The Flood
The Flood Rulebook
Table of Contents
Table of Contents
- In the Box
- General Game Setup
- Player Setup and Starting the Game
- Turn Order
- End of the Game
- Counting Faith Points
- Buying and Building Structures
- Main Board
- Main Board: Bonus Track
- Trading
- Faith Tokens
- Event Cards and Event Tokens
- Story Cards
- The Weather System and Lightning Token
- The Flood
- Mighty Beast Movement
- Mighty Beast Foraging
- Mighty Beast Upgrades
- Beast Module Explained
- Beast Abilities
- Classic Mode
- Game End (Classic Mode)
- Solo Mode
- Crates (Optional for an Easier Playthrough)
In the Box
- 8 Extensions
- 3 Dice
- 20 Score tokens
- 15 Resource tokens
- 27 Tool tokens
- 2 Player tokens
- 4 Ark Placement tokens
- 52 Story cards
- 150 Resource cards
- 27 Board tiles
- Modular board edges
- 4 Reference boards
- 4 Modules
- 4 Ark stages
- 3 Camps
- 3 Huts
- 15 Elephants
- Mighty Beasts: G. Archaeopterix, W. Rhino, Chalico T and Mammoth
- Caravans
- 1 Mine and 1 Cargo Upgrade
- 15 Event tokens
- 1 Lightning token
- 1 Animal token
- 7 Bonus crates
- 15 Faith tokens
- 6 Beast Ability tokens
- 56 Event cards
- 1 Winner of the Kickstarter "Animal challenge" (may be used as a replacement for the Animal token)
- Other components: 4 Extended turn order cards, 4 Turn order cards, 4 Reference cards
The component list above is transcribed from the printed "In the Box" page; the per-colour labels follow the box diagram's piece callouts.
General Game Setup
Setup is shown for the General game. Classic mode setup is the same except for the board tiles. Use board tiles with the "A" side for General setup and the "B" side for Classic mode setup. See Classic Mode below for Classic mode rules.
- Edge of the Board: Begin by setting up the outer board edges to form a circle. Use the weather icons on the edges as a guide, setting them up in order from sunny to stormy, clockwise.
- Board Tiles: When the outer edge is set up, choose either the "A" tiles for General mode or the "B" tiles for Classic mode. Place the chosen tiles randomly, face-up, on the board, starting with the outside edge.
- Story Cards: Take out any Dino module cards marked with the paw icon. Shuffle Decks I and II separately and set them by the side of the board.
- Circular Tool Tokens: Take out the circular Tool tokens. Place 1 randomly on every board tile with these symbols (a right-pointing triangle and a left-pointing triangle) pointing at each other. Note: If 3 or more consecutive Tools are next to each other, spread them out more, so that no more than 2 of the same Tool are next to each other.
- The Lightning Token: Take out the Lightning token and place it on the sun icon (sunny weather) located on the edge of the board.
- Animal Token: Place next to the board.
- Faith Tokens: Place next to the board.
- Dice: Place next to the board.
- Resource Cards: Place each individual resource type in its own face-up pile.
- Event Cards: Take out cards marked with the paw icon and place them back in the box. Take out cards marked with the dots icon and place them in a separate pile by the board. Shuffle the remaining Event card deck and place it by the board.
In a 2-player game: Place the 2 Animal tokens on the matching outer tile numbers, placing the Lightning token at 22. Draw a Story card from Deck I starting at 22 and from Deck II at 33.
Add for an Easier Playthrough
- Bonus Crates (General Mode): Take the Bonus crates out of the box and shuffle them face down. Place them face down on the symbol shown on the tiles across the whole board, randomly.
- Bonus Crates (Classic Mode): Take the Bonus crates out of the box and shuffle them face down. Place them face down on the edges of the tiles across the whole board, randomly.
Player Setup and Starting the Game
Player Setup
- Player Boards: Shuffle the player boards and distribute them to players at random.
- Ark: 1 Ark = 4 stages per player.
- Cargo Upgrade: 1 Cargo Upgrade token per player.
- Camps: 3 Camps per player.
- Ark Placement Token: 1 Ark token per player.
- Score Tokens: 5 tokens per player.
- Huts: 3 Huts per player.
- Elephants: 15 Elephants per player.
- Carts: 3 Carts per player. Combine an Elephant and a Cart to get a Caravan.
- Mighty Beast: 1 Mighty Beast per player.
- Beasts Module Boards: Deal the Modules to players based on the colour of meeples shown on the player board. Each module is unique.
- Mine: 1 Mine per player.
Printed requirement on the player board: Build 2 Huts and 1 Camp to proceed through the Ark.
Starting the Game
- Deal each player 1 resource card from each type: Wool, Wood, Limestone, Vegetable and Tar, for a total of 5 cards to each player. Deal 2 random Event cards with the dots icon to each player. Place the remaining Event cards marked with the dots icon in the box.
- The oldest player goes first. Clockwise, each player chooses a tile, replacing a Tool token with their Ark Placement token.
- The last player to add their Ark Placement token to the board also places 3 Elephants and 1 Hut on the same tile or an adjacent tile. Continue counterclockwise, with each player placing their 3 Elephants and 1 Hut. Once this is complete, the game starts.
Turn Order
General Mode
Each turn is taken in the following steps.
Step 1: Draw a Story Card. Draw a Story card from Deck I before outer tile number 19 is reached, then continue with Deck II. Resolve it immediately in Step 1 if it is marked with the lightning icon. If it is marked with the pie icon, play the card on any turn or Step.
Step 2: Activate 1 Tile. A player may activate any 1 tile that has at least 1 completed structure. Collect resources based on the total structures the player has built on that tile (1 per Hut and Mine, 2 per Camp). Yield of resources is limited to a maximum of 3 per turn.
Step 3: Mighty Beast: Forage and Move. Forage resources, turn the Tool token, then move. Players may not split the move, or forage multiple tiles unless indicated.
Step 4: Build & Trade. A player may Build and/or Trade with the supply or other players 1 or more times.
Step 5: Take 1 or More Bonus Actions.
- Purchase Mighty Beast Movement(s) to use on your next turn.
- Purchase Mighty Beast Upgrade(s).
- Use or deploy Special Tokens.
- Pay for the ability to Deploy or Return the Mine.
End of Turn. Check for cooldowns on Beast modules. Move Score tokens on the Bonus section of the board if applicable. Move the Lightning token 1 step clockwise. Claim the bonus if applicable.
Game Concepts
Activating a Tile (General mode). After a player claims a tile by placing 3 Elephants and a Hut or Camp on it, that tile is eligible to be activated by that player during their turn. A player will activate 1 Tile per turn to receive the resource displayed on the tile. The player collects 1 resource per Hut and 2 per Camp, with a maximum of 3 per tile per turn.
Examples: If a player activates tile A, it yields 2 Wool (1 per Hut). If a player activates tile B, it yields 2 Wood (2 per Camp).
End of the Game
The game ends when either:
- A player has built all stages of their Ark and paid for the Animal token.
- The Lightning token reaches slot "40".
Counting Faith Points
After the game ends, all players count their meeples on the board and Faith tokens. See the values below. The player with the most points wins. Elephants that are part of a Caravan are counted separately.
- 1 point per Elephant
- 3 points per Caravan
- 4 points per Hut
- 5 points per Camp
- 5 points per Mighty Beast
- 2 points per Faith token
- 9 points for every Ark stage
Values are as printed on the "Counting Faith Points" diagram. The printed diagram does not show a value for the Mine.
Buying and Building Structures
- See the reference board for the cost of structures. Players can build during Step 4 (General mode) and Step 5 (Classic mode) of the turn order. The price of an Elephant or Structure is indicated with dots.
- General mode: Players can build only on tiles adjacent to the tiles with their own Elephants and Structures on them. Players may not skip a tile to build.
- Note: The Ark must be built in consecutive order from I to IV. After completing the Ark, the Animal token may be purchased.
Structure Placement on a Tile
The tile areas are labelled B, C, D and E on the printed diagram.
- B: Elephants and Caravans are placed here. Players are required to have 3 Elephants or combinations of Caravans and Elephants on a tile prior to building any structures on that tile. Tiles are limited to 3 Elephants, or 2 Caravans, or 1 Elephant and 1 Caravan.
- C: The deployable Mine and special ability tokens are placed here.
- D: Huts and Camps are placed here. This area is limited to 3 structures.
- E: The Ark Placement token is placed here. Ark stages and the Animal token, once built, are placed here.
Multiple players may not place Elephants, Caravans, Huts or Camps on the same tile.
Main Board
The main board edge slots are numbered 1 to 40. These are the slots that the Lightning token is placed on. Move the Lightning token once clockwise at the end of each player's turn.
- Beginning of turn bonuses. All players get these rewards as soon as the Lightning token moves onto this slot. Some slots offer players a choice of 2 bonuses. If the Lightning token moves through any slot with rewards due to the effect of a Story card (e.g. Mercy or Sin), no rewards will be gained.
- Weather slots. When the Lightning token reaches a weather symbol, players must have less than 7 or 8 Resource cards in their hands, as indicated by this symbol. Any cards over this amount are discarded to the supply.
- Event token slots. Collect the Event token from this slot and use it in trade or exchange it for an Event card. Each slot yields only one Event token per game. Mighty Beasts may pick up the token when they land on or pass through the tile.
- Adjacent-only areas. These areas can be assessed only from adjacent tiles indicated by the arrows.
Main Board Symbols
- 1 to 40: Number of turns tracked by the Lightning token.
- Resource card limit check: Resource card limit symbol (7 or 8, as shown).
- Start of Story cards: Deck I and Deck II.
- When the Lightning token is on a slot with 2 bonuses: Choose 1.
- Roll the dice (once or twice) and flood either 1 or 2 tiles.
- Players may take their stored rewards from the bonus track this turn.
- Lightning token slot that Sin and Mercy Story cards control.
Main Board: Bonus Track
Score tokens on the bonus track are used to indicate the Elephants and structures that the player has built. After a player buys an Elephant or Caravan, or builds a structure, they will move one of their Score tokens up the track in a matching category: Elephants, Caravans, Huts and Camps.
Note: Elephants that are part of a Caravan do not count toward the Elephant bonus track.
- A: The number of required items is shown in each slot and must be fulfilled prior to advancement.
- B: Faith tokens are awarded when a player has built all the structures required in that particular column. Multiple players can claim the Faith token reward upon fulfilling the requirements.
The bonus rewards printed on the track are: Faith token, x2 Resource cards, Event card or Event token, and x2 Wool.
All bonuses are placed on the side of the Beast Module and are available to players only when the Lightning token reaches a bonus symbol on the board.
Trading
Players may choose to trade directly with the supply and must follow the consecutive sequence of the trade. Players may not skip trading slots. The trade sequence goes from 3:1, 3:1, 2:1, 1:1 once and back to the 3:1. If a player has built two Camps, they may trade the following 3:1, 3:1, 1:1 four times and then return to the 3:1 slot.
- 3:1: Trade any 3 resources for 1 from the supply.
- 3:1: Trade any 3 resources for 1 from the supply.
- 2:1: Trade any 2 resources for 1 from the supply.
- 1:1: Trade any 1 resource for 1 from the supply.
- If a player has built two Camps, instead of 2:1 trade any 1 resource for 1 from the supply.
Trading with Players
You may trade with other players during Step 2 of your turn. Players are allowed to freely negotiate prices.
Note: Players may not trade Faith tokens for resources, or any other item, amongst each other.
Faith Tokens
Faith tokens can be obtained through Story cards, Event cards, the Bonus track and Crates. Faith tokens can be traded for resources and structures. They are worth 2 points each at the end of the game. See the main board for the trade rate.
Event Cards and Event Tokens
The Event cards provide powerful bonuses, send players on quests and test players' luck. Event cards can be obtained in several ways. Every 4th symbol on a board tile dial is an Event card symbol. Players may forage a tile and obtain an Event token or an Event card.
- Event cards with the diamond symbol in the corner can be traded for an Event token.
- Event tokens can be traded. Players may trade 3 Event tokens for 1 Faith token from the supply.
- Event cards with the square symbol may be traded for a new Event card from the supply.
- Event cards can be taken from the hexagon spaces around the edges during Beast movement.
Some Event cards will have a lightning symbol. They must be played immediately. Cards marked with the pie symbol can be played on any turn.
Story Cards
Story cards give players powerful situational and non-situational bonuses, Victory points and Faith tokens, and control the weather.
Players draw a Story card at the beginning of every turn. Draw from Deck I during turns 1 to 17, and Deck II on turns 18 to 40. If Deck I runs out, start Deck II. If Deck II runs out, shuffle the discard pile, take out all the Mercy cards and form a new Deck II.
Story card symbols:
- Draw another card
- Play immediately (lightning symbol)
- Play on any future turn (pie symbol)
Story cards with the paw icon are only used for Co-op scenarios. Story cards with the blank icon are not used in Co-op scenarios.
Note: If a player gets a Mercy card from Deck II and the Lightning token goes back to slot 17, players still obtain cards from Deck II.
The Weather System and Lightning Token
Some Story cards control movement of the Lightning token. The "Sin" card moves the Lightning token clockwise to the next weather symbol. The "Mercy" card moves the Lightning token counterclockwise to the previous weather symbol. When moving the Lightning token with Story cards like "Mercy" and "Sin", all the pass-through rewards are not gained.
Note: If the Lightning token reaches the last turn slot "40" in the weather system, the game ends (see the end game scoring on page 6). If the Lightning token is on turn slot 1, it cannot go counterclockwise.
- Mercy (Story card, marked I): Move the Lightning token counterclockwise to the previous weather symbol.
- Sin (Story card, marked II): Move the Lightning token clockwise to the next weather symbol. All players discard resource cards down to 8.
The Flood
If the Lightning token reaches the weather icon marked with the flood symbol, the Flood begins. The player starting the turn rolls 3 dice and chooses to flood any one unoccupied tile based on the Tool or Resource rolled. Roll the dice once when the Lightning token is on the first flood icon, and twice when on the second flood icon.
To flood a tile, turn the Tool token upside down permanently. Players may no longer activate or build on the tile.
Note: If a player rolls the Forage symbol (circular arrow) on a resource die, re-roll that die until a resource is rolled.
Note: Mercy Story cards move the Lightning token counterclockwise; however, they do not flip the Tool token back from being flooded.
Mighty Beast Movement
Mighty Beast movements can be obtained by filling the Beast module with Elephants. For every 1 Elephant, the Beast can move to any adjacent tile from its location.
The more movement slots a player has filled, the further the Beasts can travel across tiles per turn. All Beast modules are unique. Some require movements to be purchased while others have free movement.
Flooded tiles: Players may not go through, or on, the tile with a Mighty Beast.
Mighty Beast Foraging
Resources may be strategically foraged by a player via a Beast from any tile.
Multiple players can forage the same tile unless limited by a Mighty Beast's ability or the depletion of that resource.
- Every time you forage a tile with a Mighty Beast, gain 1 resource card matching that tile. Note: Some Beasts can forage more than once per turn with their upgrade.
- After gaining the resource cards, rotate the Tool token 1 or more times, depending on the number of times the Mighty Beast foraged.
- Take a matching resource token (if it is the first time you forage this type of resource), and fill a circle slot of your choice on the Resource Bonus module. Place the arrow to "Start".
- Instead of taking a matching resource token, you can take a wild resource token and place it in the wild circle slot. See the "Beast module explained" section for more.
- Every tile has 3 resources and 1 Event card and token. Players may take an Event token or an Event card after foraging a tile for the 4th time. After that, turn the Tool token to the X side.
Flooded tiles: Players may not forage on flooded tiles or deploy a Mine with a Mighty Beast.
Mighty Beast Upgrades
Mine
A Mine generates 1 resource per turn automatically from a tile, negating the 3 max yield per turn rule.
Once purchased, Mines can only be deployed or re-deployed to a tile where the current player's Mighty Beast is present during Step 5/7 (General/Classic mode).
Removing a Mine is free. Re-deploying costs -1 of the purple resource symbol printed on the page (the printed text shows this as an icon). Players may not perform both of these actions during the same turn. Players may remove a Mine without a Beast present on that tile. A Mine on a tile does not block building placement for other players. Players may deploy Mines to tiles occupied by other players.
Note: Multiple Mines can be deployed to a tile.
Cargo Upgrade
If purchased, a player may forage twice or more during a single turn, depending on the Mighty Beast.
Beast Module Explained
The Beast module diagram is numbered 1 to 9 on the printed page.
- Mine: The Mine is placed here during game setup. To purchase the Mine, pay the resources indicated under the token. Once purchased, deploy the Mine from this slot to a tile where your Beast is present. The Mine yields 1 resource from that tile per turn.
- Cargo Upgrade: Once purchased, place the Cargo Upgrade token in this slot. Forage 2 or more resources per turn depending on the Beast ability.
- Special Ability: Special ability tokens can be activated, 1 token per turn. (See the explanation on page 12.)
- Movement Slots: Movement of the Mighty Beasts depends on Elephants placed in these slots. Players place an Elephant into the first slot by default at the start of the game.
- During Step 5/6 (General/Classic mode), the player can upgrade the Beast's movement once per turn by placing an Elephant in the next empty slot.
- Note: Elephants placed in Movement Slots are permanent. They may not be retrieved nor counted toward the Bonus track.
- Placing Elephants to upgrade Mighty Beast movement is mostly free, however some slots require -1 of the purple resource symbol to be paid prior to placing an Elephant in the slot.
- In this particular case, an Elephant may be placed into every slot (1 to 4) to signify 1 to 4 tile movements per turn.
- Event Card/Token: Take an Event card or an Event token.
- Bonus Circles: Each Beast module has 3 Bonus circles (the one marked "II" is always a Wild circle). Symbols in the circles indicate bonuses that the player can obtain when foraging tiles with a Mighty Beast. Circles are divided into 3 or more quadrants. The bonuses are prefaced with a "+". Every time the player forages a tile, rotate the Tool token on that tile accordingly. Then the player may place a matching resource onto either of the non-wild circles, pointing to "1 Start." When foraging a matching resource in the future, rotate the token clockwise by one spot.
Beast Abilities
Each Beast has its own abilities, shown on its module.
Shared slots
- Mine slot: Once purchased, the Mine is deployed from here.
- Cargo Upgrade slot: Place the Cargo Upgrade token here. Once purchased, the Beast forages twice per turn. (The printed text reads "forges twice per turn".)
Chalico-Therium
- Build Assist: Deploy these tokens to a tile with the Mighty Beast present. When buying and placing the Elephant, Caravan, Hut or Camp on this particular tile, use 1 less resource. These tokens can be deployed only once per game.
- Wood or vegetable tile token: This token can be deployed to a Wood or Vegetable tile where the player's Mighty Beast is present. When activating this tile, get an extra 1 resource if a Hut or Camp is present. Tiles are still limited to a maximum yield of 3 resources per turn. This token can be used only once per game.
Giant Archaeopterix
- No Cargo Upgrades: This Beast has no Cargo Upgrades.
- One Movement Per Turn: 1 movement per turn. No Elephants are required to be placed to move.
- Air Borne: When moving, the player may skip Wool tiles and forage them while passing through. This action may be done once per turn, and does not rotate the Resource token on the Beast module. (No action required; not counted for bonuses.)
- Claws: Every third turn, the player may forage up to 3 resources off a tile. Rotate the Resource token once.
- Co-op first circle: This section of the first circle is used in the Co-op scenarios: get +2 of any resource.
Woolly Rhino
- Double movement: This ability allows the Beast to move x2 the amount of the current movement. This tile may be used during the movement step of the Beast. Flip the tile once used to reveal more movement upgrade slots.
- Synergy: Place a Cart here to copy 2 Resource cards from the hand of another player. Ask a player to show 2 resources and take matching resources from the supply. The player does not need to purchase the Cart prior to placement. This ability can only be used up to 3 times in the game. Carts placed in Rhino's Synergy ability and Movement slots are permanent. They may not be retrieved nor counted toward the Bonus track.
- Co-op scenario: Get any 2 resources from the supply per Cart placed.
- Movement slots 2 and 3: The 2nd and 3rd movement slots for the Rhino require the player to pay -1 of the purple resource symbol, and to place a Caravan (Elephant and Cart together) to gain an additional 2 movements per turn.
Woolly Mammoth
- Elephant King: This ability allows the player to move an Elephant and a Caravan from a tile to an adjacent tile once per game. Players have to move both during a single turn. This ability may be used only once per game. In Classic mode: a player may break a chain consisting of an Elephant and a Caravan and place it adjacent to any one of their Huts or Camps.
- Cargo Upgrade: Once purchased, the Cargo Upgrade token for this Beast functions to block the opposite side. Place the token on 3, to hide it. This signifies you can forage up to 2 resources off a tile. On your next turn, place the Cargo Upgrade token on 2 and forage up to 3 resources. Continue to swap on each turn, revealing the opposite side.
- Forward Force: Place 2 Elephants here. Deploy the Elephants to the board once per game. The player must deploy both Elephants at the same time. This ability uses up the action for deploying Special tokens for that turn.
Classic Mode
Push your luck in Classic mode! Roll the dice and get lucky!
Set up is the same as General setup (see pages 3 and 4). All board tiles have to be facing up with "B".
Turn Overview (Classic Mode)
Step 1: Take a Story Card. Draw a Story card from Deck I before outer tile number 19 is reached. Then continue with Deck II. Resolve it immediately in Step 1 if it is marked with the lightning symbol. If it is marked with the pie symbol, play the card on any turn or Step.
Step 2: Activate the Ark Placement Token. In Classic mode, the Ark Placement token yields 1 resource per turn. Collect the resource matching the tile.
Step 3: Roll All Dice.
Activate a Tile Matching 1 Die. Players collect resources based on structures that they have built on the edges of tiles. Yield of resources is limited to a maximum of 3 per player, per turn.
- If 1 of the dice lands on the Forage icon, the current player must rotate 1 Tool token on any of the tiles with their structures bordering it, and take a matching Resource card or an Event token or card (if the tile has been foraged 3 times already).
- If 2 of the dice land on the Forage icon, then rotate 2 eligible Tool tokens, or 1 Tool token twice, and take the resources and/or Event tokens or cards from the supply.
- The player must have a structure bordering the tile.
Step 4: Mighty Beast Forage and Move. Forage resources, turn the Tool token, then move. Players may not split the move, or forage multiple items unless indicated.
Step 5: Build and Trade. Players may Build and/or Trade with the supply or other players 1 or more times.
Step 6: Take 1 or More Bonus Actions.
- Purchase Mighty Beast Movement(s) to use on your next turn.
- Purchase Mighty Beast Upgrade(s).
- Use or deploy Special Tokens.
- Pay for the ability to Deploy or Return the Mine.
End of Turn. Check for cooldowns on Beast modules. If structures were built or Elephants and Caravans were deployed, move the Score tokens on the Bonus track. Move the Lightning token 1 step clockwise. Get the bonus, from the board edge, if applicable.
Dice
Resource dice: Vegetable, Wool, Forage, Limestone, Tar, Wood.
Tool dice: Pickaxe, Rake, Pitchfork, Axe, Spindle, and "Choose Your Own Tool".
Set Up and Placement of Game Tokens (Classic Mode)
In Classic mode, two structures are placed per side of the hexagon tile. When placing a Hut or Camp, there must be at least 3 Elephants or any combination of Caravans and Elephants between them. Structures may only be placed on corners with an Extension.
At the beginning of a game, place a Hut and 3 Elephants bordering the tile with the Ark Placement token.
Placement of Extensions
- The Extensions must be purchased for -1 of the multicoloured resource symbol prior to placement. Follow the symbols on the Extensions for placing structures on top.
- After placing an Extension, players must place an Elephant on that Extension connecting the direction of the overall network prior to placing a Hut or a Camp.
- By purchasing an Extension and placing a Hut or Camp on the corner, the structure borders 3 tiles instead of 2, increasing the chances of matching a die roll and receiving resources.
The Flood (Classic Mode)
When tiles flood in Classic mode, the Tool tokens on the tiles are flipped to the flooded side. The bordering structures may not collect any resources from that tile. All of the bordering structures remain in place. Tiles that are flooded do not generate any resources.
Dice Roll Examples (Classic Mode)
Example #1. If the blue player rolls a Rake, a Wood and a Tar die, the player may only get 3 resources max per player and per turn when activating a tile.
- Choosing the Rake icon: the player would get 3 Wood, due to both the Hut and the Camp bordering the Rake tile.
- Choosing the Wood icon: the player would get 3 Wood, due to both the Hut and the Camp bordering the Wood tile.
- Choosing the Tar icon: the player would get 3 Tar, due to the Hut and the Camp bordering the Tar tile.
Example #2. If the blue player rolls a Pitchfork, a Vegetable and a Forage die, the player may only get 3 resources max per tile when activating a tile.
- If the Forage icon is rolled, the player must forage and rotate 1 Tool token on a tile of their choice during Step 3. The player must have at least one structure bordering the tile. After this, the player can activate one of the other two dice to collect resource(s) matching a tile.
- Choosing the Pitchfork icon: the player would get 2 Tar, due to 2 Huts bordering the Pitchfork tile.
- Choosing the Vegetable icon: the player would get 1 Vegetable, due to 1 Hut bordering the Vegetable tile.
Game End (Classic Mode)
Similar to General mode, all structures are counted toward Victory points. In Classic mode, the Extensions are counted as Victory points as well.
The printed Classic scoring diagram shows: Elephant 1, Caravan 3, Hut 4, Camp 5, Ark stage 9 (9 points for every Ark stage), Mighty Beast 5, Faith token 2, and Extension values of 1 or 4 (shown as two shapes separated by "or", marked "x2").
Solo Mode
Solo mode is played with General rules only. The goal of the Solo mode is to build the Ark and purchase the Animal token before the Flood.
Use the Lightning token on the Weather card to track the turns, the Flood, get bonuses, and trade with the supply via the Trade track.
Solo Game Setup
- Set up 7 tiles as shown on the printed picture, with the "A" side up.
- Take a matching coloured Ark Placement token and place it at position A.
- Place the Dinosaur Nest tile at position B.
- Take 5 different Tool tokens and 1 random additional Tool token. Set up all 6 on top of the board tiles.
- Story cards: Take out all Deck II cards, Sin cards, any cards marked with the paw icon, or the blank icon from Deck I. Shuffle the remaining cards and place them face down by the board. (The printed text reads "Sin cards any cards marked"; transcribed as printed.)
- Event cards: Take out the Event cards marked with the paw icon and the blank icon from the deck, and place them back in the box. Shuffle the remaining cards and set them by the board.
Trade, Weather Card and End Game (Solo)
- Place 1 of your Score tokens at position C. Place the Lightning token at position D.
- Weather slots 7 to 10 require Faith tokens to be unlocked.
- The game ends when either of the following conditions is met:
- The Lightning token moves onto slot "10" and a player is not able to unlock a slot.
- The Ark is fully built and the Animal token is purchased.
- Position C is the Trade track. After reaching the 1:1 trade, reset the Score token to the second 3:1 slot.
- Position F is the trade rate for the Event tokens.
- Position G is the trade rate for the Faith tokens.
- Position H is used in the Fertile Valley scenario only.
Turn Order (Solo)
Start the game by placing 3 Elephants and a Hut on the Ark Placement token or any adjacent tile.
Remember, in Solo mode, when activating a tile, the Ark Placement token counts as a default 1 of the resource tile it is on.
Follow the turn order in the General game play rules (page 6).
Sauropod
Place the Sauropod on position B. When on the Nest tile, the player may trade the Beast for the Sauropod; if so, use side A of the Sauropod card. The printed rulebook refers to "page 6 of the Scenario rulebook" for the rules of the Sauropod; that companion document is not part of this file.
The printed Credits block on the final page is attribution only and is not transcribed.
Crates (Optional for an Easier Playthrough)
Bonus Crates can be obtained in-game by building over them with an Elephant or a Caravan (see page 5 for placement rules). Crates can also be obtained by a Beast when moving onto a tile that contains the crate. Each crate is numbered. Follow this guide and discard the crates to obtain a matching bonus. Crates can be discarded and bonuses obtained during any step of the turn order.
- Elephant
- Hut
- Camp
- Elephant or Caravan
- Trade 4 resource cards 1:1 to the supply, once
- Faith token
- Pay 3 resources less for any Ark Stage