Amoebunnies
Amoebunnies Rulebook
Table of Contents
Table of Contents
General Components
- 1 Game board
- 1 Color deck (42 cards)
- 1 Location deck (36 cards)
- 18 Jellies
- 6 Character boards
- 6 Reference cards
- 6 Character rule booklets
- 6 Character cards
- 6 Tuck boxes
- Character components (for each character; see their sections below)
Quick Reference
Setup: Place the game board in the center of the table. Shuffle the Color and Location Decks. Place the jellies in a pool for everyone. Continue your individual setup as described on your character sheet.
General Rules:
- Actions may only be taken on your own turn.
- Any number of actions may be taken during your turn as described in your rules.
- There is no limit to your hand size or amount of jellies.
- Jellies may be played to move one space or as a wild color card.
- Cards with jellies on them can be played to collect a jelly.
- Cards containing a total of three of the same color may be played to collect a jelly.
- Draw a card at the end of your turn.
Introduction
Take control of one of the Amoebunnies as they perform tasks around the Rainbow Mists. The bunny who completes their task first wins the game.
Each amoebunny has a unique task, movement rules, and abilities. For your first game, read these instructions aloud to everyone, then have each player read their character's rule booklet individually. This is for convenience; the rules are not secret. All players may help each other with reading or understanding rules as needed.
Character Selection
Players may choose which character they'd like to play. To choose randomly, shuffle the character cards and draw one.
Once all players have selected their characters, shuffle the chosen characters' cards together and draw one. The player controlling that character will go first. Play continues clockwise.
Each player then collects the components belonging to their character. Have each player also take their character's individual character board and rule booklet, as well as a reference card.
Setup
Place the Game Board at the center of the table. Shuffle the Color Deck and Location Deck separately and place them within reach of all players. Place the jellies in the pool at the center of the Game Board.
The Game Board is divided into six zones, each represented by a color. Within each zone are six spaces, each with a different color. The shapes in a space are linked to their color for ease of recognition. Spaces are connected by colored paths, which also have the shapes on them. Spaces connected by paths are considered adjacent. Use the table below to identify which zones, spaces, and shapes correspond to the same color.
| Color | Space | Zone | Bunny |
|---|---|---|---|
| Red | Flower | Field | Roy |
| Orange | Carrot | Farm | Cam |
| Yellow | Honeycomb | Hill | Sarı |
| Green | Leaf | Forest | Midori |
| Blue | Shell | Lake | Sunil |
| Purple | Rock | Mountain | Violet |
Each player should have the rule booklet, board, and components for their specific character, as well as a reference card. Continue setting up by following each character's individual setup instructions provided in their rule booklet.
Now you're ready to read your individual character rules and setup. While you only need to focus on your own objective and abilities, understanding other players' objectives and how they interact with you can be helpful. The Character Overviews section below provides some brief information that you might want to be aware of when playing against them.
General Rules
While most rules are specific to each character, there are a few that apply to everyone.
- The first player to complete their objective wins the game.
- Some character rules may conflict with these general rules—character rules take precedence.
- You may only perform actions during your own turn, and there are no general limits to the number of actions you may take.
- Any number of actions may be taken between movements, and you may alternate between movements and actions as desired.
- Your main resource will be color cards. Draw three at the start of the game as part of your setup. Draw one at the end of each turn. There is no limit to the number of cards in your hand.
Color Cards
Color cards are split into two halves, with a color on each half. Each side includes a shape to help identify spaces and paths that correspond to that color, as well as a zone indicator. In the example, the upper half corresponds to green and the forest zone; the lower shows orange and the carrot farm.
Jellies
- Jellies are a special resource. Each player starts the game with a number of jellies determined by the number of players and the turn order. Refer to the table below. There is no limit to the number of jellies you can have. If the pool runs out of jellies, use substitute tokens.
Starting Jellies
| Turn Order | 2 players | 3 players | 4 players | 5 players | 6 players |
|---|---|---|---|---|---|
| 1st | 1 | 1 | 1 | 0 | 0 |
| 2nd | 2 | 1 | 1 | 1 | 0 |
| 3rd | 2 | 2 | 1 | 1 | |
| 4th | 2 | 2 | 1 | ||
| 5th |
- Some cards have the jelly icon on them. These cards may be played as any color, or may be played to collect a jelly token.
- Jellies may be played in two ways: You can play a jelly to move one space in any direction. This does not count toward the movement limits of your character. You may also play a jelly in place of a color card of any color (i.e. a wild card). Use this to advance objectives when missing required colors.
- Whenever a deck runs out of cards, shuffle its discard pile to make a new draw deck.
- You may play cards containing three of the same color to collect a jelly. This can be three separate cards or two cards where one has two of the same color.
- Jellies may not be given in place of cards from the hand for abilities that require them (e.g. Cam's Block, Sarı's gifts, or Violet's tunnels).
Turning in Cards for Jellies
Examples: 3 cards with 3 purple; 2 cards with 3 orange; any card with the jelly icon.
Location Cards
- Location cards are used when a random space must be selected. This is done for most player token placements at the start of the game, as well as some characters' objective tokens.
- When told to relocate a token or player, use this deck to determine the new location.
Location cards each refer to one specific space on the board. The background of the card represents the zone for the space, in this case, the lake zone. The symbol indicates that this card signifies the red space in the lake zone.
Remember...
- Do not let other players' actions and abilities confuse you.
- You do not pay cards to move or to activate tokens unless your rules tell you to.
- Use your character booklet's front and back cover as a quick reminder of your actions and abilities.
Character Overviews
Roy's Objective
Roy's objective is to discover the six animal tokens hidden among his tokens and deliver them to spaces matching the found animals.
What to look out for: When Roy finds the Bargain boost, he will gain the ability to force a trade with someone on his space. He'll be able to give that player a card in return for a jelly.
Cam's Objective
Cam has split into twelve pieces and is trying to merge them all back together.
What to look out for: If Cam has a stack of four or more tokens on a space, it is blocked, and you will need to give Cam a card to move there. He will also put splash tokens on paths. If you cross a path with a splash, Cam gets to draw a card.
Sarı's Objective
Sarı is hiding gifts around the Rainbow Mists. Once she has placed all fourteen of her gifts, she wins.
What to look out for: When landing on a space with a gift token, you may give Sarı a color card and remove the gift from the game to draw a card from Sarı's Gift Deck.
Midori's Objective
Midori is gathering colors to infuse the faded rainbows. As she crosses paths, she'll be collecting colors. When she has them all she'll brighten up a rainbow. She wants to do this three times.
What to look out for: Midori can place overgrowth tokens on paths between spaces. These paths cannot be used as long as the overgrowth remains. You may remove the overgrowth token if you are adjacent to it and give Midori a jelly.
Sunil's Objective
Sunil is looking for paint pigments for his art. There are six colors hidden among his tokens. When he discovers them all, he'll be able to paint his masterpiece.
What to look out for: When Sunil's Art Direction token shows the brush, you may have Sunil paint a card in your hand to be used as any color. Sunil must paint the card but in return, he gets to flip the token to the signpost side which gives him a free move on his turn.
Violet's Objective
Violet is performing experiments by following her particle detector in search of colorful objects. She needs to perform at least six experiments and collect all six samples.
What to look out for: Violet will be burrowing through the ground, creating shortcut tunnels around the Rainbow Mists. You may give Violet a color card when on a space with a tunnel token to move directly to another space with a tunnel token. This does not cost against your movement allowance.
Roy
You want flowers? Plant a seed. You want flowers fast?! Contact Roy's Delivery Service! Roy has the entrepreneurial spirit. He's always scheming up the next big idea or working on a deal. "Stay fast, stay focused, get ahead!"—that's his motto. The other bunnies don't get why he's always dashing around, but that's because they haven't yet unlocked their full potential. Today's business? Express flower delivery for birds, bees, and butterflies. If he keeps them happy, they'll keep giving him rides across the Mists and step one of his 12 Steps to Success will be complete.
Complexity: 3 of 5 stars
Objective: Find the 6 flowers and bring them to the matching birds, bees, and butterflies.
Movement: Move up to 5 spaces in any direction. This limit increases to 6 by collecting the Speedy Delivery boost token.
Actions
- Move according to movement rules.
- Reveal flower tokens by playing a color card matching the token's space.
- Pick up a boost token.
- Pick up an animal's flower (one at a time).
- Drop an animal's flower on a space.
- Once Bargain boost is gained, use Bargain ability (once per turn).
- Once Peek boost is gained, use Peek ability (once per turn).
- Use Network ability (always unlocked).
- Spend jellies to move or as a color card.
- Trade 3 matching colors for a jelly.
Components
- 1 Character token
- 12 Flower tokens (face-down "Flower Side"). Face-up: 2x Bird, 2x Bee, 2x Butterfly, 1x Speedy Delivery, 1x Peek, 1x Bargain, 2x Draw 2 Cards, 1x Collect 2 Jellies
Setup
- Draw a location card and place Roy's character token on that space. (Example: this location card has Roy start on the green space in the hill zone.)
- Collect jellies according to turn order and place them on Roy's character board.
- Draw 3 cards from the color deck.
- Shuffle Roy's 12 flower tokens face-down and place one on each space marked on the board.
Objective
Roy is building business relations with the birds, bees, and butterflies of the Mists. He finds it helps when he brings them their favorite flowers. Roy must find the six flowers and deliver them to the spaces with a matching bird, bee, or butterfly.
Each of Roy's flower tokens represents a place where he may look for a flower. When he lands on a space with one of his tokens, he may play a color card matching his current space to reveal the token. If it reveals a bird, bee, or butterfly, he has found a flower the animal wants. Roy may pick up this token and place it on the flower space on his character board.
Deliver the flower token to the matching animal space. (Example: a bee wants this flower. Bring it to either this beehive or the one across the board.)
Roy may only carry one animal's flower token at a time but may drop it on his current space to make room for another, if he chooses. Roy wins when he has dropped a matching flower on each of the 6 animal spaces around the board.
If the token is a boost (Peek, Bargain, or Speedy Delivery), Roy places it on his player card and gains the ability as described in the Special Abilities section. If the token is a Draw 2 Cards or Collect 2 Jellies token, he immediately gains the resources.
Note: Roy only needs to pay to flip over face-down tokens on the board. He does not pay to pick up or put down tokens.
Movement
Roy may move up to 5 spaces during his turn. Each move must be to an adjacent space in any chosen direction.
The movement limit can be increased to 6 by collecting the Speedy Delivery boost token and placing it on Roy's card. The extra movement from the boost may be used on the turn it is discovered.
All characters, including Roy, may spend a jelly for an extra movement.
Special Abilities
Network: Roy may spend a movement to hitch a ride and go from a bird, bee, or butterfly space to the corresponding bird, bee, or butterfly space across the board. Animal spaces are marked with an icon along the outer ring. (Example: Roy can spend a movement to fly directly from this butterfly space to the one across the board.)
Boost: Hidden among the flowers, Roy will come across special tokens that unlock his special abilities and provide useful resources.
Speedy Delivery: Unlocks an extra movement per turn as described in the Movement section.
Peek: Once per turn, Roy may look at one of his face-down flower tokens anywhere on the board. This ability may only be used once the Peek boost has been collected.
Bargain: Once per turn, while on a space with another player, Roy may give that player a color card from his hand. If he does, he takes a jelly from their character board. If the player does not have a jelly, Roy takes one from the jelly pool instead. This ability may only be used once the Bargain boost has been collected.
Roy's Boosts: Collect 2 Jellies, Bargain, Speedy Delivery, Draw 2 Cards, Peek.
Summary
- Move up to 5 spaces per turn (6 after unlocking Speedy Delivery boost).
- When on a space with a flower token, play a card matching your space to flip it.
- Flipped tokens may be picked up or put down without any additional cost.
- Revealed flowers for animals should be placed on the flower space on Roy's character board and delivered to the matching animal spaces.
- Roy may only carry one animal's flower at a time.
- Card and Jelly boosts are used immediately, then discarded.
- Other boosts are placed on your board. Their effects may be used immediately.
- Use Network to quickly cross the board. Spend a movement to fly from an animal space to its matching space on the other side of the game board.
Special Abilities — Quick Reference
- Network: Spend one movement to travel from a bird, bee, or butterfly space to the matching animal space across the board.
- Bargain: Once per turn, give a player on your space a color card to take a jelly from them (if the boost has been gained). If the player does not have a jelly, one may instead be taken from the jelly pool, but the player still receives Roy's color card.
- Peek: Once per turn, look at one of your face-down flower tokens anywhere on the board (if the boost has been gained).
- Speedy Delivery: When this movement boost is found, increase Roy's maximum movement to 6 moves per turn. The increased movement may be used immediately.
Cam
Amoebunnies split and glom all the time, but Cam has a harder time holding himself together. While drifting through the clouds one day, he tumbled from the sky—splat!—and little Cams were splashed all across the Mists. Now they have to find each other to glom back together. Cam doesn't mind; as each Cam fragment reunites, they share everything they saw and learned while apart. Big Cam blinks. His mind is suddenly filled with new stories, hidden places, and secrets from across the land. How wonderful!
Complexity: 1 of 5 stars
Objective: Merge all 12 Cam player tokens onto a single space.
Movement: At the start of your turn, count the Cams in the largest stack. Refer to the character board to determine the movement limit for that stack size. Cam may move up to that many spaces, split as desired over all stacks.
Actions
- Move according to movement rules.
- Merge Cam stacks together by playing a color card that matches the color of the path between them.
- Once per turn, after a merge, use the Splash ability to place a splash token on any path matching the color of the path you merged over.
- Spend jellies to move or as a color card.
- Trade 3 matching colors for a jelly.
Components
- 12 Character tokens
- 4 Splash tokens
- 1 Size tracker
Setup
- Collect jellies according to turn order and place them on Cam's character board.
- Take the four splash tokens and place them on Cam's character board.
- Take the size tracker and place it on the 2 on Cam's character board.
- Draw 3 cards from the color deck.
- Take Cam's 12 character tokens and place one on each of the spaces marked on the board.
Objective
Cam has splashed all over the place! Help him merge his fragments back together again. Cam must get all 12 of his player tokens onto the same space to win.
When two Cam stacks are on adjacent spaces, Cam may declare a merge to combine them into a stack. To do so, he must pay:
- 1 movement, and
- 1 color card matching the path between the stacks.
(Example: to merge these two stacks together, Cam must use 1 movement and play a color card with orange, the path between the spaces.)
Cam stacks may only occupy the same space after merging. Cam may merge multiple stacks in a single turn, but must pay both costs for each merge.
Cam may only merge using a visible path. He cannot merge by teleporting, tunneling, or other forms of direct movement. Jellies may be spent in place of either merge cost, but each part of the merge (the movement and the card) must be paid separately. Spending two jellies allows a merge with no movement or card, but one jelly alone is not enough.
Cam wins the game once he has successfully merged all of his player tokens into a single stack of 12.
Movement
At the beginning of your turn, find the largest stack of Cams on the board. Cam's maximum movement is determined by the size of the largest stack. Use the size marker on the character board to track the movement limit. For example, if Cam has a stack of five, a stack of three, and the rest are singles, the largest stack is five and Cam gets 4 movement for the turn. Place the size marker on 4.
| Largest Stack | 1 | 2-3 | 4-5 | 6-7 | 8+ |
|---|---|---|---|---|---|
| # of Moves | 2 | 3 | 4 | 5 | 6 |
When moving, Cam may go in any direction unless the target space contains another stack, in which case he must merge to move, requiring a color card. All Cams in a stack move together and once they have merged, they cannot be separated. Cam's movement may be split between as many stacks as desired. Actions may be taken between movements.
All characters, including Cam, may spend a jelly for an extra movement.
Special Abilities
Block: A space containing a stack of four or more Cams is considered blocked. Other players may not enter this space unless they give Cam a color card from their hand.
If a player attempts to move onto a blocked space but cannot (or chooses not to) give a card, the movement is prevented. The player returns to their previous space, and the movement is still consumed as if completed. The player is not considered to have crossed the path to the blocked space.
Splash: Once per turn, immediately after a merge, Cam may place one of his splash tokens onto any path matching the color of the path he just merged across. When a player other than Cam crosses a path containing a splash token, Cam draws a color card from the deck. (Example: Cam has merged using a green path and may place a splash on any green path. He chooses the one between the red and orange spaces.) Cam may not place more than one splash on the same path. If he could place a splash but has none remaining, he may relocate one from the board to a new matching path.
Summary
- Move a number of spaces based on your largest stack at the start of your turn.
- When merging stacks together, pay a card matching the color of the path between the merging stacks.
- Cards are only used when merging. Other moves do not require cards.
- Once per turn, immediately after a merge, place a splash on any path matching the color of the merge path.
- Move your stacks of four to strategic locations to block your opponents.
- Watch for players crossing your splashes and draw a color card when they do.
Special Abilities — Quick Reference
- Block: Stacks of four or more Cams block a space. Other players may not move there unless they give you a color card.
- Splash: Once per turn, after merging, you may place a splash token on any path that matches the color of the path that was merged over. If you have no splash tokens remaining on your player board, you may move one already on the game board instead. Any time a player crosses a splashed path, you may draw a color card from the deck.
Sarı
Sarı sees things others don't: portents in puddles, messages in fallen leaves, patterns in the way the wind weaves through the grass. Signs, she calls them. The other bunnies just nod along; they're never sure if she truly believes or is just having fun. Today, "the signs" have led her on a most important quest: hiding gifts all around the Mists. Somebunny, somewhere, will need a little boost, and when they do, a perfectly placed surprise will be waiting for them. Whether it's fate or just a lucky chance, Sarı loves knowing her gifts will brighten somebunny's day. Nothing makes Sarı happier than helping a friend in need. Of course, all this hopping and gliding across the Mists is hard work, so every now and then, she takes a break... and treats herself to a little surprise, too.
Complexity: 2 of 5 stars
Objective: Place all 14 gifts from your character board onto the game board.
Movement: Play a color card to move to an adjacent space where a color on the card matches the color of the destination space or path leading to that space.
Actions
- Move according to Sarı's movement rules.
- Place a gift on a space with a hiding place token.
- Use the Treat Yourself ability after dropping a present and revealing a gift icon.
- Once per turn, use the Buddy System ability to move to a space with another character token.
- Use the Seek & Hide ability to move longer distances across the board.
- Spend jellies to move or as a color card.
- Trade 3 matching colors for a jelly.
Components
- 1 Character token
- 4 Hiding Place tokens
- 14 Gift tokens
- 1 Gift Deck (36 cards)
Setup
- Draw a location card and place Sarı's character token on that space. (Example: this location card has Sarı start on the red space in the hill zone.)
- Collect jellies according to turn order and place them on Sarı's character board.
- Place the gift tokens on Sarı's character board on all of the path spaces, including those with gift icons.
- Draw 3 cards from the Color Deck.
- Take the Gift Deck and shuffle it. Place it by your character board.
- Take Sarı's four hiding place tokens; for each, draw a location from the Location Deck and place a token on that space. (Example: this location card has the hiding place go on the purple space in the farm zone.)
Objective
Sarı is hiding gifts for her friends to find. Her objective tokens represent hiding places where she can place gifts. When Sarı reaches a space containing a hiding place, she may put a gift on that space. Gifts should be taken from Sarı's character board starting from the space next to her picture and following the path. After moving the gift from the character board to Sarı's space on the game board, draw a card from the Location Deck and relocate the hiding place. If there is already a hiding place there, discard the location card and draw a different one. Sarı's objective is complete when there are no more gift tokens on her character board.
Note: There is no cost to placing gifts in hiding places.
Players other than Sarı may find and open a gift by landing on a space with a gift token and giving Sarı any one color card from their hand. If they do, remove the gift token from the game. The player who gave the color card then draws a card from Sarı's Gift Deck. Gift cards may be played whenever the player may perform an action.
The Gift Deck contains three kinds of goodies: drawing color cards, collecting jellies, or free bonus movement. There are common and rare versions of each.
Note: Opening gifts must be done with a color card. Jellies cannot be used to pay Sarı. Gift cards do not count as color cards.
Movement
Sarı moves by playing color cards. Playing a card allows Sarı to move to an adjacent space of a matching color or across a matching color path to the played card.
Sarı may play as many cards for movement during her turn as she has. She may only take one movement for each played card. She may take as many actions as desired between movements.
All characters, including Sarı, may spend a jelly for an extra movement.
(Example: Sarı played a red/blue card. She may move across the red path or the blue path using this card. She may also move across the green path to the red space. She would need a purple or orange to use the remaining direction.)
Special Abilities
Buddy System: Once per turn, while on a space adjacent to a space containing another player, Sarı may move to that player's space without paying the normal movement cost. (Example: Sarı can use Buddy System to move to Roy without spending a card.)
Seek & Hide: Sarı may play two of the same color to move directly to the space around the central jelly pool that matches the played color. A double-color card counts as two. (Example: to Seek & Hide, Sarı can spend two orange to move directly to the orange space in the carrot zone.)
Treat Yourself: When placing gifts on the board, take a gift from your character board starting from the space by Sarı's picture and following the path. Each time a gift icon is revealed, draw a card from the Gift Deck. (Example: Sarı has reached a hiding place and moved a gift from her character board, revealing the gift icon. This means she'll get to treat herself to the top card of her Gift Deck.)
Premonition: When drawing at the end of her turn, Sarı draws two color cards instead of the standard one.
Summary
- Use cards in your hand to move by matching the color of an adjacent path OR space.
- You may move exactly once per card played, but may play as many cards per turn as you want.
- When on a space with a hiding place, put a gift token on that space and use the Location Deck to relocate the hiding place.
- Cards are not required to place gifts.
- Use Buddy System and Seek & Hide when possible to move efficiently.
- Encourage other players to pick up your presents!
Special Abilities — Quick Reference
- Treat Yourself: After placing a gift that reveals a gift icon, draw a card from your Gift Deck.
- Buddy System: Once per turn, you may move to a player in an adjacent space without paying a card or jelly for the movement.
- Seek & Hide: Play two matching colors to move to the space around the jelly pool (center spaces) that matches the color played. Double-color cards count as two.
- Premonition: At the end of your turn, draw two cards instead of one.
Midori
Midori has a gift for growing things, but don't expect to find her in a carrot patch! While the other bunnies toil away, she'd rather play. Spinning her long ears like propellers, she whizzes through the air, looking for a game or adventure. Today's delight is chasing rainbows through the Mists, hopping from path to path, splashing in puddles and leaving sprouting plants in her wake. Some have accused Midori of being a trickster, but Midori just knows the trick to life—when you turn everything into a game, the world has a funny way of playing along. A little mischief, a little magic, and everything falls into place.
Complexity: 4 of 5 stars
Objective: Traverse a path of every color to fill a rainbow token. Travel to the rainbows to collect them. Collect all three rainbows.
Movement: Play a color card to move across a connected path matching either color (or both) on the played card.
Actions
- Move according to movement rules.
- Play a card to use the Overgrowth ability to block a path matching a color on the card.
- Pay a jelly to use the Fly ability and move to any space.
- Use the Refresh ability once per turn to draw two cards when your hand has no color cards.
- Collect colorful rainbows when on a space with one.
- Spend jellies to move or as a color card.
- Trade 3 matching colors for a jelly.
Components
- 1 Character token
- 3 Rainbow tokens (face-down "Dull Side", face-up "Colorful Side")
- 3 Overgrowth tokens
- 6 Path tokens (face-down "Dull Side", face-up "Colorful Side")
Setup
- Draw a location card and place Midori's character token on that space. (Example: this location card has Midori start on the red space in the farm zone.)
- Collect jellies according to turn order and place them on Midori's character board.
- Place the 3 overgrowth tokens on Midori's character board.
- Place the 6 path tokens on the character board face-down (dull side).
- Draw 3 cards from the Color Deck.
- Take Midori's 3 rainbow tokens; for each, draw a location from the Location Deck and place a rainbow on that space face-down (dull side). (Example: this location card has the dull rainbow go on the purple space in the farm zone.)
Objective
Midori wants to follow the rainbows. Whenever she crosses a path to move to another space, turn the matching path marker on your character board to its colored side. Midori may do this regardless of what method is used to cross the path, as long as it is her action. No paths are crossed when moving directly to another space, such as when using Fly or Violet's tunnels. (Example: Midori crosses a red path and flips the red path token on her board.)
When all six path markers on Midori's character board are color side up, reset them to their dull sides and flip a dull rainbow of your choice on the board to reveal its colorful side. Flipping a rainbow and resetting path tokens happens immediately and is not considered an action.
When Midori enters a space with a colorful rainbow, she may take an action to collect it, placing it on her character board. There is no cost to do this. Midori wins once she has collected all three colorful rainbows.
Movement
Midori moves by playing color cards. Playing a card allows her to move along a path matching either of the colors on the played card, OR she may move along both colors in sequence. If using both colors, they are used at the same time in one extended movement, and actions may not be taken between colors. Midori may play as many cards for movement during her turn as she has. She may take any number of actions between each movement, as desired.
All characters, including Midori, may spend a jelly for an extra movement.
(Example: Midori played a red/orange card. She may (A) move across the red path or (B) across the orange path to the blue space. If she moves to the blue space she may (C) continue across the red path as long as she takes no actions on the blue space. Flip all crossed matching paths on her board.)
Special Abilities
Refresh: Once per turn, if Midori has no color cards in her hand, she may draw two cards from the Color Deck.
Fairy Gold: Once per turn, when Midori would give a card from her hand to another player due to an ability or effect, she may give the top card of the Color Deck instead.
Fly: Midori may spend a jelly to move directly to any space of her choice.
Overgrowth: Midori may play any color card to place an Overgrowth token on an unoccupied path matching a color on the card played. An unoccupied path is one that does not contain a token of any kind from another player, such as Sunil's string or Cam's splash token. Midori may not block more than one path leading into any space with an overgrowth. (Example: Midori has an overgrowth on the purple path and plays a blue/red card for another. She may place it on any red or blue path that does not touch the red or green spaces adjacent to the existing overgrowth.)
Midori may use the overgrown path normally, but all other players treat that path as if it does not exist. For example, if Sunil rolls for movement and the result is a path with overgrowth on it, he draws a card. Players adjacent to a path with overgrowth may give Midori a jelly to return the bush to her character board. Only one overgrowth may be placed per turn.
Summary
- Use cards for movement by playing a card that matches a path connected to your space.
- When moving across a path on the board, flip the matching path on your character board to its colored side.
- If all paths on your board are colored, flip a dull rainbow on the board to its colored side and reset your paths.
- When on a space with a colorful rainbow, use an action to collect it to your character board. No card is required to pick this up.
- Make sure to empty your hand of color cards to use Refresh. Use overgrowths or find other ways to get rid of cards if you can't use them to move.
- Plan your movement carefully to efficiently color in your paths.
Special Abilities — Quick Reference
- Overgrowth: Once per turn, play any color card to place an overgrowth token across any unoccupied path matching a color on the played card. No space may have more than one overgrowth leading to it. Other players must pay you a jelly to clear an overgrowth from the path when they are next to it. Cleared overgrowths return to your character board.
- Refresh: Once per turn, if your hand contains no color cards, draw two color cards.
- Fly: Spend one jelly to move directly to any space on the board.
- Fairy Gold: Once per turn, when paying another player with a color card, you may instead pay from the top of the Color Deck.
Sunil
Sunil is an artist and a dreamer. When inspiration doesn't come to him, he goes looking for it. He wanders the Mists, studying the way light and shadow dance beneath the trees and gathering the abundance of colors the world provides. The trouble is, he gets so lost in thought that he sometimes gets lost in reality, too. One moment, he's admiring the deep red of a crushed berry or the blue shimmer of a seashell—next thing he knows, he has no idea where he is. One day, he found something curious washed up on the shore: a small ball of string. Maybe if he left a trail behind him, he'd always find his way back! He only wishes his string would stretch just a little farther...
Complexity: 5 of 5 stars
Objective: Find all six pigment colors for his palette.
Movement: Roll Sunil's movement die up to twice per turn. Immediately follow the path matching the result. If no matching path exists, draw a color card. If wild or the path is marked with a string token, move in any direction.
Actions
- Move according to movement rules.
- Reveal objective tokens on your space by paying a card with the color of the space.
- Use the Remember ability to move back over the path marked by your string token.
- Use the Plan Ahead ability to mark a path with your string.
- Use the Zone In ability to move to a zone of your choice (once per game).
- Use Art Direction (signpost) to move.
- Spend jellies to move or as a color card.
- Trade 3 matching colors for a jelly.
Components
- 1 Character token
- 9 Palette tokens (face-down "Palette Side"). Face-up: 6 Pigment tokens, 3x Draw 2 color cards
- 1 Zone In token
- 2 String tokens
- 1 Movement die
- 1 Art Direction token (Paint Brush "Art Side" / Signpost "Direction Side")
Setup
- Draw a location card and place Sunil's character token on that space. (Example: this location card has Sunil start on the orange space in the hill zone.)
- Collect jellies according to turn order and place them on Sunil's character board.
- Place the string tokens and Zone In token on Sunil's character board.
- Draw 3 cards from the Color Deck.
- Place the Art Direction token at the center of the game board showing the brush side.
- Take Sunil's 9 palette tokens and shuffle them face-down; for each token, draw from the Location Deck and place the token face-down on that space. (Example: this location card has the palette go on the purple space in the farm zone.)
Objective
Sunil is collecting supplies to use in his art project. Help Sunil find the things he needs to make the perfect pigments. Among his palette tokens are six pigments, and three draw tokens. When Sunil reaches a space with one of his pigment tokens, he may spend a color card from his hand matching his current space to reveal the token. If it is a pigment, place it on your palette on the character board. If it is a Draw 2 Cards token, immediately draw two color cards and discard the token, removing it from the game.
Sunil wins when he has found all six pigments and placed them on his palette. (Example: Sunil has reached a palette token and plays an orange card to reveal it. It reveals the green pigment, which he then adds to the palette on his character board.)
Movement
Sunil may roll his movement die up to twice per turn. After rolling the die, if the result matches the color of one of the paths connected to Sunil's space, he must immediately follow that path to the next space. If there is no available path matching the result of the die roll, Sunil draws a color card. When a rainbow is rolled, the result is wild and Sunil may move across the path of his choice. If the die result would have Sunil cross a path with a string, he may treat the result as wild. Note: The Zone In ability does not count as a movement roll.
All characters, including Sunil, may spend a jelly for an extra movement.
(Example: In this situation, if Sunil rolls orange he moves to the yellow space. If he rolls purple, he moves to the red space. If he rolls red, green, or blue, he draws a color card. If he rolls wild he may move to any adjacent space. A yellow roll would have him move back across his string, so he may treat it as a wild result. If he moves to the blue space from a roll, he picks up the string, which does not count as using the Remember ability.)
When Sunil moves along a path by any means, he places a string from his character board onto the path he just crossed to help him remember his way back. If his character board has no string tokens, move the string furthest from Sunil instead. If Sunil moves directly from one space to another without traversing a path, such as from using Zone In or Violet's tunnels, he returns both strings to his character board. Do not forget to move your string as you move!
Movement from other sources such as jellies or Sarı's gift cards can be made in any direction the player chooses. These do not count as rolls.
(Example: Sunil moves blue to green, placing a string on the red path. He then moves to yellow, and his second string goes on the yellow path. Finally, he moves to purple, moving his trailing string from the red path to the purple path.)
Special Abilities
Remember: Sunil may move across a path with a string token on it as a free move. If he does, return the string token to his character board. This may be done multiple times per turn.
Plan Ahead: When both of Sunil's string tokens are on his character board, he may place one on an adjacent path. If he does, he may not use the Remember ability for the rest of his turn. Sunil may want to use this ability to set up a Remember for his next turn, or set a path to be a wild result if rolled.
(Example: Sunil uses Remember to go back to the yellow space, returning the string from the purple path to his character board. He repeats this to move to green. Now that there are no strings on the board, he may use Plan Ahead.)
Art Direction: When the Art Direction token's brush side is showing, other players who do not have a color card they need may use this ability. The player may play any color card as if it were the desired color. (Sunil paints it the correct color for them.) Sunil then flips his token to the signpost side. On Sunil's turn, when Art Direction shows the signpost side, he may flip it to the brush side to move one space in the direction of his choice as a free movement.
Players using Art Direction to paint a card must do so before using any part of the card. The painted card is treated as a single-color card of the chosen color. It does not retain or gain a second color.
Zone In: As an action, Sunil may declare a zone. He then rolls his movement die and immediately moves to the space in the chosen zone that matches the result of the roll. If the result is a rainbow, Sunil may choose any space to move to in that zone. Discard the Zone In token. (Example: Sunil uses Zone In and chooses the green zone. He rolls his die and the result is red. He moves his player token to the red space in the green zone and discards the Zone In token.)
Summary
- Roll the movement die up to twice per turn. When the die is rolled, immediately resolve the result of the roll.
- If the roll is a color that matches a path adjacent to your space, cross that path to the next space.
- If the roll is wild, move across an adjacent path of your choice.
- If the roll matches the path with your string token, treat it as wild.
- If the roll does not match any adjacent path, draw a color card.
- When on a space with a palette token, pay a card matching the color of the space to pick it up.
- Other forms of movement (jellies, Art Direction) do not count as die rolls.
- Use your strings to help you navigate the board.
- Turn in sets of three of the same color for a jelly when you need controlled movement or a color you don't have.
Special Abilities — Quick Reference
- Remember: Move freely across a path with a string token (cannot be used after Plan Ahead has been used this turn). Return the string token to Sunil's board after using this ability.
- Plan Ahead: If no string tokens are on the game board, place one on an adjacent path. You cannot use the Remember ability for the remainder of the turn.
- Zone In: Discard the Zone In token to declare a zone and roll the movement die (this does not count as one of your normal rolls). Move to the matching space in the chosen zone. A wild result allows you to choose any space in that zone. Return your strings to your board.
- Art Direction: When the Art Direction token shows the brush, other players can have Sunil paint a card in their hand a color of their choice (i.e., use that card as a color not on the card). After use, flip the token to the signpost side. When the signpost side is showing during Sunil's turn, he may move one space in any direction and flip the token to the brush side. This does not count against his roll limit.
Violet
A purple carrot? Absurd! ...Or is it? Determined to find out, Violet turns to science! As an expert in all things purple, she hypothesizes that a carrot's color may be influenced by its environment. Using one of her inventions, she's collecting color samples from the local environment and measuring their prismatic particles, to find the perfect spot to plant a seed. Once she finds the highest concentration of purple particles, her experiment will begin, and if she's right, she'll grow a purple carrot of her own. Isn't science fun?!
Complexity: 4 of 5 stars
Objective: Collect all six sample tokens and take at least six readings with your detector.
Movement: Roll Violet's movement die at the beginning of your turn. Move up to that many spaces in any direction. Using tunnels does not cost movement.
Actions
- Move according to movement rules.
- Take environmental samples on the space with the Particle.
- Use Tunnel ability to create a shortcut.
- Use Synthesize ability to create a jelly.
- When adjacent to the Particle token, use Magnetize ability to pull the token to your space.
- Spend jellies to move or as a color card.
- Trade 3 matching colors for a jelly.
Components
- 1 Character token
- 1 Movement die
- 4 Tunnel tokens
- 1 Particle token
- 1 Detector dial
- 6 Sample tokens (face-down "Outline", face-up "Collected")
Setup
- Draw a location card and place Violet's character token on that space. (Example: this location card has Violet start on the yellow space in the farm zone.)
- Collect jellies according to turn order and place them on Violet's character board.
- Place the tunnel tokens, sample tokens, and detector dial on Violet's character board. Sample tokens are placed face down on the matching icon and the dial starts set to 0.
- Draw 3 cards from the Color Deck.
- Take Violet's particle token; draw a location from the Location Deck and place the particle on that space. (Example: this location card has the particle go on the purple space in the farm zone.)
Objective
Violet is collecting environmental samples and readings from around the Mists. To do this, she goes to the space with her Particle token, and spends a card from her hand matching the color of her current space. Reveal the top card of the Color Deck to take a sample. Immediately discard this card but flip any matching sample tokens on Violet's board so the colored side is face-up. (Note: Jellies are wild, choose any one sample to flip.)
If your Particle Detector is already at 6, you may draw a second color card and repeat this process. If the Detector is not yet at 6, advance the dial by one level. Do not draw another color card.
Draw a card from the Location Deck and move Violet's Particle to the new space.
Violet wins when she has all six sample tokens with the color-side up and the Particle Detector is set to 6.
(Example: Violet has reached the space with her particle. She plays a blue card to match the color of her space and takes an environmental sample. She then places the top card of the Color Deck directly in the discard pile. In this case the discarded card is yellow/red. Violet sets the yellow and red samples on her character board face-up. She then sets her detector dial to the next number.)
Movement
At the beginning of her turn, roll Violet's movement die. The number you roll is how many spaces Violet can move this turn. She may move in any direction and may take actions between movement as desired.
All characters, including Violet, may spend a jelly for an extra movement.
Special Abilities
Burrow: Violet may play a color card matching her current space to place a tunnel at her location. She then places a second tunnel at any other space on the board of the same color. Each tunnel must be placed on a space without an existing tunnel. Once placed, tunnels may not be moved or picked up.
On their turn, any player may move from a space with a tunnel to any other space with a tunnel (all tunnels are connected underground). To use the tunnels this way, players other than Violet must pay Violet a color card from their hand. Using tunnels is an action and does not cost any movement.
(Example: Violet wants a shortcut to her particle. She plays an orange matching her current space to place a tunnel. She chooses the orange space in the green zone as the other end. Players may now burrow between these spaces, or other placed tunnels.)
Synthesize: Violet may spend two movement from her movement die result to collect a jelly from the pool.
Magnetize: If Violet is on a space adjacent to her Particle token, she may spend two movement from her movement die result to pull the token to her space. As a special exception, this ability may be used through a path containing a Midori overgrowth. (Example: Midori has placed an overgrowth between Violet and her particle! Violet decides to use Magnetize to foil Midori's plan. Violet subtracts two from her unused movement and moves the particle token to her space.)
Summary
- Roll your movement die at the start of your turn to determine your move limit.
- Play tunnels to help you move across the board quickly and efficiently.
- When arriving at the space with your Particle, perform these steps:
- Play a card matching your space to activate your objective sequence.
- Place the top card of the Color Deck directly into the discard pile.
- Flip any tokens on your character board that match colors on the discarded card to their colored side.
- Increment your Particle Detector Dial by one. If the Dial was already at 6, repeat steps 2 and 3 instead.
- Draw a card from the Location Deck and move the Particle to that space.
- Remember to use Synthesize and Magnetize when you have the need.
- Encourage players to use your tunnels.
Special Abilities — Quick Reference
- Burrow: Play a color card matching Violet's space to place a tunnel on your current space and any other space on the board of the same color.
- Synthesize: Spend two movement from your movement die result to collect a jelly from the pool.
- Magnetize: When on a space adjacent to the Particle token, spend two movement from the result of your movement die to pull the Particle token to your space. This ability may be used through a path containing a Midori overgrowth.