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Corps of Discovery: Expansion 3 – Maldonado thumbnail

Corps of Discovery: Expansion 3 – Maldonado

Expansion for Corps of Discovery: A Game Set in the World of Manifest Destiny

Corps of Discovery: Expansion 3 – Maldonado Rulebook

Table of Contents

Table of Contents

  • Chapter Goal
  • Chapter Specific Components
  • Hidden Traitor Extra Setup
  • The First Exploration
  • Chapter Specific Changes to Gameplay
  • Maldonado Map Panel
  • Exploration Rules Changes
  • Exploration Reward: Row Complete
  • Maldonado's Power Track
  • Threats
  • Monsters
  • Kill Monster Cards
  • Accusations
  • End of Turn
  • Night
  • End of Game
  • Reference Board: Maldonado Hidden Traitor
  • Maldonado Co-op Mode
    • Co-op Set-up
    • Co-op Gameplay Differences
    • Co-op When a Monster Is Killed
    • Co-op End of Turn
    • Co-op Night
    • Co-op End of Game
  • Appendix: Gear
    • Goggles
    • Water Skin
  • Appendix: Characters
    • Randolph
    • Russell

Chapter Goal

Depending on whether you're playing the Hidden Traitor or the Co-operative mode, the Loyalists want to save the Crew while the Traitor (if there is one) wants to kill the Crew! The game ends once the players kill 3 Monsters. Only then do we see how Maldonado influenced others!

Note: All players will lose the game if you are required to lose Water but you don't have any, or you need to eat food at the end of the day but you don't have any. The Traitor CANNOT win by sabotaging the entire mission!

Chapter Specific Components

  • 1 Map Folder
  • 10 Maps (the Maldonado map is numbered #500)
  • 2 Reference Boards (Hidden Traitor side and Co-operative side)
  • 2 New Character Cards (Randolph and Russell)
  • 5 New Challenge Cards
  • 4 New Threat Cards
  • 2 New Gear Cards (Goggles and Water Skin)
  • 1 New Destiny Card (Journal)
  • 4 Kill Monster Cards
  • 5 Crew Member Cards
  • 4 Identity Cards (3 Loyalist Cards and 1 Traitor Card)
  • 45 Influence Cards
  • 10 Command Cards
  • 1 Maldonado's Power Track
  • 4 Maldonado Tokens
  • 4 Monster Tokens
  • 16 Accusation Tokens (4 tokens in each of 4 colours)

Components needed from the Flora chapter: 1 Crew Token.

This is not a game map; it's used just as an illustration. None of the actual game maps are shown throughout the rules.

Hidden Traitor Extra Setup

  1. Before players pick their Characters and Gear cards, deal out the Identity Cards based on player count:

    • 4 players: Shuffle all 4 of the Identity Cards (3 Loyalists + 1 Traitor Card), then deal 1 to each player.
    • 3 players: Remove 1 Loyalist Card, then shuffle the 2 remaining Loyalist Cards with the Traitor Card and deal 1 to each player.
    • 2 players: Shuffle 2 Loyalists and 1 Traitor Card together and deal 1 to each player. Discard the 3rd card back to the box, ensuring neither player sees it.

    Keep your Identity Card secret from other players.

  2. Shuffle the Influence Cards and remove 5 from the game without anyone seeing them. Then deal 4 to each player and place the remaining deck face down nearby. Add your Identity Card to your hand of Influence Cards and keep them all hidden from other players. Players must keep their Identity Card in their hand.

  3. Shuffle the Command Cards and place the deck face down nearby.

  4. Place Maldonado's Power Track on the table, Hidden Traitor side up, and place a Crew Token (from the Flora chapter) on the following space depending on player count:

    • 2 players: the 0 space.
    • 3 players: the 7 space.
    • 4 players: the 9 space. (The source prints "The 0 space space" for the 2-player entry; read as the 0 space.)

The First Exploration

Players start exploring on any Path in Column 7 of the Map.

Chapter Specific Changes to Gameplay

There is 1 new Terrain type on Maldonado Maps: Maldonado, himself!

Maldonado Terrain and Skulls: Maldonado Terrain is always exactly 2 diagonally away from at least 1 Skull. The opposite is also true: a Skull is always exactly 2 diagonally away from at least 1 Maldonado Terrain.

Maldonado Terrain: When you find Maldonado Terrain, increase Maldonado's Power by 1 AND gain 1 Resource of your choice or 1 Water. If this is the only Resource you gained, then you must place an Influence Card or Command Card (see Exploration Rules Changes below).

Skull: When you find a Skull, draw a Threat Card and resolve it as per the regular game rules, and also increase Maldonado's Power by 1.

Tipi: When you find a Tipi, first draw a Kill Monster Card and then trade 1 Resource or Water as per the regular Tipi Terrain rules.

Hills: Normal Hill rules apply. The number on a Hill indicates how many Maldonados are in this row and column.

Maldonado Map Panel

The Maldonado map (MAP #500) carries this panel:

  • Goal: Save/Kill Crew.
  • Peak: C4.
  • Start: Column 7.
  • At least 3 of each Terrain.
  • Number of Cards: See Power Track.

Extra Rules: Every player must do this before the end of their turn:

  • For 1 of the Resources gained during their turn that matches 1 on the Crew Cards, place an Influence Card or Command Card on that Crew.
  • When [icon: a grey-blue token, as printed on the panel] is gained, that player must play an Influence Card on ANY Crew.
  • In Traitor Mode: After killing a Monster, each player places 1 Accusation Token in front of 1 other player.

Game End: Kill the third Monster (and complete the third Accusation if playing Traitor Mode), then resolve each Crew, one at a time.

Transcription note: the icon in the "When ... is gained" line is printed as an image and could not be read from the text layer. It is shown here as a placeholder; check it against the printed panel.

Exploration Rules Changes

As the active player, when you gain a Resource Token on your turn by any means (exploring, trading, Gear or Character Card, etc.), check if it matches a Resource indicated on one of the 5 Crew Member Cards. If there is a match, that Crew Member is the Target for the remaining actions. Gaining Water allows you to make any Crew Member the Target.

You must either play 1 Influence Card from your hand or draw and play a Command Card on the Target, on the space matching your player colour. You only play one Influence or Command Card per turn regardless of the total number of Resources or Water gained.

If you do gain more than 1 Resource or Water in a turn, then you choose which Crew Member to target.

Influence Cards are played face up or face down depending on their numeric value and whether a Loyalist or the Traitor played it. There is a reference on the bottom of these cards showing how it can be played by either the Loyalist or the Traitor.

If you are a Loyalist:

  • You want to play Influence Cards that match the Resource depicted on the Target.
  • If you choose to play an Influence Card with a +2 or +3 value, it must be placed face down on the Target, on the space matching your colour.
  • If you choose to play an Influence Card with a +1 value, it must be placed face up on the Target, on the space matching your colour.
  • If you do NOT have an Influence Card that matches the Resource you just found, then take the topmost Command Card from the deck without revealing it, and place it on the Target, on the space matching your colour. Most of these cards will be -1, but there's a 20% chance that it matches the Resource and will be a +1!

If you are the Traitor:

  • You must play Influence Cards on the Target on the space matching your player colour, however you do NOT want to match the Resource on the Influence Card with the Target.
  • You may play ANY card face down from your hand to the pile on the Target on the space matching your player colour.
  • You may play your Traitor Card from your hand as if it was an Influence Card. It has the same back, so it will not give you away! It is also very powerful, so use it wisely!
  • To trick your opponents and avoid being accused:
    • You may want to play a matching card face up once or twice throughout the game.
    • Tell the other players that you're playing a +2 or +3 card when you place cards face down, since those are the only cards that Loyalists can play face down from their hand.
    • You can play a Command Card as if you were a Loyalist, even if you do have an Influence Card that matches the Target's Resource in your hand.

Ensure all Influence and Command Cards around each Crew Member Card can be seen (including whether they are face up or face down) so players can try to estimate the value of each pile.

Exploration Reward: Row Complete

If the last Unexplored Path of a Row has its Path Token removed, either through Exploration or due to a Threat or Challenge Card, reduce Maldonado's Power by 1 on the Track. This is the main way the Loyalists can reduce the power of Maldonado, so they should try to do it as often as possible. If one player isn't helping you complete rows, are they possibly being influenced by Maldonado?

Maldonado's Power Track

The Crew Token on Maldonado's Power Track increases by 1 every time you find a Skull or a Maldonado Terrain. It may also increase if you fail certain Challenge Cards specific to this chapter. The main way to decrease Maldonado's Power is by completing rows through Exploring. Maldonado's Power Track determines the value that must be matched or exceeded for a Crew Member to survive. Loyalists want the Power Track to be as close to 0 as possible. The Traitor wants to see it skyrocket!

Threats

Threats are revealed as usual. To kill a Monster, resolve a Kill Monster Card by discarding any 2 different Resources or Items it shows on the card. You gain a Kill Monster Card every time you find a Tipi on the Map.

Monsters

Each Monster is placed on the Map Board using its Monster Token. Place the matching Monster Token as follows:

  • Vipera Volantis: If DAY, on an Explored Skull Terrain. If NIGHT, on an Unexplored Path adjacent to the northernmost Explored Path (Path Priority).
    • Explore Effect: Discard any 1 Resource or Water to Explore a Path in its row and column.
    • How to Remove: Resolve a Kill Monster Card.
  • Rattus Vorax: If DAY, on an Explored Skull Terrain. If NIGHT, on an Unexplored Path adjacent to the southernmost Explored Path (Path Priority).
    • Explore Effect: Discard any 1 Resource or Water to Explore a Path in its row and column.
    • How to Remove: Resolve a Kill Monster Card.

The Monsters make you discard a Resource or Water to explore in their row and column on the Map Board. Before you Explore a Path in a Monster's row or column, you must first discard any 1 Resource or Water.

Source note: this Monster discard rule is printed in the Ultimate 2E rulebook (p. 40) and does not appear in the standalone PDF; it is included from the Ultimate text.

Kill Monster Cards

You can discard Kill Monster Cards to kill a Monster on the Map Board as a free action on your turn if the team has the required Resources, Water, or Items indicated on a revealed Kill Monster Card. To kill a Monster, resolve a Kill Monster Card by discarding any 2 different Resources or Items it shows on the card.

The Kill Monster cards read: "Discard this after use. If Hidden Traitor mode, then Accuse!"

Immediately after any Monster is killed, everyone must Accuse another player of being the Traitor. You do this by placing 1 of your Accusation Tokens in front of the player you think is the Traitor. Debate is encouraged!

In a 2 Player game you can either accuse your fellow player, or abstain from accusing. Once each player has placed their Accusation Token in front of another player, or abstained from placing their Accusation Token in a 2 Player game, the active player's turn continues.

Accusations

Accusations will occur 3 times during the game. You may place your tokens in front of different players each round of accusation. You don't have to keep accusing the same person, unless you're convinced that they're the Traitor! The game ends after the third Accusation phase has been completed.

End of Turn

If you have less than 4 Influence Cards, redraw back up so that you now have 5 cards in your hand. You will have 4 Influence Cards and 1 Identity Card. If you are the Traitor and you have played your -4 Traitor Card, then you should redraw so that you have 5 Influence Cards in your hand.

Night

Every night, all players must discard all 4 of their Influence Cards face down and redraw back up to 4. Note: If you are the Traitor and you have played your -4 Traitor Card, then you need to keep any 1 of your Influence Cards to make it look like you still have your Identity Card!

End of Game

The game ends immediately after the third Kill Monster Card has been resolved and everyone has placed their third Accusation Token. Now, all is revealed: who was the Traitor, and which Crew Members live or die?

  1. The players reveal their Identity Cards. The Traitor Card may have been played on a Crew Member Card, so it is necessary to see who the Loyalists were.

  2. Resolve the Loyalist players' Accusation Tokens to determine Maldonado's Power:

    Resolving for 2 players: For each wrong Accusation Token placed, or not placed by the Loyalist, increase Maldonado's Power by 1.

    • Examples: If no one was the Traitor, but 2 Accusation Tokens were played, increase Maldonado's Power by 2. If 1 player was the Traitor, but the other player never placed an Accusation Token, then the Loyalist player was wrong 3 times, so increase Maldonado's Power by 3.

    Resolving for 3–4 players: For each Accusation Token in front of the Traitor, decrease Maldonado's Power by 1. (Printed as "34 PLAYERS" in the source.)

  3. Resolve each Crew Member Card, one at a time:

    • A. Flip all cards in the piles on each Crew Member Card face up.
    • B. Calculate the value of each Crew Member by adding up the cards in their respective pile.
      • I. If the Resource on the card matches the Resource on the Crew Member Card, add the number in the top left corner.
      • II. If the Resource on the card does not match the Resource on the Crew Member Card, subtract the number in the top right corner.
      • III. If the Traitor Card was played, then subtract 4.

Example: Resolving this Crew Member, we see that 5 cards were added. For the cards that match the Resource (Rock) on the Crew Member, we add 2, 1, and 3 (6 in total). For the cards that don't, we subtract 1 (-2 in total) for a total of 4. The Power Track is at 3, so this Crew Member survives!

Note: All players will lose the game if you are required to lose Water but you don't have any, or you need to eat food at the end of the day but you don't have any. The Traitor CANNOT win by sabotaging the entire mission!

Reference Board: Maldonado Hidden Traitor

  • Goal: Kill/Save Crew (see Power Track).
  • Explore (on your turn):
    1. Remove a Path Token.
    2. Activate the Terrain of the Explored Path.
    3. Play Influence Card or Command Card on Crew.
  • Free Actions (before and/or after Explore):
    • Use your Character Ability
    • Use your Gear Card
    • Remove a Threat Card
    • Use a Destiny Card
    • Build a Shelter
    • Build a Fire
    • Backtrack
    • Gain Exploration Reward
    • Discard a Resource Token

The reference board's icon-only rows (Terrain, Path and Exploration Reward icons) are not transcribed separately; their meaning is given in the rules above.

Maldonado Co-op Mode

You can play this expansion solo or cooperatively with this mode. Much of the game is the same as the Traitor mode, so familiarize yourself with those rules first. Then check here for the differences.

Goal (Co-op): Save all Crew.

Co-op Set-up

  1. Shuffle the Influence Cards and remove 5 from the game without anyone seeing them.
  2. Find the Traitor Card (with the -4 on it) and then draw 4 other random Influence Cards from the deck, for a total of 5 cards, and shuffle them together. Place 1 card face down on top of each Crew Member Card without looking at them. Make sure the Resource indicated on each Crew Member Card is still visible to all players.
  3. Place the Maldonado Power Track on its Co-operative side, and place the Crew Token on space 6.
  4. Place the Reference Board on its Co-operative side.
  5. Deal each player a number of Influence Cards according to the player count:
    • 1 player: 10 cards
    • 2 players: 5 cards each
    • 3 players: 4 cards each
    • 4 players: 3 cards each

Co-op Gameplay Differences

Play is the same as the Traitor mode, with players playing Influence Cards when they find a Resource or Water, but now ALL Influence Cards are placed face up, as we aren't trying to fool anyone! If a player finds a Resource that they don't have a matching Influence Card for, they must place a Command Card face down on the Target. All Influence and Command Cards can be played in 1 pile below each Crew Member Card instead of on the space matching your colour.

Skull or Maldonado Terrain found: Each time you reveal a Skull or a Maldonado Terrain, you also get to flip over one of the 5 face-down Influence Cards that were placed on each Crew Member Card during set-up. This reveals what modifier it will provide. This will likely be a negative modifier, but it could also be a positive, and you'd especially like to find where the -4 Traitor Card is so you can plan accordingly!

Co-op When a Monster Is Killed

There are no Accusations in the Solo/Co-op mode. Those tokens aren't used.

Co-op End of Turn

If you have less than 4 Influence Cards, redraw back up to 4 Influence Cards.

Co-op Night

At Night, players discard ALL the Influence Cards in their hand and draw new cards as per below:

  • 1 player: 10 cards
  • 2 players: 5 cards each
  • 3 players: 4 cards each
  • 4 players: 3 cards each

If the deck of Influence Cards is empty, shuffle the discarded cards into a new deck and continue to draw from that.

Co-op End of Game

The game ends immediately when the third Monster is killed. Reveal any face-down cards and total up all the cards for each Crew Member Card individually. Resolve the card value based on the Resource, just like in the Traitor mode. Just as in the Traitor mode, if the sum total on a Crew Member is the same or higher than the number on Maldonado's Power Track, you have saved that Crew Member.

To win, you need to save all 5 Crew Members!

Appendix: Gear

Goggles

Place 2 Water Tokens on any Unexplored Path. When that Path is Explored (by any Player), gain 1 more Water if the Terrain is Water.

Water Skin

During set-up, take 2 Water from your Backpack and place them onto this card. As a Free Action, you can discard this card and place that Water back into your Backpack. If you are able to NOT use this card for the entire game, then gain 7 points at the end of the game. This Gear can only be selected at the start of the game and cannot be swapped in using Clark's ability.

Appendix: Characters

Randolph

Connected. EXHAUST: Refresh up to 2 of Russell's Gears.

It only makes sense to use Randolph if someone else is playing as Russell. Randolph can Refresh up to 2 Gear Cards belonging to Russell. If you're playing a 3 or 4 player game, then Russell will only ever have 1 Gear Card to Refresh. Tip: ensure you and Russell take Gear Cards that work well multiple times a round.

Russell

Connected. EXHAUST: Refresh up to 2 of Randolph's Gears.

It only makes sense to use Russell if someone else is playing as Randolph. Russell can Refresh up to 2 Gear Cards belonging to Randolph. If you're playing a 3 or 4 player game, then Randolph will only ever have 1 Gear Card to Refresh. Tip: ensure you and Randolph take Gear Cards that work well multiple times a round.

  • Place each of the 5 Crew Member Cards face up where everyone can see and leave space around each to place Influence and Command Cards.

  • Each player takes 4 Accusation Tokens matching the colour of the corner of the Crew Cards that's closest to them.

  • C. Compare the total value of each Crew Member's pile of cards to the final value on Maldonado's Power Track.
    • I. If a Crew Member's total value is equal to or higher than Maldonado's Power, then that Crew Member is saved! Give that Crew Member Card to the Loyalists!
    • II. If a Crew Member's total value is less than Maldonado's Power, flip that card face down. That Crew Member has been killed! Give that Crew Member Card to the Traitor!
  • Determine the winner:

    • 2 players: If no one was a Traitor, then the Loyalists need to save all 5 Crew Member Cards to win.
    • 2 players: If one player was the Traitor, then the Loyalist player needs to save 3 Crew Member Cards to win, otherwise the Traitor wins!
    • 3 players: If the Loyalists saved 3 Crew Member Cards, they win, otherwise the Traitor wins!
    • 4 players: If the Loyalists saved 4 Crew Member Cards, they win, otherwise the Traitor wins!