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Tindaya

Tindaya Rulebook

Table of Contents

Table of Contents

  • General Information
    • Game modes & objectives
    • Learning campaign
  • Components
  • Tindaya at a Glance
    • Iconography
  • General Concepts
    • Turn and Priority Order
    • Natives: Nobles and Villagers
    • Settlements and Their Control
    • Gameplay Overview
    • Endgame
  • Setup
    • Overview
    • Game Setup
  • A. Strategy Phase
    • 1. Revealing Prophecies
    • 2. Planning
    • 3. Selection of Secret Objectives
  • B. Action Phase
    • Types of Actions
    • Action Markers: Cubes and Cylinders
  • 1. Trade Panel Actions
    • 1.1 Develop
    • 1.2 Produce
  • 2. Tribe Panel Actions
    • 2.1 Build Cave
    • 2.2 Explore
    • 2.2 Optional Actions
  • 3. Other Actions
    • 3.1 Display an Idol
    • 3.2 Destroy an Idol
    • 3.3 Buy at the Artisan's Market
    • 3.4 Demote a Noble
  • C. End of Era Phase
    • 1. Reproduction
    • 2. Feeding
    • 3. Shelter
    • 4. Garbage
    • 5. Offerings
    • 6. Events
    • 7. Survival
    • 8. Prophecies
    • 9. Maintenance
  • Endgame
    • 1. Endgame Survival Conditions
    • 2. Final Score (Dominion Mode)
  • Variants
    • The Traitor
    • Solo Mode
    • The Dowry (Special Case of Barter)
  • Learning Campaign
  • Moneiba's Catastrophes
  • Acoran's Catastrophes
  • Tribes
  • Artisan's Market
  • Missions
  • Dominion Objectives
  • Traitor's Objectives
  • Idols
  • Credits

General Information

Tindaya has two game modes that offer very different experiences. Most of the rules are the same for both modes; only the exceptions are highlighted with the appropriate frame and symbol.

Game modes & objectives

Alliance mode (1 to 4 players)

Cooperative mode where players work together to achieve a common goal. There is no score.

Game objective: For all players to be considered winners, the endgame survival conditions must be met and the Mission completed. Otherwise, all players lose.

Exclusive rules to this mode are framed in a box such as this one or identified with this icon.

Dominion mode (2 to 4 players)

Competitive mode where there is only one winner, but where cooperation is required to fight a common enemy: the conquistadors. The score is kept.

Game objective: The global survival condition must be met or all players lose. Those who also meet the individual requirement are declared survivors, and among them, the one who achieves the highest score is declared the winner.

Exclusive rules to this mode are framed in a box such as this one or identified with this icon.

Learning campaign

If Tindaya is your first experience with a game of medium complexity, the use of the Learning Campaign is recommended, which progressively introduces concepts over 3 brief games. For more information see the Learning Campaign section.

The sections of the manual marked with the campaign symbols indicate in which moment of the campaign they are incorporated. Ignore these symbols if you wish to start with all the rules.

Components

The components are infinite, except for natives, settlements, terrains and raw material tokens. If the rest of the components (and their multipliers) run out, they can be replaced by any other element.

  • 8 Bases (double-sided): Mount Tindaya, catastrophes, ships and dice on one side; the Alliance mode side and the Dominion mode side of the base and its 3 supports on the other.
  • 2 Wrath markers.
  • 4 catastrophe and 3 ship standees, 7 stands and 3 dice: Acoran, Moneiba, Tsunami, Eruption, and 3 Ships with their dice (black, gray, white).
  • 124 Cards: 6x Era 1 Events, 6x Era 2 Events, 6x Era 3 Events, 8x Offerings, 4x Setup Aid, 5x Acoran, 5x Moneiba, 8x Prophecies, 22x Idols, 9x Tribes, 7x Artisan's Market, plus common objectives (5x Missions, 5x Blue Objectives, 5x Green Objectives, 18x Secret Objectives, 5x Traitor's Objectives) and 8 Double-sided score tokens.
  • Player's panels: Trades panel (x4) and Tribe panel, double-sided with the Traitor side (x4).
  • 42 Terrains (double-sided): 22x Mountain/Sea, 16x Forest/Mountain, 10x Coast/Mountain, plus Wilderness (double-sided).
  • 24 Settlements (double-sided): 6x Fishing/Fort, 6x Pig Farm/Fort, 6x Herds/Fort, 6x Crops/Fort.
  • Tribe components, 1 set per player (blue, red, yellow and green), each including:
    • 9 Natives: 7 Villagers, 2 Nobles.
    • 15 Action markers: 5 Cubes, 10 Cylinders.
    • 20 Resources, 6 Resource multipliers, 1 Solidarity disk.
  • Other components: 54 Raw Material Tokens (double-sided) — 16 Wood, 10 Clay, 20 Volcanic minerals, 8 Initial minerals — and 4 Turn order tokens.
  • Additional components and their multipliers: 10 Canoes (4x), 10 Goats (4x), 10 Pigs (4x), 18 Conquistadors (4x), 2 Walls.

Tindaya at a Glance

Tindaya places us in the Canary Islands at the beginning of the 15th century. The European invasion has begun and the conquistadors have already built their first fort. The peaceful life of the natives, ruled by their gods and their legends, is coming to an end.

Players take command of an aboriginal Tribe. Each has a special ability and starts off with valuable resources and knowledge of two of the four existing trades. Knowing a trade allows you to build and operate specific settlements:

  • The fishermen create FISHING settlements.
  • The fig farmers build pig FARMS.
  • The shepherds drive goat HERDS.
  • The crop farmers plant fields of CROPS.

The game consists of 3 eras. At the beginning of each one, Acoran (god of the earth) and Moneiba (goddess of the sea) make their increasingly exquisite demands known and threaten terrible catastrophes if they do not obtain their whims.

During the era, players work together to satisfy the gods by throwing the requested resources into the volcanoes. To obtain such goods, they generally must produce them in their settlements. The most sophisticated goods require the development of inventions that allow them to be made (e.g. with a cheese maker, a shepherd transforms his goats' milk into cheese). In the event of a shortage, the natives can throw captive conquistadors or even members of their own tribes into the volcano: the gods gladly accept human sacrifices in place of any element.

The goods not used as offerings serve to feed the tribe (without wasting any, or else the gods will get angry!). The raw materials from the land allow the manufacture of weapons or walls with which to defend the tribe and to build canoes to navigate between islands. In addition to making offerings, by accumulating food and materials, players will progress in the achievement of the joint mission, or accumulate solidarity points that will grant them the victory.

At the end of each era, the gods send their catastrophes: demons, earthquakes, volcanoes or tsunamis. If the offerings have not met their expectations, their anger increases and the phenomena affect larger territories, even joining islands together (volcanoes) or separating them (tsunamis), forcing players to re-evaluate their strategy.

With no time to rest, the conquistadors' ships arrive on the shores and progressively take control of the islands. Preventing the invasion is a mandatory requirement in both game modes. Players need to work together or they will all lose. If this happens, the natives are sold as slaves and their civilization comes to an end.

Finally, players will have the opportunity to ascend Mount Tindaya to visit Tibiabin and Tamonante. Reading the smoke from their bonfires, these powerful seers predict catastrophes and the arrival points of the next ships. Their help is essential for the natives to prepare and have survival options.

Knowledge / invention chain:

  • Basic goods → Fresh fish (knowledge: fishing) / Manure (herds) / Milk (crops) / Fig (pig farm).
  • 1st level inventions: Saltern → Salt; Farm knife → Pork leg; Field knife → Horns / Goat meat; Plow → Straw / Cereals.
  • Complex goods: Salt, Pork leg, Horns/Goat meat, Straw/Cereals.
  • 2nd level inventions: Smokehouse → Smoked fish; Saltery → Salted meat; Cheese maker → Cheese; Hand mill → Roasted flour.
  • Nonperishable food: Smoked fish, Salted meat, Cheese, Roasted flour.

Iconography

The manual uses pictogram icons for: Garbage, Ration, Tribe, Goat, Pig, Wood, Clay, Stone, Obsidian, Canoe, Battle, Victory, Conquistador, Traitor, Prison, Defense, Protection/Wall, Secret objective, Raw material tokens, Conquistador's meeple, Natives (your own), Natives (other player's), Learning, Fort, Settlement, Solidarity, Solidarity goes up X points, Solidarity goes down, Solidarity goes down X points, Destruction, Acoran's wrath, Moneiba's wrath, Difficulty level (Increase/Decrease for each, and Low/Medium/High levels), Eras, End of era, and Endgame.

General Concepts

Turn and Priority Order

The turn order determines the sequence in which the players perform their actions. It is determined at the end of each era. The turn order is identified in each player's turn token.

The priority order determines who can make decisions or perform specific actions at certain times in the game.

In the alliance mode, both turn and priority order coincide, and remain constant throughout the era. The turn order token indicates both.

In the dominion mode, priority is determined by the position of each player on the solidarity track: the lower in the track, the higher the priority. Therefore, priority could change each time a player gains or loses solidarity points.

When several disks share a position, the one below has priority. If a player wins or loses solidarity points and his disk advances or retreats to a position with more disks, always put the disk on top of the rest. If a single event causes more than one player's score to vary, the disks are moved in priority order.

E.g. Alex has the highest priority, followed by Maria, Julia and David.

Natives: Nobles and Villagers

Each tribe is made up of villagers and nobles, each with their own specific functions.

Common functions to all natives: Collection of raw material tokens and barter.

Villagers (x7)

  • They grant control over settlements.
  • They are in charge of the production of settlements.
  • They eat, reproduce and need the shelter of a cave.
  • When they are born, we draw them from their reserve (if any remain), and when they die we return them to it.

Nobles (x2)

  • They lead reconquests.
  • They create settlements.
  • They make offerings to the gods.
  • They learn other trades.
  • They know how to navigate (and can transport villagers with them).
  • They feed and get shelter on their own. They do not reproduce.
  • When they die, they are eliminated from the game.
  • They can be downgraded to villagers.

Settlements and Their Control

The settlements are the exploitations of each trade. Nobles build them on terrains while villagers work them producing their resources. Regardless of who built it, a settlement is controlled by the player who has a villager on it.

  • Villagers may pass through any settlement, but should end their exploration only in those settlements which contain no villagers of other tribes and whose trade they know.
  • A noble can stay in settlements controlled by others (e.g. to learn the trade, or barter).
  • A player cannot build a settlement on a terrain occupied by another player's villager.
  • If a settlement contains only nobles, a player may move a villager there and gain control of it.

General Rule: A settlement cannot contain villagers from more than one player (unless one of them is passing through as part of an exploration). Villagers from different tribes can live together on terrains without settlements.

Gameplay Overview

Begin by selecting the game mode according to the preferences of the players: Alliance mode (1 to 4 players) or Dominion mode (2 to 4 players).

  • Alliance mode: Cooperative mode: all players either win or lose. No score is kept.
  • Dominion mode: Competitive mode: either all players lose, or the player with the highest score wins.

A difficulty level (low / medium / high) is agreed upon at the game setup. The difficulty level determines how you set up the board bases, what event cards are available, and the mission requirements.

The game consists of 3 eras, followed by the endgame.

Phases of each era:

A. Strategy phase. The prophecies of the seers point out the location and nature of the catastrophes that will come at the end of era phase. The gods demand their offerings! Players design a common strategy, analyze the effects of catastrophes and agree on how to pay the offerings. They may also share tasks such as the reconquest of land. Planning is necessary since, without coordination, it will be impossible to survive the 3 eras.

B. Action phase. In turn order, players may carry out 1 or 2 consecutive actions by placing cubes or cylinders from their deposit onto the 10 squares of the action strip of their trade and tribe panels. Rounds continue until all players run out of markers or decide to pass.

C. End of era phase. The end of era steps are carried out in order, with the villagers reproducing, being fed, and receiving shelter, among other things. Then the wrath of the gods rises or falls, depending on whether they have fully received their offerings. Once the impact area of the catastrophes is determined, their consequences are unleashed. The conquistadors' ships arrive and their invasion continues. Natives can deliver fire to the seers. And finally, maintenance tasks are performed (learning trades, etc.).

Endgame

After the third era, verify whether the objective of the game has been reached:

Alliance mode: Comply with the endgame survival conditions (including completing the Mission at the agreed difficulty level). Only if players meet all requirements, do they win the game. Otherwise, everyone loses.

Dominion mode:

  1. Comply with the endgame survival conditions:
    • A. Global: If not met, all players lose.
    • B. Individual: Those players who fulfill them are declared survivors.
  2. After the final scoring, the survivor with the highest score wins the game and is chosen as the favorite of the gods.

Setup

Overview

The game consists of 5 areas, which are explained in this section:

  • Main board. Formed by 8 bases, which are covered with terrains and raw material tokens. Later, settlements are placed on the terrains.
  • The player's area. Consists of the trades and tribe panels, where players store their resources, manage their tribes, and keep track of the actions performed during their turns. The area also consists of the resource indicators, the tribe card and the play order indicator. The secret objectives and any idols that have been obtained are also placed here later in the game.
  • Mount Tindaya. Sacred mountain where gods and their seers dwell. The catastrophes of each god are shown, along with the offerings they demand and their thermometers of wrath. It also contains the event cards, showing the succession of catastrophes that will be unleashed at the end of the era. The standees of catastrophes and the ships, with their respective dice, are placed nearby.
  • Wilderness. Common territory containing the meadows with wild animals and the garbage dump. The board is reversible: on the Dominion side it contains the solidarity track along with the common objectives, and on the Alliance side, the mission that all players must fulfill. Place the animal reserves next to the panel.
  • Decks and reserves. Space for other components that must remain available during the game. Decks: Idols, Prophecies, Artisan's market, Secret objectives and their score tokens. Reserves: Settlements, terrains, raw material tokens, canoes and conquistadors.

Game Setup

1. Main board setup

1.1 Configuration of the bases. Each of the 8 bases shows on one side an erupting volcano and chasm (red side), on the other side dormant (black side). The red sides show the symbol of half a shipwreck near one of the edges.

Take into account that the more red bases remain visible, the more difficult the game will be. Always use an even number of bases of each color (e.g. 6 black bases and 2 red bases, 8 black bases, etc.). Place the bases next to each other, complying with the placement rules (below), thus forming the Main Board.

Placement rules:

  • The shipwrecks on the red sides must be placed facing each other.
  • Corridors cannot be created.
  • Volcanoes cannot be adjacent to each other. However, chasms can be adjacent to other chasms or volcanoes.

1.2 Terrain placement.

  • Collect the terrains indicated in the setup aid card that corresponds with the number of players. (E.g. 10 shores, 8 mountains and 14 forests.)
  • Arrange them on the bases of the board, forming the different islands. The configuration is freestyle, but 8 independent islands must be created, with at least one terrain of each type and a volcano. The chasms should not be covered with terrains.
  • Stack unused terrains to form the reserve.

1.3 Raw material token placement.

  • Place a token on each terrain tile (with the reward facing down): Shores yield Clay, Forests yield Wood, Mountains yield Initial minerals.
  • Remove from the game all unused wood tokens (2, 4, 6 or 8 depending on the number of players).
  • Place the volcanic mineral tokens near the stacked terrains.

2. Player's area setup

  • Place your tribe panel to the right of the trades panel.
  • Take the tribe components of a color of your choice.
  • Determine the turn order: the first player is the one who most recently visited an island, followed by the rest in a clockwise direction. Players take the corresponding turn order token.
  • The setup aid card tells the players (each identified by their turn order token) which two trades they know and in which they have developed an invention (marked with an icon):
    • Take 2 settlements of the trades you know; these will be your initial settlements. (E.g. the second player takes a Pig Farm and a Crop settlement.)
    • Place 1 cube on each of the 2 squares of the trades you don't know (e.g. fishing and shepherding).
    • Place 1 cylinder on the cave of the tribe panel and 7 on the circles of the trades panel, except for the invention indicated in the help card.
    • Place the cubes and cylinders indicated in the setup aid card in the action deposit.
  • Pile your resources near the player's area.
  • Place 4 resource tokens in positions 4, 5, 6 and 7 on your tribe panel reserve. Leave the remaining 3 and 2 next to your playing area.
  • In turn order, randomly draw a tribe card and place it face up in your playing area:
    • The central part shows your special skill (see the Tribes section).
    • The lower part shows your initial resources. Place 4 resources in the deposits of your panel with the same icons.

3. Mount Tindaya

  • Assemble the Mount Tindaya stand. Place the two wrath indicators on the space of each thermometer marked with the starting symbol.
  • Randomly pick 6 offering cards and stack 3 face-up on each reserved space at the base of the stand. Remove the rest.
  • Randomly pick 3 catastrophe cards for each god and place them face-down on the stand, in the space provided. Remove the rest.
  • Choose a difficulty level (Low, Medium, High) and shuffle the event cards that correspond to it.
  • Randomly pick one event card per era and remove the rest. Place the three cards on Mount Tindaya face-up and in ascending order. The Era 1 event card should be visible.
  • Place catastrophe standees, ships and dice near the mountain.

4. Wilderness

  • Assemble the stand, making sure the sides that correspond to the chosen game mode are visible (Alliance or Dominion).
  • Fill each animal deposit with as many animals as there are players + 2 (e.g. 5 goats and 5 pigs for 3 players).
  • Stack the remaining animals to form the reserves.
  • Mission: Randomly pick a Mission from the deck and place it face up on the space provided. Remove the rest.
  • Solidarity marker, secret and common objectives:
    • In turn order, stack your solidarity disk on the starting space of the solidarity track. (E.g. David, the 1st player, leaves his disk below the rest, followed by Julia, 2nd, and Maria, 3rd.)
    • Shuffle and place the Secret Objectives deck face down.
    • Place the scoring tokens that correspond with the number of players next to the Secret Objectives deck, face up. Remove the rest.
    • Randomly select one blue and one green common objective card and place them face-up on the respective spaces. Remove the rest.

5. Placement of initial settlements

Players must place their 2 initial settlements on the board (the ones set aside in step 2):

  • In turn order and following the placement rules, players choose the location of their first settlement. Then, in a second round, they place the second.
  • Placement rules: Fishing settlements are placed on shores. Herds, on mountains. Pig farms and Crops on forests.
  • Collect the raw material tokens from the terrains where you place your settlements (which represents the action of cutting down the trees, clearing the mountain, or cleaning up the coast). Take the reward indicated on the reverse, placing the resources on the corresponding deposits. (E.g. the clay token provides 3 resources of this type.) Then place the token on the appropriate token deposit type.
  • Place a noble on each initial settlement and distribute among them the 3 reserved villagers (you can leave all 3 on one settlement).
  • Place 2 goats from the reserve (not from the wilderness) on each Herd and 2 Pigs on each farm.

6. Decks and reserves

  • Stack the settlements by type. (On the reverse there are forts.)
  • Place the Artisan's Market cards face-up.
  • Set up the reserve of canoes, walls and conquistadors.
  • Shuffle the Idols and Prophecies decks and place them next to Tindaya. Discard all idols marked as excluded for the current setup.

7. Initial conquistadors

Roll a die and find the island with that volcano. Choose a forest (removing its wood) and place on it a fort with 2 conquistadors. Following the sequence forest → shore → mountain, if there are no forests left, choose a shore, and finally a mountain.

Rewards from raw material tokens:

  • Clay: 1 unit per player.
  • Wood: 1 unit per era plus an indicated bonus (varies by number of players; e.g. in era 1 a token may provide 2+2 = 4 wood).
  • Minerals: initial minerals (yellow background, used only during setup) and volcanic minerals (gray background, placed on new mountains formed by eruptions, containing a higher proportion of obsidian) each yield a mix of stone and obsidian in quantities printed on the token.

A. Strategy Phase

Each era is marked by a corresponding Event Card. Follow these steps in order.

1. Revealing Prophecies

Tibiabin and her daughter Tamonante, the "smoke readers," live on Tindaya, the sacred mountain. Tibiabin is able to predict which places are in danger by gazing at her bonfire. Tamonante, since childhood, sees in the smoke storms, demons and mountains that breathe fire. The seers are ready. Tibiabin begins. With the last embers of her bonfire, she is able to see where the ships of conquistadors will arrive.

At the end of each era, a series of events will threaten the survival of the natives:

  • Catastrophes sent by the gods: Acoran and Moneiba, eruptions and tsunamis.
  • Conquistadors' ships: white, gray and black.

Each era, the event card shows which events are coming and their order. Tibiabin's prophecy locates the catastrophes, while Tamonante's helps identify them.

1.1 Placement of conquistadors' ships. Check which ships appear on the event card (e.g. white and gray). Roll the dice of those colors and place the ships on the chasms with those numbers. (Ships can share chasms.)

Revelation of prophecies: In era 1, always reveal both Tibiabin's and Tamonante's prophecies. In eras 2 and 3, the seers will not be able to reveal their prophecies unless you have supplied them with fire at the end of the previous era. To confirm this, observe the resources on the hand at Tindaya, representing how much fire was supplied to them:

  • Both hands filled: Both seers have fire, reveal their prophecies.
  • One hand filled: The player who supplies the resources chooses which prophecy is revealed.
  • No hands filled: Without fire, neither Tibiabin nor Tamonante can reveal their prophecies.

If a prophecy is not revealed, that information will not be available until the end of the era.

1.2 Revelation of Tibiabin's prophecy. Take a Prophecy card from the deck and look at the column for the current era.

  • If the event card shows a tsunami, place it on the chasm shown on the prophecy card, even if there are conquistadors' ships on that location.
  • Place the remaining standees whose symbols are shown there on the volcanoes indicated on the prophecy card.

1.3 Revelation of Tamonante's prophecy. Flip over the next Acoran's and Moneiba's catastrophe cards.

1.4 Bonfire cleaning. Return to their owners the resources on the hand.

E.g. placement of standees for a given combination of events, dice and prophecies: Moneiba over volcano 1; Tsunami over chasm 7; Acoran over volcano 5; Eruption over volcano 6; White ship over chasm 1; Gray ship over chasm 5. The black ship is not placed, as it is not represented on the event's card.

2. Planning

Players analyze together the impact of the catastrophes, devise a common strategy and share out tasks such as making offerings or reconquering land. In both game modes, entering the action phase without sufficient preparation is a guarantee for failure. Agreements reached are not binding, so nothing but honor obliges you to keep them later.

3. Selection of Secret Objectives

Perform this step only if the event card shows the required symbol.

Players choose objectives, which are kept secret, and assign each of them a score token visible to all players (positive or negative). At the end of the game, each player who reaches one will score it. Deal 2 Secret Objectives to each player.

In priority order, players:

  • Take the available score tokens.
  • Place one objective face-down next to the play area. Discard the other one, that is not returned to the deck.
  • Choose a score token and place it face-up on the secret objective.
  • Give the remaining score tokens to the next player.

Pile the remaining score tokens (if any) near the board, available for future eras. See the Secret Objectives section for a description of each objective.

B. Action Phase

At the beginning of each era you start with a limited number of markers to perform actions. The markers can be cubes or cylinders, and are located in the tribe panel deposit.

In turn order, perform 1 or 2 actions. To do so, either place one marker on the action strip of the player boards, or play one of the actions that does not require one. Complete rounds until all tribes have passed. When this happens, players must flip their turn order markers and may not play any more actions until the next era. It is not mandatory to spend all markers available in the era.

Once the last player has passed, phase C — End of Era Phase begins.

Types of Actions

  1. Trade panel actions
    • 1.1 Develop (once per era)
    • 1.2 Produce (once per era)
  2. Tribe panel actions
    • 2.1 Build Cave (once per game)
    • 2.2 Explore (unlimited). After exploring, a native can perform as many optional actions as desired:
      • 2.2.1 Collect raw materials
      • 2.2.2 Barter
      • 2.2.3 Make offerings
      • 2.2.4 Build settlements
      • 2.2.5 Gather livestock
      • 2.2.6 Reconquest
  3. Other actions
    • 3.1 Display an idol (unlimited)
    • 3.2 Destroy an idol (unlimited)
    • 3.3 Buy at the artisan's market (unlimited)
    • 3.4 Demote a noble (unlimited)

Action Markers: Cubes and Cylinders

There are 2 types of markers that you can use to perform actions on your panels:

  • Cubes are single actions. At the end of the era, all used cubes are returned to your deposit, and are available for the next era. Up to 2 additional cubes can be obtained by learning new trades.
  • Cylinders are double actions. When playing a cylinder, perform the same action twice (if possible). At the end of the era, all used cylinders are removed from the game; otherwise they remain on your deposit to be played in future eras. You can obtain up to 8 additional cylinders by developing inventions or by building the cave. Remember: whenever you play a cylinder and can perform the second action, you must do so.

1. Trade Panel Actions

Important: on the trades panel, you can only perform the actions of the trades that you know, i.e. those marked with the "known" symbol. See how to learn trades in the Maintenance section.

The trades panel deposits are: 4x simple goods deposits; 4x knowledge (1 per trade); 6x complex goods deposits; 4x 1st level inventions (1 per trade); 4x vessels for nonperishable food; 4x 2nd level inventions (1 per trade).

1.1 Develop

By performing this action, the tribe develops an invention which enables the production of new goods. Moreover, it releases the cylinder over it.

  • Place an action marker on the development square of the trade you want to improve.
  • Pay the cost of the resources shown to the left of the invention.
  • Release the cylinder next to it and place it on your action deposit (it is now ready to be used).

The 1st level invention enables the production of complex goods; the 2nd one, the transformation of other goods of the trade into nonperishable food.

You know an invention is developed when there is no cylinder on it. The inventions of each trade must be developed in order: you cannot develop a 2nd level invention until you have developed the 1st level.

If you perform this action with a cylinder, as long as the 2 inventions are not developed and you have the resources needed, you must develop both. If you can only pay for the 1st, you lose the 2nd part of the action.

E.g. to develop the Saltern of the fishing trade, pay 1 clay and 1 wood, and take the cylinder over it. Now your fishing settlements will also produce salt.

1.2 Produce

By performing this action, resources are generated in the trades panel.

  • Place an action marker on the production square of a trade and place resources on the deposits of the produced goods (basic, complex or nonperishable).
  • Use a cube to perform one production. With a cylinder, you will perform 2 consecutive productions.
  • A single action allows you to produce several types of goods. Developed inventions grant you access to complex and nonperishable food.
  • The action applies to all the settlements of that trade under your control.
  • Simple and complex goods production is mandatory (although conditioned by the decision to slaughter animals). Nonperishable food production is optional, depending on whether or not you pay the resource necessary to process them.

Production of simple and complex goods. In the header of each deposit, an icon indicates how many units of the good are obtained by its production:

  • Per villager: One resource is obtained per villager (not noble) in settlements of that type under control.
  • Per settlement: One resource is obtained for each settlement of that type under control.
  • Per goat: One unit of milk is obtained for each goat living on controlled herds at the start of production.
  • Per slaughtered goat: One horn and one goat meat is obtained for each goat slaughtered.
  • Per slaughtered pig: A pork leg is obtained from each pig slaughtered.

To slaughter animals, you must have the 1st level invention (field or farm knife). For each production, you choose how many animals to slaughter (transfer to their reserve) and from which settlements.

Another 4 icons may appear in the deposits:

  • Rations. Visible in goods that can be used as food. Indicates the number of villagers each unit can feed at the end of the era.
  • Garbage. If visible, the good is perishable. If you do not use it during the era (as food, an offering, or barter), it becomes garbage.
  • Fire. If visible, the good can be used to create fire.
  • Weapon. The good can be used as a weapon.

Production of nonperishable food. As part of the production, perishable goods (or grain) can be transformed into nonperishable food, if the 2nd level invention of a trade has been developed. To do so, spend 1 unit of a given resource (shown below the vessel) and convert any number of perishable goods into nonperishable food. You can process stored goods from previous productions and/or newly produced ones.

The vessels (the deposits of imperishable goods) must not contain more than 3 units in the garbage step of the end of era. They may exceed this amount until then, but when that step is reached, the excess is moved to the garbage deposit.

E.g. You can transform as much milk as you want into cheese by spending 1 unit of wood.

Example of simple and complex goods production: David knows fishing and has developed the first invention of this trade (Saltern). He has 3 fishing settlements: one with 3 villagers, another with 1 villager and 1 noble, and a 3rd one with another player's villager. David places a cube on the production square of the trade. This triggers: fresh fish production — every villager contributes 1 unit, so David gets 4 units total (nobles do not produce); the Saltern development enables production of salt, generating 1 unit per controlled settlement, so 2 units of salt (the settlement without his control produces nothing); David has not developed the Smokehouse, so he cannot spend straw to transform his fresh fish into smoked fish.

Example of simple, complex and nonperishable food production: Julia knows the shepherd's trade and has developed both its inventions. She has 3 settlements of this type: one with 2 villagers and 2 goats, another with 1 villager and 3 goats, and the last with 1 other player's villager and 2 goats. Julia places a cylinder on the production square of this trade, triggering two consecutive productions. The settlement not under her control is ignored. In the 1st production, Julia decides to slaughter 1 goat: she gets 5 units of milk (1 per goat alive at the start of production), plus 1 horn and 1 unit of goat meat (1 per goat slaughtered); she decides not to convert milk into cheese this time. In the 2nd production, she chooses to slaughter another 3 goats: the 4 goats still alive at the start of this production give 4 units of milk, and the 3 slaughtered goats produce 3 units of goat meat and 3 horns, for a running total of 9 units of milk, 4 units of goat meat and 4 horns. She then pays 1 wood to turn 4 units of milk into 4 cheeses, moving 4 resources from one deposit to another. Although the vessel has a maximum capacity of 3 units, the excess is not moved to garbage until the end-of-era garbage step (after feeding her villagers).

2. Tribe Panel Actions

2.1 Build Cave

Enables the construction of the 2nd cave, which provides shelter for villagers 5, 6, and 7.

  • Place an action marker on the cave building square.
  • Pay the cost indicated (1 wood, 1 clay, and 1 stone).
  • Move the cylinder next to the cave to the action deposit. It can be used from now on.

You can build the cave before you put the 5th villager into play, just to get the extra cylinder.

2.2 Explore

Move your natives across various locations on the board.

  • Place an action marker on this space to perform up to 3 land and/or sea movements. Combine them as you see fit to move your natives, as shown in the examples.
  • If you are using a cylinder, you must complete the first set of movements before beginning the second. (A cube gives 3 movements; a cylinder gives 2 x 3 movements.)
  • At the end of their exploration, your natives may perform free actions on the terrain they end up on.

This is the only space on the action strip where you can place multiple markers in an era.

A. Land movement. Move 1 or more of your natives across 2 adjacent land hexagons. It is not necessary to move all natives of a terrain. If one exploration action is used to perform 3 land movements, among other possibilities: a native can move 3 hexagons away; or 3 different pawns can each move to an adjacent terrain; pawns can be grouped together or spread out.

B. Sea movement. Move your natives between 2 land hexagons, separated by a straight line of sea hexagons. Canoes are required for sailing. You may take up to 5 natives, at least one of whom must be a noble (only they can sail). You may not take animals or natives of other tribes. Each movement consists of:

  1. Boarding: Move 1 or more natives from a terrain or volcano to an adjacent sea hexagon. To sail, you need a canoe. If there is none there, you must build it (pay 1 wood, take the canoe from the supply and place it on the sea hexagon).
  2. Sailing: Move the canoe as many hexagons as you want until it is adjacent to another terrain. The sea hexagons you cross must form a straight line, in a move similar to that of the queen in chess.
  3. Landing: Leave the canoe on that sea hexagon and move all the natives to an adjacent terrain or volcano.

Boarding, sailing and landing are part of a single sea movement, regardless of the distance covered. Exploration may combine multiple sea moves, but each one must consist of its three parts. Two sea moves cannot form an arc in the middle of the sea without descending into a terrain or volcano.

Permitted movements: a noble can embark and sail to any reachable terrain where he can land; a noble can embark and land at the same location, moving the canoe and gaining access to new areas. Forbidden movements: crossing hexagons that do not form a straight line; two movements in a straight line that form an elbow at sea without landing at the end of the first movement.

Canoes:

  • Building one consumes no action, as they can only be created as part of a sea movement. They cost 1 wood.
  • They belong to no one; after landing, they remain in that sea hexagon. Other players may use them for their sea movements.
  • Several canoes may share the same sea hexagon.
  • If a catastrophe affects a sea hexagon on which there are canoes, they are destroyed (e.g. a tsunami).

Example of an exploration that includes land and sea movements: 1st movement (land) — 2 villagers advance from a forest on island 5 to an adjacent mountain, where a noble awaits them. 2nd movement (sea) — as there is no canoe available, David pays one wood, takes a canoe from the reserve and places it on an adjacent sea hexagon; the noble boards with the 2 villagers and sails in a straight line to island 6, where they land and join another villager. 3rd movement (sea) — the noble embarks with the 3 villagers in the same canoe, sailing from island 6 to 7, where they finish their movement.

2.2 Optional Actions

Important notes on villagers:

  • When exploring, they can pass through settlements with other players' villagers, but cannot land in them. They can coexist with other tribes in terrains without settlements.
  • They cannot end their exploration on an empty settlement of a trade they don't know.
  • They cannot pass, nor end their exploration, in a conquistadors' forts, unless the group includes a noble, in which case it would trigger a Reconquest.

General rules for optional actions:

  • Any native moving in an exploration can take optional actions on the terrain they end up on, not at the intermediate locations they pass through.
  • These actions are part of the exploration and do not consume additional action markers.
  • The possible actions depend on the type of native and the terrain, and are voluntary (except for the Reconquest, which is activated when natives enter a fort).
  • Within a terrain, natives can take as many optional actions as desired.
  • Exploring with a cylinder is equivalent to playing with two cubes, one after the other: perform the first group of 3 moves, and each native moved can carry out optional actions where it ended; then perform the second group of 3 moves, and the natives moved in it can perform theirs. If a native moves in both groups, it can perform actions in the 2 places it ended.

2.2.1 Collect raw materials. If a native ends his exploration on a terrain with a raw material token, he may take it and receive the reward shown on the reverse side. The player then places the token in the corresponding deposit on the tribe panel. If the player decides to take a token, it will not be replenished: natural resources are finite. (Wood is the exception — it grows every era; you get more if you wait to cut it down.)

E.g. David moves a villager through a forest, but ends the exploration on a shore; he can only take the clay token.

A player cannot exhaust an island's natural resources by taking its last raw material token. The capacity of each player's raw material deposits is determined by the difficulty level of the game; once this limit is reached, the player cannot take any more markers (e.g. each player can have up to 7 markers in his deposits). A player who exhausts the resources of an island by taking its last raw material token loses a solidarity point.

2.2.2 Barter. When a native completes an exploration on a hexagon with a native of another tribe, both players may negotiate an exchange of resources of any type or quantity, maintaining a 1:1 ratio (no donations allowed). Barter excludes livestock or captured conquistadors. Each player must transfer his resources from the deposit of the good delivered to the deposit of the good received.

E.g. David's noble ends an exploration on a terrain with Alex's villager. Both negotiate an exchange of goods: David gives 3 obsidians to Alex in exchange for 1 unit of milk and 2 fish. David moves 2 resources from the obsidian deposit to the fish deposit, and the 3rd one to the milk deposit. Alex makes the opposite move.

2.2.3 Make offerings. When a noble completes exploration on a volcano, he may make an offering to Acoran and/or Moneiba to lower their wrath level at the end of the era. In each era, the gods demand payment for the resources shown on their offering cards; the number of units of each resource should be as many as there are players (era 1 demands the resources of the first 2 deposits, era 2 the first 3, era 3 the last 3).

E.g. In era 1, 4 figs and 4 pigs are demanded. In era 2, the gods demand 3 figs, 3 pigs and 3 cheeses.

  • To offer goods, transfer resources from your deposits to the corresponding strip of the card.
  • To offer livestock, move them from settlements under your control (or under the care of your nobles) to the reserve and place the same amount of resources of your color on the corresponding strip of the offering card.
  • Various resources may be offered to one or both cards in a single action. Only goods and units required by the gods may be offered.
  • Each offering card grants an idol card to the 1st player who places at least one resource on it.
  • At the end of the era (offering step), the player who contributes the most resources to a card wins an idol, and the next player wins a lesser reward.

The gods love human sacrifices: you can sacrifice humans and provide them as substitutes for any goods (resources, animals, or raw materials). To sacrifice: a captive conquistador is moved from your prison to the general reserve; an animal is returned to your reserve; a native is removed from the game (even the one making the offering can be sacrificed). In all cases, place one resource of your color on the card's strip of your choice, for each human sacrificed. You cannot sacrifice your last native.

E.g. David wishes to offer 4 obsidians to Moneiba's offering card, but only has one. Besides offering the unit from his deposit, David sacrifices 1 conquistador and 2 natives, placing 4 red resources in the corresponding strip on the offering card.

2.2.4 Build settlements. When a native finishes his exploration in a terrain (without a settlement), he may establish one there if these conditions are met:

  • They must have the knowledge of that trade.
  • There can be NO villagers from other tribes on the terrain.
  • The terrain must be of the right type: Fishing settlements are built on the shore; Farms and Crops, on forests; Herds, on mountains.

If there is a raw material token on the terrain, it must be collected first (e.g. a field cannot be cultivated without first clearing the forest).

2.2.5 Gather livestock. If an exploration ends on a settlement with no livestock (even if it was just created), the player may populate it with 2 animals captured from the wilderness: pigs on pig farms and goats on herds. You cannot exhaust the wilderness — if there are only 1 or 2 animals of one kind left, you can't capture them. When you take the last two animals of a type (or the last one, if there is only one left), you exhaust the wilderness and reduce solidarity. If, when leaving a settlement, animals flee into the wilderness repopulating an empty deposit, the player who released the animals gains solidarity.

Livestock: We can find livestock in 3 different places: in the Reserve (near the board), free in the wilderness deposits, or in captivity in Herds (goats) and Pig Farms (pigs).

  • When a settlement is abandoned by all villagers, the animals become feral and run to the wilderness panel.
  • If a settlement is conquered or destroyed by a catastrophe, move its livestock to the wilderness panel (unless the catastrophe indicates they die, in which case they go to the reserve).
  • When a villager is alone with livestock in a settlement, he watches over them, and they do not flee into the wilderness. But he is not in control of the settlement — when another player's villager arrives there, that villager's tribe takes control.

2.2.6 Reconquest. A fort may be reconquered. If one or more natives move into a fort occupied by at least one conquistador, they must end their exploration there and begin a battle. The party must include at least one noble; without one, natives cannot enter a fort. You can use weapons in battles; once used, return them to the reserve. There are two resources that can be used as weapons: horns and obsidian.

  • You win if the number of your natives is equal to or greater than the number of conquistadors AND you use as many weapons as there are rivals: move all conquistadors on the fort to the player's prison, and remove the fort. In case of victory, the player gains solidarity.
  • If the number of your natives is lower and/or you can't (or won't) use the weapons, you lose: all your natives die, returning to their reserve, and you lose solidarity. Optionally, the player, while still losing the battle, may spend any weapon (limited to the number of natives attacking the fort): 1 native dies per weapon used (returning it to the reserve); the player is declared a Hero and gets 1 idol as a reward, regardless of the weapons used.

Examples of optional actions:

  • Julia finished exploring with her villager and one noble on a forest with David's villager. Julia collects the raw material token, creates a Crop, and barters with David.
  • David moves the villager and the noble from a shore to a mountain. The villager ends his exploration there, but the noble makes another move and advances to a volcano. Each pawn can take optional actions where they ended: the villager picks up the raw material marker from his terrain and the noble makes an offering at the volcano.
  • During an exploration, David moves his noble to a mountain with a mineral marker. He ends his move there and collects the marker and reward. He builds a herd settlement and captures 2 goats from the wilderness. Since he has no villager there, he must move a villager there in the future to produce. If he leaves the settlement, the animals flee into the wilderness.
  • Julia moves her noble and villagers to a fort with 2 conquistadors. After using 2 weapons and winning the battle, she removes the fort and imprisons the conquistadors. Her villager builds a Pig Farm and collects 2 pigs from the wilderness.

3. Other Actions

These actions are played without using a marker. However, since they are actions, they count as one of the 2 a player can perform in a round. When passing, these actions cannot be performed until the next era (except for certain event-phase idols).

3.1 Display an Idol

A player can obtain an idol by being the first to contribute to an offering, by being a hero, or by buying them at the Artisans' Market. Some tribe skills or other idols also allow you to get additional ones. They are placed face-down in the playing area, until they are revealed. Once played, they are left face-up. The icon on the lower right corner of each card shows when it can be played: in the Actions phase, in the Event phase, or that it must be played at the Endgame. Detailed descriptions of each idol can be found in the Idols section.

3.2 Destroy an Idol

You may discard an unplayed idol from your hand in exchange for one unit of any resource. Remove the idol from the game, get a resource from your reserve, and place it on a deposit of your choice.

3.3 Buy at the Artisan's Market

You may purchase a vessel, an idol, or a wall. Pay its cost (clay, stone, straw, and/or manure), and choose an available card from the market. Depending on its type, you will acquire a large vessel, an idol or a wall, keeping this card face up near your playing area. Detailed descriptions of each card can be found in the Artisan's Market section.

3.4 Demote a Noble

Replace a noble on the board with the first available villager in your reserve. Remove the noble from the game. This action is irreversible. A player can only demote his noble if the other one is still alive (see the endgame survival conditions).

C. End of Era Phase

Once all players have passed, perform the following steps in order: Reproduction, Feeding, Shelter, Garbage, Offerings, Events, Survival, Prophecies, Maintenance.

1. Reproduction

  • Villagers: if there are 2 or more villagers on a settlement, add one from your reserve.
  • Livestock in captivity: if there are 2 or more animals on a settlement, add one of the same type from the reserve (not from the wilderness).
  • Livestock in the Wilderness: if there are 2 or more animals on each deposit on the wilderness panel, add an animal from the reserve.
  • Conquistadors: if there are 2 or more conquistadors in a fort, add one from the reserve.

2. Feeding

Players must feed each villager on the board with one ration of food. (Nobles feed themselves.) When the ration symbol is displayed in any deposit of the trades panel, it means that it holds food; the number indicates the rations provided by each unit. Transfer the used food from your deposits to the reserve. If you spend a portion of a resource to feed your last villager(s), you will not receive the excess rations nor will it generate waste.

Each unfed villager dies (returning to his reserve). Moneiba's wrath increases one position for each tribe in which a villager dies of hunger. The player loses as much solidarity as own villagers die of starvation.

E.g. Alex has 5 villagers to feed and owns 2 figs, 1 goat's meat, 1 leg of pork and 1 salted meat. When there are leftovers, waste is minimized by eating the perishable foods with a lower portion count first. Alex feeds the first 2 with 2 figs, the next two with the goat's meat, and the last with the leg of pork (of which he will not consume 2 of his 3 rations). This combination uses up all the perishables and saves the nonperishable salted meat for a later era. The highest visible number in the villager's reserve indicates how many are in play.

3. Shelter

Each tribe starts the game with a cave that shelters 4 villagers. Players with 5 or more villagers on the board should check to see if they have built the second cave (see the Build Cave action). Each homeless villager dies (returning to his reserve). Moneiba's wrath increases one position for each tribe in which a villager dies for lack of shelter. The player loses as many solidarity points as own villagers die from lack of shelter.

4. Garbage

Players must check if there are any perishable resources left in their trade panel, or if their vessels have exceeded their maximum capacity. Move the remaining resources to the garbage (on the Wilderness panel). This deposit has a maximum capacity equal to the number of players. If this limit is exceeded:

  1. Increase Acoran's wrath by one level.
  2. Remove from the deposit as many resources as players. If the amount of remaining resources is still over the limit, repeat both steps.

The player with the most resources on the garbage deposit loses a solidarity point and his resources are removed first. In case of a tie, the player with the lowest priority loses the point and his resources are removed first.

E.g. There are 10 resources in the garbage: 5 from Alex, 2 from David, 2 from Maria and 1 from Julia. The limit of 4 is exceeded. Alex is the player with the most resources there — he loses a solidarity point and removes 4 of them. Acoran's wrath increases by one level. The garbage (6 resources) still exceeds the limit, with David and Maria tied at 2; David and Maria remove 2 resources each, which increases Acoran's wrath by another level (David has the lowest priority, so he loses the solidarity point). There are 2 resources remaining (1 from Julia and 1 from Alex); since the limit is not exceeded, those 2 resources remain there for future eras.

5. Offerings

Verify if you have paid the offerings in full (1 resource per player of the required elements of that era). If so, lower the god's wrath by 1 level (or keep it at its lowest, if it is already there). Otherwise, raise it by 1 level.

The player (or players) with the most resources on Acoran's offering (even if not fully paid) gets the top reward. The next player (or players) with the most resources there receives the second reward. Moneiba also awards rewards to the players who contributed the most to her offering.

E.g. On Acoran's offering card, both David and Julia contribute 4 resources and Alex and Maria contribute 2. The offering is complete with all 12 resources, so Acoran's wrath decreases. On Moneiba's offering card there are 4 resources from Maria, 3 from David and Julia, and 1 from Alex. The offering is incomplete with 11 resources, so Moneiba's wrath increases. David and Julia get the top reward for contributing the most to Acoran's offering; Alex and Maria receive the second reward for coming in second. Maria receives the top reward from Moneiba's offering and David and Julia receive the second reward.

6. Events

The catastrophes prophesied by the seers are unleashed, and their consequences must be carried out:

  • Moneiba's catastrophes arrive from the sea.
  • From the land come those sent by Acoran.
  • The conquistadors' ships arrive at the shores (1, 2 or 3).
  • (For eras 2 and 3 only): if you did not pay any of the seers in the previous era, now is the time to reveal the information you do not yet know — turn over the Catastrophe and/or Prophecy cards and place the standees in the locations corresponding to that era.

You must solve the events one by one in the order stated in the Events card.

Impact area. The area affected by a catastrophe has as its epicenter the volcano or chasm where its standee is located. Its radius depends on the wrath of the gods:

  • Moneiba's wrath affects the radius of tsunamis and conquistadors' ships.
  • Acoran's wrath affects the radius of eruptions and conquistadors' ships.
  • At the yellow wrath level, the area includes the epicenter and its adjacent hexagons (up to 6).
  • At the orange level, it also includes the next ring of adjacent hexagons (up to 12 additional ones).
  • At the red level, add the third ring of adjacent hexagons (up to 18 more).

Eruption. The epicenter of the catastrophe is the volcano with the eruption standee. The impact area is determined by the color of Acoran's wrath. Only the hexagons within the area suffer the consequences:

  • Erupted volcano: all natives on the volcano die, returning to their reserve and are discarded.
  • Rest of volcanoes and chasms: no effect.
  • Sea hexagons: cover them with mountains and put a volcanic mineral token (gray background) on top.
  • Terrain: return all components on them to their reserves (natives, settlements, livestock, raw material tokens, and walls). If they are forests or shores, flip them over showing the mountain side. Place volcanic mineral tokens (gray background) on top.

Use raw material tokens from the reserve if you run out of volcanic mineral tokens. If there are not enough mountains or tokens, place the ones closest to the epicenter first. When you reach the circle where tokens run out, the player with priority chooses on which hexagons to place them.

E.g. Volcano 6 erupts. Acoran's wrath is at the orange level. It will obliterate 2 concentric circles around the volcano, and mountains with volcanic mineral tokens will cover the area. Turn all forests and shores to their mountain side, and cover the rest of the impact area with mountain, merging islands 5, 6, and 7. The canoe near island 6 also disappears.

Tsunami. Rising from the water, Moneiba creates a wave that skims the sky; when it reaches the natives, it will engulf the island and destroy everything. The epicenter is the chasm with the tsunami standee. The impact area is determined by the color of Moneiba's wrath. Only the terrains within the area (and not the entire islands) suffer the following effects:

  • Chasm and sea hexagons: no effect.
  • Volcanoes: as they are elevated, they are not affected, nor are the natives above them.
  • Terrain: return them to their reserve, along with everything on them (natives, settlements, livestock, raw material tokens, and walls).

E.g. A tsunami surges in chasm 7. Moneiba's wrath is at the orange level. You will feel its devastating effect in 2 concentric circles of hexagons around its epicenter. The wave will wipe out all of Island 7's terrains (except for its volcano) and engulf the mountain of Island 6, its settlement, and the natives on it. Finally, the canoe next to island 6 will be lost.

Moneiba's and Acoran's catastrophes. Apply the effects displayed on each god's catastrophe card (detailed descriptions in the Moneiba's and Acoran's Catastrophes sections). The epicenter is the volcano with the standee of the god. The impact area is determined by the color of their wrath. It affects all islands with at least one terrain within the impact area, not just the specific terrain that falls into it.

Protection. If there is protection against the catastrophe (framed with a double circle on the card), its consequences can be avoided by spending the appropriate element: weapons, fire, manure, or protection idols. In all cases, you need protection for each terrain, and you can only protect terrains on which you are present. Walls also give protection from catastrophe cards where they appear; unlike protection idols, they do not wear out and natives don't have to be in that location.

E.g. The Tibicenas (an animal killer) attacks island 6, where Julia has 2 herds, both with villagers and goats. She uses a protection idol to defend 1 of the settlements (and leaves the idol face-up on her play area). The animals on the other settlement die, returning to the reserve.

Remove canoes within the impact area of volcanoes and tsunamis. The conquistadors' ships are unaffected (for the time being, they are only prophecies). Neither idols nor walls protect from volcanoes or tsunamis. When 2 islands merge, the catastrophes that occur on any of the volcanoes on it affect the resulting island.

Conquistadors' ships. The sea brings huge floating houses, full of strangers. Find the ship that appears on the event card, determine the island it will sail to, which terrains are affected, and resolve the attack. You must resolve the effects of one ship's attack before you can resolve the effects of the next one. If various ships share the same location, the effects of the first one may cause the second ship to dock at a different island.

Identify the island to be invaded. The ship always attacks the nearest island. If there is more than one:

  1. Choose the island with more settlements (occupied or not).
  2. If there is a tie, choose the one with more natives.
  3. If the tie persists, the player with priority chooses between them.

Conquistadors' forts can never be the place where further conquistadors arrive, nor do they count as settlements to determine which island is invaded. If the only unconquered hexagon of an island was a volcano, the attack would not take place.

Determine the targeted terrains. The attack targets all settlements on the island they land on. If there are none, they attack a single terrain, selected from left to right in the order shown, until one terrain meets the criteria. In case of a tie, the tribe with priority decides where they go.

Effects of an attack. The affected terrain or settlements are attacked by two conquistadors (e.g. on an island with 3 settlements — 2 occupied and one empty — 6 conquistadors arrive, 2 per settlement).

  • If there is a wall (even if there are no natives): the conquistadors flee without consequences.
  • Otherwise: if there are no natives, place a fort with 2 conquistadors, removing the settlement and livestock, if any. If occupied, a battle begins.

Battles. If a ship triggers multiple battles, you must resolve them one at a time in the order you want.

  1. A tribe in that location may use a protection idol to repel the attack. If multiple tribes are present and wish to use one, priority order determines who gets to do so first. If an attack is repelled, natives are not captured — they flee.
  2. In all other cases, a hand-to-hand fight begins: to win, 2 conditions must be met — there must be at least 2 natives on the terrain (none of which needs to be a noble), and you must spend 2 weapons, which are returned to the reserve (each native must use their own). When there are several tribes in the place, in priority order, each must decide if they can and want to spend 1 or 2 of their weapons, until they reach the 2 required. A single native can only spend one weapon.
    • If 2 natives spend their weapons, the battle is won. For each weapon spent, the player moves one conquistador to his prison. In case of victory, the player gains solidarity for each conquistador captured.
    • Otherwise, the battle is lost: place a fort with 2 conquistadors, removing the settlement and livestock (moving livestock into the wilderness), if any. All natives on the terrain die, returning to their reserve and are discarded. Hero: if even losing, a native spends a weapon and kills (not captures) 1 conquistador, place only 1 conquistador on the fort; that native's owner receives an idol as a reward, and gains solidarity for the weapon spent.

Example of the complete sequence of events: The events card shows 3 catastrophes (Moneiba, Tsunami, and Acoran) and the white ship. Tibiabin's prophecy shows the origins of each one, where the corresponding standees will be placed. Tamonante unveils its nature: the catastrophe sent by Moneiba is "San Borondón" and Acoran sends fire. The markers of the gods' wrath are on the first level. Players analyze the consequences in the order they appear on the card, deciding whether to pay the offerings: (1) Moneiba's catastrophe, "San Borondón", will make an island disappear, but won't affect other islands even if her wrath level rises. If players are on that island, they must leave before the end of the era. (2) If they lower Moneiba's wrath by paying her offering, the tsunami will have no consequences because no land is adjacent to the epicenter; if the wrath remains, it will destroy part of a neighboring island. (3) The ship will arrive at the nearest island, which will vary depending on what happened with the tsunami. (4) Finally, Acoran's fire will destroy the farms (including pigs and villagers) and wood tokens on at least one island; it is a good idea to abandon farms and collect wood tokens there in advance. Despite their intentions, players cannot pay the offerings of any god this time, and both gods' wrath rises to the second level. The events are then resolved in the stated order, including a battle where a lone defender becomes a Hero by sacrificing a weapon to kill one attacker even while losing, and another defender who has exactly 2 weapons wins a battle and captures 2 conquistadors while losing an unarmed settlement elsewhere.

7. Survival

(Eras 1 and 2 only.) Check that the following survival conditions are met, depending on the chosen game mode:

  • Alliance mode: Each player must have at least one noble alive. None of the wrath levels may reach the destruction level.
  • Dominion mode: Each player must have at least one noble alive. None of the wrath levels may reach the destruction level.

If, at the end of era 1 or 2, the survival conditions are not met, the game ends immediately and all players are declared losers.

Destruction: the gods' wrath thermometer cannot reach the destruction level, depicted with its own symbol.

8. Prophecies

(Eras 1 and 2 only.) The tribes ascend the Tindaya. Two great stone circles surround their fires, which are now almost extinguished. Keep their fires alive and Tibiabin and Tamonante could ask the gods what catastrophes are to come and their location. The players may deliver fire to the seers. If they do so, they will perform their prophecies in the next strategy phase.

  1. Delivery of fire to the first seer: in priority order, each player decides whether to spend any combination of the resources needed to produce fire. If a player does so, he must place a resource of his color on the hand in Tindaya. (To produce fire, spend 2 pieces of manure, wood or straw — e.g. 1 wood + 1 manure, or 2 straws.)
  2. Delivery of fire to the second seer: repeat the same operation, following the current priority order.

At the end of this step, the hand in Tindaya holds 2, 1, or no resources as a reminder of how much fire the seers have available to perform their prophecies in the next era.

If fire is delivered to a seer, solidarity is increased by 1 point at that moment. Therefore, the priority order for the 2nd delivery may not be the same as that of the 1st delivery.

9. Maintenance

  1. Check if you have learned new trades: see if any of your nobles are on a settlement of a trade you do not yet know, occupied by natives who do know it. If so, move the cylinder from the knowledge space of that trade to the action deposit. From now on you know this trade and can perform its actions. (In era 3, you do not perform the rest of the maintenance.)
  2. Remove from the game the cubes used in this era. Transfer the used cylinders to the deposit.
  3. Remove the event card, leaving the next era's card visible.
  4. Collect the resources of your color placed on the offering cards. Remove the offering cards so that the next ones are visible.
  5. Remove Acoran and Moneiba's catastrophe cards, without turning over the next ones.
  6. Redistribute the turn order token according to the current priority order: the player with the least solidarity takes the 1st turn token and so on. (In Alliance mode, hand your turn order token to the player on your left instead.)

Endgame

1. Endgame Survival Conditions

Check that all the following conditions are met:

  1. Each tribe must have at least one noble alive.
  2. Each player must control at least one settlement.
  3. None of the wrath levels may reach the destruction level.
  4. Players must retain Control of the Archipelago (see the table below).
  5. (Alliance mode only) Check if all players meet the Mission requirements for the difficulty level agreed at the beginning of the game.

If you do not meet them all, you have lost. Try to prove your devotion to the gods in a new game. Otherwise, congratulations! You have all met Tindaya's challenge.

Control of the archipelago. To maintain control, the number of conquistadors on the board must not exceed a certain amount, depending on the number of players and natives alive. If they exceed this limit, you have lost control of the archipelago. To check this:

  • Add the total number of living natives (those on the board, including nobles).
  • Look at the table reproduced in the wilderness panel. In the row that corresponds to the number of players, locate the range of natives you are in.
  • In the last row, see the maximum number of conquistadors allowed for that range.

E.g. After the 3rd era, Alex has 1 noble and 3 villagers alive, David has his 2 nobles and 3 villagers, and Maria her 2 nobles and 4 villagers (15 natives in total). There are 6 conquistadors alive on the board. In the third row of the table (3 players), they check that they are in the second interval [13-15]. In the lower row they see that to maintain control there must be fewer than 8 conquistadors in play. As there are 6, the players retain control of the archipelago.

2. Final Score (Dominion Mode)

Final resolution:

  1. Endgame survival conditions.
    • A. Global requirements: none of the wrath levels may reach the destruction level; players must retain Control of the Archipelago. If you do not meet the global requirements, you all lose — the gods will show no mercy. Otherwise, continue with the rest of the steps.
    • B. Individual requirement: all players with a settlement under their control are declared survivors, but only one among them is declared the winner.
  2. Determining the winner. Calculate the final score. When determining monopolies or secret objectives, all players must be considered — even those who did not survive.
    • The survivor who gets the highest solidarity points after the final scoring is declared the winner and favorite of the gods.
    • In the event of a tie, the player with more developed inventions wins.
    • If the tie persists, the player who controls more settlements wins.
    • If there is still more than one, the tied players share the victory.

Final score. Add or subtract the following points to the score. (The solidarity tracker has no limit; keep scoring even if it exceeds 18.)

  1. Monopolies. Count how many of the different raw material tokens each player has in the deposits of their tribe panel. The player or players with the most wood tokens lose a solidarity point; if the difference is 2 or more, lose a total of 2 points. Repeat the steps for the clay and mineral tokens.

    E.g. David is the player with the most mineral tokens. Since the difference with Alex is 2 or more, David loses 2 points. Alex has more wood tokens (2 or more than any other player) and also more Clay tokens (only 1 more than David). In total Alex loses 3 solidarity points.

  2. Solidarity idols. Reveal your solidarity idols and add their value for each one.

  3. Nobles. For each of your nobles alive, add solidarity.

  4. Common objectives. For each one achieved, add solidarity. (A detailed description of them can be found in the Missions and Dominion Objectives sections.)

  5. Secret objectives. In priority order, flip over and score your objectives. The card identifies the player, while the score token determines the reward. If there is a tie, all players add or subtract the score token. (A detailed description of all secret objectives can be found in the Missions and Dominion Objectives sections.)

    E.g. 1: The player who controls the most fishing settlements wins solidarity. E.g. 2: The player with the most horns loses solidarity.

Variants

The Traitor

At the beginning of the game, players must agree whether this variant is active (recommended for groups familiar with the basic game). In this variant, one tribe can surrender to the conquistadors and switch sides.

Becoming a traitor. In the third era, during the first round of the Action phase, players (in turn order) may become traitors. If one of them chooses to do so, the remaining tribes who have not yet played their first turn may not transform — there will be only one traitor or none at all.

To become a traitor, you must perform an exploration with your 1st action marker (cube or cylinder) and end the movement of a noble in a fort, where he surrenders. If there are no forts or you cannot reach them with your 1st action, you cannot become a traitor.

Conversion process for the traitor:

  1. Draw a random card from the Traitor's Objective deck. It details your victory conditions (to reach a certain population and sometimes an additional objective) and a possible special ability. Leave the card visible to other players.
  2. Replace all your natives on the board with conquistadors from the reserve.
  3. If there are natives in volcanoes or held in your prison, place them in any terrain where you have more conquistadors.
  4. If any of the newly transformed conquistadors share a terrain with other natives, a battle is unleashed.
  5. After the resolution of possible battles, place a fort on each terrain where conquistadors stand. Release any animals there.
  6. Remove from the game all your components (solidarity disk, trade's panel, raw material tokens, secret objectives, idols, artisan's market cards, resources, and raw materials), except for the unplayed action markers.
  7. Flip your tribe panel showing the traitor's side, and place the unplayed cubes/cylinders on the action deposit.

You may not perform your second action or play again until your next turn.

Rule changes for the traitor's endgame: Check if all victory requirements of your card are met at this time. If so, you win the game. If not, you lose and the remaining players continue to check their survival conditions. The endgame global requirement to retain control of the archipelago is deactivated. You don't count towards determining the winner of secret, common, or monopoly objectives.

Traitor's actions. As a traitor, you can only perform exploration actions (by land or sea), under the following conditions:

  • You do not have the ability to build canoes (unless otherwise noted on your Objective Card), but may use those available on the game board.
  • You cannot enter a settlement protected by a wall, even if it is empty.
  • You can only move through unoccupied volcanoes, but cannot finish an exploration on them.
  • When one of your conquistadors finishes a movement in a terrain (and conquers it if it is occupied), remove what was there (settlement, animals or raw materials) and build a fort. If you abandon it (or lose a battle there), you must remove the fort.

You now have only one free end-of-movement action: Conquest. When you move a pawn to a terrain with natives, you must fight a battle; the exploration of that piece must end there, although you may use others for the remaining movements.

  • If a player present in a terrain under attack decides to spend a protection idol, the attack is repelled: the conquistadors must return to the terrain from which they came (even if it is on another island). The player who contributes the idol wins solidarity. If multiple players with a presence want to use an idol, the one with the highest priority may do so.
  • In any other case, there is hand-to-hand combat, with the same rules as the battles of the Reconquest. The group of natives does not need a noble to defend themselves. As usual, a Hero can emerge if a player, while still losing, spends weapons (at least one and at most as many as the number of natives he has there) to kill as many conquistadors (whom he does not capture). The Hero gets one idol (even if he spends several weapons).

E.g. Maria becomes a traitor during her first move, by surrendering her only noble in a fort with a conquistador. She replaces her former natives with conquistadors. She shares a fishing settlement with David and Julia's nobles. Julia has more priority and decides to spend a protection idol, repelling the conquistador and winning solidarity. As the traitor is repelled, Maria decides to take her 2 conquistadors to the fort, where she already has 3 others.

The traitor's strategy. There are two main strategies you can use to achieve your goal as a traitor:

  • Weaken: Go into battle against the natives and conquer their territories. This will cause them to deplete their weapons, so they will arrive at the end of the era events in the worst condition. The conquistadors on the ships of the final invasions also count towards your objective.
  • Grow: Strategically place the conquistadors on the board to maximize their ability to reproduce.

Also, don't forget to use the special ability indicated on your traitor card, as it gives you additional tools to achieve your goal.

Solo Mode

One player games are played in alliance mode.

Setup changes:

  • Step 2: Remove the Majos from the tribe's deck.
  • Step 6: Once you have placed your 2 initial settlements (Herd and Crop), take one card from the Prophecy Deck and note the numbers on the first column. Place the Pig Farm settlement on a forest of your choice on the island that corresponds to the 1st number on the card (e.g. Island 1). Place a Fishing settlement on a shore on the island that corresponds to the 2nd number indicated on the card (e.g. Island 7). In both cases, remove the raw material tokens from the terrains. Place a villager from another tribe on each of these two settlements.
  • Step 7: Place a fort on a forest tile of your choice (or a shore tile, if not available) on the island that corresponds to the 3rd location on the card (e.g. Island 5).

Rule changes: All rules apply except for the barter action, which is not available.

This variant is compatible with The Dowry (see below). To do this, the player must end the exploration of a noble in one of the settlements with villagers of a different color. The player chooses which 3 resources to return to the reserve as payment, removes the neutral villager, and places his first available villager where he has a native, with the usual placement rules.

To defend another tribe's settlement from a conquistadors' attack, you must move your two armed nobles there. As the owner of the settlement cannot defend it, spend the weapons, take the conquerors prisoner and at the end of the era, you will learn the trade.

The Dowry (Special Case of Barter)

A player can negotiate the adoption of a villager by another player in exchange for a dowry (with the other party's consent, as with all bartering). The player ends his native's exploration on a terrain with the other player and exchanges 3 resources for one of his villagers.

  • The tribe receiving the dowry chooses a villager from the board, moves the meeple to the reserve, and places 3 resources of the negotiated types in their respective deposits.
  • The player who pays the dowry transfers the 3 resources from their respective deposits to the general reserve, and places his first villager on the board, with the following placement rules: place the villager on a terrain with one of your natives; if this is not possible without breaking the usual placement rules, put it on an adjacent terrain; if none were available, choose any uncontrolled terrain on the board.

Learning Campaign

Tindaya contains a variety of rules and mechanics of moderate complexity that can be overwhelming for the youngest or most inexperienced players in a first game. This alternative way of learning is aimed at them: a 3-game campaign in which the various elements are gradually incorporated.

For the campaign, all bases of the board must be placed on the black sides (step 1.1 of the preparation) and the easiest event cards and mission levels must be chosen (marked with the campaign symbol, step 3 of the preparation).

Game 1 — Arriving in the island. Purpose: to become familiar with the tribe and trade panels, actions, offerings, and end of era events.

  • This is a 1-era game, so you will only use the first event card.
  • Since this game is played in alliance mode, you will apply the rules framed for alliance mode, ignoring the rules exclusive to dominion mode.
  • In step 2 of the preparation, draw the cards for the following 4 initial tribes: Agana (1 or more players), Majos (2 or more), Arucas (3 or more), and Ecero (4).
  • In step 4 of the preparation, place all the livestock in the wilderness, and ignore the number-of-players limitations.
  • Ignore the sections of the rulebook marked with the game 2 and game 3 campaign symbols.

Objective of the game: in addition to meeting the survival conditions — (1) each player must have learned at least one new trade; (2) the conquerors of the initial fort must have been defeated.

Game 2 — The gods are furious. Purpose: to introduce the concepts of seers, garbage, wilderness limitation and cave construction.

  • This game has 2 eras. Place the first two event cards on Mount Tindaya.
  • The game is played again in alliance mode, with the same initial tribes.
  • Ignore the sections of the rulebook marked with the game 1 and game 3 campaign symbols.

Objective of the game: in addition to meeting the survival conditions — (1) each player must have learned all 4 trades; (2) each player must have developed at least one second-level invention.

Game 3 — The favor of the gods. Purpose: in your 1st game in dominion mode, you will learn how priority works, the solidarity points, the secret and common objectives, exhausting resources of the islands and the Monopolies.

  • This game has 3 eras.
  • Incorporate the dominion-mode rules, and ignore those exclusive to alliance mode.
  • Ignore the sections of the rulebook marked with the game 1 and game 2 campaign symbols.

Objective of the game: as indicated in the Endgame section.

After these 3 learning games, your 4th game will incorporate all the rules. The new aspects include the complex event cards, the missions, global and secret objectives, and the different variants, which you can incorporate whenever you wish.

Moneiba's Catastrophes

  • Tropical storm. Remove the fishing settlements and clay tokens from the affected islands. The villagers in these settlements die: return to their reserve and discard. Walled terrains or walled Fishing settlements are not affected. You can save one settlement and its population or a clay token by spending a protection idol.
  • Twister. Remove the herds from the affected islands. All the goats and villagers die: move the villagers and livestock to their reserves, and remove the settlements from the game. Eliminate all the canoes adjacent to these islands. Walled herds are not affected. You can save one herd's population and livestock by spending a protection idol.
  • Locust. Remove all crops on the affected islands. No effect on the population. This can be avoided by burning the locust balls: for each crop to be protected, spend the usual resources to generate fire (2 units of wood, manure or straw). Neither walls nor idols protect from locust. Should there be a wall in an affected crop, it remains standing on the forest below.
  • Pirates. Return the affected livestock to their reserve and remove the settlements from the game. The neglected livestock escapes to the wilderness. No effect on villagers. You may spend a weapon for every villager you wish to save (horns or obsidian). Villagers on a terrain/settlement are safe if there is a wall on the tile or if the player spends one protection idol per terrain.
  • San Borondón. Remove the affected terrains from the game. Return everything else to their reserves (natives, settlements, livestock, raw material tokens, walls, terrains). The island's volcano (or volcanoes, if there is more than one) also disappears, and therefore this island cannot be the location of future catastrophes; if this happens, do not place the standee and the catastrophe does not take place. Cover the affected volcano or volcanoes with sea tiles (on the reverse of the mountain tiles).

Acoran's Catastrophes

  • Tibicenas. All livestock on the affected islands and half of each species on the wilderness die (rounding down the number of victims). Return the affected livestock to the reserve. Walled settlements are not affected. You can save one settlement's livestock by spending a protection idol.
  • Drought. Remove the crops from the affected islands. The villagers in these settlements die: return to their reserve and discard. You can avoid its effect by fertilizing: spend one manure unit for each settlement to be saved. Neither walls nor idols protect from the drought. Should there be a wall in an affected crop, it remains standing on the forest below.
  • Fire. Remove pig farms and wood raw material tokens from the affected islands. All the pigs and villagers die: move the villagers and livestock to their reserves, and remove the settlements from the game. Neither walls nor idols protect from the fire. Should there be a wall in an affected farm, it remains standing on the forest below.
  • Guayota. All villagers on the affected islands die, unless they are on a volcano. Return the villagers to the reserve and remove the settlements from the game. The livestock that is left unattended flees to the wilderness. No effect on nobles, as they do not believe in Guayota. Neither walls nor idols protect against this catastrophe.
  • Tremors. Remove the herds from the islands affected. Return the villagers on them to the reserve, remove the settlements from the game, and return the goats to their reserve (not to the wilderness). Remove the mineral tokens from the island. Neither walls nor idols protect against tremors. Should there be a wall in an affected herd, it remains standing on the mountain below.

Tribes

Each initial tribe has a unique ability, printed on its tribe card:

  • Agana. This tribe of travelers can make up to 4 movements (instead of 3) in each exploration action. They also start the game with 1 canoe, to be used as part of a sea movement.
  • Arucas. These master inventors can develop their 2nd level inventions using one less raw material (of their choice).
  • Ecero. These mountain dwellers always find 1 additional unit of obsidian each time they collect a mineral raw material token (initial or volcanic).
  • Jandía. Expert merchants: when they buy from the artisan's market, the cost is reduced by one unit of a resource of their choice. (E.g. David wants to buy a wall card. He purchases the one that costs 1 Stone + 1 Manure + 1 Clay, but pays only stone and manure.)
  • Majos (remove in 1-player games). This devoted tribe can make offerings once per era without spending an action marker. In doing so, it contributes 1 additional unit of one of the specified resources from its general reserve. Like the Other Actions, it does not consume a marker, but it does count as one of the two actions that can be played in the round. Turn the tribe card over after using it as a reminder; at the start of the next era, turn the card over again. (E.g. Alex has 1 fig and 2 obsidians. When he makes an offering with his noble, he gives 1 fig and 2 obsidians from his deposits. In addition, he places a second fig and takes the resource from his reserve.) If the payment for the offering is made with an idol, this tribe ability does not provide an additional unit.
  • Orone. Expert fishermen, they start the game with an additional fishing invention already developed. If after the initial setup the Saltern is already available, move the cylinder from the smokehouse to the action deposit. Every time they produce this trade, they get 1 additional unit of salt. If the player does not know the fishing trade at the beginning of the game, he moves the Saltern cylinder to his action deposit, but must learn the trade in order to produce and get the additional salt.
  • Taoro. Expert farmers, they start the game with an additional crop farming invention already developed. If after the initial setup the plow is already available, move the cylinder from the hand mill to the action deposit. Every time they produce this trade, they get 1 additional unit of straw. If the player does not know this trade at the beginning of the game, he moves the plow cylinder to his action deposit, but must learn the trade in order to produce and get the bonus straw.
  • Tedote. This fertile tribe begins the game with a 4th villager on the board (which must be placed on one of the initial settlements). In addition, they begin with their 2nd cave already built, so they must move its cylinder to the action deposit.
  • Tihuya. Fervent believers, they sculpt idols with which they worship the gods. At the beginning of each era, they take an idol from the deck.

Artisan's Market

See how to buy these cards in the Buy at the Artisan's Market action.

  • Large Vessels (x1). This large storage space increases the capacity of all your vessels to an unlimited amount. At the end of the era, the tribe that owns the large vessel no longer needs to transfer the resources in excess of three from the vessels to the garbage.
  • Walls (x2). Place a wall on a terrain (with or without a settlement) where you are present. It protects the terrain from conquistador's attacks and catastrophes if the wall icon is among its defenses. Once positioned, it cannot be moved and its effect remains until the terrain disappears (e.g. by the action of an eruption or a tsunami). The wall repels attacks from conquistadors, but does not award solidarity points, or allow the capture of their meeples.
  • Idols (x4). Take an idol from the deck.

Missions

Alliance-mode missions, each requiring every tribe to meet a stated threshold:

  • Developers. Each tribe must develop (at least) X inventions from the trade panel. (E.g. at the low/medium difficulty: each tribe must have at least 5 developed inventions.)
  • Warriors. Each tribe must have (at least) X conquistadors in the prison. (E.g. each tribe must have at least 4 conquistadors in prison.)
  • Livestock Farmer. Each tribe must have (at least) X animals on settlements under their control. (E.g. each tribe must have at least 3 animals on their settlements.)
  • Planners. Each tribe must have (at least) X different nonperishable goods on their vessels. (E.g. each tribe must have at least 3 nonperishable goods.)
  • Fertile. Each tribe must have (at least) X villagers alive. (E.g. each tribe must have at least 5 villagers.)

Dominion Objectives

Common green objectives:

  • Settlers. Have presence (not necessarily control) in the largest contiguous area. May include terrains, settlements and volcanoes.
  • Wisemen. Possess more knowledge of trades (including those acquired at the end of the 3rd era).
  • Worshipers. Gather more natives in volcanoes at the end of the game.
  • Travelers. Have presence (not necessarily control) on as many islands as possible.
  • Engineers. Have developed more 2nd level inventions.

Common blue objectives:

  • Explorers. Have the two settlements under control furthest apart (number of hexagons).
  • Specialists. Control the largest number of settlements of the same type.
  • Urbanites. Control the largest number of settlements on the biggest island or islands (the one with the most hexagons).
  • Collectors. Have presence (not necessarily control) in as many different settlement types as possible. The maximum is 4, 1 per trade.
  • Landowners. Control more settlements.

Secret objectives:

  • Settlements. Points go to the tribe who controls the most settlements of that type.
  • Nonperishable food. Points go to the tribe who has accumulated the largest amount of a certain nonperishable food in its vessel.
  • Basic goods. The tribe with the highest number of resources of a given type in his corresponding deposit gets the points.
  • Population. Points go to the tribe with the fewest villagers (not nobles), the fewest conquistadors in its prison, or the fewest animals of a kind in settlements under its control.
  • Other. The tribe with the least number of idols (played or unplayed, discarded ones do not count), or artisan's market cards, gets the points.

Traitor's Objectives

  • Kidnapper. Special ability: each time you win a battle, you may capture a defeated native. Place one of your resources on the card's prison to keep track of how many you have captured. If the prisoner is a noble, place him back in his tribe's reserve; if he is a villager, remove him from the game. The maximum capacity of the card is 4 prisoners/resources. Victory requirement: have at least 18 conquistadors on the board at the end of the game, decreasing by one the objective for each resource present in your prison.
  • Missionary. Special ability: when you win a battle, you can turn a rival's defeated native into one of your own conquistadors. Remove the native from the board (return to his reserve if a villager) and the traitor places a conquistador from the reserve in his place. Victory requirement: have at least 20 conquistadors on the board at the end of the game.
  • Rescuer. Special ability: each time you win a battle you can free the conquistadors held captive by the tribe you just defeated. Place them on the terrain where you won the battle. If during one battle you defeat several tribes, you only free conquistadors from one of their prisons. Victory requirement: have at least 17 conquistadors on the board at the end of the game.
  • Leader. Special ability: after transforming his natives, the traitor must choose a Conquistador from the board and make him his leader, replacing him with one of the nobles of his former color. The leader must be protected at all costs! Victory requirement: have at least 14 conquistadors on the board at the end of the game, one of whom must be their leader.
  • Emissary. Special ability: in his last move of the game, the emissary can change the origin of one of the conquistador's ships by changing the standee from one chasm to another. He also receives a canoe, which he can put into play as part of a sea move. Victory requirement: have at least 20 conquistadors on the board at the end of the game.

Idols

The symbol at the bottom right of the card indicates when it may be played: during the Actions phase, during the Events phase, or that it must be played during the Endgame.

  • Production idols (x2). Perform a simple production action. Is equivalent to placing an action cube on a trade you have knowledge of. Does not consume an action marker. Can be used even if the trade has already been produced during the era.
  • Protection idols (x2). Protect a terrain once, from a catastrophe which shows the wall among its defenses. It does not protect against eruptions or tsunamis. It can also repel an attack on a terrain where you are present. No weapons are required and no conquistadors are captured. It can only be used for defense and not for reconquest.
  • Movement idol (x1). Performs a single Exploration action. Equivalent to placing a cube on the action square. It does not consume an action marker.
  • Fertility idol (x2). Reproduce your villagers, or livestock following the usual rules of reproduction. This is in addition to the ordinary reproduction step that takes place at the end of the era.
  • Raw Material idol (x1). Remove up to 2 raw material tokens from your deposits (same or different type).
  • Gods' wrath idol (x1). Reduce the marker of the god's wrath of your choice by one position. As a reward, the player takes an idol from the deck. If both wrath thermometers are at their lowest, you can play the card just to get the extra idol.
  • Offering idols (x3). Note which god appears on the card (pick one if both are shown). Choose one of the goods that appear in the offering card and complete its payment by taking resources from your reserve until you reach the regular limit (as many as players). It is not necessary to be in a volcano, nor to own or spend units of the good.
  • Location idol (x1). Move the Acoran or Moneiba standee to another volcano, modifying the origin of its catastrophe.
  • Shipwreck idol (x1). Remove a ship standee of your choice, avoiding an end of era invasion.
  • Learning idol (x1). Learn a trade. If you use the idol, one of your nobles must be in a settlement of the trade you wish to learn, accompanied by a native who knows that trade. It is not necessary to remain there at the end of the era. Move the knowledge cube of the trade from the knowledge space to the actions deposit.
  • Solidarity idols (x4). They remain hidden until the final scoring phase, when they award one direct point each.
  • Cancellation idol (x1). Discard one of your secret objective cards or from another player (without looking at it), along with its score token.
  • Visions idol (x1). Choose and observe a secret objective of another player. Optionally, you can exchange his score token with one of yours.

Credits

Designer: Lolo González. Illustrator: Javier G. "Inkgolem". Editor & rulebook: Diego Martínez. Concept and video animations: Adolfo Martínez. Spanish rulebook revision: Susana Escribano Cuesta. English rulebook revision: Kevin Callahan and Crocetta Rubino. Rulebook layout: Ana Conde.