster has appeared on your path! Read the description (A) of the monster, since they usually have special abilities.

If the monster has the ambush symbol, it will ambush you (B). This means the monster will deal you damage before the combat begins. Look at the monster's text and at the effect that follows the ambush symbol to know how much damage your character receives.

Next, you must decide whether to flee or confront the monster.

If you flee, shuffle the monster card into the exploration deck from which you took it, and leave it on its corresponding space. Your explore action has ended.

If you confront the monster, you must manage to bring its life (C) to 0 in a single attack. If you succeed, you will receive a reward (D) and must leave the monster card in the discard pile. If you do not succeed, however, you will lose as much life as its retaliation (E) indicates and must shuffle the monster card into the exploration deck from which you took it.

If your life reaches 0 due to the retaliation or the ambush of a monster, you have been defeated. Your turn ends automatically, and you must follow the normal steps of being defeated (see page 5, "Anatomy of the characters: Life").

When confronting the monster you must declare with which weapons you will attack; these may or may not be ranged. If you use ranged weapons, you must discard the corresponding ammunition. While you carry them equipped, you can attack a monster with several weapons, as long as they have the same attack range. You can also attack without weapons. To know your attack power, you must roll the attack die and add to the number obtained the base attack value of your character, the bonuses of the weapons used and/or of the corresponding effects.

Then, to know the defense power of the monster, any other participant must roll the defense dice that correspond (F).

You will have defeated the monster if the difference between your attack power and the defense power of the monster is equal to or greater than its life.

Example: Paula Percebe is the red character token. On her turn she uses 3 energy to move and her last energy to explore. She draws from the corresponding deck an equipment card directly to her hand.

Example: Ian Frost is the blue character token. He starts his turn by using one energy to explore. Then he uses 2 energy to move, up to a new exploration point, where he uses his last energy to explore again. In this case a Mutant Mushroom has appeared. Ian decides to fight the monster, attacking with his knife.

Ian's attack power: 2 (base attack Ian) + 2 (knife attack) + 4 (attack die result) = 8

Defense power of the Mutant Mushroom: 1 (defense die result) + 2 (defense die result) = 3

Damage calculation: 8 attack - 3 defense = 5

Ian did 5 points of damage to the Cursed Mushroom. Since the life of the Mushroom is 5, Ian has defeated it. The monster card is discarded and Ian obtains 1 power gem as a reward.

c. Equip

It is the action of taking cards from your hand to your play area face up, strengthening your character. You can equip equipment cards (breastplates, boots, helmets and accessories) or weapon cards (weapons and shields).

When equipping a card its effect applies immediately.

Each equip action costs 1 energy for each card you want to equip. You can only carry equipped one card of head, chest, feet and accessory at the same time. While a card is equipped on your character, its bonuses and effects become part of it.

The equip action can also be used to unequip a card. That is, by spending 1 energy you can take an equipped card and return it to your hand.

Alternatively, for only 1 energy you can exchange an equipped card for another one from your hand of the same type (head, chest, feet, accessory).

In addition, each character has 2 hands to equip weapons. There are some weapons that use 1 hand, while others use 2 hands. Thus, your character could have equipped 1 two-handed card, 2 one-handed cards or 1 one-handed card.

Weapon exchanges are special: for only 1 energy you can exchange any combination of cards that have the 1-hand and 2-hand symbols, respecting that each combatant has only 2 hands.

For example, for 1 energy you could exchange 1 two-handed card already equipped for 2 one-handed cards from your hand.

The "cannot return to hand" symbol: weapons with this symbol cannot return to your hand. If you unequip them you must discard them instead of taking them to your hand.

d. Use an object

With this action you can use 1 energy to activate the effect of an object card. Keep in mind that some effects are immediate, while others can last until the beginning of your next turn. After resolving the effect of the object, the card is discarded.

The effect of object cards is exactly what the card indicates, except for the orbs, which need some clarifications:

Fire Orb: when using this object, discard the card and bring a fire orb token to your play area. Your next attack (whether against another character or a monster) has +3 attack. Then return the fire orb token to the supply. You cannot have more than one fire orb at the same time.

Ice Orb: when using this object, discard the card and bring an ice orb token to your play area. Depending on what happens first, the orb gives you +3 defense the next time you suffer an attack from another character or cancels the retaliation (or the ambush) of the next monster you confront. In either case, after using it you must return the ice orb token to the supply. You cannot have more than one ice orb at the same time.

e. Attack

It is the action of attacking another character with life on the island. You must spend 1 energy to use it. You can attack several characters during the same turn, provided you have the necessary energy, but you can only attack each character once during the same turn.

Depending on the range at which you are from the character you want to attack, you can perform melee attacks or ranged attacks.

To perform a melee attack you must be on a space orthogonally adjacent to your target and not be separated by a river.

In the case of ranged attacks, you must be at a range exactly equal to that of the ranged weapon with which you want to attack and there must be no obstacle in the line of the attack. In a ranged attack you must spend 1 or more ammunition of the weapon. Other characters are considered obstacles for the range of a ranged attack.

You can use more than one weapon to attack a character as long as you have them equipped, they have ammunition (if applicable) and they share the range.

Cards bearing the reload indication "x : +x" can be reloaded using the energy indicated. You can reload several times in a turn.

When attacking another character you must declare with which weapons you will attack. You can attack without a weapon, using the base attack of your character. To calculate your attack power, you must roll the attack die and add to the number obtained the base attack value of your character, the bonuses of the weapons used and of the corresponding effects.

Then, the character receiving the attack must roll the defense dice that correspond. To calculate their defense power, they must add their character's base defense, the bonuses of the equipped cards, the corresponding effects and the result of the defense dice.

If their defense power is greater than or equal to your attack power, then your attack has done no damage.

If, on the other hand, their defense power is less than your attack power, you have done damage. The character who received the attack loses as many life tokens as the difference between attack power and defense power. The damage is the amount of life you managed to subtract with the attack.

Remember: if after receiving an attack your character is left without life tokens, it has been defeated. You must follow the steps corresponding to being defeated (see page 5, "Anatomy of the characters: Life").

If after attacking you manage to defeat another character, you will automatically receive a reward: 1 power gem and 1 relic card.

Example: Isaac Fleesa is the green character token. On his turn he spends 1 energy to use the object Fire Orb. He takes this card to the discard pile, while taking a fire orb token. Then he uses 1 energy to exchange his Knife and Hunting Crossbow for a Forest Scepter. After placing the corresponding counters on the Forest Scepter, he decides to use 1 energy to move and his last energy to attack at range Ian Frost with the Forest Scepter.

Isaac's attack power: 3 (base attack Isaac) + 3 (Forest Scepter) + 2 (attack die result) + 3 (fire orb) = 11

Ian's defense power: 2 (base defense Ian) + 1 (Peeping Mask) + 2 (defense die result) = 5

Damage calculation: 11 attack - 5 defense = 6

Isaac did 6 points of damage to Ian, so he loses 6 life. Finally, Isaac discards the fire orb token and 2 ammunition counters from the Forest Scepter.

f. Interact with the town

It is the action of interacting with one of the 4 residents of the island. To interact with the town, your character must be positioned on one of the 4 town spaces and you must spend 1 energy. In addition, each time you interact with a resident, the town marker must be left on that resident, blocking its use.

You can interact with the town several times in your turn, but you cannot interact with the resident that has the town marker at that moment. When you interact with the town again, the town marker must be moved again, and so on. In this way, you cannot interact 2 times in a row with the same resident.

Several residents offer more than one benefit, which to obtain you must pay with cards from your hand, their value in coins. You can reach the cost using more than one card from your hand, but the town residents do not give change. The cards from your hand that you use to interact with the town you must leave in the Merchant's card pile in the town, remaining available for subsequent interactions.

The Bartender: if you interact with him you have 2 options:

  • You can pay 3 coins to recover +3 life.
  • You can pay 5 coins to recover life up to half of your maximum life.

The Witch: if you interact with her you have 2 options:

  • You can pay 5 coins to look at the hand of another character with life and take one of their cards to your hand.
  • You can pay 5 coins to obtain 1 fire orb token or ice orb token.

The Mining Goblin: if you interact with him you have 2 options:

  • You can pay 3 coins to obtain 1 power gem.
  • You can pay 5 coins to obtain 2 power gems.

The Merchant: if you interact with her you can obtain 1 of the Merchant's cards by paying its value in coins. The Merchant's cards can be consulted at any moment.

The term "coin" refers to the value each card has. To pay any resident you must discard onto the Merchant's card pile a quantity of cards whose sum equals or exceeds the sum requested by the resident. Residents do not give change.

g. Special abilities of the character

Each character has 2 unique special abilities. At any moment of your turn (even when you have already used all your energy) you can activate a special ability by spending 1 power gem. During each turn you can use one of your 2 abilities, and only once per turn.

Several special abilities are similar to other types of actions ("Attack and...", "Explore and..."). In those cases, you must follow the rules and limitations of the base action (for example, you cannot attack the same character twice in one turn, even if one of your attacks comes from a special ability).

Example: Darla Olcay is the yellow character token. On her turn she uses 2 energy to move. Then she uses 1 energy to interact with the town. She decides to buy 2 power gems by interacting with the Mining Goblin, so she discards, onto the Merchant's card pile, a knife and some Traveler's Boots, adding up 5 coins. She leaves the town marker on the Mining Goblin's card, indicating that it has been blocked.

Then, Darla uses 1 energy to move to an exploration point and finally uses 1 power gem (but no energy) to activate her special ability Luck, allowing her to draw 3 cards and choose one.

h. Invoke the favor of a deity

At the beginning of the dawn, midday and dusk rounds, besides the advance of the fog, deities appear. When a deity appears its Wrath is applied automatically (see page 10, "Round counter, sudden death and fog"). From the moment a deity is revealed, its favor will be available and the characters can interact with it.

At any moment of your turn (even when you have already used all your energy) you can invoke the favor of an available deity by spending 2 power gems. You can only use this action once per turn.

If you defeat several characters by invoking the favor of a deity, you obtain rewards for each one.

Advancing the Round Marker

Each time a round ends and before a new one begins, the round marker must be advanced one space.

On the marker there are 3 milestones represented by the different phases of the day: dawn (round 3), midday (round 6) and dusk (round 9).

Before beginning each of these rounds, one of the deity cards must be revealed and the effect of its wrath immediately applied (A). The wrath of a deity represents its displeasure at the arrival of the characters on the island, corresponds to a unique effect and affects all characters that are not defeated.

The wrath of a deity cannot reduce the life of a character to 0; if it were to happen, that character is left at 1 life.

After applying its wrath, the deity remains revealed and its favor can be invoked (B).

Along with the appearance of the deities, during dawn, midday and dusk (beginnings of rounds 3, 6 and 9), a dense fog rises from the coast, covering the island little by little.

  • At the beginning of dawn (round 3) the fog will cover up to a certain point of the island (C).
  • At the beginning of midday (round 6) it will cover more spaces of the island (D).
  • At the beginning of dusk (round 9) it will be the last time the fog advances (E).

Characters can move through spaces covered by fog, but if they end their turn on a space with fog, that person must roll the attack die and lose as much life as the number it indicates. If a character is defeated by the fog, they must follow the usual steps, although nobody obtains a reward for their defeat.

The last space of the round marker represents night, the moment sudden death begins. From that moment the round marker must no longer be advanced when a round begins. The only difference is that when a character returns to the game at night, after being defeated, they will return to the town with 3 life (instead of half of their maximum life).

End of the Game

A game of Tanxi ends automatically when there is only one participant with life on the island. That character has triumphed, receiving the Tanxi and its unequaled power.

Glossary

Attack, action of: it is the action by which a character can attack another. It has a cost of 1 energy and it must be declared with which weapons it is made.

Attack: represents how skilled a character is at doing damage to an opponent. The value indicated on the character card is its base attack and, added to different bonuses and the attack die, the Attack power is obtained.

Attack, power of: result of the sum of the base attack, the different modifiers granted by equipment and the attack die. It is set against the Defense power for the calculation of damage.

Melee attack: corresponds to declaring an attack without weapons or using any weapon without a range value, and it can only be declared against a character on an orthogonally adjacent space not separated by a river, or against a monster. If the character has more than one weapon without range equipped, they can declare a melee attack using both.

Ranged attack: corresponds to declaring an attack using any weapon that has a range value, and it can only be declared against a character who is exactly as many spaces away as the range value of the weapon, or against a monster. If the character has more than one weapon with range equipped, they can use them together only if they share the range value of the attack. Rivers can be crossed with ranged attacks, but not other participants or obstacles.

Weapons, cards of: these are the cards that can be equipped in the hands of each character. They can be weapons or shields and are red. They generally grant bonuses to Attack power. There are 1-hand and 2-hand weapons.

Loot, cards of: a general category of cards that includes: weapons, equipment, objects and power gems. They are found in the exploration decks and in the Merchant's cards.

Starting loot, cards of: at the start of the game, each character receives a power gem, a canteen and an equipped knife. They have the starting loot symbol.

Damage: each time you receive damage, you must remove as many life tokens from your character as correspond. It can originate from an attack (if the Attack power is greater than the Defense power), but direct damage can also be received through a special ability, the retaliation of a monster, the wrath or favor of a deity, or by ending the turn on a space covered by fog.

Defense: represents how resistant to damage a character is. The value indicated on the character card is its base defense and, when added with different bonuses and the defense dice, determines the Defense power.

Defense, power of: result of the sum of the base defense, the different modifiers granted by equipment or weapons and the result of the defense dice. It is set against the Attack power for the calculation of damage.

Deity: one of 6 different deities that protect the island. In each game only 3 appear at the beginning of certain specific rounds. Each deity has a Wrath and a Favor.

Deity, Invoke: action by which the favor of a deity is obtained by paying 2 power gems. This action does not require energy and can be used only once per turn. Each deity has a unique favor and its effects are beneficial for whoever invokes it.

Deity, Wrath: represents the displeasure of the deity at the arrival of the characters on the island. It corresponds to a unique effect activated at the beginning of the round in which the Deity card is revealed. It affects all characters on the island and cannot reduce a character's life to 0.

Defeat: a character is defeated when it has no life tokens. Its token is removed from the island and it will lose a turn before returning to the game with half of its initial life (or 3 if night has arrived).

Energy: represents the energy with which several actions can be carried out. Each character has a base energy, which can increase or decrease with different equipment, weapons and objects. It is spent on carrying out the different types of available actions.

Equip, action of: action by which a character can equip, unequip or exchange an equipment or weapon card in their available body parts.

Equipment, cards of: these are the cards that each character can equip on the head, chest, feet or accessory. They are brown and their effects are diverse, but they tend to grant defense bonuses.

Equipment spaces: these are the spaces each character has to equip themselves. The available spaces are: head, chest, feet, accessory and 2 hands.

Exploration, action of: action by which the first card of the exploration deck of the quadrant where the action is performed is drawn. It has a cost of 1 energy, must be done on an exploration point and can only be done once per turn for each exploration point.

Exploration, Deck of: deck built with loot cards, monsters and one relic. It contains 21 cards in total and there is one for each quadrant of the island.

Exploration, point of: corresponds to the 4 spaces around the exploration symbol spread across each quadrant of the island. If the character is located on an exploration point, they can use the exploration action to draw the first card of the corresponding exploration deck.

Phases of the day: represent the passing of the day during the game. They can be dawn, midday, dusk and night. At the beginning of the first three a deity is revealed, the effect of its Wrath is applied and the fog advances. At night sudden death begins.

Power gems: one of the main resources of the game; they can be obtained in different ways: defeating other characters, beating monsters or interacting with the Mining Goblin of the Town. They are used to activate the special abilities of the characters or to obtain the favor of an available deity.

Power gems, cards of: they are equivalent to one power gem. They can always be used when a cost requiring a power gem needs to be paid, without needing to use energy.

Special ability: each character has 2 special abilities. They are used by spending a power gem but do not require energy. Only one special ability can be used per turn.

Passive ability: each character has a different one. It is always available, has no cost and its effect is constant.

Interact, action of: it is the action of interacting with the town. It is performed only if the character is located on one of the 4 town spaces. A resident that is not blocked must be chosen and the corresponding cost in coins paid. The cards used when interacting with the town remain in the Merchant's pile.

Round marker: marker that allows keeping track of the current round of the game. According to the phases of the day, deities will be revealed, the fog will advance or sudden death will begin.

Monster: these are the creatures that inhabit the island and seek to surprise the characters. All have a Life value, a reward, a retaliation and in some cases a special ability. In the game they are represented by cards that are shuffled into the exploration decks.

Monster, life: corresponds to a value that the character must reach through an attack to overcome the monster. If the attack equals or exceeds the value, a reward is obtained. If the attack is lower than the value, a retaliation is suffered.

Monster, reward: corresponds to the benefit a character obtains when beating a monster. It is obtained immediately and then the monster card is discarded.

Monster, retaliation: corresponds to the punishment a character obtains for failing to beat a monster. It is obtained immediately and then the monster is shuffled into its corresponding exploration deck.

Monster, ambush: some monsters can ambush characters. In those cases the monster will do damage to the character before the combat begins, even if the character decides not to confront it.

Movement, action of: it is the action of moving a character orthogonally from one space to another adjacent one, and without crossing rivers. It has a cost of 1 energy.

Sudden death: phase of the game that begins in the last round and extends until the end of the game. In sudden death each time a character revives it returns to the island with only 3 life.

Ammunition: counter that represents how many times a ranged weapon can be used for an attack. Each weapon has a different number of counters and whenever a ranged attack is declared, counters must be discarded. Some weapons can reload their ammunition.

Fog: element of the island that advances progressively as the game goes on. Whenever a character ends their turn on a space covered by fog, they must roll the attack die and lose as much life as the number the die indicates.

Objects, cards of: these are the green cards. They are used through the use object action. Their effects are generally immediate or until the participant's next turn. After resolving the effect the card is discarded.

Obstacles: these are the other characters on the island and the counters of Ian Frost's Ice Blocks ability. You cannot pass through them with the movement action or ranged attacks.

Orbs: these are special objects. They can be fire (+3 next attack) or ice (+3 defense against next attack or cancels retaliation or ambush of the next monster). You can have at most one of each type.

Character: there are 12 different ones. The card of each character indicates their unique abilities and base statistics.

Beaches: these are the 6 spaces of the island where characters can be placed at the beginning of the game. They can be identified by having a boat on them.

Town: these are the 4 spaces in the center of the map. The residents live in the town and benefits can be obtained from them through the interact action.

Merchant's cards: represent the merchandise available in the town. When interacting with the Merchant, cards from the hand can be exchanged for one of the Merchant's cards. Whenever a resident is paid, the cards used for payment are left on the Merchant's cards, becoming available.

Bridge: these are the points on the island where rivers can be crossed.

Range: corresponds to the orthogonal, straight-line distance at which a ranged attack can be declared.

Relics, cards of: these are cards that represent weapons, equipment or objects of great power. They can be obtained as a reward for defeating some monsters, for defeating another character, in the Merchant's cards or, if you are lucky, in an exploration deck.

Residents: these are the inhabitants of the town. Each one has a particular effect and its cost must be paid with cards that equal or exceed the indicated value in coins. You can only interact with residents that are not blocked by the town marker.

Rivers: these are elements of the island that block the passage of characters. A river cannot be crossed with the movement action, nor can a melee attack be made across the river.

Quadrant: corresponds to one of the 4 quadrants of the island. They are distinguished by the colors of their exploration points. Each quadrant has its own exploration deck.

Use object, action of: action of using an object card from the hand to resolve its effect immediately. It has a cost of 1 energy.

Coins: it is the value each loot or relic card has. The value in coins serves to interact with the town residents.

Life: represents the vitality of each character. If it reaches 0 that character has been defeated. You can never have a value greater than the one indicated on the character card.

  • Separate the starting loot cards and give each participant 1 card of each type (1 Power Gem, 1 Knife and 1 Canteen). Each person takes the power gem and the canteen into their hand, while the knife is left face up in front of them (I). Their character starts the game with that card already equipped (see page 6, "Character actions"). The remaining starting loot cards will not be used in the game.

  • To determine who will be the starting participant, each person must roll the 3 defense dice and the attack die. Whoever obtains the highest sum will be the starting participant for all the rounds of the game.

  • Starting with the starting participant and going clockwise, each person must look through the character cards and choose one to use during the game (optionally they can choose the character at random). Leave your character card face down in front of you (J). The remaining character cards will not be used during the game.

  • Each participant takes a character token of their choice and the help card of the corresponding color (K). Starting with the starting participant and following turn order, each person must place their character token on a starting space (L). These can be identified because they show a beach with a boat on the shore.

  • Leave the dice, the power gem tokens, the ammunition tokens, the ice tokens and the ice orbs and fire orbs within reach of the group (M).

  • Reveal the 5 cards of the Merchant in the town (D). Then, each participant reveals their character and places on that card as many life tokens as the maximum life of their character (N).

  • H. Passive ability: each character has a unique passive ability. No energy is needed to use the passive ability since it is present throughout the whole game. This ability can be used several times in your turn, at no cost.
  • I. Special abilities: each character has 2 unique special abilities. At any moment of your turn you can activate a special ability by spending 1 power gem. You do not need to spend energy to activate them, but during each turn you can use one of your 2 abilities, and only once (see page 6, "Character actions").