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The Dawn of Pangaea

The Dawn of Pangaea Rulebook

Table of Contents

Table of Contents

  • Game Components
  • Game Setup
  • Gameplay Overview
    • Main Actions
  • Main Actions
    • Flying Seed
    • Expand Forest
    • Spirit Growth
    • Play a Ritual Card
    • Summon the Ancients
  • End of Turn
  • End of the Game
    • Final Scoring
  • Blessing Tokens
  • Achievement: Most Trees
  • Solo / Co-op: Return of the Ancients
    • Game Overview
    • Game Components
    • Game Setup
    • Changes in the Player Phase
    • Shadow Phase
    • Scourge
    • End of Cycle
    • End of the Game (Solo/Co-op)
  • Quick Reference
  • Wild Woods
    • Game Components
    • Game Setup
    • Add Treetop (New)
    • Expand Forest (Updated)
    • Play Ritual Card (Updated)
    • End of the Game (Wild Woods)
    • Return of the Ancients with Wild Woods

Game Components

  • 40 Trees
  • 1 Sacred Mountain
  • 24 Creature Ritual Cards
  • 48 Weather Tokens
  • 12 Seeds
  • 16 Biome Tiles
  • 20 Land Ritual Cards
  • 36 Favor Tokens
  • 4 Spirit Meeples
  • 4 Summit Markers
  • 10 Player Aid Cards
  • 24 Blessing Tokens
  • 3 Ancient Guardians
  • 1 First Player Marker
  • 1 Most Trees Marker
  • 2 Cloth Bags

Game Setup

Each player, take 10 Trees, 3 Seeds and 1 Spirit Meeple of your chosen color.

Place the Sacred Mountain scoreboard on the table and place a number of Summit Markers on the top of the Mountain equal to the number of players. Use 1 Seed of each player as a score marker and place them next to the Sacred Mountain. Every player should now have 2 Seeds left.

For each player take 4 Biome Tiles (one of each type) and return the rest to the game box (2 players use 8 Tiles, 3 players use 12 Tiles, 4 players use 16 Tiles). Shuffle all Tiles and randomly assemble them on the center of the table, attaching them to the Sacred Mountain. All Tiles must form one contiguous continent.

Then take the bag of Blessing Tokens and place one Token face up on each Water Space on the continent, that is marked with the blessing icon. Return the remaining Blessing Tokens to the game box.

Shuffle the two decks of Land Rituals and Creature Rituals individually and place each deck face down on the table. Each player, draw 1 Land Ritual Card and 1 Creature Ritual Card to your hand and keep them hidden from other players.

Create an Open Market of Ritual Cards, by revealing 2 Cards of each deck and placing them face up in a row. Take the bag of Favor Tokens and place one Token on each of the open 4 Cards.

Place the Weather Tokens, the bag with Favor Tokens and the 3 Ancient Guardians Meeples next to the Open Market, as well as the Most Trees Achievement Card and its Tree Marker.

To determine the starting player, take a Seed of each player in your hand and shuffle them. The first Seed you pull indicates the starting player. Finally, hand the First Player Marker to the starting player.

For an easy first game (e.g. for families and casual players), leave out the Favor Tokens and the Ancient Guardians and skip all sections marked with the family symbol in the rulebook.

Gameplay Overview

You take turns planting Seeds, growing Trees and expanding your forest. Play Ritual Cards to score points for growing your Trees across different Biomes or for attracting creatures. With every point you climb higher up the Sacred Mountain. The first player who reaches the top, triggers the end of the game. Finish the last round and proceed to final scoring. The player with the most points wins.

On your turn you must choose 2 of the 5 actions that are available to you (it's allowed to pick the same action 2 times). Anytime during your turn you may also play Blessing or Favor Tokens, that you have collected during the game. Finally, pass the turn to the next player, proceeding clockwise.

Main Actions

  • Flying Seed - Place 1 Seed on any empty Land Space anywhere on the continent.
  • Expand Forest - Place 2 Seeds on the empty Land Spaces adjacent to your Trees.
  • Spirit Growth - Move your Spirit on an empty Water Space and all adjacent Seeds grow.
  • Play a Ritual Card - Play a Ritual Card from your hand or from the Open Market.
  • Summon the Ancients - Use the power of one of the 3 Ancient Guardians and move it on the continent.

Main Actions

Flying Seed

"The winds of Gaia are unpredictable, but always help you find your way through the vast lands."

Place 1 of your Seeds on an empty Land Space anywhere on the continent. You can't place a Seed on a Space that is already taken by a Tree or another Seed.

Expand Forest

"Trees are strong and vigorous" - expand your existing forest and place up to 2 Seeds on empty Land Spaces that are directly adjacent to any of your existing Trees. Water Spaces are not allowed.

Note: Placed Seeds on the continent reserve that Space for you until they grow and become a Tree or you decide to take them back. Anytime during your turn, you can take your Seeds back to your supply (without using an Action).

Spirit Growth

"The Spirits of the forest are timeless wanderers and enjoy the shores of the lakes and rivers of Pangaea. Wherever they go they bring life, encouraging little Seeds to become majestic Trees."

Place your Spirit on any empty Water Space (not taken by another Spirit) or keep it on its current position. Now, all Seeds on Spaces adjacent to your Spirit immediately grow and become Trees. This also includes Seeds of other players. Each player, replace your grown Seeds with one of your Trees and put your Seeds back to your supply.

Moving Trees: If a Seed would grow and you have no Trees left in your supply, move 1 of your Trees already on the continent to that Seed's Space instead. If multiple Seeds grow, move 1 Tree for each growing Seed.

If you move your Spirit to a Water Space with a Blessing Token, take it and add it to your supply (see Blessing Tokens below).

Gain Weather Tokens: For every new Tree you place on the continent, you gain 1 Weather Token of the according Biome: Wind, Sun, Rain or Snow (regardless of whether it is grown by your Spirit or that of another player).

Play a Ritual Card

Play a Ritual Card to score points and climb up the Sacred Mountain. Play either one of your 2 Hand Rituals or one of the 4 Rituals in the Open Market.

Step 1: Perform Ritual

  • Creature Rituals are played by spending a specific set of Weather Tokens. You score a fixed amount of points, as shown on the Card.
  • Land Rituals are played by finding a path of Trees between 2 Biomes. The more Trees you include in the path, the more points you can score.

Creature Rituals

"When life first emerged upon the shores of Pangaea, the creatures were drawn to distant climates, each guided by instinct toward the land that called to them."

Place the Ritual Card in front of you and spend the number of Weather Tokens indicated on the bottom of the Card. Any Weather Token can be spent if a wild weather symbol is depicted. Score the amount of points (3, 4 or 5) as indicated on the top right section of the Card.

Land Rituals

"Gaia's essence lies buried in the roots of the world, breathing through ancient trees. When the scattered lands are bound by a single path, her power awakens to shape the world anew."

Place the Ritual Card in front of you and select any 2 of your Trees as the start and end point for a path. Your Trees must stand on the Biome types shown on the Card. Now find a continuous path between your start and end Trees by following adjacent Trees and Spirits that belong to you and any other player (Seeds cannot be used as connection). If there is more than one way to connect the Trees, choose the shortest path.

Following the path from start to end, you score 1 point for every Tree and Spirit of your own color. Gain +1 point for any other color included (any number of Trees and Spirits of the same player still count as 1 point).

Example 1: You have selected two of your Trees on the Biomes that match the Land Ritual and now you must find the shortest connecting path. The two highlighted paths (white) are both possible. The black path instead is a detour and can't be used. The lower path contains your Spirit. Both paths would score 3 points.

Example 2: This time the selected Start Tree is further away and the path includes Trees of another player. You score 3 points for your Trees and +2 extra points for including the red and dark green player.

Finally, remove your own Trees involved in the Ritual and add them back to your supply. Spirit Meeples and the Trees of other players are not affected and remain on the continent.

Step 2: Ritual Chains

Skip Step 2, if you have decided to play without the Ancient Guardians and Favor Tokens.

The Creature Rituals are dedicated to a specific Ancient, each represented by their symbols (Okuma, Chelon or Thorondal), while Land Rituals are not associated with any specific Ancient.

After playing a Ritual Card, you place it adjacent to one of your previously played Cards by connecting the white winds at the top. Once a Card is part of a Chain, it cannot be rearranged or moved. If it's your first Card or no connection is possible, just place the Card in front of you and start a new Chain.

Activating Favor Tokens

At any time during your turn, you may place a Favor Token from your supply on a matching Ritual Card to activate its power. On each Card you can only place and activate 1 Token per game.

Land Ritual Cards have no type of their own. Instead, they may be used to activate a Favor Token matching the type of one of its adjacent Creature Cards.

When you activate a Favor Token, you summon the powers of the corresponding Ancient Guardian by following the rules in Summon the Ancients below.

Creating Ecosystems

When you managed to enclose one or more Creature Cards between two Land Cards, you created an Ecosystem. As a reward, select 1 Blessing from the common pile of discarded Blessings and add it to your supply. If the discard pile is empty, draw a Blessing from the bag (in the box).

Converting Favor Tokens

You may return 2 unactivated Favor Tokens of the same type from your supply to the bag to gain 1 Favor Token of your choice.

Step 3: Draw New Card

Finally, check the following 2 options:

  1. If you played a Card from your hand, select any Card from the Open Market, take it as your new Hand Ritual and add the Favor Token from that Card to your supply. Alternatively, draw a card from one of the Ritual decks and a Favor Token from the bag.
  2. If you played a Ritual Card from the Open Market, simply take the Favor Token from that Card and add it to your supply.

Do not refill the Open Market until the end of your turn. Both options leave you with 2 Cards in your hand.

Summon the Ancients

Skip this Action, if you have decided to play without the Ancient Guardians and Favor Tokens.

The Ancient Guardians are independent spirits and don't belong to any player. But with this action you can summon one of the three Ancient Guardians to support your actions.

Summoning an Ancient Guardian has two effects: The direct effect activates when you play the action, benefiting only you as the current player. The passive effect is permanently active and can be used by all players during their turn.

Okuma

The Bear Okuma gives you Resources and supports the growth of Seeds.

  • Direct: Place the Bear Meeple on a Land Space of your choice and take 1 Weather Token of the respective Biome type.
  • Passive: A Seed on Okuma's Space will grow whenever a player performs a Spirit Growth action. When this Seed grows, the current player moves Okuma by one Space to an empty adjacent Land Space (or one that just has a Seed on it). If there is no adjacent empty Space (or one that just has a Seed on it), leave Okuma at its current position.

Chelon

The Turtle Chelon supports the growth of Seeds and connects Lands across water.

  • Direct: Place the Turtle Meeple on any Water Space and grow 1 Seed on a Space adjacent to it. Chelon can share a Space with a Spirit.
  • Passive: Chelon is a bridge between Land Spaces and players gain +1 extra point when using it as a connection in Land Rituals.

Use Chelon as a Land bridge and score 4 points +1 extra point. If your Spirit and Chelon would share a Space you would score 5 points + 1 extra point.

Note: The Ancient Chelon cannot be used to collect Blessings.

Thorondal

The Eagle Thorondal is the protector of Trees and helps you spread Seeds.

  • Direct: Place Thorondal on a Tree belonging to any player and place 1 of your Seeds adjacent to it.
  • Passive: The Tree on which Thorondal is placed is protected and cannot be removed as part of a Ritual for as long as Thorondal remains there.

End of Turn

At the end of your turn, replace any missing cards on the Open Market until there are 2 Land Rituals and 2 Creature Rituals, and place a random Favor Token on each of the new Cards.

End of the Game

The end of the game is triggered when the first player reaches the top of the Sacred Mountain. When you pass the summit, take a Summit Marker and continue scoring the remaining points from 1.

Continue the current round until all players have had the same number of turns. Then proceed to the final scoring.

Final Scoring

For final scoring, begin with the starting player and proceed clockwise one last time. Each player may play one final Ritual Card from their hand or from the Open Market. During this last turn, you can't play any regular actions, but you may use any of your remaining Weather, Blessing and Favor Tokens.

If you play a Land Ritual Card, don't remove any Trees but keep them on the continent. If you play a Card from the Open Market, don't refill the Market after your turn (the number of available Cards can therefore decrease from player to player).

If a player currently holds the Most Trees Achievement they gain +2 extra points.

The player with the most points wins the game and gains the high blessing of Gaia.

In the event of a tie, the tied player with the most remaining Weather Tokens wins. In case of a further tie, the tied players share the victory.

Blessing Tokens

Blessing Tokens give you 1 additional free action and may be played at any time during your turn. Each token can be used only once; after use, place it in the common discard pile.

  • Flying Seed - Play Flying Seed as a free action.
  • Vigorous Seed - Grow any one Seed that is currently placed on the continent (also Seeds of other players).
  • Call Ancient - Play Summon the Ancients as a free action.
  • Wild Weather - Use this Blessing as 1 Weather Token of any kind.

Achievement: Most Trees

Whenever during the game a player has 5 or more Trees and also more Trees than all other players, this player immediately receives the Achievement Marker for the Most Trees.

If there is a tie, or if no player has 5 or more Trees, the Marker is removed from play until one player has the majority of Trees again.

If you have the Achievement Marker, you may change 1 Weather Token for any other Weather Token once per turn. You can also do this if you gained the Achievement Marker this turn.

Solo / Co-op: Return of the Ancients

Once, Orendil was as a brother to the first Spirits - the Ancients. But envy and bitterness took root within him, and in time he turned against them, seeking power and dominion over all Pangaea. In the shadows of the Sacred Mountain, his strength grew, until at last, through cunning and deceit, he struck down his kin and scourged the land. Broken and overthrown, the Ancients fled into exile. His name was never spoken again, and corrupted by his own dark power, he still roams the continent, devouring all life and swallowing the beauty of the world in his eternal shadow.

Game Overview

A shadow has fallen upon Pangaea - the Ancient Guardians have been defeated and have fled to the Sacred Mountain. Play ritual cards to help them ascend once more. Once the Ancients reach the summit, their power will aid you in the battle against the shadow. Bring all 3 Ancients back from exile to win the game and rescue Pangaea. But beware - you must complete the task before the end of the third Moon Cycle, otherwise all is lost and Pangaea will fall into an age of darkness.

In this game variant, you play cooperatively with the other players, and your turn is divided into 2 phases. During the player phase, you perform 2 actions as in the regular game, plant seeds and let your forest grow. During the Shadow phase, you move the Shadow Spirit, which will scourge the earth and spread chaos across land and water. Unless otherwise stated, all rules of the base game remain unchanged.

Game Components

  • 20 Scourge Markers
  • 14 Shadow Markers
  • 1 Spirit of Shadows
  • 2 Moon Cards
  • 1 Shadow Bag
  • 1 Moon Cycle Board

Game Setup

  1. Each player, take 10 Trees, 3 Seeds and 1 Spirit Meeple of your chosen color.
  2. Place the Sacred Mountain on the table and place 3 Favor Tokens (one of each type) as Ancient Markers on the 23rd step. Take 2 Devour Markers and 1 Dance Marker, place the Devour Markers on step 19 and 16 and the Dance Marker on step 13.
  3. Take 4 Biome Tiles for each player (one of each type) and return the rest to the box. Shuffle all Tiles and randomly assemble them on the table, attaching them to the Sacred Mountain. Then place one Blessing Token face up on each Water Space on the continent, that is marked with the blessing icon.
  4. Take all the Ritual Cards marked for solo/co-op play and return the rest to the box. Shuffle the 12 Creature Ritual Cards and the 6 Land Ritual Cards separately, then place each deck face down on the table.
  5. Create an Open Market of Ritual Cards by revealing 3 Creature Rituals, 1 of each type, and 1 Land Ritual. If you reveal a Creature Ritual of a type already present in the Open Market, shuffle it back into the deck and reveal another card until all 3 types are present. Place the Favor Token bag within reach. Unlike the base game, you do not use Hand Rituals.
  6. For each player, take 5 Scourge Markers and create a common supply for all players, return the rest to the box.
  7. Place 1 Scourge Marker and the Spirit of Shadows on a Water Space of your choice somewhere near the center of the continent.
  8. Each player, place one of your Trees 2 Spaces away from the Shadow.
  9. Place the Moon Board within reach. For each Moon Cycle (I, II, and III), place the corresponding Shadow Markers on the board as indicated. This is the standard difficulty setup.

For other difficulties, use the 2 Moon Cards to replace Cycle II and Cycle III. For relaxed family play, use the Cozy Afternoon side. If you are looking for a tricky challenge, use the Midnight Hour side.

Begin the first Moon Cycle by placing all Shadow Markers from the Cycle I field of the Moon Board into the Shadow Bag.

Changes in the Player Phase

Playing Ritual Cards

Without Hand Rituals, you may only play Rituals from the Open Market. When you play a Ritual Card, evaluate its score and move one of the Ancients up the mountain by an equal number of steps. Land Rituals move up an Ancient Marker of your choice, while Creature Rituals move up the Ancient Marker that matches the symbol on the Card.

As usual, place the played Ritual Cards in front of you, forming one or more chains of connected cards (each player individually). When you place a Creature card adjacent to a Creature with a matching symbol, score +1 additional point.

Returned Ancients

Once you move an Ancient up to the summit, it returns from exile. For this you place it on the continent and directly activate its power. You can now play this Ancient using the regular Summon the Ancients action during your turn.

Until one of the Ancients returns from exile, you can use the Call Ancient Blessing to move an Ancient one step up the Mountain. Once an Ancient returns, you can continue to do this or use the Ancient's power as normal.

Playing Ritual Cards of a returned Ancient does not cost any Weather Tokens. When played, they do not score points. Instead, gain 1 Favor Token of that type, plus 1 additional Favor Token if the card is placed adjacent to a Creature Card with a matching symbol.

Weather Token Sharing

Once per turn, you may give 1 Weather Token to another player, whose Trees are adjacent to yours.

End of Turn

Replace any missing Cards on the Open Market until you have 3 Creature Ritual Cards and 1 Land Ritual Card (or fewer, if the decks are depleted). Note: It is no longer necessary to have each type present.

Shadow Phase

At the end of your turn, move the Spirit of Shadows by 2 Spaces away from its current position. You can choose any Space, except Spaces with other Spirits or Ancient Guardians.

If you place it on a Space with a Tree or Seed, the Shadow will do nothing. If you place it on an empty Space, place a Scourge Marker on that Space. If you place it on a Scourge Marker, move all Ancient Markers on the Sacred Mountain down by 1 step.

Then, draw a Shadow Marker from the bag, place it on the current stack of your Moon Board and apply its effect. If the last stack ended with a Dance marker, start a new stack below.

  • Dream: If the Shadow is on a Space with a Tree, the owner receives 1 Weather Token matching the Biome.
  • Devour: If the Shadow is on a Space with a Tree, the owner must remove the Tree and may leave a Seed behind. If the Shadow is placed on a Seed, take the Seed back.
  • Dance: Place a number of Scourge Markers, equal to the number of players. Then, descend the Ancient Markers on the Mountain by the number of black Tokens in your current stack on the Moon Board.

Example: A Dance Marker is drawn from the Shadow Bag and placed on the current stack. The green Tree at the Shadow's location is removed, and 4 Scourge Markers (for a 4 player game) are placed on the continent. Since there are two black tokens on the current stack, the Ancients are each moved down two Spaces.

Note: In this example, an Ancient falls below the level of a placed Devour Marker (reaching the same level would also suffice); for this reason, the Devour Marker goes directly into the Shadow Bag.

Scourge

When a Space is scourged by the Shadow, take any Tree or Seed back from the Shadow's position and place a Scourge Marker on it (use the Land side for land Spaces and the Water side for Water Spaces). If multiple Spaces get scourged, repeat this process adjacent to the current scourged area around the Shadow. Spirits can't move on scourged Water Spaces and you can't grow Trees from one Seed on scourged Land Spaces.

Healing Scourge

If you want to grow on a scourged Land Space you need 2 Seeds on that Space (or 1 Seed activated by a Vigorous Growth Blessing). The grown Tree will heal the Space and you return the Scourge Marker to the common supply.

The returned Ancient Guardians also support you to heal the continent. In addition to their usual effect, when Chelon or Okuma enter a scourged Space, remove that Scourge Marker. When Thorondal is placed, place 2 Seeds instead of one.

End of Cycle

When no Tokens are left in the Shadow Bag, the current Cycle ends and a new one begins. Put all Markers back into the bag and add all Shadow Markers of the new Cycle of your Moon Board to the Shadow Bag. If you play with Moon Cards, then apply the effects of the new Cycle directly:

  • Each player, take a random Blessing from the Blessing Bag.
  • Remove 1 Dream Shadow Token from the Shadow Bag.
  • Each player, place a Scourge Marker, adjacent to a scourged area of your choice.

End of the Game (Solo/Co-op)

When the last Ancient Marker reaches or passes the top of the mountain, the game ends immediately and you win! If you reach the end of the third Cycle before all Ancients have returned, or one of the Ancient Markers reaches the Dance Marker placed on the Mountain, or if the last Scourge Token is placed, the game ends and you lose.

Quick Reference

Main Actions

  • Flying Seed - Place 1 Seed on any empty Land Space anywhere on the continent.
  • Expand Forest - Place 2 Seeds on the empty Land Spaces adjacent to your Trees.
  • Spirit Growth - Move your Spirit on an empty Water Space and all surrounding Seeds will grow.
  • Play a Ritual Card - Play 1 Ritual Card from your hand or from the Open Market.
  • Summon the Ancients - Use the power of one of the 3 Ancient Guardians and move it on the continent.

Blessing Tokens

  • Flying Seed - Play Flying Seed as a free action.
  • Vigorous Seed - Grow any one Seed that is currently placed on the continent (also Seeds of other players).
  • Call Ancient - Play Summon the Ancients as a free action.
  • Wild Weather - Use this Blessing as 1 Weather Token of any kind.

Ancient Guardians

  • Okuma - Place Okuma on an empty Land Space on any Biome and take 1 Weather Token of the respective type. Whenever a Spirit performs a Spirit Growth action and there is a Seed on Okuma's Space, it also grows.
  • Chelon - Place Chelon on a Water Space and let 1 Seed grow, adjacent to it. When Chelon is used as a bridge in Land Rituals, you score +1 extra point.
  • Thorondal - Place Thorondal on a Tree belonging to any player and place 1 of your Seeds adjacent to it. The Tree on which Thorondal is placed is protected and cannot be removed as part of a Ritual.

Most Trees Achievement

  • Change 1 Weather Token once per turn if you have the most Trees (min 5).
  • Gain 2 points if you have the most Trees by the end of the game (min 5).

Wild Woods

2-4 players, ages 10+, 40-80 minutes

Game Components

  • 24 Treetops
  • 12 Seeds
  • 4 Player Boards
  • 20 Blessing Tokens
  • 4 Elemental Storm Cards & 4 Player Aid Cards

Game Setup

Follow the setup rules of the base game and add the following steps.

  1. Select a Player Board of your choice and add the 6 Treetops and extra 3 Seeds on the corresponding slots.
  2. Place Blessing Tokens on each indicated slot of the Player Board, following the standard setup. These Blessing Tokens should only be available on the Player Board and never be used for the Blessing setup on the continent.
  3. Optionally - play with the 4 Elemental Storm Cards to add an extra challenge to the game. After you received your hand cards and created the Open Market, shuffle 2 Elemental Storms into each Ritual deck (Lands and Creatures).

The Dawn of Pangaea - Wild Woods builds on the gameplay of the base game, but adds one new Main Action and extends two other Main Actions from the base game. Unless stated otherwise, all rules of the base game still apply and are unchanged.

Add Treetop (New)

Take a Treetop from your Player Board to grow your Trees to higher levels and unlock additional Seeds and Blessings.

The cost to take a Treetop is indicated on the individual slots on the board and is either 0, 1, 2 or 3 Weather Tokens. The costs of 2 or 3 Weather Tokens must be a combination of different types and can't contain the same type twice. After paying the costs, place the Treetop on any of your Trees. A Tree can't have more than two additional Treetops (maximum level 3).

If the Treetop slot has a Blessing Token attached to it, add it to your supply and play it anytime during your turn.

If you have removed all Treetops that were connected to an extra Seed, you unlocked that Seed and add it to your supply. You can use that Seed for the rest of the game and don't need to put it back, even if Treetops are returned to their slots. Higher-level Trees increase your range when placing Seeds across the continent, depending on their height.

Expand Forest (Updated)

You start with 2 Seeds and can unlock 3 additional Seeds in the course of the game. The Expand Forest action allows you to place all your available Seeds (max 5) on the Land Spaces that are within the range of your existing Trees.

The higher your Trees are, the further they can spread their Seeds: A normal Tree with no additional Treetops (level 1) can only spread its Seeds to directly adjacent Land Spaces. A Tree with 1 additional Treetop (level 2) can reach adjacent Spaces that are 1-2 Spaces away. A Tree of level 3 can reach adjacent Spaces that are 1-3 Spaces away. This allows your higher level Trees to spread their Seeds even across water.

Seed Competition

Unlike in the base game, you can now place Seeds on Spaces that are already occupied by other Seeds. However, you may place Seeds on a Space occupied by an opponent only if, after placing them, you have more Seeds there than any other player. Several Flying Seeds actions can be used for this purpose. Note: There can never be the same number of Seeds of two different colors on the same Space.

Seeds remain on that Space until a Growth action or Blessing affects it. Then, all players return their Seeds from that Space to their supplies, but only the player who had the most Seeds there gets to grow a Tree.

Play Ritual Card (Updated)

When you play a Land Ritual, all players who own a higher-level Tree in the Ritual path gain 1 Weather Token of the corresponding type for each of their involved higher-level Trees.

Finally, all your Trees involved in the Ritual path decrease by one level (unless the Tree is protected by the Ancient Thorondal). As usual, remove your small Trees and add them back to your supply. For each higher-level Tree, remove one Treetop and place it back on your Player Board on an empty slot of your choice.

Elemental Storms

Whenever an Elemental Storm card from one of the Ritual decks is revealed while refilling the Open Market at the end of your turn, play its effect on the Biome Tile where your Spirit is located. Note: You cannot draw an Elemental Storm as a Hand Ritual.

Remove all level 1 Trees on this Biome Tile (higher level Trees are not affected). For every removed Tree, their owners draw 1 random Blessing from the Blessing Bag.

Finally, count the number of empty Spaces on the Biome Tile (1-3) and place an equal number of Weather Tokens of the Elemental Storms type on the center of the Biome Tile, covering the original symbol (don't add any tokens, if the Elemental Storm and the Biome type are the same).

Treat that Biome as the new type for as long as there are Weather Tokens on its center. When players grow Seeds on that Biome, they take those tokens from the Biome center instead of from the supply. Once no Weather Tokens remain there, the Biome returns to its original type.

New Blessing Tokens

  • Strong Canopy - Play an Add Treetop action as a free action. Choose a Treetop slot and pay the corresponding costs to place the Treetop on one of your Trees.
  • Foresight - Select one of the Rituals in the Open Market and add it to your hand. Add the corresponding Favor Token to your supply. Until the end of the game you play with 3 Hand Rituals instead of 2.

End of the Game (Wild Woods)

The end of the game is triggered when the first player reaches the top of the Sacred Mountain. Continue the current round until all players have had the same number of turns. Then proceed to the final scoring.

Final Scoring

The final scoring phase is identical to the base game, except that you can gain additional points from your Player Board. Treetops, like Trees, are not removed if they are part of the final Rituals.

Check the slots on your Player Board. For every free slot you gain additional victory points as indicated on the Board. For those free slots you score an extra +3 and +2 points from your Player Board at the end of the game.

Return of the Ancients with Wild Woods

When playing Co-op / Solo with Wild Woods use the Wild Woods side of the Moon Board. There is one additional effect on the two new Moon Cards that come with Wild Woods: Each player, give up one of your two starting Seeds for the rest of the game.

In addition, there is one new interaction with the Shadow. At the end of your turn, if you added a second Treetop to one of your Trees this turn, making it a level 3 Tree, the Shadow moves to that Tree and the Shadow Phase is skipped this turn. Pass the turn to the next player.