Everstone: Discovering Ignis
Everstone: Discovering Ignis Rulebook
Table of Contents
Table of Contents
- Rule Book Overview
- Components
- Global Setup
- Player Setup
- Game Overview
- Turn Structure
- Game Concepts
- Relic Anatomy
- Relic Actions
- Main Board Overview
- End of Game
- Main Actions
- Influence
- Reserve Extensions
- Miner Relics
- Starting & Personal Quests
- Caravan Upgrades
- Uncommon Icons
- Villager Tile Appendix
- Game Variants
- Solo Play
- Iconography Reference
- Game Ambiguity
- Game Terms
Rule Book Overview
Part 1: Introduction to Everstone (Pages 2-5) This section lists what components are in the game and describes setup.
Part 2: Important Game Concepts (Pages 6-11) This section provides a full gameplay overview and gives an in-depth explanation of the most important concepts.
Part 3: Main Actions (Pages 12-16) This section explains the four main actions you can take on your turn.
Part 6: Influence (Page 17) This section explains how influence tokens are used.
Part 4: Components & Game Variants (Page 18-21) This section discusses all other elements found in Everstone, including modules and gameplay variants.
Part 5: Solo Play (Page 22-23) This section goes over the setup and gameplay changes for a single player.
Part 6: Icon Reference (Page 24) This section explains all icons in the game and is located on the back cover of the rulebook.
Components
- 1 Main Board
- 4 Workshop Mats (1 Per Player)
- 16 Caravan Upgrade Cards
- 12 Villager Tiles (6 A & 6 B)
- 3 Harvest Dice
- 60 Resource Gems (20 Per Resource Type)
- 6 Merchant Skill Tiles
- 6 Ignis Reward Tiles
- 80 Influence Tokens (20 Per Player)
- 4 Caravan Tokens (1 Per Player)
- 4 Player Pawns (1 Per Player)
- 1 First Player Card
- 4 Reserve Mats (1 Per Player; Solo Content on Back)
- 80 Relic Cards (15 Starting Relics)
- 20 Personal Quest Cards
- 12 Miner Relic Cards
- 12 Reserve Extension Cards
- 4 Starting Quest Cards (1 Per Player)
Global Setup
- Place the main board in the center of the table.
- Find the 15 starting relic cards with the "s" in the top left corner of their card backs. Shuffle them and deal 3 to each player. Shuffle the remaining starting relics with all other relics into one deck. Deal 4 face up in each space of the market, then place the deck face down in the designated area of the market.
- Place the Harvest dice and resource gems next to the main board.
- Separate and individually shuffle the A & B villager tiles. Create a stack based on the table to the right. Randomly place 2 tiles on the outer limit spaces and the rest on Explore locations based on player count found on the board.
- Shuffle the caravan upgrade cards and place them beside the board. Repeat this process for the miner relic cards, personal quest cards, and reserve extension cards. Note the miner relic deck is placed face up.
Villager Tile Setup by Player Count
| Players | A Tiles | B Tiles |
|---|---|---|
| 1-2 | 3 | 3 |
| 3 | 3 | 4 |
| 4 | 4 | 4 |
Player Setup
a. Each player selects their player color, and gains the following items:
- 1 Reserve mat
- 1 Workshop mat
- 1 Caravan token
- 1 Personal quest (from the Personal Quest deck)
- 1 Player pawn
- 20 Influence tokens
- 1 Starting quest
b. Each player places 1 influence token at the bottom of each influence track (3 total). If setting up a two-player game, cover the 3 empty track spaces with influence tokens of a unused player color.
c. Each player places 1 influence token on the reputation track on the space based on your player count (1 for two players, 2 for three players, and 3 for four players).
d. Place stacks of 3 influence tokens on the bottom 5 spaces of your reserve mat (You'll have 1 remaining used in step h).
e. Place your caravan token at the Ignis space on the main board.
f. Place your player pawn on the Barter action of your workshop mat.
g. With the 3 starting relics gained from the global setup, complete the following steps:
- Choose 1 relic to keep. Tuck it under one of the 4 action sections of your workshop mat. (See the right green relic above.)
- Choose 1 relic to store. Place it on one of the 4 spaces on your workshop mat. (See the middle brown relic above.)
- Discard the remaining relic. Gain its resource cost as your starting resources and place them in your reserve. (See the left red relic above.) IGNORE the influence icon shown in the relic cost.
h. Place your last influence on any Explore location and gain its location bonus. (The blue player gains a red resource in the example set up)
i. Randomly determine the starting player and give them the first player card.
When playing Everstone with more experienced players, we recommend drafting starting relics before performing step g of setup. We also recommend drawing 2 personal quests and choosing 1 to keep. (See Advanced Variants, page 21.)
Game Overview
Players will take turns moving their player pawn on their workshop mat to perform different actions. Players MUST move their pawn each turn. The 4 main actions are Barter, Explore, Harvest, and Repair. After moving their pawn, players will complete the actions shown on their workshop mat from top to bottom.
Once the active player completes their turn, the player to their left becomes the active player and takes their turn as described above. Play continues clockwise until one player has reached 10 points on the reputation track, which triggers the end of the game.
Turn Structure
A player turn consists of the following actions, in this order (top to bottom on the workshop mat):
- (Mandatory) Move your player pawn to a different action location on your workshop mat. (For example, at the start of the game, your player pawn will be on the Barter action, so you can choose to move your pawn to the Explore, Harvest, or Repair actions.) This determines the actions you can take this turn.
- (Optional) If you have a caravan upgrade tucked above where you have placed your player pawn, you MAY perform its action. (See Caravan Upgrades, page 18.)
- (Mandatory) Perform the main action where your player pawn is located. (See Main Actions, pages 10-15.)
- (Optional) If the workshop space below your player pawn is available, you MAY perform the workshop action. IMPORTANT! The Harvest workshop action is available DURING the Harvest main action. ALL other workshop actions can be performed AFTER the main action is complete.
- (Optional) If you have any Repaired relics tucked beneath your workshop mat below your player pawn, you MAY perform those relic actions in order from top to bottom. You may skip any relic actions you do not want to perform this turn.
- (Mandatory) If you have satisfied the requirements of any quests or global achievements, reveal them and score the appropriate number of reputation points. (See Influence, p. 17, and Starting & Personal Quests, p. 18.)
ALL actions may only be performed once a turn.
Tip! Once you have moved your player pawn, all the remaining actions you can take this turn happen from top to bottom in the selected column of your workshop mat.
Game Concepts
There are three game concept which Everstone is built around; Caravans, Influence, and Relics.
Your Caravan
Let's go over all the parts that make up each player's caravan.
- Main Action Spaces: This is where you will move your player pawn to choose among the 4 main actions of the game.
- Workshop: This is where you place relics you gain from the market and the relic deck. You can never have more than 4 relics in your workshop. If you ever gain a relic and your workshop is full, you MAY discard a relic from your workshop BEFORE gaining the new relic. If a relic is discarded this way, you MAY gain its discard bonus.
- Reserve: This is where you keep resources you gain during the game. You can never have more resources than reserve spaces available. If you ever gain resouces you cannot hold, you MAY discard resources to the general supply to make room for the new resources gained.
- Influence Tokens: These tokens start on the bottom 5 spaces of your reserve mat. They must be removed one stack at a time following the arrows printed on the reserve mat. As they are removed, you will gain additional reserve space for resources. (See Influence, page 16.)
- Kept Relics: Below your workshop is space for tucking repaired relics you decide to keep, only exposing the bottom-most section of the card. You may have a maximum 6 relics below each workshop space.
- Caravan Upgrades: When caravan upgrades are gained, they are tucked above any main action you choose so the top half of the card is visible. Only one upgrade can be tucked above each main action.
- Influence Pool: If any influence is returned to you, it is placed to the side of your reserve mat, and not back to the stacks. Once the influence on your reserve mat is depleted, you may use the influence from your pool.
Relic Anatomy
Relics are a key part of Everstone and are important in the collection of reputation. Below is an explanation of the information on a relic.
- Title of Relic
- Relic Illustration
- Repair Cost of Relic - The resources and influence required to Repair the relic.
- Relic Type - There are 5 different types of relics found in the base game of Everstone. The color relates to the relic's action.
- Green - These relics don't require anything to activate.
- Blue - These relics have a cost to activate.
- Red - These relics require a stored relic to be discarded.
- Brown - These relics increase your reserve.
- Purple - These relics gain you reputation.
- Sell Reward - The one-time bonus you receive when you discover or Repair a relic and sell it.
- Relic Action - The action the relic grants once tucked under your workshop.
- Discard Bonus - When discarding the relic from your workshop, this is the reward gained.
- Relic Number - (no gameplay significance).
- Discovery Combination - What the Harvest dice must show to discover the relic. Each relic's discovery combination probability is proportionate to the relic's strength.
- Free Tool - Single-use manipulation of one die after rolling. There are 3 different free tools available in the game: increase a die by one, flip a die, decrease a die by one.
Starting relics have an "s" in the top corner of the card back. This will be helpful to reference for step 2 of setup.
Relic Actions
Once relics are Repaired and kept (page 16), they are tucked under your workshop, making their relic action available for use. Players may have, at most, 6 relics under each of the 4 main actions. Players activate relic actions from top to bottom, skipping any they do not wish to perform.
Green Actions
Green relic actions have no requirements to activate. Miner relics are considered to be green relics once they are under your caravan.
Example: Gain two blue resources. If you don't have the space to hold both, you may swap out resources in your reserve to make room for them.
Blue Actions
Blue relic actions have a cost to the left of the arrow to activate. If the activation cost is influence, place an influence token on the influence spot of the blue relic to gain the rewards to the right of the relic. The filled-in circles to the left of the influence space show how many tokens can be placed on the relic.
Example: Place an influence token on the influence location AND spend a resource to then search the discard pile for a relic and claim its sell reward.
Red Actions
Red relic actions require you to discard a relic from your workshop to activate. Gain the discard bonus of the discarded relic and gain the rewards to the right of the arrow.
Example: Discard a relic from your workshop and gain its discard bonus, then draw the top relic from the relic deck and add it into your workshop.
Brown Actions
Brown relic actions give you additional reserve space to hold more resources. These spaces are only available once the brown relic has been Repaired. Once Repaired, resources may be placed and removed from the brown relic freely.
Example: Once below your workshop you have space to hold 3 more resources. Resources can be stored on this relic action even if it is not under the main action you are taking this turn.
Purple Actions
Purple relic actions give you a reputation point if you pay the cost requirement on the left side of the action. When the cost requirement is gained, cover the reputation space with an influence token and move up the reputation track.
Example: Move your token down three spaces on any influence track. If it lands on a track bonus, gain that bonus. Take an available influence token and cover the reputation space on the relic action. Move up the reputation track. You must be able to move down three spaces on one track to gain the reputation point.
Main Board Overview
Influence Tracks
Harvesting (Page 14) is one of the many actions in Everstone that will interact with the influence tracks. Most spaces on the tracks will give you a bonus when you advance or regress into it. Aside from the starting spaces on the track, each space can only hold 1 influence token. If you would move onto a space that is occupied by an opponent's influence token, advance to the next unoccupied space on that track.
Important Influence Track Info
- Moving down tracks will still reward you with the bonus if you land on one.
- When a player's token reaches the top of the influence track and moves into a reputation spot, it becomes locked and can no longer be moved.
- If all 4 reputation spaces have tokens in them, the remaining tokens will stop when they can no longer advance. However, they are not locked.
- When Harvesting, you may still choose a resource type even if you can't advance its track. (The sum of the other 2 dice must still match the track of the resources you are gaining.)
- Arrow symbols will allow you to move up the matching influence track when gained. Arrows that have numbers in front of them will move you multiple spaces up that influence track, but you only gain the bonus of the location you land on.
The Market
Bartering is one of the main actions in Everstone that will interact with the maket. The market consists of 4 face up relics that are available for purchase. The cost to purchase a relic is shown on the board above the relic's location. When a card is purchased from the market, immediately move all remaining relics to the right, so the empty space is next to the relic deck. Fill the empty market space with the top card from the relic deck placed face up.
Reputation Track
The reputation track is the timer for the game. Once a player reaches 10 points on the repuation track, it will trigger the end of the game.
Ignis
When Bartering (page 12) you will place your caravan token at this location to take the action. The influence tokens placed here are one-time bonuses. See influence (page 17) for more information.
Global Achievements
These are opportunites for players to gain reputation points. Once one player achieves one, it is not available for other players to claim.
Explore Locations
Depending on playercount, there will be 5-7 Explore locations availabe when taking the Explore action. There are 4 parts that make up each location. (1) is where you place your caravan token. (2) is where villager tiles are placed. (3) is where Influence tokens will be placed. Each location can hold a total of 4 influence tokens. (4) is the location bonus. When the location is activated, players who have influence in the location will gain the depicted location bonus. See Explore (page 13) for more Information.
Outer Limits
The outer limits hold two villager tiles that are not available to interact with. After taking the Explore action, tiles in the outer limits will enter play.
End of Game
When a player reaches 10 points on the reputation track, the end of the game is triggered. Players will take turns until all players have had an EQUAL NUMBER OF TURNS. (If the player to the right of the first player triggers the end of the game, no additional turns are taken.)
Whoever makes it farthest on the reputation track wins! (Note: The player who triggered the end of the game may not end up winning.)
In case of a tie, whoever made it to the highest spot on the influence track first between the tied players wins. If there is still a tie, the tied players share the victory.
Main Actions
MAIN ACTION - Barter
When taking the Barter action, perform the steps below, in order:
- Move your caravan token to Ignis. You may still take the Barter action if your caravan is already at Ignis.
- Purchase a relic from the market. The 4 face up relic cards below the main board represent the market. Printed on the board above each relic is the cost required to purchase that relic. Once a relic is purchased, slide all remaining face up relics to the right and replenish the market by flipping over the top card of the relic deck. Add the relic you purchased to an open slot on your workshop, which covers the workshop action. If your caravan is full, you MUST discard a stored relic to purcase a relic from the market. Gain the discard bonus of the relic discarded.
- Gain one of the Ignis rewards. There are two Ignis rewards available each game. The standard rewards are printed on the board. When playing with the Ignis Reward variant, other rewards will be available (See Ignis Rewards, page 21).
The Barter action is complete. You may now choose to perform the Barter workshop action if that workshop space is NOT holding a relic.
Barter workshop action - Gain the Ignis reward NOT chosen during the Barter action.
Ignis Rewards (standard, printed on the board):
- Spend any resource and advance up the matching influence track.
- You MAY gain any resource. You MAY discard a relic from your workshop to gain its discard bonus.
Barter Workshop Action: Gain the Other Ignis Reward.
Example: (1) Blue chooses to Barter, moving their caravan token back to Ignis. (2) They choose to purchase the brown relic from the market by spending one of their yellow resources. (3) They add the relic to their workshop in the rightmost slot. (4) For their Ignis reward, they choose the left reward and spend a red resource to move up the red influence track, gaining them a yellow resource they just covered. (5) Their Barter workshop action is empty, so they choose to gain a red resource as their other ignis reward. They decide not to discard a relic. (6) They have no Repaired relics below the player pawn and have not completed any quests or global achievements, so their turn is over.
MAIN ACTION - Explore
When taking the Explore action, perform the steps below, in order:
- Move your caravan token to any Explore location. Explore locations are where the villager tiles were placed during setup AS WELL AS the location printed on the center of the main board. If an opponent's caravan is in a location you wish to Explore, you must pay them the location bonus before moving to that location. Bumped caravans are placed back in Ignis. If this cost is a card it MUST come from your workshop. If you take the Explore action while already on an Explore location, you MUST move to a NEW location.
- All players with influence at the selected location gain the influence bonus. Each location can hold up to 4 influence tokens. Players may have multiple tokens in the same location. Players will gain the bonus to the right of the influence tokens equal to the number they have there. (See Influence, page 16.)
- Perform the location action. (See Villager Tiles, page 20.) You MUST be able to pay any required resources to perform the location action.
- Replace the villager tile with a new one. Take the tile that was just activated and replace it with the first villager tile in the outer limits. Slide the second villager tile up and place the villager tile activated this turn in the open outer limits space. Ignore this step if you Explored the printed location.
The Explore action is complete. You may now choose to perform the Explore workshop action if that workshop space is NOT holding a relic.
Explore workshop action - Spend a yellow resource to place an influence token in your current location. You may only perform this action once per turn. If your location is full, instead move an influence token to your influence pool (See Influence, page 16.)
Example: (1) Blue chooses to take the Explore action. They move their caravan token to a space with a villager tile. (2) Yellow has an influence token at this location, so they gain a blue resource from the supply. (3) Blue takes the villager tile action, gaining a blue, a yellow, and a red resource. (4) They remove the tile from the board, and (5) they take the first villager in the outer limits and place it in their caravan's current location. (6) They slide the second tile up and place the tile they removed from the board onto the bottom empty space. (7) Their Explore workshop space is open, so they spend a yellow resource top place an influence token in the location they are on.
All villager tiles that give reputation have 2 actions you can choose from. Interacting with those tiles can prevent opponents from gaining reputation.
MAIN ACTION - Harvest
When taking the Harvest action, perform the steps below, in order:
- Roll the 3 Harvest dice. If you roll all of the same number at the start of the action, you may reroll all the dice.
- Use the Harvest workshop action or free tool. The Harvest workshop action allows you to spend resources to manipulate the dice rolled at the start of the turn. IF the workshop space is empty, you may perform each manipulation once to the dice as long as you have the resources to do so. The top of the relic deck shows a free tool, which will be 1 of the 3 illustrated to the right. This tool MAY be performed ONCE and does not cost a resource. If the dice match the combination shown on the top of the relic deck, you may choose to STOP the Harvest action and discover a relic in working condition. You may manipulate dice even if you do not want to discover a relic (See Discovering a Relic, page 13.)
- If you didn't discover a relic, add 2 dice together and move up that track ONE space. Below each influence track is the sum range required by the dice to advance on it. Aside from the starting spaces on the track, each space can only hold 1 influence token. If you move onto a space that is occupied by an opponent's influence token, advance to the next unoccupied space on that track.
- Gain resources of the same color as the track you advanced on in a quantity equal to the third die not selected for the previous step.
- You MAY gain the influence track reward you landed on.
Harvest Workshop Action: Increase a die by one; Flip a die to it's opposite side; Decrease a die by one.
Harvesting probability (without using workshop action)
| Blue | Yellow | Red | |
|---|---|---|---|
| Chance to gain resource | 70.1% | 89.5% | 70.1% |
| Average amount gained | 3.5 | 4 | 2.6 |
Example: (1) Blue chooses to take the Harvest action and rolls 6, 2, and 2. (2) They decide to use the free tool to increase one of the 2s to a 3. (3) They don't have the yellow resource needed to make the dice match the top of the relic deck, so they choose to combine the 3 & 6 dice so they can move up the red track. (4) They move up the red track 1 space, landing on purple, so they advance 1 more space. (5) They now share the same space as yellow, so they must advance 1 more space. (6) They gain red resources from the supply equal to the third die, which in this example is 2. (7) They choose to gain a blue resource from the supply from the wild resource track bonus they landed on.
Harvest (Continued) - Discovering a Relic
When Harvesting, you have the opportunity for the dice to match the combination shown on the top of the Relic deck. Whether that happens through dice manipulation or chance, you can choose to discover a relic.
If you discover a relic, you DO NOT gain any resources or advance on any influence track.
Instead, draw and look at the top card of the relic deck. You may now choose between the following options, unless the card states otherwise:
- Sell the relic: Gain the reward of the relic, still paying any cost for the reward, and place it in the discard pile. NOTE: This is not the same as discarding a relic.
- Keep the relic: Tuck the relic under your workshop mat under ANY workshop location. Make sure the relic action is the only part of the relic shown. Newly tucked relics go beneath any existing relics. You may have a maximum of 6 relics beneath any workshop space. (When keeping relics you Repair, they must be tucked below where they were stored. With discovered relics, they may be tucked below any location. If you tuck the relic under the Harvest action, it will be available to use later this turn.)
Example: (1) Blue chooses to Harvest and rolls 4, 6, and 1. (2) They choose to use the free tool to increase the 1 to 2. (3) Now matching the discovery combination on the top of the market deck, they choose to discover the relic in working condition. (4) They reveal a brown relic, which they decide to keep. They tuck it under the Explore action.
MAIN ACTION - Repair
When taking the Repair action, perform the steps below in order:
- Choose which relics you want to Repair this turn and pay their resource cost. If relics require influence to Repair, place the influence on your caravan's location. (See influence, page 14.) You may Repair multiple relics in one turn, but you must pay for ALL relic costs at the start of the Repair action.
- Keep or sell each Repaired relic. You may resolve Repaired relics in any order, but each relic must fully be resolved before moving on to the next relic. You cannot Repair any relics you gain from sell rewards during this turn since you had to pay for ALL relic costs at the start of the Repair action.
Sell the relic: Gain the reward of the relic and place it in the discard pile. NOTE: This is not the same as discarding a relic.
Keep the relic: Tuck the relic DIRECTLY under the workshop space where it was stored. Make sure the relic action is the only part of the relic shown. Newly tucked relics go beneath any existing relics. You may have a maximum of 6 relics beneath any workshop space. (When keeping relics you Repair, they must be tucked below where they were stored.) You may not repair a relic to keep it if their are already 6 relics beneath its stored location.
The Repair action is complete. You may now choose to perform the Repair workshop action if that workshop space is NOT holding a relic.
Repair workshop action - Spend a blue resource to relocate one of your relics. This can be a Repaired relic or a relic in your workshop, but it MUST stay in the same area: workshop relics must remain in your workshop and tucked relics must remain tucked. You may relocate one of your tucked relics vertically or horizontally.
Example: (1) Blue chooses to take the Repair action and has enough resources to Repair both relics in their workshop. (2) They spend 11 resources (4 blue, 4 yellow, & 3 red) and return them to the general supply. (3) They decide to sell the blue relic first, which they discard and gain 2 personal quests. (4) They decide they want to keep the green relic, so they tuck it below their Repair action. (5) Their Repair workshop action is now open after Repairing the green relic, so they decide to spend their last blue resource to relocate the green relic they just Repaired under their Barter action. (6) They reveal that they have satisfied their starting quest of "have 4 relics repaired under one action", which gains them a reputation.
Influence
Influence is a fixed resource in Everstone. Each player starts with 15 influence on their reserve mat. Influence can be used in the following ways:
- To Repair resources - Many relics require you to spend influence to Repair them. Influence spent Repairing relics gets placed at your caravan token's current location.
- (a) If your caravan token is at an explore location, the influence placed there will give you a bonus whenever the location is activated when ANY player takes the Explore action there. Each explore location can hold up to 4 total influence tokens. If you ever need to place an influence token in an explore location that already has 4 tokens there, move the spent tokens into your influence pool. Tokens in your influence pool may be used once all the influence from your reserve mat has been removed.
- (b) If your caravan token is at Ignis, the influence placed will give you an immediate reward. There are 9 influence spaces in Ignis that can each hold one influence token. They are grouped in sets of 3. You MAY place influence in any 3 of the groups, but it must be placed in the the next open space closest to Ignis. If all 9 spaces in Ignis are covered, return all influence tokens to their owner. The spaces are available to be claimed again.
- To activate blue relic actions - Many blue relic actions require placing influence for activation. Each blue relic may only be activated once per turn. The filled in circles to the left of the influence spot on the relic indicate how many influence tokens it can hold.
- To gain reputation on purple relics - Purple relics provide reputation if you are able to spend the requirements to the left of the arrow. You must also have an influence available to place on the right side of the relic action. To activate purple relics again, you must find a way to remove the influence token.
- To complete quests and global achievements - When completing a quest, flip the card over, place an influence on the reputation spot, and advance on the reputation track. When claiming a global achievement, place an influence on the reputation spot and advance on the reputation track. Each global achievement may only be claimed once per game.
When spending influence, there may be times during late game where you need to spend influence, but there isn't any left on your reserve board. If this is the case you may pull used influence back to complete quests and global achievements. Pull influence from explore locations first. IF you don't have any influence at Explore Locations, you may pull from Ignis.
Reserve Extensions
Reserve extensions can be gained from various actions during the game.
WHEN GAINED - (1) Add the reserve extension face up to an open workshop space. You now have the ability to hold up to 5 more resources immediately. Reserve extensions are considered to be relics and are subject to any abilities applicable to relics You may not place a relic card on top of it.
(2) The workshop action that is in the same space as the reserve extension IS still available to use while you have a reserve extension in its space, but each workshop space may only hold one reserve extension.
(3) When taking the Repair action, you may spend 3 yellow resources to flip the reserve extension and tuck the extension below the location it was stored in. Your workshop space is now available again to hold relics. (4) When tucked, you only have 3 spaces available to hold resources.
Resources may move freely between your reserve and reserve extensions. If tucking a reserve extension ever leaves you with more resources than you can hold, return the excess resources to the general supply.
Miner Relics
Miner relics can be gained from various different actions during the game.
WHEN GAINED - Draw the top card from the miner relic deck. (1) If you have 2 yellow resources, you may choose to spend them to flip the relic. You will not have this opportunity again. (2) You can see what the upgraded benefit is here.
Once you have chosen to spend the yellow resources or not, tuck the miner relic under your workshop. You may choose any action to tuck it under.
If you tuck it under the action you are taking this turn, the miner relic is available for use this turn. There are 6 different types of miner relics in the base game of Everstone. Only the top of the miner relic deck is available when gaining miner relics.
Starting & Personal Quests
Quests are the only piece of hidden information in Everstone. They provide unique ways to gain reputation throughout the game.
Anatomy of a quest card:
- Satisfaction requirement
- Example of how to complete
- Space for influence token once complete
- Quest number
Caravan Upgrades
Caravan upgrades can be gained from various different actions during the game.
WHEN GAINED - Draw the top upgrade from the caravan upgrade deck. Each upgrade has two different actions from which you can choose to upgrade your caravan. (1) On one side is an icon referencing the specific action that must be upgraded; (2) the other side can be upgraded to any action. Once you have chosen which upgrade you want, (3) tuck it above your workshop above the action you want to upgrade so you can only see the action the card provides.
You may only have ONE caravan upgrade above each main action.
WHEN YOU GAIN 4 OR MORE ON THE REPUTATION TRACK, YOU GAIN A CARAVAN UPGRADE.
Caravan upgrade actions are performed before the main action on your turn.
Uncommon Icons
Relocate a Relic. This action allows you to move any relic in your caravan to a new location. The relic must remain in the same area that it started in. (If it started in your workshop, it must stay in your workshop. If it started repaired under your workshop mat, it must remain repaired under your workshop mat.)
Attempt to Discover a Relic. This action allows you to potentially to gain the to card of the market deck. Roll the three harvest dice and attempt to match the Discovery Combination of the top of the market deck. You may use the free tool in this attempt, but you may not use the Harvest Workshop action.
Buy a Relic from the Market. This action allows you to gain one of the face up relics from the market and add it to your workshop mat. You must still pay the market cost of the relic if there is one printed on the main board above the rekic chosen.
Villager Tile Appendix
- Spend 5 yellow resources to draw 3 relics. You will discover one for free, store one in your workshop and return one to the top of the deck.
- Spend 2 red resources. Gain the sell reward of one of the relics in the market, then move the relic into the discard.
- Spend any resource and advance up the matching influence track. Only gain this action once.
- Spend 4 blue resources to gain a caravan upgrade.
- Draw a relic from the deck, gain any resource of choice, and regress on one of the influence tracks.
- Spend a yellow resource to gain a personal quest.
- Gain a reserve extension and add it to your workshop.
- Gain a miner relic from the top of the miner relic deck.
- Gain a blue, a yellow, and a red resource.
- Discard 3 relics from your workshop to gain a reputation point. (Do not gain the discard bonuses of the discarded relics.) OR Draw a card from the relic deck.
- Move down an influence track 3 spaces and gain a reputation point. OR Move an influence token from your reserve or relic to your influence pool.
- Spend 6 of the same resource to gain a reputation point. OR Gain 2 of any resources.
Game Variants
Ignis Rewards
Ignis rewards are a simple module included in the base game of Everstone: Discovering Ignis to change up the actions available when taking the Barter action. During setup, randomly select 2 tiles and use them to cover the standard Ignis rewards printed on the main board.
Ignis reward tiles:
- Spend any resource and advance up the matching influence track.
- Gain 2 resources of any type.
- Regress 1 space on an influence track (gaining the bonus you land on) and advance up 1 of the other two tracks (gaining the bonus you land on).
- Gain any resource. Attempt to discover a relic by rolling the Harvest dice. The free tool is available for use. The Harvest workshop action is NOT available.
- Gain a relic from the top of the deck and add it to your workshop. You MAY gain any resource. You MAY discard a relic from your workshop to gain its discard bonus.
Merchant Skill Tiles
Merchant skill tiles are a module that provides asymmetrical player powers to use in the game. During setup, randomly deal one skill to each player. The tile will sit on the top of your reserve mat.
Advanced Play Setup
After your first few plays of Everstone, we recommend playing with the following adjustments during setup. (1) Draft starting relics after 3 are dealt to each player by choosing 1 and then passing the rest to the player on your left. Continue this until each player has 3 cards. (2) Deal 2 personal quests to each player and choose one to keep AFTER starting relics have been drafted.
Solo Play
Setup
When playing Everstone solo, setup for a 2-player game with the following adjustments:
- Place your token at 0 on the reputation track.
- Before choosing your reserve mat, flip them all over and choose which "opponent" you want to play against. Now choose your reserve mat from those remaining and then place the chosen opponent to the left of it.
- Gain 8 influence tokens matching the color of your chosen opponent.
- Place 3 of these tokens on the influence tracks by rolling a die for each one and placing it on the space rolled.
- Place the remaining 5 influence tokens on the 5 numbered spaces on the solo mat.
Gameplay Overview
When playing Everstone solo, you will follow the same turn structure used for competitive play (See Turn Structure, page 6). After completing each turn, you will slide the top-most influence token on the solo mat to the right and perform the action next to the token just moved.
Once you move the last token to the right, you will reset the tokens (described on each solo mat). Each "opponent" resets differently, but follows the same stucture of (1) moving the topmost influence token out on the main board, (2) seeing if the game is over, and (3) sliding the remaining tokens on the solo mat to the left.
How To Win
To win a solo game, you must reach 10 reputation before 4 influence tokens are removed from the solo mat. In a standard game, you have 14 turns to reach 10 on the reputation track. If you find this to be too challenging, place a 6th influence token on the solo mat during set up (6). This will extend gameplay to 18 turns.
Opponent Upkeep
While the core gameplay structure remains the same for each opponent, the way each board resets is slightly different.
Opponents Actions
There are 3 actions that your opponent will take during solo play to change the board state each turn.
- Discard the free Market card: Move the relic card in the free space of the market to the discard. Slide the remaining relics to the right and add a new relic from the relic deck into the open market space. The solo caravan token does NOT move during this action.
- Roll a die and move their caravan token clockwise around the Explore locations equal to the die roll. The location it ends on will activate it's location bonus if there is influence there. If the solo caravan lands in your space, gain the location bonus and move your caravan back to ignis. If the solo caravan token starts in ignis for this action, move to the printed location as it's first action before continuing to move their token clockwise.
- Move each opponents influence token up one space on all three influence tracks. If any of the tokens cannot perform a legal movement, it does not move.
Tilly
When Tilly goes to reset her solo mat, she will flip over the villager tile in the location she is in and place the top influence token of the solo mat on the flipped tile. This explore location is no longer available. If Tilly is at Ignis (due to you bumping her) no tile will get flipped and the influence token will just get removed from the game.
Nim
When Nim goes to reset her solo mat, she will place the top influence token of the solo mat on the left most open space on top of the influence tracks. If all 4 spaces are covered and the game is not over, the influence token will just get removed from the game.
Grizzal
When Grizzal goes to reset his solo mat, he will will place the top influence token of the solo mat on the left most open global achievement space. If all global achievemnets are covered and the game is not over, the influence token will just get removed from the game.
Ethel
When Ethel goes to reset her solo mat, she will flip over the left-most face up relic in the market and place top influence token of the solo mat on the flipped card. This market space is no longer available.
Iconography Reference
Main Actions: Barter, Repair, Harvest, Explore.
Card Types: Miner Relic, Personal Quest, Caravan Upgrade, Reserve Extension.
Free Tools: Increase a die by one; Decrease a die by one; Flip a Die.
Influence Track Movement: Move up Blue; Move up Yellow; Move up Red; Move up Any; Move Down Any.
Resource Types: Blue, Yellow, Red, Wild.
Actions: Buy a relic from the market; Relocate a relic in your caravan; Draw a relic; Discard a Relic; Sell a Relic; Keep a Relic; Attempt to discover a relic; Place an influence token.
Game Ambiguity
The Everstone relic cards have been built and balanced through a spreadsheet built off of the value of one yellow resource. All have been built to be within a value range to keep each relic viable. With over 75+ unique relics, the sequencing permutations of relics is almost infinite. Design constraints on relic actions and sell rewards, as well as hundreds of hours have gone into resolving any uncertainty with sequencing of actions, but there may still be moments of uncertainty in a play you have. If this happens, we recommend using the following rules:
- Resolve each individual action fully before moving on to the next action in the chain.
- Refill the market row immediately after a relic it taken from it.
- Claim bonuses covered by influence tokens immediately as the token is placed on the bonus.
Game Terms
- Trash: Remove the relic from the game.
- Discard: Move to the top of the discard and gain the relics discard bonus.
- Return: Place the relic on the top of the relic deck.
- Discover: Draw the top card of the relic deck and immediately sell it or tuck it under your workshop.