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Die Insel

Die Insel Rulebook

Table of Contents

Table of Contents

  • Contents
    • Ravensburger Touch and Play technology
  • Setup
  • Object of the Game
  • Introductory Game and Course of Play
    • White Adventurer
      • Repeating the announcements
    • Red Adventurer
    • White Adventurer
      • A player's turn
      • Relic sites and relics
    • Red Adventurer
      • Overview of the points
    • White Adventurer
    • Red Adventurer
    • White Adventurer
      • The Guardians
  • Starting a Regular Game
  • Further Rules and Notes
    • Choosing the difficulty level at the start of the game
    • The functions of the Touch field "Rock"
    • The Hermit's field (cave entrance)
    • No face-down stone tablets left
    • The Ariki's speech
    • What does it mean when the guardian says: "I am also crediting you with ... "
    • What happens if a player touches the wrong Touch field when handing in cards or stone tablets?
    • What happens if a player was skipped?
    • Variant: Cooperative game
  • The Ariki Cards
    • The meaning of the individual Ariki cards
  • Tips and Tricks
  • Attention

Contents

  • 1 game board with volcano (= electronic unit). There are 3 landscape zones: beach (yellow), jungle (green), mountains (grey-brown). The board shows Touch fields, ruins and statues (north, east, south, west), areas on which stone tablets for the statues are laid during the game, and a parking area for the red plastic figures (guardian tiles).
  • The six Touch fields on the board are labelled "Rock" (Fels), "Explore" (Erkunden), "One" (Eins), "Two" (Zwei), "Three" (Drei) and "Fire" (Feuer).
  • 4 player figures (adventurers)
  • 60 relic cards, depicting 4 different relics: 15 Crystal, 15 Elixir, 15 Stone, 15 Amulet
  • 8 Ariki start cards (with coloured border, 2 cards each in the player colours white, red, green, black)
  • 15 Ariki cards (with grey border)
  • 15 red plastic figures: 12 relic sites (3 Crystal figures, 3 Well figures, 3 Tower figures, 3 Temple figures), 1 Ariki figure, 1 Hermit's Cave, 1 Shell of the Beachcomber
  • 7 creature tiles and 7 stands for the creature tiles
  • 42 stone tablets (6 each in 7 colours)
  • 4 guardian tiles
  • 4 overview boards

Ravensburger Touch and Play technology

In the volcano on the game board an electronic unit is hidden, which "plays along" invisibly and magically. The player moves his figure onto a field and explores it by touching one of the Touch fields with his figure while at the same time touching the field. The electronic unit brings various characters to life and reacts to the players' actions. Every game plays out differently and confronts the players with new challenges.

Setup

Before the first game:

  • Insert four 1.5 Volt Mignon (AA) / LR6 batteries into the battery compartment of the volcano. Follow the notes on pages 15 and 16.
  • Carefully detach all parts from the punchboard. Keep the punchboard.
  • Put the 7 creature tiles into the 7 stands.

Before each new game the punchboard is laid as a frame in the middle of the table. The game board is placed on the punchboard. The plate on the underside of the board fits exactly into the cut-out in the middle of the punchboard.

Important: Lay the board on the punchboard so that the three compass roses in the corners of the board complement each other!

Each player receives an adventurer and the two Ariki start cards in the same colour. The players take their cards into their hand. In addition each player receives an overview board.

If fewer than four people take part, the adventurers, Ariki start cards and overview boards that are not needed are put back into the box.

The 15 Ariki cards are shuffled and placed as a face-down pile next to the game board.

The 60 relic cards are sorted by the 4 motifs and placed in four face-up piles next to the pile with the Ariki cards.

The 15 red plastic figures (12 relic sites, 1 Ariki figure, 1 Hermit's Cave, 1 Shell of the Beachcomber) and the 7 creatures are made ready next to the game board.

The 4 guardian tiles are likewise made ready next to the game board. They lie so that the heads of the guardians can be seen.

The 42 stone tablets are shuffled and placed face down next to the game board.

Object of the Game

The newly discovered island threatens to be destroyed in a mighty volcanic eruption. During the game the players receive from the Ariki the task of saving the island. The Ariki award points to the individual players. There are two kinds of points:

  1. For contributions to saving the island.
  2. For the fight against the Creatures of Fire (creature points).

The game ends immediately when all seven Creatures of Fire are on the island at the same time.

Now there are two possible results:

  1. If at least one statue was awakened by the end of the game (how this works you will learn in the course of the rules), the island is saved and all points count.
  2. If not a single statue was awakened by the end of the game, the island goes down in a volcanic eruption. Only the creature points that the players earned in the fight against the creatures count.

Should the players succeed in awakening all 4 statues, the game likewise ends immediately, even if not all creatures are on the island yet. All points count as well.

In any case the player with the most points wins the game.

Introductory Game and Course of Play

To make it easy to get started with DIE INSEL, these rules deviate from the usual form. In an introductory game you can learn the most important rules by playing, using 11 pre-set turns. (Alternatively you can choose a quick start using the enclosed sheet, play a first game, and afterwards read these rules in more detail.)

In the text of the introductory game some information is set in boxes. If you later need an overview of the most important rules once more, read the content of these boxes.

After you have laid out the game material as described under SETUP, start the game by setting the slide switch on the volcano to the "On" position.

Wait until the greeting signal has played and then press the push button on the volcano, which is located on the corner diagonally opposite the On/Off switch.

You hear a greeting to the introductory game.

Now follow step by step the instructions in the rules and carry out the stated turns. Turns other than those given cannot be carried out and are rejected by the electronic unit with an error sound.

You move on the game board by moving your player figure along the paths from field to field. On a field you have arrived at, you explore it by touching the Touch fields.

On the separately enclosed sheet is an overview of the fields that you will visit in the introductory game. The individual fields are marked on the overview sheet with letters/numbers, which reappear here in the rules. Keep the sheet ready while reading through these rules.

Whenever this symbol (Touch and Play symbol) appears in the following text, please carry out the turn named in each case. Listen first to the announcements from the volcano and observe the displays on the volcano. Read the explanations of this turn in the following text afterwards.

White Adventurer

In our introductory game the white and the red adventurer face each other. At the start of the game each player always enters the island on one of the five beach fields that show a small rowing boat.

The white adventurer enters the island from the south in the introductory game. Please place the white player figure on the beach field in the south W1 (see overview sheet).

(Touch and Play) Take the head of the player figure between thumb and index finger of one hand and at the same time touch the Touch field "Explore" with a finger of the other hand.

In this way you tell the electronic unit your decision. The unit now knows that the white adventurer wants to explore the beach field in the south. (If the electronic unit does not react, this may be due to too low conductivity. Then moisten your fingers briefly and try once more.)

A harp sound plays. It indicates that the adventurer has discovered a new relic site. At the same time the star-shaped symbol lights up on the volcano. You have discovered a temple!

As a sign of this you place one of the three star-shaped Temple figures on the area next to the white player figure.

In the temples the players find amulets. The voice from the volcano announces that the white adventurer finds an amulet here. The white player therefore draws an Amulet card from the pile and takes it into his hand.

Repeating the announcements

If during the game you are not sure that you understood the announcement of the volcano correctly, you can have the last sentences repeated at any time by pressing the push button on the volcano.

Red Adventurer

Since no further action is required of the white player, his turn is over. Now it is the red player's turn. He must enter the island on a different beach field and chooses the field in the southwest. Please place the red player figure on field R1.

(Touch and Play) Take the head of the figure with one hand and touch the Touch field "Explore" with the other hand.

The triangle symbol lights up: the red player has discovered a large crystal and places the corresponding triangular figure on the area provided for it.

In the surroundings of the large crystal the adventurer finds a small crystal (splinter). The red player may therefore take a Crystal card from the pile into his hand.

White Adventurer

The white player is on the move again and now it is time to briefly explain the basic course of a turn:

A player's turn

If a player is on the move, he may first move his player figure along the paths up to 2 fields. If he meets a creature (more on that later), he must end his movement on that field.

Several player figures may stand on a field.

On the field reached, the player touches his player figure and the Touch field "Explore". The four other Touch fields are only used when a reaction is expected from the player.

Note: A player can also move his player figure more than 2 fields. In this case he must, for each further field, return any relic card from his hand to the corresponding supply pile. Here too the rule applies that on fields occupied by a creature, movement ends compulsorily.

White decides to move to the adjacent field in the jungle (W2).

(Touch and Play) He explores this site by holding his player figure by the head and touching the Touch field "Explore" with the other hand.

On the display the circle lights up: the player has discovered a well and finds an elixir there.

He places the corresponding round Well figure on the area provided and takes an Elixir card into his hand.

Relic sites and relics

There are four different relic sites; each occurs three times on the island. At the relic sites the adventurers find relics:

SiteSymbolRelicCard
TemplestarAmuletAmulet card
WellcircleElixirElixir card
CrystaltriangleCrystalCrystal card
TowersquareStoneStone card

If a player discovers or visits such a site, he receives 0 to 4 relics of the corresponding kind. How many relics the player receives depends on how long ago a player's last visit to this site was. The longer the site has not been visited, the more relics the player can find there. He takes the stated number of relic cards from the corresponding pile. If no cards are left in the pile, the player goes away empty-handed. If a player pays cards during the game (for example to the Beachcomber, the guardians or the creatures), he puts the cards back on the corresponding piles.

Red Adventurer

Red is on the move again. He goes to the neighbouring statue on the beach, does not want to do anything there but moves straight on to the adjacent field in the jungle (R2). He has now moved two fields and must stop there.

(Touch and Play) The red player touches his player figure and the Touch field "Explore" and finds - the Ariki!

Now quite a lot happens:

  1. Points: The symbol of the Ariki lights up on the volcano and the Ariki greets the player. Then three short tones sound. These tones will be heard often in the game and have an important meaning: They show that the player receives points on his turn, namely one point for each tone.

Overview of the points

You get points when you receive or hand in stone tablets, for exploring the island and for fighting the creatures. A detailed list of the points is printed on the overview board that each player receives at the start of a game.

If a player receives points for an action, these are made audible by short tones. Each tone corresponds to one point. The tones are played in pairs so that they are easier to count along.

The Ariki remembers the points of each player. Whenever a player visits the Ariki, she announces the interim standing of the points of all players.

Attention: The Ariki awards points for the contribution to saving the island and points for the fight against creatures ("creature points"). If the Ariki gives an interim standing, she always names for each player the sum of all points.

If the island is not saved, however, at the end of the game only the creature points that the players have received count. Here a different order than in the total points can of course result. The special appeal lies in the fact that during the game the players are not told their standing in creature points. Here it is important to be especially attentive and to observe which players frequently fight against creatures and which rather seldom.

  1. Ariki cards: The Ariki gives the red adventurer an Ariki card. He takes the top card from the face-down pile into his hand. The player can play this card at any time when it is his turn, just like the two Ariki start cards he already received at the beginning. An overview of the Ariki cards and their meaning can be found on page 14 of these rules.

  2. The Ariki tells the history of the island. It turns out that the Ariki is the leader of an ancient culture. Her people were driven out by the dark powers of the volcano and the island threatens to perish in a volcanic eruption. But we also learn that the island can be saved and what role the ruins and statues play: At the ruins wait the guardians, to whom the players are to bring their collected relics. As soon as a guardian has received enough relics, he rewards the player with the valuable stone tablets. These in turn must be brought to the statues in order to awaken them. Only these mighty stone statues can keep the volcano in check.

Both relics and stone tablets are, however, also coveted booty of the 7 Creatures of Fire, who - sent by the volcano - gradually populate the island and must be driven back by the players.

The red player also places the Ariki figure on the area provided next to his location; then his turn is over.

White Adventurer

White is on the move and decides on the neighbouring field in the mountains (W3).

(Touch and Play) He places his player figure on this field and touches the Touch field "Explore".

He discovers a tower. He places the corresponding square Tower figure on the area provided. He finds a stone there and therefore takes a Stone card into his hand.

Red Adventurer

Red is on the move. He moves to the neighbouring ruin field. The red adventurer knows that the guardian will ask him for relics. Each of the four guardians demands a particular kind of relic. But since the red adventurer owns only one relic and does not know which guardian will appear at this ruin, he decides not to stay here. He moves on to the next beach field (R3) and explores this field.

(Touch and Play) To do so the red player touches his player figure and the Touch field "Explore".

All 4 relic symbols light up and the Beachcomber introduces herself!

As a sign that the Beachcomber is staying here, the red player places the shell on the area provided. The Beachcomber offers the adventurer any relic of his choice.

The red player decides on an elixir and takes an Elixir card from the corresponding pile into his hand. If in the later course of the game a player enters the Beachcomber's field, she will mostly offer him the exchange of any relics.

White Adventurer

White is on the move again. He moves to the Ariki, but does not stay there; instead he now wants to find out what is going on with the guardians: He therefore moves on immediately to the ruin in the west (W4) and explores this field.

(Touch and Play) He touches his player figure and the Touch field "Explore".

A guardian appears and introduces himself: He guards the stone tablets that the adventurers need in order to awaken the 4 statues in the north, east, south and west of the island. Before he hands stone tablets over to the adventurers, however, he demands 8 amulets from them. He tells this to the players. In addition the star-shaped amulet symbol lights up on the volcano.

As a sign that the Guardian of the Amulets is in the ruin of the west, the white player places the corresponding guardian tile on the area provided next to the ruin so that the head of the guardian is visible.

The Guardians

The guardians always appear at the four ruins (these are the round fields), but only after the Ariki has been discovered. The symbol for the kind of relic that the respective guardian demands lights up on the volcano.

The first player who visits a guardian places the guardian tile with the corresponding symbol on the area next to the ruin. Each guardian tells the players how many relics he needs. (In the example of the introductory game: 8 amulets.)

If an adventurer visits a guardian, he can always give him up to three relics. Of course not more than the adventurer himself owns.

A guardian only distributes stone tablets to the players as soon as he has received at least the total number of demanded relics. All players can (and should) take part in this by visiting the guardians and giving them the desired relics. Each guardian remembers which players have already visited him and how many relics they have handed in.

If a player gives relics to a guardian, he must, after handing over 1, 2 or 3 cards, touch the corresponding Touch field ("One", "Two" or "Three") and at the same time his player figure. Only in this way is the electronic unit told how many relics the player has handed in. The fellow players check that the player hands in only the relic cards demanded by the guardian.

If a player cannot or does not want to hand in any relics, he touches none of the Touch fields and the next player is on the move.

As soon as a guardian has received at least the total number of demanded relics, he immediately gives stone tablets to those players from whom he has received relics, according to the following scheme:

  • The player who has handed in the most relics receives 3 stone tablets.
  • The player who has handed in the second most relics receives 2 stone tablets.
  • Each further player who has handed in at least 1 relic receives 1 stone tablet each.
  • In case of a tie, the player who gave relics to the guardian first receives more stone tablets. It therefore pays to visit the guardians early.

Special rules in the 2-player game:

  • If a player has handed in at least 5 relics, he receives 4 stone tablets.
  • If a player has handed in only 1 relic, he receives 1 stone tablet.

Turning over guardian tiles

After a guardian has received the desired number of relics and has distributed the stone tablets to the players, he rests. As a sign of this the guardian tile is turned over so that the back side can be seen (front side: guardian; back side: guardian at rest). If from now on an adventurer arrives on this field, the guardian offers a stone tablet each time in exchange for relics. The longer the last visit to this guardian was ago, the cheaper he gives the stone tablet.

White owns an Amulet card and decides to give this one amulet to the guardian. He puts the Amulet card back on the corresponding pile. (Touch and Play) Afterwards he touches the head of his player figure and at the same time the Touch field "One". A short bird cry sounds: the sign that the guardian has received the amulet. White's turn is over.

Stone tablets

Whenever during the game an adventurer receives stone tablets from a guardian or another source, the player takes the corresponding number from the face-down stone tablets. He then immediately lays them face up in front of himself.

Red Adventurer

The red player is on the move and moves his adventurer to the adjoining field in the jungle (R4). (Touch and Play) He touches his player figure and the Touch field "Explore". The Hermit appears. He guards the entrance to an underground cave system. From the Hermit's field one can immediately enter and explore any field of the island!

As a sign for the Hermit the red player places the cave on the area provided next to the field.

Afterwards he may immediately move his player figure to any field of the island. For this he chooses the ruin in the south (R5). (Touch and Play) There he places his player figure and touches the Touch field "Explore".

The triangular crystal symbol lights up on the volcano and the Guardian of the Crystals appears. He tells the players that he would like at least 7 crystals. Only when he has received these will he distribute some of the coveted stone tablets to the players. The corresponding guardian tile is placed on the area provided next to the ruin.

The red player has a crystal in his hand. He decides to hand in this crystal and puts it back on the corresponding pile. (Touch and Play) Afterwards he touches the red player figure and the Touch field "One". The bird cry sounds as a sign that the guardian has received the crystal.

And something else happens: For the first time the volcano speaks up! It sends one of the seven Creatures of Fire onto the island, which are to prevent the adventurers from awakening the statues: "The giant spider appears at the temple of the beach."

The appearance of the creatures

The field on which a creature appears is always named by the volcano. Of importance for this are the 3 landscape zones: beach, jungle and mountains. In each landscape zone every relic site (crystal, well, tower, temple) exists exactly once. The ruins and statues are assigned with the help of the compass points (see illustration on page 2). If the appearance of a creature is announced, the players look for the corresponding field and place the creature on it. This also applies when a creature moves from one field to another after a fight. Creatures usually appear at the end of a turn.

Exception: The dragon can also appear at the beginning of a turn and attacks the player whose turn it is directly. The dragon figure is then placed on the field of this player.

To place the figure of the giant spider, look for the field in the area of the beach on which the Temple figure (star-shaped) stands. It is field W1/R6. Place the giant spider on this field.

For the time being nothing happens to the adventurers. Only when one of them enters the field with the giant spider must he fight this creature. With this the red player's turn is over.

White Adventurer

The white player is on the move and now wants to know what is going on with the stone statues. He moves via the field of the Ariki on to the statue in the west (W5). (Touch and Play) He stays there and touches the Touch field "Explore". The adventurer learns that he can give one, two or three stone tablets to the statue. He would gladly do this, since he receives valuable points for it. However, he owns no stone tablet. He therefore ends his turn without making an input.

Giving stone tablets to statues

If a player visits a statue, he can give up to 3 stone tablets there in one turn, provided he owns any. He then lays these on the fields next to the statue.

Afterwards he touches his player figure and the Touch field with the number of tablets just handed in. There are stone tablets in seven different colours. At each statue each colour may only be laid once. It is the task of the fellow players to check this. As soon as 7 stone tablets lie at a statue, it is awakened and the volcano will not erupt: Then all points count when the end of the game occurs.

Red Adventurer

Now Red is on the move again. He wants to throw himself immediately into the fight with the fat giant spider that has made itself comfortable on the beach field with the temple.

He moves to this field (R6). There he must stop in any case! One may not move past fields with creatures. (Touch and Play) The red player therefore touches his figure and the Touch field "Explore". The giant spider makes itself noticeable and on the volcano the circular Elixir symbol lights up.

Now it is time to go into the fight against creatures in somewhat more detail:

Fighting creatures

A fight against a creature takes place when a player moves onto a field that is occupied by a creature. Exception: the dragon is the only creature that flies to a player itself and actively attacks him. After the player has touched his adventurer and the Touch field "Explore", the cry of the creature sounds. The player must decide how he reacts:

The player fights the creature with the help of relics:

On the figure tile of each creature a symbol is shown that indicates with which kind of relics this creature can be fought. There are 2 exceptions: The gnome only decides on a relic when one meets it. The snake can be fought with all relics (also mixed). The player whose turn it is can decide whether he uses 1, 2 or 3 relics. He puts the chosen number of relic cards back on the respective pile. Then he touches his adventurer and the corresponding Touch field (1, 2 or 3). The more relics a player hands in, the higher are his chances of driving the creature from the island.

The player fights the creature with the help of stone tablets:

A player can - instead of fighting with relics - also satisfy a creature with a stone tablet, provided he owns any. For this he lays one of his stone tablets face up next to the pile with the face-down stone tablets. Afterwards the player touches his player figure and the Touch field "Fire". This is, however, a rather costly defence.

(Note: The creatures throw these stone tablets into the fire of the volcano in order to destroy them. These face-up stone tablets belong to no player and may not be picked up when a player receives stone tablets in the course of the game. They can only be picked up again with the Ariki card "Fireproof Stone Tablet" - see page 14.)

The player does not fight the creature:

If a player cannot or does not want to fight the creature, his turn ends without his making any further input. On his next turn the player can leave the field without fighting the creature.

(Red example) The figure of the giant spider shows the Elixir symbol. The red player has an Elixir card in hand and decides to fight the creature with it. He puts the Elixir card back on the corresponding pile. (Touch and Play) Then he touches his player figure and the Touch field "One".

The hissing of the giant spider sounds again and the Ariki joyfully announces that the giant spider is vanishing. The point sound plays twice. The red player has received two creature points. Since the giant spider vanishes, it is put back with the other figures next to the game board. The field is now free again, and the red adventurer finds an amulet in the temple. Red therefore takes an Amulet card from the pile.

The outcome of the fight with a creature

There are three possible outcomes of a fight:

  • The creature vanishes: It is taken from the game board and put back with the other creatures next to the board.
  • The creature leaves the field and appears on another field: The creature is placed on the field named by the volcano.
  • The creature stays on the field: The player's efforts were in vain and his turn is over.

The red player's turn is over and here the introductory game also ends.

The most important rules of the game have now been covered. On the next pages you will find further supplementary notes for special game situations, an overview of the Ariki cards and additional tactical tips.

On the overview boards you can see how you get relics and Ariki cards and for which actions you receive points. But even without knowing all the finer points of the game it is worth starting the first rounds.

This game is about discovering an unknown island - get involved in it and explore the numerous tactical possibilities.

Starting a Regular Game

Lay out the game material again - as described in the section SETUP (page 4) - next to the game board. Each player again receives a player figure, the Ariki start cards in the same colour and an overview board. The youngest player begins. He carries out his first turn by placing his player figure on any beach field with a rowing boat and touching the Touch field "Explore". The other players then in turn each place their player figure on a different field with a rowing boat and touch the Touch field "Explore". You are now already in the middle of the adventure - and the fate of the island lies in your hands!

Further Rules and Notes

Choosing the difficulty level at the start of the game

The game can be played in 3 difficulty levels. The starting player places his player figure on any beach field with a rowing boat and selects the difficulty level for a game. If in his first turn he touches his player figure and at the same time the Touch field "Explore" (or the Touch field "One"), he thereby starts the beginner game. To start games in a higher difficulty level, he can instead choose either the field "Two" (= advanced game) or the field "Three" (= expert game). The other players then in turn place their player figure each on a different field with a rowing boat and touch the Touch field "Explore".

Note: The three difficulty levels differ above all in how quickly the creatures come onto the island and how hard they are to drive away. For your first game you should choose the beginner game.

The functions of the Touch field "Rock"

a) Before the game:

Important acoustic signals In the course of the game, among others, 4 acoustic signals occur, each with a special meaning. To get to know these signals you can carry out the following action directly after switching on the game or during the introductory game: Place an adventurer on any field and hold him by the head with the fingers of one hand. With the other hand touch at the same time the Touch field "Rock" in the southwest corner of the game board.

Four signals sound in the following order:

  1. A new place was discovered.
  2. The player whose turn it is receives 2 points.
  3. A creature appears.
  4. Input error: A turn that is not allowed was carried out.

b) During the game:

Checking the locations of the creatures If during the game the overview of the locations of the creatures should have been lost, because e.g. a creature was moved by mistake, the following action helps: Take a player figure, which can stand on any field, by the head and at the same time touch the Touch field "Rock" in the southwestern corner of the game board. The volcano now announces once more the locations of all creatures on the island.

The Hermit's field (cave entrance)

If a creature is on the Hermit's field, the cave entrance is blocked. If a player comes onto this field, he must first drive off the creature before he can enter any field through the cave system. If the Hermit's field is not occupied by a creature and you move onto this field, you can in this case dispense with touching the Touch field "Explore". You may jump immediately to any field and explore it.

No face-down stone tablets left

In the very rare case that no face-down stone tablets are left, no further stone tablets can be taken. (The face-up stone tablets can only be picked up with the Ariki card "Fireproof Stone Tablet" - see page 14.) The electronic unit nevertheless awards points when players are granted a stone tablet.

The Ariki's speech

When the Ariki is discovered, she tells the whole story of the island. The long text can be interrupted by pressing the push button on the volcano while the Ariki is speaking.

What does it mean when the guardian says: "I am also crediting you with ... "

This means that the player whose turn it is receives a relic credited at this guardian: The guardian immediately increases the number of relics handed in by this player by 1. The player does not take an additional relic card into his hand and does not have to touch a Touch field for this. Afterwards he may still hand in 1, 2 or 3 relics as usual.

What happens if a player touches the wrong Touch field when handing in cards or stone tablets?

If a player has handed in too few cards or stone tablets (e.g. handed in one card and touched the field "Three"), he must hand in the missing cards as soon as possible. In the opposite case the player takes the cards he handed in too many back into his hand.

What happens if a player was skipped?

The player may make up his turn. The electronic unit recognizes the players by their player figure and does not go by the turn order.

Variant: Cooperative game

In most cases the game ends as soon as all 7 creatures are on the island at the same time. It also ends, however, when all 4 statues have been awakened. This requires good cooperation among the players. Agree on a cooperative game and try together to reach this end of the game!

The Ariki Cards

Each player already receives two Ariki start cards at the beginning. In the course of the game the players can receive further Ariki cards (e.g. at the Ariki).

A player can at any time during his turn play one or more Ariki cards. These cards are laid face up on a discard pile next to the face-down Ariki cards.

Should the face-down pile of Ariki cards be used up, the discarded cards are shuffled and made ready again as a face-down pile. Note that no Ariki start cards may be in the new pile!

Note: In the first turn of each player (when entering the island) no Ariki cards may be played.

The meaning of the individual Ariki cards

  • Double turn: At the end of the turn: The player has another turn.
  • Flying: At the beginning of the turn: The player figure can - instead of being moved normally - be placed on any field.
  • Additional relics: This card can be played in place of 1 or 2 relics of any kind.
  • Colourless stone tablet: A stone tablet can be laid at a statue even if a tablet of this colour already lies there.
  • Fireproof stone tablet: The player can take one of the openly lying stone tablets that were used to fight a creature. He lays it face up in front of himself.
  • Tricked: This card can be played instead of a stone tablet to fight a creature. The player then touches his player figure and the Touch field "Fire".

Tips and Tricks

We recommend that you do not read the following notes. First explore the island yourself and try to discover in the game the tactical tricks and the best approach against the creatures. Have fun!

For those who can no longer make progress, the following notes help:

  • Above all visit fields that have not been visited for a long time. At relic sites or at the Beachcomber you can in this way receive more relics. At the Ariki additional Ariki cards beckon, and at the ruins the guardians credit you with additional relics!
  • Think of the bonus for visiting all 3 crystals, wells, towers or temples. This is a good source of additional stone tablets.
  • If possible, always keep an Amulet card in hand in order to be armed against the surprising attack of the dragon.
  • After a statue has been awakened, it is worthwhile to visit the Beachcomber. The first to do so receives bonus points!
  • Driving off creatures with stone tablets usually brings only short-term success. Once a creature has had a taste of a stone tablet, it returns to the island more quickly in order to destroy further tablets.
  • Every creature has its own behaviour. Knowing it helps in the fight against it:
    • Dragon: The dragon also attacks an adventurer when this one enters a neighbouring field. In the expert game (difficulty level 3) it even crosses several fields in order to attack an adventurer.
    • Griffin: Once on the island, the griffin only very rarely leaves it again. If one fights the griffin with 3 crystals, one gains strength: The next creature one meets immediately takes flight and leaves the island.
    • Triton: In the first two fights of a player against the triton, it flees to a neighbouring field and the player receives no points. If the same player fights the triton for the third time, however, he receives a high number of points.
    • Gnome: The gnome usually appears at the Hermit's cave. If the gnome is driven off, the player possibly receives Ariki cards. A player who drives off the gnome twice in a row receives bonus points.
    • Lava Golem: The Lava Golem usually guards one of the statues not yet awakened. It is harder to fight the Lava Golem if there is no unawakened statue to which he could flee. If one drives off the Lava Golem, he possibly leaves behind a stone tablet.

Attention

So that you enjoy the INSEL for a long time, you should observe the following points:

  • If the electronic unit shows no function any more, please first check the batteries and if necessary carry out a battery change. To do so, open the lid of the battery compartment on the side of the volcano with the help of a cross-head screwdriver by first removing the screw. Then pull the lid upward out of the volcano. Remove the battery compartment from the volcano. Insert new batteries, slide the compartment back in and close the lid again. The battery change should be carried out by an adult.
  • If after switching on the game only the symbol of the Ariki blinks and a beep sounds at the same time, this is a sign that the batteries are weak. They should now be replaced. Possibly their energy is still enough for one game. In this case the push button on the volcano must be pressed in order to begin the game. At the latest after the end of this game the batteries must be replaced.
  • Use only batteries of type 1.5 Volt Mignon LR 6 (AA). We recommend the use of alkaline batteries.
  • Do not insert batteries of different types (e.g. alkaline and zinc-carbon) or discharged and new batteries together!
  • Batteries must be inserted with the correct polarity. Please be sure to observe the arrangement of plus and minus poles. Terminals must not be short-circuited.
  • We recommend not using rechargeable batteries, since with these the correct measurement of the charge state by the electronic unit is not guaranteed.
  • Remove rechargeable batteries from the game before charging and charge them only under the supervision of adults!
  • Non-rechargeable batteries must on no account be recharged!
  • Never short-circuit the supply terminals.
  • Remove discharged batteries immediately and hand them in at the corresponding collection points. Please hand in only discharged batteries.
  • If the game is not used for a longer period, the batteries must be removed.
  • When touching the player figure and the Touch fields on the game board, minimal electric currents flow which are harmless to the healthy organism. For wearers of pacemakers we nevertheless recommend consulting their doctor as a precaution.
  • Turning over guardian tiles
  • Stone tablets
  • Red Adventurer
    • The appearance of the creatures
  • White Adventurer
    • Giving stone tablets to statues
  • Red Adventurer
    • Fighting creatures
    • The outcome of the fight with a creature
  • Snake: The terrible snake possibly evades the adventurer before a fight and flees to another field. If it stays, however, and the adventurer can drive it off the island, he sometimes receives a few relics.
  • Giant spider: The longer the spider stays on a field and thereby has time to spin its web, the harder it is to drive it off. If the spider is driven away from the cave entrance, the player receives bonus points from the Hermit.
  • Insufficient conductivity can be due to low air humidity, but also to your own moisture balance. Possibly it helps to moisten the fingers.
  • The player figures are equipped with a sensitive contact surface and should only be used on the game board. Avoid pushing the adventurers across the game board; instead move them from field to field.
  • The game board and player figures must not be exposed to excessive heat, direct sun, dirt or moisture. They should be wiped occasionally with a dry cloth. Do not use chemical cleaning agents.
  • Grease and dirt can negatively affect conductivity; please do not apply hand cream before the game. During the game please do not wear gloves, plasters, bandages etc.
  • Under no circumstances try to fold the board or detach the volcano from the board.
  • Do not hold the game board by the electronic unit (volcano) when transporting it, as the contact connections could be damaged.
  • No objects other than the enclosed game materials should be used or laid on the game board. Pointed objects can destroy the contact connections.
  • Never expose the electronic unit and the game board to electrostatic discharges. In rare cases this can lead to the unit no longer working properly. In this case switch the electronic unit off and on again.
  • The game board must lie flat on a level surface (table).