Xingu
Xingu Rulebook
Table of Contents
Table of Contents
- Components
- Setup
- Individual Player Boards
- How to Play
- Índia Actions
- Hunter Action
- Warrior Actions
- Shaman Actions
- Chief Actions
- Use a Bonus Card
- Feed the Tribe
- The Effect of Disease
- The Effect of Slavery
- End of Round
- End of Game and Winner
- Rules for Two and Three Players
- Final Bonus
- Effect of Bonus Cards
Components
- 01 board
- 30 tribe cards (6 of each)
- 40 resource cards
- 24 bonus cards
- 10 final bonus cards
- 32 white man tokens (12 farmers / 12 missionaries / 8 explorers)
- 18 village expansion tokens
- 12 oca (dwelling) tokens
- 24 telegraph line tokens
- 24 indigenous utensil tokens (6 of each type)
- 12 grain / medicine tokens
- 08 starting resource tokens
- 06 bonfire tokens
- 36 meeples (6 of each color)
- 18 round markers in 6 colors
- 06 individual boards (one for each tribe)
- 10 used resource cubes (10 of each color)
- 01 starting player marker (headdress)
- 01 support board
- 01 rule book
Setup
(Example shown for four players.)
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Open the board in the center of the table within reach of everyone. It has eight letter-marked territories (A, B, C, and D). Four are in the north half and four in the south half. Note that the Xingu River divides the two halves. There are forest and field plots, all subdivided into hexagons. In each half there are three indigenous villages, identified by the color of their frames, four lakes, and the post of Marshal Candido Rondon, from which telegraph lines depart. On the right side there are four spaces that accommodate resource cards. At the bottom, from left to right, are the missionary camp, their score track, and the farm. Framing the board we see the score track (1 to 99) and the penalty track (-1 to -20).
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Each player chooses a tribe to represent in the game (look at the side chart for distribution). Next, each player receives: five tribe cards (Cacique (Chief) / Pajé (Shaman) / Guerreiro (Warrior) / Hunter (Caçador) / Índia (Women of the tribe)), one individual board, two meeples, three markers (in the color of your tribe) and a bonfire token. The meeples are placed inside the player's village, each in an empty hexagon (do not place over the oca (dwelling)). The markers are distributed as follows: one near the scoring track, another near the penalty track, and the last one on the zero space of the pacification track on each player's individual board.
Note that, on the back of the tribe cards, the actions that each character can perform in the game are represented. The meeples represent the Indian villagers in the game. During setup, form a general reserve with players' meeples and return unused parts and components to the box.
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Mix the 12 missionary tokens face down. Take four of them and place them on the board in the hexagonal spaces marked with a cross, then reveal them. Form a facedown stack of leftover tokens and set it next to the board. Note: Avoid placing missionaries of the same color on the board at this stage. In the example are the colors gray, blue, red, and yellow.
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Separate the 12 Farmer tokens according to the number printed on tokens. Take the four #1 tokens and place them in the hexagonal spaces marked with a shotgun. Form a stack with the remaining ones by placing the four #2 tokens over the #3 tokens, and leave it near the board.
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Separate the eight explorer tokens and 18 village expansion tokens, form a general reserve, and leave it near the board.
Village Occupation
- 2 players: Use any village on the north side and any village on the south side.
- 3 players: use the green/gray/black villages or the purple/orange/brown villages.
- 4 players: Use any two villages on the north side and any two villages on the south side.
- 5 players: Use any five villages on the board.
- 6 players: Use all villages.
Unused villages are considered neutral territories and belong to no one.
Note: there is an indication of the cardinal points (NS) in the center of the Xingu River to guide the players.
Individual Player Boards
Each tribe has an individual board in the game. This section will explain the meaning of the iconography of these boards.
- A – Name of the tribe and its color in the game.
- B – Indication of the cost and the score/bonus for placing territory expansion tokens in the villages.
- C – Bonus indication (points and cards) when the player places an expansion token adjacent to a lake on the board.
- D – Score of objects collected during the game: mirror = 1pt and knife = 2pts.
- E – Score for two situations: when the player feeds his tribe during the game and manufactures indigenous utensils.
- F – Penalty indication for each telegraph line token adjacent to the player's village at the end of the game.
- G – Tribe's pacification track (0 - 18).
- H – In even spaces, (2, 4, 6, etc.) there are special bonuses received when the player advances to these spaces.
- I – In spaces 00-12-14-16 and 18, in addition to bonuses, players also receive points.
- J – Space 18 has the peace pipe symbol. In the late nineteenth century, several indigenous tribes that inhabited the Amazon rainforest had no contact with white men. Over the years, this relationship has changed, and the initial hostility has been replaced by the integration of different cultures and habits.
(Transcribed as printed; the pacification bonus descriptions below show points from space 10 onward.)
How to Play
In Xingu, each game has a varying number of rounds. The rounds always proceed in the same way, beginning with the starting player (the one with the headdress piece), and going clockwise around the table.
On his turn, the player must play in front of him on the table one, two, or at most three tribe cards to perform one and only one action of each chosen character (some actions are made with more than one card). This means that during a game round, each player can do up to five different actions.
When a player plays his last tribe card on the table, the round ends for him. If other players still have cards to play, the turn of the player who has already ended the round is skipped until all five cards are played.
There is no option to "pass" and do nothing. If, for any strategic reason, a player decides to take no specific action on the back of the tribe cards, he may simply play each character on the table to "watch" his village and score 1pt. He advances his marker one space on the score track.
Any of the five personages can watch the village and this can be done more than once in the round by the player.
We suggest that, while performing an action, the tribe card(s) are played to the table with the character's image side facing up. This better identifies the cards that were already used by each player in the round.
The end of the round occurs when all players have played their five tribe cards on the table.
Example: One player used, for his 1st action, two character cards: Índia and Warrior (Procreate action). For his 2nd action, he used the Hunter (Collect action) and for his 3rd action, he used Chief and Shaman (Pacification action). So the round will end for him. His game turn must now be skipped until all the other players play all their cards on the table.
Índia Actions
In Xingu, the Índia card represents all the women of the village.
On his turn, when choosing to take an action using the Índia card, the player has four different action options, but must choose only one of them. (Note: throughout these rules, "Índia" refers to the Índia card, while "Indians" refers to the Indian pieces – your villagers.)
1. Procreate
The player places the Índia card and Warrior or Hunter card. Next, he removes an Indian piece of his color from the general reserve and places it on the cards. Each tribe can perform this action up to four times throughout the game (the limit of the components).
In this example, the player controlling the Tapaiúna tribe procreated using the Índia card and the Warrior card (he preferred to leave the Hunter free for another action). At the end of the round (See End of Round below), the piece will be transferred to the player's village and may assist in performing other actions in the next round of the game.
2. Collect
The player plays the Índia card and chooses a resource card, which is located on one of the two terrain spaces adjacent to his village. Índias collect resources but do not move far from the tribe!
The player takes the chosen card, puts it in front of him on the table, and reveals the next one on the top of the stack. Then, he should check the image shown on each and apply its effect accordingly. There are two possibilities:
- White man: If there is an image of a farmer, explorer, or missionary, the player should take the corresponding token from the general reserve and place it in any empty terrain hex indicated on the card (A, B, C, or D).
- Telegraph Lines (TL): If there is a post from Marshal Candido Rondon, the player must take one or two TL tokens from the general reserve and place them in any empty forest or field hex leading from the post indicated on the card or continuing any line already existing from this post.
But beware: If there is an explorer token placed in any hexagon of the territory (field or forest) where collection is desired, this action may NOT be performed until the explorer is removed from the terrain.
In the example, the Camaiurá tribe (orange) is adjacent to field C and forest B. Of the four resource cards at the top of the decks, only one is located adjacent to the tribe, and the player decides to collect it. He does the action using the Índia card, takes the resource card, and reveals the next one on the stack. Next, he places two telegraph line tokens in hexagons 1 and 2 in the figure in order to disrupt the rival Suiá tribe. Important: telegraph lines, farmers, and explorer tokens can never be placed inside villages.
Notes:
- Each of the eight villages represented on the board has exactly two adjacent terrains, one of which is field and one of forest.
- Never place tokens of any kind on the lakes.
- When placing farmers on the board, first use the #2 tokens. When they run out, use the #3 tokens.
3. Build
The player plays the Índia card and builds an oca in an empty hexagon in his village. For this he needs a helper (an Indian piece), which he takes from his own village and places on the Índia card, and a wooden unit available on a resource card he has already collected. Immediately, the player scores 3pts. and advances his marker three spaces on the score track.
- If the player does not have an Indian piece available in his village or the wood resource, he cannot do this action.
- When consuming any resource, immediately place a brown cube on it on the card.
- Note that each hexagon within the village may have one element on it: oca, Indian, bonfire, or missionary (see below).
4. Manufacture
The player plays the Índia card and manufactures one to four indigenous utensils. The tokens are taken from the general reserve and placed in front of the player. For each manufactured utensil, the player spends a wood or capybara resource unit (the skin, bones, and even the fat are useful resources for the natives). If the player makes a utensil token, only Índia performs the task. If he makes 2, 3, or 4 tokens at once, in addition to the resources, of course, he needs a helper, which he takes from his own village and places it on the Índia card. Note that a collection is made up of four different utensils and the same player can only start a second collection after finishing the first. Utensils are scored only at the end of the game.
In this example the green player made 2 utensils and completed his first collection. (Helper brought from village to help Índia with her task; cubes placed on the resources consumed in the action.)
Hunter Action
The Hunter character has only one action on the back of his card. See below for details:
Collect
Unlike Índia, which collects resources only on territories adjacent to its village, by placing the Hunter on the table, the player can collect on any of the eight territories on the board. However, if the player collects on any territory across the Xingu River from his village, he will need a paddler for his canoe (an Indian piece taken from his own village and placed on the Hunter card). If he does not have this piece available, he cannot cross the river. And remember: the presence of an explorer token on any hex within the territory where you want to collect prevents this action! See the examples:
The player who controls the Suiá tribe wants to collect the forest card D, but he cannot cross the river because he does not have an Indian piece available to row the canoe. So he uses his Hunter to collect in field C and chooses, from the cards on the board, the one that has two telegraph lines. Then he places these tokens (1) and (2), harassing the surrounding villages!
The player who controls the Ikpeng tribe in forest territory B uses the Hunter, removes an Indian piece from his village and places it on the card. He then takes the forest B card and reveals the next card in the stack. Then, he removes a missionary token from the general reserve, reveals its color, and places it in an empty hexagon of forest B.
Don't Forget!
- Explorers prevent collection on the land where they are.
- When collecting a resource card, always reveal the next card in the stack.
- When collecting, the hunter can collect only one card, and without an Indian piece, he cannot cross the river.
- Whenever someone collects a resource card, there will be an immediate consequence: placing a white man's token or TLs on the board.
Warrior Actions
When placing a Warrior card on the table, the player has three action options, but must perform only one of them:
1. Fight the White Man
The player chooses an explorer or farmer token from any of the eight territories on the board, and removes the token. If he removes an explorer, he must place one helper (Indian piece taken from his own village) on the Warrior card. If he removes a farmer, he needs one, two or three helpers, according to the number printed on the card.
In this example, the green player chose to remove the farmer with #2 and used two Indian pieces for it.
Farmers use guns and get stronger as game progresses.
Removed explorers are placed in front of the person who removed them and the farmers are stacked over his image in the farm area. In this action, the player gets 3pts. and advances his marker three spaces on the scoring track, no matter if he removed an explorer or a farmer.
2. Free
The effect of slavery in the game (see this section below) causes the Indians to be trapped. To free his trapped pieces, the player checks how many farmer tokens are on the farm and consults table (A). From zero to four tokens he must place a helper on the Warrior card, from five to eight tokens two helpers, and from nine to 12 tokens, three helpers. Then the player removes all pieces of his color from the farm and places them on the Warrior card. Note: Only release pieces from your tribe!
3. Missionary
In this action, the player simply picks a missionary token from any of the eight territories on the board, removes it, and places it in the camp area (stack the tokens in this area). No helper is needed on the Warrior card and the player gets 1pt., advancing his marker one space on the score track. Not even the initial contact of the missionaries with certain tribes was friendly!
Shaman Actions
When placing a Shaman card on the table, the player has four action options, but must perform only one of them:
1. Perform a Ritual
To perform a ritual for his tribe, the player must place one or two helpers on the Shaman card. In addition, he may, if desired, light the fire by placing his token in an empty hexagon inside his village and use face paint made from annatto to enhance the ritual and increase the score. In one ritual, the Shaman card is worth 1pt., each helper is worth 2pts., the bonfire is worth 1pt. and the annatto is worth 2pts., even if the player uses more than one unit of annatto to flip his cards on the table (see using a bonus card below). Note: If there is a missionary on land adjacent to the village, it is not allowed to perform the ritual. In the picture on page 6, as long as the yellow missionary remains in forest B, Suiás and Camaiurás cannot perform any rituals.
In this example, Tapaiúna ritual = 8pts.
2. Collect
Like the Hunter, when a player collects using the Shaman, he can collect a resource card from any of the eight territories on the board and with the advantage that he does not need a rower if the player crosses the river. But only medicinal herbs and annatto for rituals are of interest to the Shaman. Thus, when the player chooses a card that has a resource that is neither herb nor annatto, they must immediately cancel that resource by placing a yellow cube on the icon on the card.
3. Heal
The effect of disease in the game (see this section below) causes the sickness of the Indians. To heal sick Indians, the player uses this action and spends medicinal herbs. Each herb unit heals one or two Indians in the village and/or on cards. In the next example, the Camaiurá tribe spends a unit of herbs and heals two Indians (standing the pieces up), one in the village, and one on the Índia card. Healed Indians in the village can be used in the same round to aid the actions of other characters.
(Lying down = Sick Indian.)
4. Missionary
Like the Warrior, the Shaman also allows the player to remove a missionary token from any of the eight territories and place it in the camp area to receive 1pt. But the Shaman has an advantage. If, on the pacification track of your individual board, the player's marker is in space six or higher, the Shaman offers the option of bringing the missionary into the village by placing the token on an empty hexagon. This token will be scored at the end of the round (see End of Round below). Note that in this action it is not necessary to place any helper on the Shaman card. In addition, during the round, each village may house a maximum of two missionary tokens within it, of different colors, brought, one by the Shaman, and one by the Chief (See Chief's Actions below).
As indigenous people become more familiar with the Portuguese language, communication with missionaries becomes easier.
In this example, the Bororós tribe reached space 6 on their track and decides to bring a missionary into the village.
(This action is numbered "2." in the printed rulebook.)
Chief Actions
When placing a Chief card on the table, the player has three action options, but must perform only one of them:
1. Expand the Village
Since each hex in a village can have only a single item on it, be it oca, Indian piece, bonfire, or missionary, it is important to make some expansions during the game. To perform this action, between one and six helpers, taken from the village itself, are placed on the Chief card.
The 1st expansion token taken from the general reserve and added to the village costs one helper and immediately gives the player 3pts. The 2nd token costs two helpers and yields 4pts., the 3rd costs three helpers and 5pts., the 4th four helpers and 6pts, the 5th five helpers and 7pts, and the 6th 6 Helpers and 8pts (you cannot expand more than six times).
Each time a player places an expansion token adjacent to a lake, they get two additional points. Note: by expanding the 4th token, the 6th token, and connecting his village to two different lakes, the player immediately chooses any resource card on the board, revealing the next card from the top of the stack, and applies the effect of the chosen card, placing a white man token or telegraph line token(s) on the board.
Important: The presence of one or more farmers in any hex of the territory where the village is to be expanded prevents the action. In addition, expansion tokens cannot be placed on other tokens, lakes, transmission lines, or adjacent to neighboring villages or a post of Marshal Rondon.
In this example, the village Trumai expands its territory (A) and the player receives 6pts. (2nd expansion = 4pts. + 2pts. from the lake). By connecting the village to two different lakes, the player chooses a resource card on the board. Note: The bonus for connecting the village with two lakes should only occur once for each player.
2. Pacify
The pacification track of the individual board represents the level of integration of the indigenous tribes with the white man. Especially the missionaries and crews of Marshal Candido Rondon, in charge of constructing the telegraph lines. As the player progresses on this track, he gets some interesting bonuses. To perform this action, the player must use the Chief card and may, if desired, add one or two more cards. The Chief allows you to advance two spaces on the track and the other characters one additional space each.
When doing this, the player has the option of sending one OR two Indians (pieces taken from his own village) to the missionary camp. As the relationship between Indians and missionaries increases, reciprocal visits occur! These pieces are scored at the end of the round and then return to their villages. In addition, pieces in the camp become immune to the effects of slavery and disease when this occurs in the game (see these sections below).
In this example, the Tapaiúna tribe pacifies using three cards: Chief, Shaman, and Índia. Thus, they advance four spaces on the track and decide to send an Indian piece to the camp. Finally, when he reaches space four of the track, he chooses a resource card from the board (See chart below for bonus explanation).
Below is the effect of each bonus the player receives as they progress on their pacification track:
- Space 2: From space 2 onwards, whenever the player collects a resource card that shows a mirror and/or a knife, he can score these items at any time during his turn. Each mirror is worth 1pt. and each knife is worth 2pts.
- Space 4: Choose a resource card at the top of any stack and reveal the next one. Apply the effect of the chosen card. Note: Any card can be chosen, even if there is an explorer on the territory indicated on the card.
- Space 6: Allows the player to bring a missionary into their village, until the end of the game, whenever they do the Missionary action using their Shaman or Chief.
- Space 8: Receive a grain/medicine pack from the missionary camp and leave it in front of you on the table. It can be used as food or as medicine (See the explanatory chart below).
- Space 10: Identical to the bonus of space 4, but the player also advances three spaces on the scoring track.
- Space 12: Remove a telegraph line token from any position on the board and return it to the general reserve. Also, advance three spaces on the scoring track.
- Space 14: Identical to the bonus of space 8, but the player also advances three spaces on the scoring track.
- Space 16: Similar to the bonus of space 12, but the player can remove up to two telegraph line tokens instead of one, and still advance three spaces on the scoring track.
- Space 18: Release all of your tribe's pieces trapped on the farm. Released pieces are placed on the table in front of the player and returned to their village at the end of the round (see End of Round below). In addition, the 1st player to reach this space on his pacification track receives 6pts. and the others to reach this space receive 3pts.
(The rulebook shows these bonuses as icons beside the track spaces; they are listed here in track order.)
3. Missionary
Doing this action with the Chief follows exactly the same rules as if the player used the Shaman. And remember: To place a missionary in your village, the player must have reached or exceeded space 6 on his pacification track. Only a maximum of two missionaries can be placed in a village in each round of the game and in different colors. This action, made with the Warrior, Shaman, or Chief always scores 1pt. for the player.
Use a Bonus Card
There are 24 bonus cards in the game and they help the players. To get a bonus you always have to spend one or two cards of resources that have already been consumed, that is, they have brown cubes on them. On his turn, during the round, the player can only get one of the three bonuses available on the table (the player does not take the card, but only applies its effect). Therefore, until they are refreshed, each bonus can be earned multiple times by the same player or by different players. Bonuses can be acquired at any time during the player's turn, and the resource cards used for this go to a general discard pile and are out of the game. But beware: cards that have yellow cubes on them CANNOT be used for a bonus purchase!
Note that it is not necessary to place the 2nd cube on the cards. When consuming the 2nd resource, automatically flip the card over or discard it if there is a yellow cube on it.
In this example, the player performs a ritual and consumes three annatto units at one time in order to flip his resource cards on the table. He then spends one (1) to receive the bonus (A) and saves the other two (2) and (3) to acquire other bonuses in future rounds. Remember: If the card has a yellow cube, it cannot be used to get bonuses and must be removed from the game.
Feed the Tribe
On the scoring track, multiples of 10 are represented by a basket of food. This means that whenever a player's marker reaches or passes that symbol at the end of his turn, the player must feed his tribe. For this, the player consumes available food on his resource cards and scores for the diversity of his food: by feeding the tribe with one type of food he gets 1pt., with two types 3pts., with three types – 5pts., and with four types – 7pts.
Brown cubes are placed on the food consumed on the player's cards and he advances the corresponding points on the scoring track. If the player has no food to consume, he loses exactly 1pt. for each Indian in his tribe (whether the pieces are in the village or on the player's cards). He advances his marker on the board's penalty track (red track).
Note: Sick Indians (pieces lying down) must be fed, but Indians who are trapped on the farm or visiting the missionary camp temporarily do not need to be fed, which avoids possible penalties.
- Grain/medicine tokens have dual uses. They can be used as food whenever the player needs it (grain = one type of food) OR as medicine to cure one or two sick Indians at any time during the player's turn. Once used, they are removed from the game.
- Mirrors and knives are scored by the player only once. After scoring, place brown cubes on these items on the cards.
In this example, the Ikpeng tribe removes a farmer and gets 3pts., going from 7 to 10 on the score track. The player then finishes his turn and feeds the tribe. He has a resource card with two food icons: cassava and banana. He decides to use only one of them (cassava), gets 1pt. (only one type of food consumed), and saves the bananas for another time in the game. Note that if he had no food, he would lose 4pts. because he has four Indian pieces (two in the village and two on the Warrior card).
Note: If a player, during his turn, advances on the scoring track and exceeds two baskets, he must finish the turn and then afterwards must feed his tribe twice in a row, following the normal rules already described.
The Effect of Disease
Whenever a stack of forest resource cards runs out on the board, it triggers the effect of diseases in the game. The player who took the last card on the stack ends his turn. Then all the tribes are affected. Players first assess the situation in the northern half, above the Xingu River, and then in the southern half, below the river.
For each explorer and farmer token located on any territory in the North and South area, an Indian falls ill in all villages in the respective area. Each player is free to decide if he will lay down his pieces in the village and/or cards. Indian pieces trapped on the farm or visiting the missionary camp never get sick!
SURVIVAL RULE: Regardless of the number of pieces affected by the disease, always, in each tribe, a piece should remain healthy (standing), either in the village or on a card.
After everyone has verified the effect of disease on their villages, replenish empty board spaces with five new forest resource cards drawn from their deck and swap the three open bonus cards on the table for three new cards drawn from the top of the stack. Discarded bonuses go to a discard pile and will no longer be used.
Warning: Sick (lying down) Indians do not take actions!
In the example, there are two farmers and two explorers on the southern half of the board. Therefore, up to four Indians should be sick in the Suiá, Bororos, and Camaiurá tribes. See the Suiá tribe. She has four Indians and the player lays down two on the cards and one in the village. Until he heals these sick Indians, the pieces will remain lying down.
The Effect of Slavery
Whenever a stack of field resource cards runs out on the board, this triggers the effect of slavery in the game. The player who took the last card from the stack ends his turn. Then all tribes are hit and each player checks the situation of their own village. For each farmer token, no matter the number, located on territories adjacent to a player's village, an Indian piece is captured and placed in the farm area. The player decides whether to remove the piece from his own village or from one of his cards placed on the table. Indian pieces that are sick or visiting the missionary camp are never captured!
SURVIVAL RULE: Regardless of the number of pieces hit by slavery, always, in each tribe, a piece should remain free, either in the village or on a card.
After everyone has verified the effect of slavery on their villages, follow the same procedure as described in the previous section (Disease Effect), i.e., replenish the empty space of the board with five new field resource cards and exchange the three bonus cards.
For example, here there are three farmers, two in field C and one in forest B that are adjacent to the tribe. Thus, three Indian pieces of this tribe are subject to capture. As there is a sick Indian in the tribe and also the rule of survival, only two pieces are captured. Thus, the player removes one from the village and another from the Shaman card, placing them on the farm.
Warning: Indians held on the farm do not take actions!
End of Round
The end of the round occurs when all players have placed their five tribe cards on the table. Everyone should then follow a few steps, explained below and summarized for reference in the game's support table.
STEP 1: SCORE THE MISSIONARY CAMP. Each Indian piece visiting the camp receives 1pt. for every two missionary tokens in that area (the player advances his marker on the scoring track).
Ex. There are four stacked tokens and two Trumai Indians. The player receives a total of 4pts. Note: after all scoring, if there are six missionaries in the camp, remove them from the game. Ex. There are seven tokens. Remove six and leave one in the area.
Attention! If, while scoring, a player reaches or passes a basket on the trail, he must feed his tribe, following the normal rules already explained.
STEP 2: INDIANS RETURN TO THE VILLAGES. Each player returns the Indian pieces he used in the round to his village. Each piece should be placed in an empty hexagon. They return from the player cards and from the missionary camp. Note: When making the return, if there are no spaces in the village to accommodate the Indians, remaining losses are captured and placed in the farm area. The farmers are trying to get the manpower they want!
In this example, the Tapaiúna tribe returns three Indians to the village. Two come from the cards and one from the camp. If there were a 4th Indian to return, he would go to the farm. Note: If an Indian returns ill from a card, he remains ill in the village!
STEP 3: SCORE MISSIONARIES. Beginning with the starting player and moving clockwise, whoever has one or two missionaries in their village should score them. There are six token colors and each one scores in its own way. After being scored, return the tokens to the stack in the campground. If, while doing so, there are six or more tokens, remove six of them from the game (no matter what color) and leave the surplus in the camp. As you score missionaries, advance your marker on the track.
- BLUE: Each healthy Indian (not sick) in the village is worth 1pt. Other than that, the player gets 2 more pts. Ex: with three pieces he scores 5pts.
- YELLOW: Each oca in the village is worth 3pts., including the original printed oca.
- BROWN: Each expansion card added to the village is worth 2pts.
- GREEN: Each resource type the player has is worth 2pts. Ex: The Balá tribe has two fish, one annatto, and one capybara. They score 6pts. Note: the green missionary does not score mirrors or knives!
- RED: Each type of tool the player has is worth 2pts.
- GRAY: The player scores points equal to half (rounding down) of the marker's position on his pacification track.
STEP 4: STORE RESOURCES. Each oca allows the player to store up to two different types of resources, regardless of the amount stored of each type. Unstored resources must be cancelled on the card with a yellow cube. Note: The round starting resource tokens must be stored in the same way as the resources represented on the game cards!
In the example, the Camaiurá player ends the round with two cards and three different types of resources: herbs, wood, and a knife. As he has only one oca in his village, he chooses to store the wood and the knife (two types) and cancels the unit of herbs on the card.
STEP 5: PENALTIES. For each Indian piece that is sick or held on the farm, the player advances his marker one space on the penalty track.
In the example, the Trumai tribe suffers a 3pt. penalty (2 sick in the village and one held on the farm).
STEP 6: BONFIRES AND HEADDRESS. Finally, whoever lit a bonfire while performing a ritual with the Shaman's action removes the token from the village and takes it back. The player with the headdress now passes it to his neighbor on the left, who becomes the new starting player and begins the next round of play.
End of Game and Winner
A game of Xingu ends when it is no longer possible to refresh any two stacks of resource cards on the board. The current round is played to the end and players perform steps 1 through 5, described in the End of Round section. In the example, the stacks of forest and field cards, next to the board, are empty. Thus, by acquiring the slanted card in the example (the last card of this stack), the player triggers the end of the game.
Right after the last round is over, follow these steps to determine the winner:
STEP 1: FEED THE TRIBES. Each player must feed his tribe one last time, following the normal rules already explained. Note: If, in this final feed, the player exceeds a basket on the track, he does not suffer a cumulative effect, meaning he does not need to feed again.
STEP 2: SCORE INDIGENOUS TOOLS. Each player checks the amount of tokens he has made and scores: One = 1pt. / Two different = 3pts. / Three different = 5pts. / Four different = 7pts.
STEP 3: FINAL BONUSES. Score all final bonuses available at the table. See details in Final Bonus.
STEP 4: PENALTIES. Each player deducts from his score (backtracking his marker on the main track), the value of your accumulated penalties during the game and the telegraph lines adjacent to your village on the board. Each token causes -2pts. to the player. After everyone has subtracted their penalties, whoever is further on the main track wins the game. In the event of a tie, the winner is the tied player who has the least negative points on the red penalty track.
Beware of telegraph lines! In this example, the Camaiurá tribe reaches 79pts. at the end of the game but loses 12pts. (six through the telegraph lines adjacent to his village and six accumulated on the penalty track). Thus, the Camaiurás end the game with a total of 67 points. Control your penalties during the game!
Rules for Two and Three Players
In games with two and three players, at setup, remove from the game:
- A) Eight resource cards with the symbol shown in the accompanying picture (four from the forest and four from the field). Shuffle the remaining cards into two groups and form stacks of only four cards in each space of the board
- B) When these spaces need to be reset, players should only place four cards instead of five.
- C) One the farmer tokens with #2 and another with #3.
- D) Two random missionary tokens, removed without looking at what colors of missionaries are being eliminated from the game.
- E) One set of tools (one of each type) for three players and two sets (two of each type) with two players.
- F) Four telegraph line tokens.
WITH TWO PLAYERS: Whenever a player collects a resource card showing one or two telegraph lines, it does not matter which Marshal Rondon's rank is indicated on the card, this player must place the token(s) in the opposite half of his own from the river, that is, he will build from the post near his opponent's village and vice versa. Remember that you can also extend an existing telegraph transmission line in any direction. Other than that, all the other rules of the game remain the same for both two and three players.
Final Bonus
Xingu has ten cards in this category (final game bonuses), but not all of them are used in a game. As we saw earlier, in the setup phase, players shuffle the deck and draw a number of cards equal to the number of players plus two, so there will always be a variety of bonuses available in each game.
In the final scoring, the 3rd item is the final bonuses. Follow their order in the row on the table and check who won each one. Each final bonus gives the winner 6pts. In case two players tie, each one gets 3pts. If more than two players earn the same bonus, no one scores that bonus. See below for each bonus in detail:
- This bonus is awarded to the player who added the most territory expansion tokens to his village on the board, no matter what position those tokens occupy.
- This bonus is awarded to the player who has the most healthy and free Indians in his village at the end of the game. Obviously, sick Indians (pieces lying down) held on the farm do not count for this bonus.
- The player who built the most ocas in his village gains this bonus. Note that each village starts the game with an oca already built, printed on the board, and it also counts for scoring this bonus.
- The player who made the most tokens of indigenous utensils during the game gains this bonus. Example: Suiá has one complete collection and two more tokens. Trumai has only one complete collection. Suiá gains the bonus.
- This bonus is awarded to the player who has, at the end of the game, the most different types of resources stored in ocas. Mirrors and knives do not count for scoring this bonus.
- This bonus is awarded to the player who has the most explorer tokens in front of him on the table at the end of the game. Note that if, in the setup phase, this bonus is not drawn, whenever someone removes an explorer from the board, the token will be returned to the game box.
- This bonus is awarded to the player who is the highest scorer (furthest along) on the pacification track of their individual board.
- This bonus is awarded to the player who has the most resource cards (forest or field), in front of them at the table. Remember: whenever a resource card, when flipped, has a yellow cube, it does not stay with the player. It is immediately removed from the game.
- This bonus is awarded to the player who has, at the end of the game, the least number of sick Indians in the village and Indians held on the farm. Example: Bororós has one Indian held and one sick. Tapaiúna has only one Indian held. Tapaiúna wins the bonus.
- This bonus is awarded to the player who has, at the end of the game, the least number of telegraph line tokens adjacent to his village on the board.
Effect of Bonus Cards
As we saw earlier, players spend cards (whose resources have already been consumed), and are flipped on the table for certain bonuses during the game. But in addition to the 24 bonuses explained below, there are two fixed bonuses printed on the board:
- For each card spent, move your marker backward one space on the penalty track.
- Spending a card and removing an Indian piece from your village (the piece stays on the table and returns to the village at the end of the round), remove a telegraph line token from any part of the board.
Remember! On their turn, each player can use only one bonus, either fixed or on cards.
Cost: 1 Card
- Allows the player to receive from the general reserve one of the three starting resource tokens shown on the card, if available.
- Allows the player to receive from the general reserve one of the four starting resource tokens shown on the card, if available.
- Allows the player to advance exactly one space on their pacification track. If there are any bonuses on the newly occupied track space, the player can receive them normally.
- Allows the player to remove an already used Indian piece from any character card and return it to an empty hex in his village. The piece can be reused for another action in the same round.
- Allows the player to remove a mission token from any terrain and place it in camp. The player gets two points and advances his marker on the score track.
- Allows the player, while doing the HUNTER action, to cross the river to collect a resource card without having to spend an Indian piece to row their canoe.
- Allows the player, when doing the WARRIOR action, to remove an explorer token from the board and receive four points instead of three.
- Allows the player, when doing the SHAMAN action, to light the ritual bonfire within his village and earn two points instead of one.
- Allows the player, while doing the CHIEF action, to expand their village by placing an expansion token in a hexagon adjacent to any lake and receive three points instead of two.
- Allows the player, when making a resource card collection action, with INDIA, HUNTER, or SHAMAN, to collect on any terrain, even if there is an explorer on that terrain.
Cost: 2 Cards
- Allows the player to receive four points and advance their marker on the score track.
- Allows the player to remove two Indian pieces, using one or two character cards, and return them to two empty spaces in their village. These pieces can be reused for other actions in the same round.
- Allows the player to advance exactly two spaces on their pacification track. If there are any bonuses on the newly occupied space of the track, the player can receive it normally.
- Allows the player to receive, from the general reserve, an indigenous utensil token of any kind he does not already have. If he already has a complete collection, he can choose any token.
- Allows the player to remove a telegraph line token from any position on the board. The token is returned to the general reserve.
- Allows the player to put a card of any character he has used back in his hand. The recovered card becomes available for reuse in the same round. If there are pieces on the card, they remain on the table.
- Allows the player to remove exactly one of his Indian pieces from the farm. If there is an empty hex in the village, the player can use the piece in any action in the same round. Otherwise, it stays on the table and returns to the village at the end of the round.
- Allows the player to heal one or two sick Indians in his village.
- Allows a player to score their mirrors and/or knives by scoring 3pts. per mirror and 4pts. per knife. Don't forget to put brown cubes on these items when you score them!
- Allows the player, at the end of the round (with this bonus on the table), to score 1pt. per missionary token for each of their Indian pieces in the camp. Ex: Suiá has two Indians in the camp and there are three missionary tokens. Suiá receives 6pts.
- Allows the player, while doing the Índia action, to build an oca in his village without having to place an Indian (helper) piece on the character's card.
- Allows the player, when doing the Índia action, after breeding, to place the newly acquired piece directly on an empty hexagon in the player's village. The piece can be used in the same round.
- Allows the player, while doing the Warrior action, to remove a farmer (no matter 1-2-3) from any territory without spending any helpers on the action. The removed token goes to the farm and the player gets 3pts.
Important Notes
- Note that certain rotating bonuses are used within the action of specific characters, creating interesting combos with these characters.
- In a given turn the player gets a bonus. If, on his next turn, the player wants to get the same bonus again (if it is still available at the table), there is no impediment.
- Be sure to swap the three bonus cards on the board whenever a stack of resource cards runs out.