Number of players :
Standing meeple gives immediately 1 coin .
Teams are comprised of adventurers and archaeologists , depending on which side they fall on:
|Team meeple black side||counts as an adventurer|
|Team meeple white side||counts as an archaeologist|
|Team meeple on the side or standing||counts as an adventurer or archaeologist *|
|Character meeple (no matter its position)||always counts as an adventurer or archaeologist *|
* The player will be able to choose during placement
Note: Some Upgrade tiles allow to modify the roll; a standing meeple will always give 1 coin even if reroll.
|1st player||2nd player||3rd player||4th player||5th player|
|4 x||5 x||5 x||6 x||6 x|
Each player takes the following components:
- 6 x
- 5 x
- 4 x
- The Character tile of their color
- The Character meeple of their color
- The 2 wooden disks of their color
End of the game
At the end of the 5th round players gain the following victory points:
- The owner of the First Player marker gains 2 victory points 1.
- Each player gains 1 victory point for every 3 coins 2.
- Players add victory points from Upgrades they have gained during the game, including those on their personal discard pile 3.
The player with the most victory points wins the game. In case of a tie, the most advanced player on the Discovery track will win the game. If there is still a tie, the victory is shared.
Example: Jon ends the game with 34 victory points, 8 coins, the First Player marker and 5 victory points from Upgrades. He scores 34 + 2 + 2 + 5 = 43 victory points.
Players place a meeple of the required color and must immediately pay its associated cost in coins to occupy the space. Once the space is occupied by a player, no one else can take that space.
Example: Lucy (the yellow player) wants to place a meeple on the second space of the Temple. She pays 4 coins to place an archaeologist on the space. The other players won’t be able to choose this space anymore.
The Temple, the Stela of Knowledge and the Village are unique locations.
These locations don’t have a fixed cost but instead use a bidding system. When a player chooses a bidding location, they place as many meeples of the required color as they like.
If the player can choose the meeple color , they have to choose either an adventurer or an archaeologist , but not a mix of both.
Afterward, another player can take the space by placing more meeples than the previous player. However, those meeples must be of the same color as the previous ones. The previous player recovers their meeples without switching their sides and will be able to use them later, on the same round.
Example: Jon (the red player) has placed 2 adventurers on the Quarry. Lucy decides to go there too, so she places 3 adventurers and kicks Jon, who takes his 2 adventurers back without switching their sides. He will be able to use them later on the same round.
Clarification: If a player places only their Character meeple on a bidding location , another player who wants to take their space can place a meeple of any color. This will determine the color for the next players.
The Temple Surroundings, the Black Market and the Ships are bidding locations.
These locations are open to more than one player during a round. Additionally, the same player can visit those locations multiple times during the round.
Example: Maria (the green player) places a second meeple on the Harbor Master’s Office and pays 2 coins. Other players can still choose this location and she can visit it later in the round.
The Camp and the Harbor Master’s Office are free locations.
The stela of knowledge
The temple surroundings
The black market
The harbor master's office
The camp ( Free location )
Important: The Camp activates immediately during meeple placement.
Placement: Adventurers and archaeologists allowed.
Activation: For every meeple placed, the player immediately receives 1 coin and can repeat a roll (Team or Character meeple) from their meeple pool. If the meeple is standing, the player receives 1 additional coin.
The stela of knowledge ( Unique location )
Placement: Only archaeologists allowed . The player must not be in possession of the First Player marker.
Activation: The player receives the First Player marker and gains 1 Discovery point .
The temple ( Unique location )
Placement: The Temple displays 5 spaces that cost between 1 and 5 coins . These spaces allow players to recover artifacts. The higher the space is in the Temple, the more expensive it becomes, but it also allows the player to choose before the other players.
Activation: From top to bottom, each player retrieves a number of Artifact cards.
Example: Lucy’s meeple is on the 2nd space of the Temple, Jon’s meeple is on the 4th space and Maria’s is on the 5th space. First, Lucy chooses 2 Artifact cards from the 8 faceup cards on the Temple. Then, Jon picks 1 Artifact card from the 6 cards remaining and draws the first Artifact card from the deck. Finally, Maria picks 1 Artifact card from the 5 cards remaining.
Choose 2 Artifact cards from the Temple.
Choose 1 Artifact card from the Temple, then draw the first Artifact card from the deck.
Choose 1 Artifact card from the Temple.
Choose 1 Artifact card from the Temple.
The temple surroundings ( Bidding location )
THE QUARRY, THE SMALL TEMPLE AND THE RUINS
Placement: Adventurers and archaeologists allowed. Mixing colors is forbidden.
Activation: Every player that won the bid receives 2 Artifact cards and the bonus associated with the space they are in.
Gain 1 victory point.
Gain 1 Discovery point.
Gain 1 coin.
The black market ( Bidding location )
Placement: Only adventurers allowed.
Activation: The winner of the bid can discard an Artifact card from their hand to receive 7 coins. They don’t gain the victory points nor the bonus of the discarded artifact.
The village ( Unique location )
Placement: The Village displays 3 spaces that cost between 1 and 2 coins . It allows players to gain an Upgrade tile.
Activation: From top to bottom, each player takes 1 face-up Upgrade still available at the Village.
The harbor master's office ( Free location )
Placement: Adventurers and archaeologists allowed. Every meeple placed here costs 2 coins .
Activation: For every meeple placed, the player can deliver up to 3 Artifact cards (see page 10, Delivering the artifacts).
During Phase 1: Rolling the meeples, you can reroll up to 2 meeples of your choice.
Receive 2 coins every time you deliver a tablet.
The spaces of the Temple cost you 1 coin less.
During Phase 1: Rolling the meeples, you can reroll ALL your meeples.
During a delivery, if you deliver at least 1 pottery, 1 weapon and 1 tablet, you gain 4 additional victory points.
You can deliver 1 additional Artifact to the Harbor Master’s Office or to the Ships.
At any time, you can exchange 2 coins for 1 victory point.
During a delivery, if you deliver at least 3 pottery, you gain 1 additional coin and 3 additional victory points.
Draw 1 additional Artifact card on the 3rd and 4th spaces of the Temple. Keep one and place the other one at the bottom of the deck.
At any time, you can exchange 3 coins for 1 Discovery point.
During a delivery, if you deliver at least 3 weapons, you gain 2 additional coins and 2 additional victory points.
Immediately gain the indicated bonuses, then place this Upgrade on your personal discard pile.