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Wyprawa do El Dorado: Mokradła i Smoki

Expansion for The Quest for El Dorado

Wyprawa do El Dorado: Mokradła i Smoki Rulebook

Table of Contents

Table of Contents

  • Expansion II: Swamps
    • Skulls Module
    • Mountain Passes Module
    • Rapids Module
    • Swamps Module
    • Temples Module
    • Muisca Tribe Module
  • Expansion III: Dragons
    • Dragons Module
    • Treasures Module
    • Mists Module

Expansion II: Swamps

Skulls Module

Setup: When building the expedition route, treat the skull terrain tile like the other terrain tiles. You may place it anywhere on the route.

Skulls: Skull spaces are dangerous. An explorer may not stand on a skull space at the end of a player's turn! During a turn, an explorer may pass through such spaces and stop on them.

Note: A player may move an explorer onto a skull space only if they can then move that explorer again in the same turn to a space without a skull.

Mountain Passes Module

Components: 2 mountain pass tiles.

Setup: After building the expedition route, add the 2 mountain pass tiles:

  • Place them on the route, in any positions.
  • A mountain pass tile must lie entirely on a terrain tile. It may not extend beyond the route, and it may not lie on a blockade.

Note: When building new routes, make sure there are not too many spots where a player can easily block the progress of the other players.

Mountain passes: Mountain passes contain skull spaces and action symbols.

  • These actions are carried out when an explorer enters such a space.
  • Skulls on mountain passes work according to the rules of the Skulls module.

Rapids Module

Components: 7 rapids tiles.

Setup: When building the expedition route, you may use the rapids tiles in 2 ways:

  • Add them to the terrain tiles that form the expedition route. Rapids tiles may be arranged so that they bypass blockades (place the blockade on the boundary between terrain tiles, so that it does not lie between them). An explorer who follows this path does not collect a blockade that is bypassed.
  • Place them on the terrain tiles that form the expedition route. A rapids tile must lie entirely on a terrain tile. It may not extend beyond the route, it may not lie on a blockade, and it may not cause an explorer to be moved onto a blockade.

Rapids: Rapids spaces show an arrow symbol. If, after playing a card, an explorer stops on a rapids space, the current sweeps them away! The explorer is moved 1 space in the direction shown by the arrow.

An explorer may not be moved by the rapids:

  • onto mountains,
  • onto a space occupied by another explorer,
  • onto a space within range of a dragon (from the Dragons expansion),
  • onto a space with a treasure token (from the Treasures module of the Dragons expansion),
  • off the expedition route.

In these situations the explorer stays on the rapids space and is not moved.

Note: Remember that an explorer is moved by the current only when they stop on a rapids space. If they enter such a space during movement (when the card played allows them to continue further), the current does not move them.

Note: If the current moves an explorer onto another rapids space, the explorer is not moved any further. An explorer may be moved by the rapids only 1 space.

Note: The rapids work only when an explorer is moved onto such a space as a result of playing a card. Moving an explorer onto a rapids space by other means (for example, a demon's curse from the Jungle Demons expansion) does not cause the explorer to be moved by the current.

Note: Some strong-current spaces have skulls! They work according to the rules of the Skulls module.

Example: The player plays a Sailor of strength 1 and moves the explorer onto a rapids space. The current moves the explorer 1 space in the direction of the arrow, onto another rapids space with a skull. That rapids space does not move the explorer any further, and because of the skull the player may not end their turn there. They must play a card and move the explorer off the skull space. If the player would not be able to move the explorer off the skull space, they may not play the Sailor to enter the first rapids space.

Swamps Module

Components: 3 swamp tiles.

Setup: When building the expedition route, you may use any number of swamp tiles. You may use them in 2 ways:

  • Add them to the terrain tiles that form the expedition route. Swamp tiles may be arranged so that they bypass blockades (place the blockade on the boundary between terrain tiles, so that it does not lie between them). An explorer who follows this path does not collect a blockade that is bypassed.
  • Place them on the terrain tiles that form the expedition route. A swamp tile must lie entirely on a terrain tile. It may not extend beyond the route, and it may not lie on a blockade.

Swamps: Swamp spaces show crocodile symbols. If a player wants to move an explorer onto a swamp space, they must play a card:

  • The strength of the card must equal the number of crocodiles on that space. A card with a strength higher than the number of crocodiles may not be played.
  • The symbol on the card does not matter. It may be a machete, a paddle or a coin.

Example: To move an explorer onto a space with 2 crocodiles, the player must play a card of strength 2, for example a Scout. To move an explorer onto a space with 4 crocodiles, the player must play a card of strength 4, for example a Seaplane.

Note: Some swamp spaces have skulls! They work according to the rules of the Skulls module.

Temples Module

Components: 4 temple tiles, 16 artifacts.

Setup: When building the expedition route, you may use the temple tiles in 2 ways:

  • Add them to the terrain tiles that form the expedition route. Temple tiles may be arranged so that they bypass blockades (place the blockade on the boundary between terrain tiles, so that it does not lie between them). An explorer who follows this path does not collect a blockade that is bypassed.
  • Place them on the terrain tiles that form the expedition route. A temple tile must lie entirely on a terrain tile. It may not extend beyond the route, and it may not lie on a blockade.

Place the artifacts next to the market.

Victory condition: If you play with temples, the victory condition changes. It is no longer enough to reach El Dorado first. Before that, a player must visit 4 temples and collect 4 artifacts (1 artifact from each temple)!

Collecting artifacts: Each temple tile consists of 3 spaces. To collect an artifact from a given temple, an explorer must be moved onto one of these spaces, and the player must play a card in the colour of the temple.

  • Entering a temple space: the player plays a card matching the type of the space and moves the explorer onto that space.
  • Collecting an artifact: the player plays a card in the colour of the temple and places that card in the box (the temple shows the box symbol). The player then takes an artifact in the colour of the temple and places it next to their expedition board.
  • The player may continue their turn.

Note: An artifact from a purple temple cannot be collected with a joker card (a joker card has no purple colour).

Note: Each player may collect only 1 artifact from each temple.

Example:

  1. The player wants to enter a temple space that requires placing 3 cards of any kind on the discard pile. They play 3 cards (Globetrotter, Scout, Captain) and move the explorer onto a purple temple space.
  2. The player then wants to collect the purple artifact. They play a Native and place it in the box.
  3. The player gains the purple artifact and places it next to their expedition board.

Muisca Tribe Module

Components: 8 Muisca tribe cards (marked with the tribe symbol), 6 cave tokens.

Setup: After setting up the base game:

  • Shuffle the 8 Muisca tribe cards and place them face down in a stack. This is the tribe deck. Place it next to the market.
  • Reveal the top 2 cards of the tribe deck and place them to the left of the market. At the start of the game the market therefore has 8 cards available, not 6 as in the base game.

Buying Muisca tribe cards: Buying works similarly to buying cards in the base game:

  • Play the cards you are paying with.
  • Buy 1 card from the market and place it on the discard pile. You cannot use it immediately after buying it.
  • The empty space left by a bought Muisca tribe card is refilled with a new card from the tribe deck.
  • Two Muisca tribe cards are always available on the market, until the tribe deck runs out.

Note: Once every card from the tribe deck has been bought, empty spaces are no longer refilled.

Ways to use bought Muisca tribe cards: A bought Muisca tribe card can be used like a card in the base game:

  • PLAY FROM HAND:
    • to move an explorer (according to the card's symbol and strength),
    • to buy a new card (a Muisca card without a coin symbol is worth ½ coin),
    • to move a dragon (from the Dragons expansion).
  • PLACE ON THE DISCARD PILE (if you do not want to keep it in your hand for the next round).
  • KEEP IN HAND (if you want to have it in your hand for the next round).

Additional way to use a bought Muisca tribe card: PLACE ON YOUR EXPEDITION BOARD.

  • Place it in the middle of your expedition board.
  • You may use this card later in the game, at any point of your turn. At the end of the turn, the used card goes to the discard pile.
  • You may have at most 2 Muisca tribe cards placed on your expedition board. You may use them in any order, in different turns, or both in the same turn.

Example: The player has a Muisca tribe card in hand and decides to place it on their expedition board, to use at any point later in the game. It is the second Muisca tribe card on the player's expedition board, so they cannot place another one there until they use one of them.

Note: A player may have any number of Muisca tribe cards in their deck, but only 2 of them may be placed on the expedition board.

Muisca Tribe with cave tokens: The 6 cave tokens from the Muisca Tribe module are added to the 36 cave tokens of the base game.

  • The player may play any Muisca tribe card from the expedition board of any player. The card stays in its place (on the expedition board). (3 cave tokens)
  • The player may play any Muisca tribe card from their own expedition board. The card stays in its place (on the expedition board). (3 cave tokens)

Expansion III: Dragons

Dragons Module

Components: 4 dragons, 9 cards (3 Flare Gun, 3 Dragon Charmer, 3 Tracker; marked with the dragon symbol), 6 cave tokens.

Setup: After setting up the base game:

  • Sort the cards by type (Flare Gun, Dragon Charmer, Tracker), make 3 separate stacks and place them face up above the market, next to the stacks of the base game cards.
  • Place the 4 dragons on the expedition route. Place each dragon on a different terrain tile (but not the start tile). A dragon may be placed on any space, even on mountains.
  • Dragons must be lying down, because at the start of the game they are asleep. They wake up during play.

Note: If you combine the Dragons module with the Treasures module, do not place dragons on treasure tokens during setup. During play, dragons may not enter spaces with treasure tokens.

Dragons: At the start of the game the dragons are asleep (lying on terrain tiles). A sleeping dragon may not be moved! When an explorer is moved onto a terrain tile with a sleeping dragon, the dragon wakes up! Stand the dragon's pawn upright. From then on it spreads fear around itself.

Dragon range: The range of a dragon covers all the spaces adjacent to it.

  • An explorer may not enter a space within a dragon's range.
  • An explorer may come within a dragon's range as a result of a dragon being moved (see below).
  • While an explorer is within a dragon's range, it may not be moved.

Special situation: An explorer may also come within a dragon's range as a result of collecting a blockade. This happens if removing the blockade leaves the explorer adjacent to a dragon. In that situation the dragon wakes up.

Moving awake dragons: Awake dragons are moved using the cards that players play.

  • In the base game, cards were used for: moving explorers, performing special actions, and buying new cards from the market. Now you have one more action: moving dragons.
  • To move a dragon, you must play a card in the dragon's colour. After playing the card, the player moves the dragon to an adjacent space that is not occupied by an explorer, another dragon, or a treasure token from the Treasures module.
  • When a player moves a dragon onto a space of the dragon's colour (a green dragon onto a jungle space, a yellow dragon onto a village space, a blue dragon onto a water space, a purple dragon onto a mountain or demon space), the dragon may be moved 1 more adjacent space. If that space is again of the dragon's colour, the dragon is not moved any further.
  • A dragon may not be moved onto other terrain tiles if a blockade lies between them. After a blockade is collected, the dragon may be moved across those terrain tiles.

Cards:

  • Flare Gun: The player may move any dragon to any space on the terrain tile where that dragon stands. That space may not be occupied by another dragon or an explorer. Place the Flare Gun card in the box. Note: If a player uses this card in any way other than as a special action, they do not place it in the box but on the discard pile. For example, if they use it to move a purple dragon, or during purchases (as ½ coin).

  • Tracker: The player may move their explorer onto an adjacent space with a single symbol (a space with 1 machete, 1 coin or 1 paddle symbol, onto rubble, onto a camp with 1 card, or onto a space with 1 demon). The Tracker also allows the collection of blockades with a single symbol, ignoring their strength. Note: When moving their explorer, the player may: leave a dragon's range, enter a dragon's range, or move within a dragon's range. An explorer may not be moved onto mountains, a space occupied by another explorer or a dragon, or a space with a treasure token from the Treasures module.

  • Dragon Charmer: The player may move any dragon according to the rules for moving dragons (including moving it 2 spaces). Then the player takes 1 card from the top of the draw pile into their hand.

Cave tokens (Dragons): The 6 cave tokens from the Dragons module are added to the 36 cave tokens of the base game.

  • The player may move an explorer 1 space within a dragon's range, ignoring the strength of that space. The player may: leave a dragon's range, enter a dragon's range, or move within it. This space may not be mountains, a space occupied by another explorer or dragon, or a space with a treasure token from the Treasures module. (3 cave tokens)
  • The player may move any dragon according to the rules for moving dragons (including moving it 2 spaces). (3 cave tokens)

Treasures Module

Components: 12 treasure tokens, 3 Metal Detector cards, 6 cave tokens.

Setup: After setting up the base game:

  • Place the 3 Metal Detector cards in a face-up stack above the market, next to the stacks of the base game cards.
  • Draw 3 treasure tokens per player (for example, with 4 players you draw 12 tokens) and lay them face down on the expedition route, following these rules:
    • Starting with the terrain tile closest to El Dorado and moving back toward the start of the route, place 1 treasure token on each terrain tile, except the start tile. Repeat until all the drawn tokens are placed (so one terrain tile may hold more than 1 treasure token).
    • A treasure token may be placed on any space except mountains.
    • Each treasure token must lie on a different space.
    • After the tokens are placed, turn them face up.
  • Return the remaining treasure tokens to the box.

Treasure tokens: Collected treasure tokens let you move faster along the expedition route, or win without having to reach El Dorado!

Collecting treasure tokens:

  • An explorer must stop (end its movement) on a space adjacent to a space with a treasure token. Note: An explorer may not enter a space with a treasure token, nor pass through it.
  • The player places cards from their hand into the box, as shown on the treasure token (see below).
  • The player collects the treasure token (placing it in front of them) and moves the explorer onto the space where the treasure token lay, ignoring that space's strength.
  • The player may continue their turn.

Each treasure token requires placing the following cards from the hand into the box:

  • 2 blue cards / 2 purple cards / 3 green cards / 3 yellow cards,
  • 3 cards: 1 green, 1 yellow and 1 blue,
  • 4 cards of any colour,
  • cards with a total strength of at least 4 coins / 5 coins,
  • cards with a total strength of at least 4 machetes / 5 machetes,
  • cards with a total strength of at least 3 paddles / 4 paddles.

Example: The white player collects a treasure. They place 3 green cards from their hand into the box (the joker card Guide may be used as a green, blue or yellow card). The red player also collects a treasure: they place cards with a total strength of at least 5 machetes into the box. After the treasure tokens are removed from the board, both players move their explorers onto the spaces where the collected treasures lay (ignoring the requirements of those spaces).

2 ways to use collected treasure tokens:

  • FASTER MOVEMENT: At any point in your turn (the turn in which you collected the token, or any later turn of yours), you may use a treasure token to move your explorer up to 2 spaces, ignoring the strength of those spaces.
    • You may not move onto mountains, onto a space occupied by another explorer, or onto a space with a treasure token.
    • You may use any number of treasure tokens during your turn. A used treasure token goes back to the box.
  • ANOTHER WAY TO WIN: You do not have to reach El Dorado to win the game. An alternative way to victory is to collect 4 treasure tokens!
    • When a player collects their 4th treasure token, the round is played to its end. All players must play the same number of turns, so the round ends with the player sitting to the right of the player holding the starting-player marker.
    • The winner is chosen from among the players who met one of the victory conditions:
      • collected 4 treasure tokens,
      • reached El Dorado.
    • If only 1 player met one of these conditions, that player wins the game.
    • If more players met one of the conditions, the winner is the one who collected more blockades.
    • If there is a tie in blockades, the player with the higher blockade number wins the game.
    • If none of the tied players has a blockade, the players share the victory.

Example: The yellow player collects their 4th treasure token and so meets one of the victory conditions. In the same round, the blue player reaches the gates of El Dorado and also meets a victory condition. The yellow player has 1 blockade and the blue player has 2 blockades, so the blue player wins the game.

Metal Detector card: When a player collects a treasure, they do not pay its cost (they do not have to place cards from their hand into the box). Place the Metal Detector card in the box.

Treasures with cave tokens: The 6 cave tokens from the Treasures module are added to the 36 cave tokens of the base game.

  • The player may swap the places of any 2 treasure tokens lying on terrain tiles. (3 cave tokens)
  • When collecting a treasure token, the player treats the token as a card of any colour with a strength of 2. (3 cave tokens)

Mists Module

Components: 9 mist tiles, 3 cave tokens.

Setup: After setting up the base game:

  • Shuffle the mist tiles and place 1 mist tile (mist side up) on each terrain tile, except the start tile. Each mist tile must lie entirely on a terrain tile. It may not extend beyond it, and it may not lie on a blockade.
  • Return any unused mist tiles to the box, or add them to the expedition route as normal terrain tiles (mist side down).

Mist tiles: No terrain tiles may be placed on mist tiles, and pawns (explorers and dragons) may not be moved onto them. The players do not know what lies on the other side of the mist tiles. This stops being a secret when an explorer is moved in any way and stops on a space adjacent to a mist tile. In that situation:

  • Turn the mist tile over to its other side and place it in the same spot.
  • Rotate the mist tile so that the owl space is adjacent to the space the explorer stands on.
  • From then on, pawns (explorers or dragons) may be moved onto the spaces of the turned tile.

Note: A blockade lying between an explorer and a mist tile means that the explorer is not adjacent to the mist.

Example: The player stopped on a space adjacent to a mist tile. They turn the tile over and place it in the same spot, rotated so that the owl space is adjacent to the space their explorer stands on.

Mists with cave tokens: The 3 cave tokens from the Mists module are added to the 36 cave tokens of the base game.

  • The player may move an explorer up to 2 spaces on a turned mist tile, ignoring the strength of those spaces. The explorer may not enter mountains, a space occupied by another explorer, or a space with a treasure token from the Treasures module.