Rules

Contents
The game consists of:

  • A deck of 49 Tile cards (blue backs)
  • 1 Entrance Tile (red back)
  • 4 double-sided Info Tiles
  • A deck of 56 Discovery cards
  • 4 Player Pieces.

Setup
Separate out the Entrance Tile and Info Tiles. Place the Entrance Tile face-up in the play area. Give each player an Info Tile. Shuffle the decks of Tile cards and Discovery cards and place them face-down near the play area. When you discard cards from your hand during play, you will put them next to the Discovery card deck.

Start
You begin the game just inside the entrance. Each player chooses a Player Piece and puts it on the Entrance Tile. Deal five Discovery cards to each player – these represent the resources you’ve brought with you to aid your exploration.

The player who last won a game takes the first turn, then play continues clockwise.

Play
On your turn, you can take the following actions:
Explore: ONCE per turn, if you are on a tile with an open door that has no Tile placed beyond it, you may draw a Tile from the deck and place it in any orientation connecting to that open door.
If the Tile is a numbered room, place that number of Discovery cards face-up in a pile on the Tile.
Move: ONCE per turn, you may discard a card from your hand to move your Player Piece. The discarded card represents the resources expended to move your expedition into the ruins, and the card’s value is the maximum distance you can move. Draw a new card to represent the discoveries you made while travelling. You can only move through open doors onto placed Tiles. If you choose to take the Move action, you must move at least one Tile.
Claim: If you are on a Tile with Discovery cards on it, you may discard a card from your hand to claim the top card from the Tile. The card you discard must be worth the same as, or more than, the card you claim. You can take this action as many times as you like per turn.

At the end of your turn, you should ALWAYS have 5 cards in your hand.

Discovery Cards
Discovery cards have a value (1 to 13) and a type. When taking the Claim action, the value is modified:

A Creature (green) card is worth double against Artifact cards, and half to claim a Weapon.

An Artifact (blue) card is worth double against Treasure cards, and half to claim a Creature.

A Treasure (yellow) card is worth double against Weapon cards, and half to claim an Artifact.

A Weapon (red) card is worth double against Creature cards, and half to claim Treasure.

There are also 4 Spell cards, which have special effects but no value at the end of the game.
Teleport: Discard to move to any Tile. This counts as a Move action. Draw a card.
Warp: Discard to draw and place a Tile anywhere on the play area, even on top of an existing Tile. You can’t place on top of a Player Piece or any Discovery cards. This counts as an Explore action. Draw a card to bring your hand back to 5.
Charm: Discard to Claim the top card from the pile on the room Tile your Player Piece is on, regardless of its value.
Scry: Discard to pick up and look at the Discovery cards from one Tile. Re-order them however you like, and place them back on the same Tile. Draw a card from the deck to bring your hand back to 5.

Endgame
The game is over when the last card is drawn from the Discovery card deck. Each player may have one last turn to Claim any cards on the Tile they’re on, but no one can Move or Explore.
The game can also end if the Tile deck runs out, or if no further tiles can be placed. In this case, a player who reaches the Entrance Tile can choose to end the game. Each other player can take one further turn.
All players then show their hands and calculate their scores. In order for cards to count towards your finishing score, you must have two or more cards with the same value, or two or more cards of the same suit which have consecutive numbers.
For example:
– This scores 24: 16 for the pair of 8s, and 8 for the pair of 4s. The 13 isn’t counted.
– This scores 7 for the run of 3+4, and 21 for the run of 6+7+8. A total score of 28.
– This scores either 15 for the run of 7+8, or 18 for the pair of 8s. The blue 8 can only score once. The 5 and 6 don’t score because they aren’t a run of the same suit.

The player with the highest score in the Endgame is the winner!

Variant Rules
Adventurous players may want to use some of these instead of the standard rules.

Single player: Your goal is to collect all 4 of the cards valued 13: Ancient Dragon, Sceptre of Chuda’a, King’s Treasury, and Legendary Sword.
You still always have 5 cards in your hand. You may take any normal actions in any order, except you can’t use the Move action twice in a row. If your Discovery card deck runs out, shuffle your discard pile and continue the game. If you can’t take an action, the game is over and you lose!

More than 4 players: Combine multiple copies of the game to allow more players.

Twisted Geometry: If you are on a Tile with an open door, but the door is blocked by a wall on an adjacent Tile, you may Explore through that door anyway. Place a new Tile on top of the existing Tile. You can’t place on top of any Player Pieces or Discovery cards.

Variant Endgame Scoring: As long as all players agree, you can change how your hands are scored in the Endgame. Consider using full Poker scoring rules as an example.

Final Battle: Rather than counting your score, play an additional game to determine the winner. Each player shows one card, then the next player must play a card on top that defeats it (following the same rules as Claiming). If a player can’t play a card that defeats the previous card, they are out. The last player standing is the winner.