Arkeis
Arkeis Rulebook
Table of Contents
Table of Contents
- General Principles of the Game
- Component List
- Game Components
- 1. Expedition Logbook
- 2. Episode Setup
- 3. Fate Tokens
- 4. Episode Structure
- 5. Explorer Turn Sequence
- 6. The Clue Action
- 7. The Move Action
- 8. The Combat Action
- 9. The Support Action
- 10. Character Abilities
- 11. Adversaries
- 12. Wounds, Traumas, and Poison
- 13. Investigation Dice and Validating in the Logbook
- 14. Epilogue
- 15. Return to Camp
- Appendix – The Art of Arkeis
- Credits
General Principles of the Game
In Arkeis, the players play a group of Explorers in search of knowledge, fortune, and fame. It is a cooperative game; the players form a team to face the challenges of the game together. Arkeis is also a campaign, meaning it is played through successive games called "episodes," and each episode offers an original story, with its share of mysteries and adversaries. Episode after episode, the characters evolve, gaining new abilities, discovering objects, and acquiring materials to equip. The final episode offers a grand conclusion… or condemns the group to oblivion! To record progress during the campaign, the group uses the expedition logbook. In it they note the discoveries made throughout the adventure.
Playing the Campaign
Arkeis is designed to be played in "campaign" mode. A campaign is a sequence of linked episodes. They must be played in order, and it is recommended to keep the same group of players to fully enjoy the evolution of the characters and the development of the story. However, this is not mandatory: the number of players can change from one episode to another; simply adapt that episode's setup to the number of players present.
At the end of each episode, the players take part in a special stage of the game: the return to camp. There they can develop their characters' Abilities using Experience points ( ). They can also sell the relics they have unearthed to improve the camp with the money earned, or keep them for future adventures.
The Explorers' actions throughout the campaign determine the number of Victory points they receive at the end of it. This gives a final score at the end of the adventure, which players can eventually compare against other groups, or simply use as a target to beat if the group decides to replay the campaign.
The Arkeis campaign can be replayed. To do so, simply use a campaign kit, which contains a new logbook and a new Camp Archive booklet with all the stickers needed to progress through the campaign. Alternatively, everything written in the logbook can be erased and the used stickers returned to the Camp Archive once the campaign is finished, to start a new one.
Choosing a Character
The Explorers are the characters the players play in the Arkeis universe. They are represented by a miniature, which has an associated character card and a backpack.
Character Card: Each Explorer's card carries their illustration, a summary of a game turn, their Ability, and the spaces needed to hold 4 Wound tokens and the various card types (Material and Trauma).
Backpack: In their backpacks, each Explorer can store the objects they find during the campaign, as well as the Trauma cards and Fate tokens they acquire during episodes. Explorers keep these items for the whole campaign.
Note: if desired, a player may switch Explorer between two episodes of the campaign. In that case, each Explorer's possessions must be kept separately in their own backpack, and never mixed.
The First Game
The Arkeis campaign begins with a tutorial, episode 0. You can open the expedition logbook and start the first game without having read the rulebook you are holding, and without any prior preparation. The tutorial explains, step by step, how to set up the game and how to play the first game of Arkeis.
You can come back to this rulebook later, or even limit yourself to consulting it occasionally, in case of doubt about a specific matter. The rules in this book have been written so they can be consulted without following a strict order, once the tutorial is complete. When necessary, a section will point you toward others.
Now, you can close this rulebook and follow the instructions in the expedition logbook to learn how to play during the first game.
Component List
Tokens
- Wound tokens: 40
- Poison tokens: 5
- Fate tokens: 50
- Clue tokens: 27
- Door tokens: 9
- Coin tokens: 20
- XP tokens: 20
- Chain tokens: 4
- Trapdoor tokens: 2
- Ladder A tokens: 2
- Ladder B tokens: 2
- Wildcard tokens: 2
- Time indicator: 1
- Power tokens (Guardians): 6
- Activation indicators (Avatar): 12
Rooms, Floors, and Doors
- Rooms (1 large, 2 medium, and 4 small): 7
- Floors (2 large, 3 medium, and 4 small): 9
- Doors: 9
Miniatures
- Explorers (different): 5
- Beetles: 12
- Snake balls: 9
- Mummies: 4
- Cult fanatics: 4
- Priestess: 1
- Nagas: 2
- Scorpions: 2
- Sphinx: 1
- Golem: 1
- Guardians (different): 4
- Avatar: 1
Cards
- Trauma cards: 36
- Experience cards: 45
- Adversary cards: 45
- "Elite" cards: 9
- "Adventurer's Hat" card: 1
Free Mode
- Cards: 42
- Zone cards: 25
Episode 0
- Episode box: 1
- Cards: 23
Episode 1
- Episode box: 1
- Cards: 35
Episode 2
- Episode box: 1
- Cards: 44
Episode 3
- Episode box: 1
- Cards: 51
Episode 4
- Episode box: 1
- Cards: 46
- Adversary cards: 9
Episode 5
- Episode box: 1
- Cards: 47
Episode 6
- Episode box: 1
- Cards: 53
Episode 7
- Episode box: 1
- Cards: 62
- Adversary cards: 6
Prologue Episode
- Episode box: 1
- Cards: 49
- Adversary cards: 8
Miscellaneous
- Character cards: 5
- Boxes (5 Backpacks and 1 Camp Chest): 6
- Dice: 10
Books
- Rulebook: 1
- Expedition logbook: 1
- Camp Archive: 1
Game Components
The following materials round out the box, laid out with the expedition logbook and Camp Archive: Combat dice, Investigation dice, Rooms, Floors, Character cards, Boxes, the Backpack boxes, Power tokens (Guardians), Activation indicators (Avatar), the Camp Chest, Wound tokens, Poison tokens, Fate tokens, Trapdoor tokens, Ladder tokens, Chain tokens, the Time indicator, Wildcard tokens, Clue tokens, Coin tokens, XP tokens, and Door tokens.
1. Expedition Logbook
The expedition logbook (sometimes abbreviated to "logbook") is a key element of Arkeis, since the Explorers will record their discoveries in it.
On the last double-page spread of the logbook are the Phileas — the expedition's airship — and, at its feet, the Explorers' camp. During the campaign — during the return-to-camp phase — stickers must be glued here that give shape to the camp's development (see Return to Camp, p.17).
The rest of the expedition logbook is divided into as many chapters as the campaign has episodes.
Caution: avoid leafing through the logbook beyond the current episode, or you risk spoiling the campaign for yourself!
For each episode, the logbook presents the following elements (often across 2 double-page spreads):
- An introductory text presenting the episode's starting situation.
- The episode's setup and, where relevant, its specific rules.
- The squares to validate during the episode (see Investigation Dice and Validating in the Logbook, p.15).
- Spaces to glue the Epilogue and Event stickers that the Explorers earn at the end of the episode.
The "Camp Archive" booklet contains the various stickers (Epilogues, Events, and camp upgrades) that must be glued into the logbook during the campaign.
2. Episode Setup
Setting Up the Scenario
Each episode begins by reading the corresponding page of the logbook.
In the logbook, an illustration shows how to set up the game. Place the rooms, joining them with doors, as the diagram shows.
There are rooms of three sizes (4 small, 2 medium, and 1 large), representing the places the Explorers will explore. Each episode has its own room-layout diagram, and not every episode uses all the available rooms, but some require adding rooms during play, so it is always best to keep them within reach.
When indicated, floor tiles must also be added. There are floor tiles of 3 sizes, matching the three room types, and all are double-sided. Floor tiles can be used within rooms, to represent special locations, or alongside them, to represent the outside of buildings.
Rooms and floor tiles contain one, two, or four squares, which are the game's unit of place. Place the Explorer miniatures and any Adversary miniatures on the square or squares indicated in the setup diagram. Keep the remaining miniatures within reach.
Then, place the Clue tokens as the diagram indicates, on the rooms and floor tiles.
Some Clue symbols (in red) appear on the edge of rooms. In those cases, add a door at the indicated spot — on the edge of the room, or so that it joins the two rooms together — and then add the indicated Clue token onto the door.
Preparing the Material
Create a Fate token reserve. That is: a limited quantity, for this episode. You can set aside the remaining Fate tokens. The exact amount is shown in the logbook and depends on the number of players.
| Players | Fate token reserve |
|---|---|
| 1 / 2 players | 15 tokens |
| 3 players | 12 tokens |
| 4 / 5 players | 9 tokens |
Open the box bearing the episode's name. Inside is a deck of Clue cards. Place it face down next to the play area. To save time during play, the deck can be split into several piles by card symbol. Sometimes the episode box will also contain cards of other types. In that case, place those face down and unseen near the play area as well. During the game, you will be told when to consult one of them.
Caution: don't reveal the contents of the cards unless the game invites you to do so, or you'll spoil your play experience!
Place the Wound tokens, the unused Clue tokens, and the Adversary cards within reach of everyone.
Choosing the First Player
The players agree together on who starts the game. That player begins by reading the episode's introductory text aloud.
In some episodes, a player will need to draw a Clue card at the start of the game. These represent "threats" that have a start-of-turn effect (see The Clue Action, p.10) that must be applied on the first turn of the game.
3. Fate Tokens
Fate Token Reserve
During an episode's setup, the Explorers create a Fate token reserve (see Episode Setup, p.7).
Receiving Fate Tokens
During the game, when the Explorers receive Fate tokens, they must take them from the reserve (unless stated otherwise).
The reserve is said to be "empty" once it no longer holds any Fate tokens. Emptying the reserve has different consequences in each episode, but they are always unfortunate ones. So the Explorers must manage the reserve carefully.
There are various reasons to take a Fate token from the reserve: mainly when a card's text requires it, but also when an Explorer chooses to use a Fate face rolled on the dice.
The Fate Face
Every Combat die and every Investigation die has a Fate face ( and respectively). When an Explorer rolls this face, they may change it to any other face on that die by taking a Fate token from the reserve and putting it in their backpack.
If the Explorer does not want to take Fate tokens, they may ignore this face, which then has no effect. When an Explorer rolls several Fate faces on the same roll, they may choose to change all of them or only some, but each face changed means receiving one Fate token.
Example: Rebecca performs a Combat action against a Scorpion. She rolls two Combat dice and gets the following result: [a hit and a Fate face]. She decides to take a Fate token from the reserve (and keeps it in her backpack) to change the Fate face into a hit face. This gives her 2 hits against the Scorpion.
Having Fate Tokens
Unless stated otherwise, Explorers must keep in their backpack any Fate tokens they receive. Each Explorer "has" the Fate tokens in their backpack and must keep them from one episode to the next.
During episodes there may be effects tied to the number of Fate tokens the Explorers have. The more Fate tokens an Explorer has, the harder subsequent episodes will be for them.
Adding Fate Tokens to the Reserve
Thanks to some effects (generally found on Clue cards), the Explorers can add Fate tokens to the reserve. Those tokens can be taken from among the Fate tokens set aside during setup, or (when so indicated) from the Explorers' backpacks. The source and quantity of tokens to add will be stated in the effect in question.
4. Episode Structure
Episode Setup
Each episode begins with a setup phase (see Episode Setup, p.7).
Episode Progress
The Explorers play in turns, clockwise, starting with the Explorer agreed upon at the start of the episode, and continuing until the episode ends (see Explorer Turn Sequence, p.9).
End of an Episode
An episode ends when the Explorers are invited to read the Epilogue, favorable or adverse (see Epilogue, p.16). Then it is time to return to camp (see Return to Camp, p.17).
5. Explorer Turn Sequence
An Explorer's turn is organized into 4 phases.
The first 3 phases of the turn group together various effects to apply at the start of an Explorer's turn. The fourth phase is the main one, when Explorers can take actions.
Phase 1 – Start-of-Turn Effects
If the Explorer has cards with a start-of-turn effect, they must begin by applying them.
Example: during episode 0, Rebecca has the "Grave Robber" card in front of her. At the start of her turn, she must take a Fate token from the reserve and place it on the card before doing anything else.
If an Explorer must apply several start-of-turn effects, they may choose the order in which to do so.
Phase 2 – Adversaries' Start-of-Turn Effects
When an Explorer is on a square where an Adversary is present, they are considered to be facing that Adversary. If so, at the start of their turn the Explorer must apply the start-of-turn effect shown on the Adversary card (see Adversaries, p.13).
There are different cards for each Adversary, which can have different start-of-turn effects.
If an Explorer is facing several identical Adversaries, they apply the start-of-turn effect of the matching card only once.
Example: Rebecca is facing some Beetles whose start-of-turn effect is: "Add 1 Beetle to each square in your room." Rebecca is in room A, so she adds 4 Beetles (one to each square) to the room.
Phase 3 – Reorganize Material
During this phase, the Explorer may store in their backpack the Material they have equipped next to their character card, and/or equip Material cards they were carrying in their backpack, as many times as they like.
The Explorer may also hand over any Objects they wish (Relics or Material) to another Explorer on their square.
Example: Franck has two red Objects (related to the Combat action): a Whip and a Crowbar. He has the Whip equipped and keeps the Crowbar in his backpack. At the start of his turn, he can swap the two weapons and/or give one of them to Eleonor, who is on the same square as him.
Phase 4 – Take 2 Actions
This is the main phase of an Explorer's turn.
During this phase, the Explorer may take up to 2 actions, in any order they choose (the same action twice, or two different ones).
The game's basic actions are: Clue – Move – Combat – Support.
Sometimes Explorers will be able to take other actions, but in those cases a card will explain how to perform that action.
Watch out! Facing an Adversary can have negative effects on some actions you want to take. Some Adversaries can even block certain actions for Explorers facing them (see Adversaries, p.13).
Example: Eleonor is facing a Scorpion. If she decides to take a Move action to flee to another square, she will take 2 Wounds, as shown on the Scorpion's Adversary card. In addition, she cannot take Clue actions while she keeps facing it.
Likewise, a Trauma can cause negative effects or limit the use of the action category it belongs to (see Wounds, Traumas, and Poison, p.14).
Example: Franck has the "Broken Thumb" Trauma. Every time he takes a Clue action, he takes 1 Wound after resolving the action.
Remember: during their turn, each Explorer can use their own Ability to make the most of their actions (see Character Abilities, p.12).
6. The Clue Action
The Clue action is used to interact with an Object or a door. An Explorer may take this action if there is at least one Clue token on their square. Clue tokens can be on the floor, or on a door touching that square; a Clue symbol can also be printed directly on a floor tile. When taking this action: the Explorer searches the Clue card deck for the card that matches the token's symbol, takes it, and reads it aloud to discover its effect. Each Clue card is linked to a symbol printed on its back. These symbols are made up of a shape associated with a color (several colors exist) and a pictogram.
Caution: it is possible for several cards to share the same symbol. In that case, the Explorer must take one of them at random and leave the rest in the deck.
Sometimes the text indicates that the card must be returned to the Clue deck. In that case, the Clue token is also left in place. Otherwise, the Clue token is discarded along with the card. If the Clue token was on a door, that door is considered open.
There are several types of Clue cards:
Object – Relic: these cards represent Objects that must be kept in the backpack. They may need to be used later in the episode, or in a later episode, or simply whenever the Explorer wants. Using these cards does not count as an action. Most of these Objects have a Coin value (see Return to Camp, p.17).
Example card — "Grave Robber's Medallion" (Object – Relic): "Carefully, you pull a bronze medallion from the tomb robber's pocket. Despite the situation, you find yourself captivated by this discovery. When you obtain this card, roll 2 Investigation dice and validate the result in the logbook." (Coin value: 2)
Object – Material: these cards represent Objects the Explorer can equip. They are associated with one of the game's 4 basic actions, so when an Explorer obtains one, they can keep it in their backpack or place it next to their character card, associating it with the matching action. The Object is then said to be equipped. Some Objects improve the actions they are associated with; others have a continuous or one-time effect. Unless stated otherwise, only a single Object can be equipped in each slot.
Example: an Explorer with a Crowbar equipped rolls 1 additional Combat die when taking a Combat action.
Some Objects state that the card must be discarded after use; these are single-use objects. In such cases, the card is returned to its episode's box (as indicated on the back of the card).
Example: an Explorer with a First Aid Kit equipped can use a Support action to remove a Trauma from an Explorer on their square. Once they have taken that action, the Explorer must discard the First Aid Kit.
Lastly, some Objects have a passive effect, marked with a dedicated symbol. This effect applies permanently, as long as the Explorer has the object equipped.
Event: this type of card advances the story. Sometimes the Explorer will have to make a decision, and the card will tell them which card to draw next to learn the consequences of their choices. Other times, the Explorer will have to roll Investigation dice and validate the result in the logbook (see Investigation Dice and Validating in the Logbook, p.15).
Caution: if the text does not explicitly invite you to return the card to the deck, then the card must be discarded and returned to its episode's box.
Some Event cards have a setup diagram similar to those found in the logbook. These diagrams show where to add new Adversaries, new Clue tokens, new floor tiles, or even new rooms. Simply add the elements shown in the diagram.
Threat: cards of this type represent a threat weighing on the group. The Explorer who obtains this card places it in the space provided at the top of their character card. Often, this card applies a negative effect at the start of the turn of the Explorer holding it, and imposes a time limit on the group. If an Explorer begins an episode with the Threat card in front of them, its effect does not apply on the first turn.
Special: there is also another type of Clue card! In every case, always follow the card's instructions. If the text does not explicitly invite you to return the card to the deck, then it must be discarded and returned to its episode's box.
Icons
These four icons can appear on the front of Clue cards to help identify cards carrying certain crucial information:
- A card with this icon must remain active. It is not discarded once read (as most Clue cards are), but instead set face up near the board, visible to everyone. If the card is still active at the end of the episode, it can then be discarded.
- This icon only appears on some cards that also carry the "stays active" icon. It indicates the condition for discarding that card.
- This icon indicates a passive effect, i.e. one that persists, as opposed to cards with an instant or one-time effect. On a Material card, it is an effect that applies whenever the card is equipped.
- This icon indicates an effect that must not be forgotten. It may be an effect that triggers automatically during certain phases of the turn, or when an Event occurs, or simply an effect that could easily be overlooked.
7. The Move Action
In Arkeis, the game "board" is divided into squares the size of a small room (D, E, F, and G).
Rooms B and C contain 2 squares, and room A contains 4 squares.
With a Move action, the Explorer can move from their square to another square located orthogonally (not diagonally).
A door is considered closed if it has a Clue token on it, and open if it does not. Two squares separated by a wall are not considered adjacent unless there is an open door in that wall. If there is no wall at all between two squares (or if there is an open door), then they are adjacent squares.
If a move changes which Adversaries an Explorer is facing, they must take or flip the corresponding Adversary cards (see Adversaries, p.13).
8. The Combat Action
An Explorer can attack an Adversary, or several identical Adversaries they are facing (see Adversaries, p.13).
To do so, they roll 2 Combat dice and apply the effects matching the result.
A Combat die has 4 different faces: hit ×2, block ×2, [special], and Fate.
The Explorer can change the Fate face to any other face by taking a Fate token from the reserve and keeping it in their backpack (see Fate Tokens, p.8). Remember that this change is not mandatory, and taking Fate tokens is a risk.
The effects of the other faces are shown on the Adversary card.
When one of these effects causes Wounds, they can only be applied to an Adversary (or several identical Adversaries) present in the square where the Combat is taking place.
The various Combat die results are applied following the order shown on the Adversary card, top to bottom. If resolving an effect causes the death or the departure of the last Adversary being fought, any remaining unresolved results are not applied, since there are no Adversaries left on the square.
Adversaries with 1 point of Life are eliminated outright when they take a Wound. Adversaries with more Life have Wound tokens placed next to their miniature to track how many Wounds each Adversary has taken. When an Adversary has taken as many Wounds as its Life total, it is eliminated.
Example: Franck is facing a single Beetle. He rolls two Combat dice and gets a hit face and a block face. He first eliminates the Beetle, then ignores the other effect since he has eliminated all the Beetles on his square.
Multiple Adversaries
If the Explorer is facing several different Adversaries, they must choose one of them before rolling the dice.
They fight against that Adversary, as well as against every other Adversary on the same card present on that square, and may distribute the Wounds they cause as they wish.
Eliminating Adversaries
When an Adversary is defeated, remove its miniature from the game.
If there are no more identical Adversaries (with the same name) on that square, the Explorer may turn the corresponding Adversary card face down, but keep it. If, later in the same episode, they encounter new Adversaries with the same name, they only need to turn the card face up again.
9. The Support Action
The Support action is used to give an Object (equipped or from the backpack) to another Explorer on the same square, or to use Material equipped in the Support action slot.
Example: some Material cards related to the Support action have their own effect. An Explorer with a First Aid Kit equipped can use a Support action to remove a Trauma from an Explorer on their square. As the text states, the card is discarded after use.
Example card — "First Aid Kit" (Object – Material): "Discard a Trauma from an Explorer on your square. Then discard this card."
10. Character Abilities
Every Explorer has their own Ability, unique to them. Abilities slightly modify some rule in the Explorer's favor. Using an Ability is never mandatory.
Rhiat Adjib
"At the end of your turn, remove 1 Wound from another Explorer on your square."
When Rhiat ends their turn, they can remove one Wound from the card of another Explorer on the same square. Unless an effect modifies their Ability, they cannot heal themselves.
Tip: if you play Rhiat, try to end your turn on the square of a wounded Explorer.
Franck Gaspard
"When you roll Combat dice, you may roll 1 extra die."
Whenever Franck makes a Combat roll, he may roll one additional die. So when he takes a single Combat action, he can roll 3 dice instead of 2. If he also has an Object equipped that improves this action, the effects of the Object and the Ability stack!
Tip: this Ability is a double-edged sword, since it also gives Franck more chances to roll a Fate face.
Eleonor Mansard
"When you roll Investigation dice, you may reroll any dice you wish, once."
Whenever Eleonor rolls Investigation dice, she can keep any dice with a result she likes and reroll the rest. She must keep the result obtained after the second roll.
Tip: many Clue actions require rolling Investigation dice. Eleonor is without doubt the Explorer best suited to investigating.
Rebecca Clark
"You may give one of your actions to another Explorer in your room."
Rebecca may choose to give one of her 2 actions to another Explorer in her room. She decides which action to give and to whom, but the target Explorer performs the action with their own means. The Explorer who receives this action must perform it immediately. Rebecca then continues her turn. Rebecca can only give away one of her 2 actions.
Example: with her first action, Rebecca advances using a Move action and enters the room where Franck Gaspard is facing some Beetles. She decides to give him her second action: a Combat action. Thanks to his own Ability, Franck will roll 3 Combat dice.
Robert Pierce
"Robert begins each episode with 2 Coins on his card. Before any roll, he may discard one of those Coins to set a die to the face he chooses. At the end of the episode, the Explorers keep any unspent Coins."
When Robert must roll dice, he may choose to discard one of the Coins on his card. If he does, he chooses one of the dice he was going to roll and sets it to show the face of his choice. He then rolls the remaining dice and applies the final result as if he had rolled them all.
At the end of the episode, if Coins remain on Robert's card, they are added to the Camp Chest.
Example: Robert must roll 3 Investigation dice and then validate the result in the logbook. He decides to discard a Coin and set one die to the face he wants (knowing it unlocks a reward in the logbook), then rolls the other 2 dice.
Robert Pierce – Young
"Robert begins each episode with 2 Fate tokens on his card. Before any roll, he may discard one of those tokens to set a die to the face he chooses. At the end of the episode, the Explorers may discard as many Fate tokens from their backpacks as Robert has on his card. Then, discard the tokens from Robert's card."
When Robert must make a roll, he may choose to discard one of the Fate tokens on his card. If he does, he chooses one of the dice he was going to roll and sets it to show the face of his choice. He then rolls the remaining dice and applies the final result as if he had rolled them all.
At the end of the episode, the Explorers may discard as many Fate tokens from their backpacks (distributed as they prefer) as remain on Robert's card.
Note: this bonus character cannot be used alongside the other version of Robert Pierce. If you own the Monster Slaughter game, use the corresponding miniature to represent him. Otherwise, use the Robert Pierce miniature.
11. Adversaries
Adversaries enter the game in one of two ways: either they appear during an episode's setup, or they appear via a card.
When a setup diagram shows Adversary icons, add their miniatures to the indicated squares.
The number of miniatures per square is only limited by the number of miniatures available in the game. If a card asks you to add miniatures and not enough are available, add as many as you can.
Facing an Adversary
When an Explorer is on the same square as an Adversary for the first time in the episode, they immediately draw one of that Adversary's cards at random. They keep this card face up for as long as at least one Adversary with that name is on their square. They are considered to be facing that Adversary.
When an Explorer has an Adversary card face up that no longer matches any of the Adversaries they are facing (for whatever reason), they turn that card face down. If, later in the same episode, they face an Adversary of the same name again, they turn the card face up instead of drawing a new one.
Facing Several Adversaries
An Explorer can face several Adversaries at the same time, whether different or identical, but can never have more than one Adversary card with the same name in front of them. When there are several identical Adversaries on their square, the Explorer only draws one card.
If there are several different Adversaries on the square, draw one card per different Adversary.
Example: as a result of a Clue, Eleonor has triggered a secret mechanism. 1 Scorpion and 2 Beetles appear on her square! She has already faced Beetles this episode, so she turns her existing Beetle card face up. However, she has not encountered any Scorpion this episode, so she draws a card at random from among the available Scorpion cards.
Adversary Cards
Each Adversary has 5 slightly different cards.
Each Adversary card shows the following information:
- Life Points: the number of Wounds needed to eliminate the Adversary (see The Combat Action, p.11).
- Adversary's Name
- Type (Mechanical, Human, Hybrid, or Special): some cards only have an effect against a specific Adversary type.
- Start-of-Turn Effect: if an Explorer starts their turn facing an Adversary, they must apply that Adversary's start-of-turn effect during phase 2 of their turn (see Explorer Turn Sequence, p.9).
- Clue and Move Action Modifications: if an Explorer wants to take a Move or Clue action while facing an Adversary, they must follow the card's instructions. Sometimes they will take Wounds; other times they simply cannot take a given action.
- Combat Results: when an Explorer fights an Adversary with a Combat action, they roll the Combat dice. The effects of the roll's result vary from one Adversary to another (see The Combat Action, p.11). Unless stated otherwise, these results only apply to the Adversaries the Explorer is facing.
Caution: when an Adversary must move to an adjacent square, it always does so orthogonally (not diagonally).
Movement of Adversaries
Several events can cause Adversaries to move. Unless stated otherwise, Adversaries cannot move through closed doors.
Elite Adversary Cards
Veteran Explorers, used to cooperating and to adventure, can make their games a bit harder. Some Adversaries have an "Elite" card, an alternative, tougher profile. Elite cards carry the label "Elite" after the Adversary type, and work the same way as classic Adversary cards, which they replace. If desired, the game's difficulty can be adjusted by choosing among the following modes:
- Classic Elite mode: every Adversary with an Elite card is played with that card, removing that Adversary's classic cards from the game.
- Intermediate Elite mode: the card swap is only made for some of the Adversaries; for example: Beetles, Snake balls, and Cult fanatics.
The difficulty can be adjusted between games if needed.
12. Wounds, Traumas, and Poison
Wounds
Explorers can take Wounds for various reasons: Combat, Adversaries' start-of-turn effects, Event card effects, etc. These are always minor wounds that carry no penalty unless an Explorer accumulates too many of them.
When an Explorer takes Wounds, they must apply them one at a time. For each one, place a Wound token on one of the 4 matching spaces on the character card. An Explorer can accumulate up to 4 Wounds on their card with no issue.
When an Explorer must take their 5th Wound, they do not take a token. Instead, they remove all Wounds from their card and draw a Trauma card. Then, they continue adding any remaining Wounds to their character card.
Example: Rebecca already has 3 Wounds when she takes 3 more! She places 1 in the 4th space on her card. The 5th causes a Trauma. Rebecca discards all her Wounds and draws a Trauma card. The last Wound must then occupy the 1st space on her card.
Healing Wounds: if an effect allows an Explorer to heal one or more Wounds, discard the matching tokens. Between two episodes, upon returning to camp, the Explorers discard the Wounds from their cards.
Traumas
Traumas are cards that hinder the Explorers.
There are 6 types of Trauma:
- Broken Thumb (green — associated with the Clue action): "Take 1 Wound after each Clue action."
- Sprain (blue — associated with the Move action): "Take 1 Wound after each Move action."
- Hemorrhage (yellow — associated with the Support action): "Take 1 Wound after each Support action."
- Open Wound (red — associated with the Combat action): "Take 1 Wound after each Combat action."
- Fragile (gray — associated with the Explorer's Ability): "Every time you use your Ability, take 1 Wound immediately after."
- Panic (black — an extra kind of drawback): "Apply the start-of-turn effect of the Adversaries you are facing twice."
Example: Franck has the "Broken Thumb" Trauma. Every time he takes a Clue action, he takes 1 Wound.
An Explorer can have a Trauma and equipped Material associated with the same action.
If an Explorer draws a Trauma card of a type they already have, they return it to the bottom of the deck and instead receive a Fate token from the reserve, which they put in their backpack.
So an Explorer can have up to 6 Traumas, one of each type.
Healing Traumas: some effects (Events, cards, Objects, etc.) allow Traumas to be discarded. In that case, follow the card's instructions. When an effect allows a Trauma to be discarded, return the card to the bottom of the deck.
Trauma cards are not discarded at the end of the episode. The Explorer keeps each of their Traumas in their backpack, to reapply them starting from the beginning of the next episode.
Poison
Poison tokens have the same shape as Wound tokens. When an Explorer is poisoned, place a Poison token in the first Wound space on their card. Each Explorer can never have more than one Poison token on their card. If an Explorer would receive a second Poison token, they take a Wound instead.
A Wound space occupied by a Poison token cannot receive Wound tokens. So a poisoned Explorer will take a Trauma on their 4th Wound instead of their 5th! If an Explorer already has 4 Wounds when they become poisoned, they take a Trauma, discard their Wound tokens, and place the Poison token on their character card.
Unlike Wounds, Poison tokens are not removed when a Trauma is taken. The Explorer keeps the Poison token on their card until the end of the episode, or until an effect lets them remove it. The Poison token cannot be discarded with an effect that heals Wounds.
At the end of the episode, the Poison token is discarded along with the Wound tokens.
13. Investigation Dice and Validating in the Logbook
Some Clue cards invite the Explorers to roll Investigation dice. These dice have the following faces:
- Fate: the Explorer can change the Fate face to any other face, in exchange for taking a Fate token from the reserve and keeping it in their backpack (see Fate Tokens, p.8). Caution! This change is not mandatory, and taking Fate tokens is a risk.
- Blank: the blank face has no effect.
- Symbol faces: the other faces produce their respective symbol. The effect of these symbols depends on the card that called for the roll.
On some cards, the Investigation roll represents a test that requires particular symbols to succeed.
Marking the Expedition Logbook
Often, the Explorers are asked to validate their Investigation roll in the logbook.
In it, each episode has an Exploration Sheet to mark. When a card calls for it, the Explorer can validate the result of their roll on the sheet, marking the boxes matching the symbols obtained.
When several boxes are available, the Explorers may discuss which one(s) to validate together, but it is always the active Explorer who makes the final call.
When an entire row or column has been validated, the Explorers earn the matching bonus at the end of the episode; this can be Coins, XP points, a camp upgrade, etc. (see Epilogue, p.16).
When the bonus is represented by a Clue symbol, the Explorer discovers an Artifact. In this case, the Explorer immediately takes the matching card from the Clue deck, without waiting for the end of the episode. Artifacts are ancient, powerful Objects that prove very useful to the Explorers.
Example: Franck rolls two symbol faces on his Investigation roll and must validate the result. He chooses to mark the boxes as shown below.
14. Epilogue
An episode ends when an Explorer draws a Clue card that calls for reading the episode's epilogue. If the card that concludes the episode calls for reading the favorable Epilogue, the episode was a success! But if it is the adverse Epilogue that must be read, then things did not go entirely well…
It is time to open the "Camp Archive" booklet to the finished episode's page, take the sticker for the named Epilogue, and glue it into the matching space in the logbook.
Each Epilogue has its own consequences, depending on whether the episode succeeded or failed. Apply the various bonuses and penalties indicated.
Often, the epilogue unlocks the bonuses earned through the logbook's Exploration Sheet.
A completed row can grant:
- Victory points: counted at the end of the campaign.
- Coins: take the indicated number of Coins and place them in the Camp Chest.
- Experience points ( ): take the indicated number of XP points and place them in the Camp Chest.
- A camp upgrade: in the Camp Archive, on the finished episode's page, find the indicated upgrade. The group can now add that upgrade to their camp (see Return to Camp, p.17).
In addition, there is often one or more Event rows. In the space set aside for the Event sticker in the logbook (below the Epilogue), you'll find the instructions to follow. Following these instructions, find the required Event sticker in the Camp Archive and glue it into the logbook. Which sticker to glue depends on how many Event rows were completed during the episode. Read the text aloud and follow the instructions.
15. Return to Camp
After applying the effects of the Epilogue and the Events, the Explorers must turn to the camp's double-page spread — at the end of the logbook — for the return-to-camp phase.
Each Explorer puts away in their backpack any cards they are holding. Any Clue cards still on the board or in the Clue deck are returned to the episode's box.
Curing Wounds (and Poison)
After each episode, the Explorers rest. When they reach camp, the Explorers discard all Wound and Poison tokens on their character card. Traumas, on the other hand, are serious injuries that need care to disappear. The Explorers keep them in their backpack and reapply them at the start of the next episode, unless an effect lets them discard one earlier.
Selling Objects
Coins can be earned by discarding certain Object cards. These cards carry a Coin-value icon. When one of these cards is discarded, the group gains the indicated number of Coins. In that case, the card is returned to the box of the episode it came from. Watch out! The group should agree before selling an Object, because sold Objects cannot be recovered.
Example: the group decides to sell the Grave Robber's Medallion that Rebecca has in her backpack. They return the card to episode 0's box and the group gains 2 Coins.
Buying Camp Upgrades
At the start of the campaign, the camp consists of the Phileas and many spaces to receive the stickers representing the various shops and upgrades. As some episodes are finished, new upgrades can be unlocked in the Camp Archive. To glue one in, the group must pay its cost with the Coins in the Camp Chest. The Explorers can build as many upgrades as they wish, as long as they have the means to buy them and have unlocked them.
Building every unlocked upgrade in the Camp Archive is not mandatory. If the group earns new upgrades but the Explorers decide not to buy them, they can always do so during a later Return to Camp phase.
Watch out! The number of upgrade spaces is limited. If the Explorers want to add an upgrade to a camp that is already full, they must choose which existing upgrade to replace with the new one. The discarded upgrade is lost forever.
Using the Upgrades
Every upgrade discovered and bought over the course of the campaign has a useful effect applicable after each episode, during the return to camp. When the camp has several upgrades, the Explorers decide together in what order to activate each one's effect.
Using XP
Experience cards represent new Abilities the Explorers can acquire during the adventure. Each Explorer has their own pool of Experience cards. The cards are level 1, 2, or 3, depending on their power, and cost the matching number of XP points.
Example card — "Eleonor Mansard, Impatient": "When Eleonor enters a square without a Clue token, she may take an additional Move action."
XP points are shared by the whole team, so the whole group must agree to spend them. The group can review the XP cards of the characters in play and decide together whether to buy one. If they do, the required amount of XP is discarded and the card is placed in the matching Explorer's backpack. At the start of each episode, the Explorers take out any Experience cards they have acquired, to benefit from their effect. There is no limit to the number of Experience cards an Explorer can have.
The Explorers can carry unspent XP points over from one episode to the next. Unspent XP and unbought Experience cards are kept in the Camp Chest and can be used again at the end of another episode.
The Phileas, present in the camp from the start of the campaign, gives access to level 1 and level 2 Experience cards for 1 XP and 2 XP per card, respectively. Later in the campaign, a new upgrade can be unlocked that gives access to level 3 Experience cards, for 3 XP each.
Using Wildcard Tokens
During the game you can earn Wildcard tokens. When an Explorer receives a Wildcard token, they place it in their backpack. On any roll, they can take the Wildcard token from their backpack and place it in the Camp Chest to reroll any dice of their choice. At the end of the episode, unused Wildcard tokens return to the Camp Chest. All Wildcard tokens are then redistributed among the players for the next episode.
Appendix – The Art of Arkeis
Character studies by Aurore Folny.
Credits
Authors: Antoine Bauza, Corentin Lebrat, Ludovic Maublanc, and Théo Rivière.
Cover illustration and character design: Aurore Folny.
Card and set illustrators: Goodname Digital Art Studio, Xavier Banteignie, Geoffrey Bire, Iosu Palacios Asenjo, Amandine Koni, and Jiahui Eva Gao.
Art direction & graphic design: Romain Libersa.
Lead sculptor: Thomas Choux.
Sculptors: Thomas Choux, Alphonso Prieto, Charles-V Kaing, Thierry Masson, Hugo Gómez Briones, and Alejandro Muñoz Avilés, of Big Child Creatives.
Game designer: Matthis Gaciarz.
Motion designer: Guillaume Bollinger.
Project management: Pierre Henri Dupont and Geoffrey Wood.
Kickstarter coordinator: Geoffrey Wood.
Copywriting: Davy Girard and Fanny Laigle.
Proofreading: Rodolphe Chambonnaud, Lara Andahazy, and Sergio Díez García.
Translation: Sergio Díez García and Rosa María Barrios Salmoral.
Main playtesters: the Ankama Boardgames team, Alexandra Panastier, Delphine Gouwy, Martin Pollet, Pierre Canivez, Rémy Moulin, Xavier Dumail, Gilles Miralles, Olivier Moyse, Cyril Sandelion, Thomas Gambier, and Mickael Roch.
Acknowledgments: Ankama Boardgames thanks Pierre-François Fiasse and Matthis Gaciarz for their help with the rulebook, all of the game's testers, and the entire Kaedama team. Many thanks to the backers for making this possible!