FLOE
FLOE Rulebook
Table of Contents
Table of Contents
Component List
- 1 Village board
- 6 Region tiles
- 1 Double-sided Cave board
- 8 Reference cards (4 of each type)
- 12 Item cards
- 8 Treasure cards
- 34 Relic cards
- 8 Tavern cards
- 12 Ally cards
- 8 Common Monster cards
- 8 Elite Monster cards
- 5 Boss Monster cards
- 4 Landmark cards
- 12 Bottom Building tiles
- 4 Starting bottom Building tiles
- 12 Top Building tiles
- 4 Starting top Building tiles
- 4 Quest cards
- 5 Villager figures
- 2 Ship figures
- 4 Hero minis
- 4 Familiar minis
- 4 Elder tiles
- 4 Hero ability tiles (1 for each Hero)
- 4 Familiar ability tiles (1 for each Familiar)
- 6 Achievement tiles
- 8 Hero markers (2 of each Hero)
- 4 Hero tokens
- 1 Mayor marker
Player Components (per player)
- 4 Player boards
- 16 Floe Stones (4 in each player color)
- 20 Resource markers (4 each of Pearls, Kelp, Soda, Mushrooms, and Wood)
- 16 Rumor cubes (4 in each player color)
- 4 Chest/Key markers
- 8 Miniature base rings (2 in each player color)
- 16 Merit dice (4 of each type; Skill, Might, Charm, Craft)
- 4 Warmth markers
- 4 Hero dice markers
- 4 Quest markers
Setup
Place the Village board, the 6 Region tiles and the Cave board, in the center of the common play area.
Village setup
- Shuffle the Item card deck, making sure all cards have the blue background face up. Place it face up in the shown area above the Village board. Then, draw two Item cards and arrange them face up below the deck.
- Shuffle the Tavern card deck. Place it face up to the right of the Item cards. Then, draw one Tavern card and place it face up to the right of the deck.
- Arrange the four Elder tiles to the right of the Tavern cards, following the shown arrangement, making sure all tiles are showing the (E) icon.
- Shuffle the Ally card deck. Place it face up to the right of the Elder tiles. Then, draw one Ally card and place it face up to the right of the deck.
- Shuffle the top Building tiles and form a face-up stack to the right of the Ally cards. Take the two topmost tiles and place them to the right of the stack.
- Shuffle the bottom Building tiles and form a face-up stack below the previous stack. Take the two topmost tiles and place them to the right of the stack.
- Shuffle the Landmark card deck. Place it face down to the bottom left side of the Village board. Place the Landmark standees nearby.
- Shuffle the Treasure card deck. Place it face down on the indicated space on the Village board.
- Shuffle the Relic card deck. Place it face down on the indicated space on the Village board.
- Place the Achievement tiles on the spaces to the right of the Relic card deck.
- Place the Mayor marker on the colored stone corresponding to the player count, as shown by the number of dots below the stones.
- Place the five Villager figures, one on each of the five spaces in the Village.
Region setup
- Starting with the center tiles, place the tile showing the Island of Floe on the top center. Place the tile showing Skull Iceberg on the bottom center.
- Randomly place the other four tiles to the left and right sides of the previous tiles, making sure the bottom part of each tile is showing the discover-a-region action.
- Randomly place the eight starting Iceberg resource tokens face up on the indicated spots in the Icebergs (shown in red).
- Randomly place the eight starting Sea resource tokens face up on the indicated spots in the Seas (shown in green).
- Place the Iceberg resource tokens into the white bag.
- Place the Sea resource tokens into the blue bag.
- Place a Ship figure at each Dock on the Island of Floe.
General Supply setup
Form a general supply area with the following components:
- Shuffle the 24 Potion tokens and stack them face down.
- Shuffle the 18 Crate tokens and stack them face down.
- Shuffle the 12 Map tokens and stack them face down.
- Create a general supply of Crystal tokens.
- Place the bags containing the Iceberg resource tokens, and Sea resource tokens, nearby.
- Have the Trader standees nearby.
Note: Unlock more content as you play.
Cave setup
Note: Unlock more content as you play.
- Place the Cave board below the Region tiles.
- Shuffle the Common Monster card deck and place it to the bottom side of the Cave board. Do the same for the Elite Monster card deck and the Boss Monster card deck.
- Draw cards from the Monster card decks and place them face down on the corresponding spaces on the board. Then, flip the leftmost Monster card (i.e., so the Monster is revealed).
- Randomly place six Loot tokens on each of the two shown zones in the cave.
- Randomly place the five Dive tiles on each space of the Dive track.
- Place the five Hero dice and the Damage die near the Cave board.
Hero Display setup
- Display the four Hero minis in a row. Alongside the minis, place the corresponding Hero tokens and markers.
- Below the Hero minis, lay out the corresponding Hero ability tiles, making sure all tiles are showing the (E) icon. Place the corresponding starting Building tiles (top and bottom) next to the Hero ability tiles.
- Below the Hero ability tiles, display the four Familiar minis in a row.
- Below the Familiar minis, lay out the corresponding Familiar ability tiles, making sure all tiles are showing the (E) icon.
Player setup
Choose a player color and take the following components in that color:
- 4 Rumor cubes
- 4 Floe Stones
- 1 Base ring for the Hero
- 1 Base ring for the Familiar
Also take a set of the following common components:
- 1 Player board (the player boards are slightly asymmetrical, but do not offer any significant advantage)
- 1 Warmth marker
- 4 Merit dice, one of each color
- 5 Resource markers, one for each of Pearl, Kelp, Soda, Mushroom, and Wood
- 1 Hero dice marker
- 1 Chest/Key marker
- 1 Quest marker
- 2 Reference cards (one of each type)
The player who last ate a bowl of noodles or ice cream becomes the starting player (or you may choose by any other method). Give them the starting player marker. The game proceeds in clockwise order.
Place the player board in your play area.
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Place three of your Rumor cubes on the topmost spaces of the Warmth track on the left side of the board.
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Place the remaining Rumor cube on the designated space.
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Place the Merit dice on the spaces matching their color, all with the value 1.
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Place the resource markers and Floe Stones as shown on the picture.
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Place the Warmth marker on the Warmth track, and set up the starting Warmth and Soda according to the play order:
1st player 2nd player 3rd player 4th player Warmth 4 5 4 5 -
Place the Hero dice marker on the "2" space of the Hero dice track.
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Place the Chest/Key marker on top of the designated space (between the icons).
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Place the Quest marker and the reference cards near the player board.
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Gain one Potion token and place it above the board.
Note: If you want a more friendly and relaxed game, feel free to let players choose for themselves the Hero, Familiar, and Quest cards they want.
Game Overview
The game is played over a series of rounds. At the start of each round, the starting player takes their turn, followed by the other players in clockwise order.
On your turn, choose and perform one of the following options:
- Exploration turn (page 7)
- Village turn (page 16)
Play continues until a player's Hero marker passes the Mayor's marker on the Victory Point track, signaling the end of the game. When this happens, complete the current round and then play a final round. After that, the game proceeds to final scoring (page 21).
The player with the most Victory Points wins the game, claiming the title of Floe's greatest Hero.
Note: Players will have many opportunities to score Victory Points throughout and at the end of the game. When you score, advance your Hero marker on the Victory Point track.
Player Turn
On the first turn, all players must take an Exploration turn. On later turns, begin by recalling your Familiar to their starting space next to your player board (your Hero stays in its current position). Then, choose one of the following options:
- Exploration turn: Your Hero moves through the world to collect resources, perform actions, and battle against monsters in the Cave.
- Village turn: You use the resources earned throughout your journey to strengthen and develop your Hero.
Exploration Turn
On an Exploration turn, you may explore, gather resources, visit Landmarks, and delve into the Cave to Battle Monsters. To take an Exploration turn, follow these steps:
- Movement
- Hero action
After you finish your movement, you may do a variety of extra actions, as described on page 15.
A Region contains Icebergs, Shallows, and Seas. Icebergs are where your Hero performs actions and discovers locations such as Landmarks, Caves, Shrines, and Campfires. Your Hero moves between Icebergs by Hiking across Shallows, and moves across Seas by Sailing.
Movement
Your Hero may move across the world in order to perform actions. You may move either by Hiking or by Sailing. You may combine both forms of movement (i.e., after Sailing, you may continue by Hiking, or vice versa).
You are not required to move to a new location in order to perform an action (i.e., your Hero may stay on the Iceberg they were on the last turn, to perform an action there).
Note: At the start of the game, all Heroes start on the Island of Floe. On future turns, if your Hero is in the Village, place them on the Island of Floe before beginning your movement.
Hiking
You may spend 1 Warmth any number of times to move your Hero across a Shallows to another Iceberg on a revealed Region tile.
Example: The orange player wants to move to the Iceberg in the bottom right corner. They spend 3 Warmth, one for each Shallows crossed.
Sailing
To Sail, your Hero must be on an Iceberg that has a Ship Docked at it. You may spend 1 Warmth any number of times to move the Ship across a Shallows to another Sea on a revealed Region tile.
If your route crosses no Shallows, you do not spend any Warmth.
You must end your Sail movement at a different Dock than the one you started from, then place your Hero on the Iceberg connected to that Dock.
Docks let Heroes board a Ship and Sail. A Dock only has space for a single ship. A Dock with a Beacon allows you to Summon a Ship, as part of your movement.
Summon a Ship: If no Ship is present at a Dock with a Beacon your Hero occupies, you may spend 1 Warmth to summon a Ship to there. When you summon a Ship, you must then use that Ship as part of your movement. You may only summon a Ship that is Docked at another Iceberg.
Note: Summoning a Ship may allow you to use the effects of your Hero's ability, as explained on page 10.
Example: The orange player wants to reach the Iceberg in the bottom right corner. By Sailing, they spend only 1 Warmth, since they cross just one Shallows.
Warmth
Warmth represents your Hero's health and endurance. It is used to travel across the world, activate your Familiar, and fight in Battle. Your current Warmth is shown on the left side of your player board, tracked by the red cube's position.
Your maximum Warmth is limited by the Rumor cubes, which are unlocked when you perform an action at the Tavern in the Village.
Note: At any point in your turn, you may spend one Potion to gain 1 Warmth. You may do this multiple times.
If your Warmth is at 0, you may no longer spend Warmth to move, but you may still perform actions later in the turn.
Note: If your Hero ends their turn on an Iceberg with a Campfire, you max your Warmth.
Maps
Maps are tokens found throughout the world.
You may spend a Map during your movement phase to move your Hero to any Iceberg that matches the location shown on the token, without spending Warmth.
You may also spend Maps to discover a Region (page 9).
Example: By spending the Map showing the Campfire, the orange player may move to any Campfire in the world, without spending any Warmth, while continuing their movement as usual.
Discover a Region
To discover a Region, you must have 2 Maps and be Sailing on a Sea adjacent to a face down Region tile. If you do, pause your movement and follow these steps:
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Spend the 2 Maps and gain 1 Victory Point.
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Flip the Region tile face up.
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Place the following tokens on the revealed tile:
- Place one token from the white bag face up on each of the four Icebergs.
- Place one token from the blue bag face up on each of the four Seas.
Note: This may result in some Icebergs and Seas having more than one token, which is intended.
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If there is a Trader starting point on one of the Icebergs, place one of the available Trader standees on that Iceberg.
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Reveal the top card of the Landmark deck. Choose an empty Landmark slot on the bottom left of the Village board, gain the benefit shown on that slot, then place the Landmark card there. Finally, place the matching Landmark standee on the Iceberg that shows the Landmark icon.
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If this is the first Region you have discovered, place your Hero token next to the Achievement tile shown to the side. If you are the first player to discover a second Region, claim the Achievement (see page 20).
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Resume your movement, either by Sailing to a Dock on the discovered Region or by continuing to any other legal destination. Play then continues as normal.
Note: You may only Discover one Region per turn.
(E3B) Unlock more content as you play.
Example: The orange player begins on the Island of Floe and wants to discover the Region in the top right. Their Hero boards the Ship at the top and begins Sailing. Because the Sea they enter is adjacent to a face-down Region, they may discover it. They pause their movement to discover the Region (as described before). Afterward, the player resumes movement as normal. After discovering the region, the orange player resumes their movement. They may Sail to any Dock on the revealed Region, or to any other dock in the world (except the one they started from). They sail to the dock on the left side of the central Iceberg. Because no Shallows were crossed, no Warmth is spent while Sailing. Since their movement phase is still active, the player then spends 1 Warmth to Hike to the newly revealed Landmark to visit it.
Hero Action
After you finish your movement, choose one of the following:
- Gather Resources (page 10): Gather resources you may later use in the Village or in other parts of the game.
- Visit a Landmark (page 11): Turn your Rumors into Victory Points and valuable benefits.
- Delve into the Cave (page 12): Battle Monsters for the rewards they hoard.
Note: Additional actions are introduced as players progress and unlock new content. (E3D)
Hero Abilities
Your Hero has an ability that is depicted at the bottom of their Hero ability tile. Once per turn, you may use that ability. When upgraded, abilities provide additional benefits.
Example: This Hero's ability allows to gain 1 Soda when summoning a Ship. When this ability is upgraded, summoning a Ship gains 2 Crates.
Gather Resources
When you Gather Resources, choose one of the following three options:
- Your Hero may collect one resource token from the Iceberg they occupy, or from any Sea adjacent to that Iceberg. Immediately gain the benefit shown on the token, then discard it from the game.
- Gain one of the resources printed on any adjacent Shallows.
- If there is a Dive icon printed on an adjacent Shallows, you may Dive (as explained on page 11).
Note: Gaining a specific resource may help you toward your Quest, which is described in more detail on page 20.
Example: The orange player may choose to collect any one of the tokens, or the two Soda on the Shallows above, or the Hero may Dive in the Shallows to the bottom left.
Resources
There are 4 basic resources in the game: Pearls, Kelp, Mushrooms, and Wood. Whenever you gain a resource, advance its marker by the amount gained.
The maximum amount of any basic resource you may store is limited by the position of the Floe Stones. At the start, all players may store 1 of each basic resource.
Soda is a special resource, which you may store up to 4. At any point in your turn, you may spend 2 Soda to gain one of any basic resource.
You may also spend 2 of any basic resources to gain 1 Crystal. You may do any of these conversions multiple times.
Crystals are a special resource you may find throughout the world, especially in the Cave. You may spend them at the Academy in the Village to gain powerful benefits. Whenever you gain Crystals, take them from the general supply and place them on the top right side of your player board in a personal supply. You may hold any number of Crystals.
Chests and Keys are also considered resources, and their uses will be explained later.
If you cannot store a basic resource, a Chest or a Key, it is instead converted to 1 Soda.
Potions, Crates, and Maps
As you gather resources and uncover the wonders of Floe, you may gain these tokens.
These tokens are stored in the top section of your player board. You may hold up to 6 of these tokens in any combination. If you would gain a seventh token, you must discard one of the tokens, optionally resolving its effect.
During your turn, you may use any of these tokens as follows. You may use multiple tokens per turn.
- You may spend a Potion to gain 1 Warmth, or use a Potion during Battles in the Cave to gain its benefits.
- You may use a Crate to gain one of the two shown resources.
- You may use Maps to discover a Region, or (on the movement phase) to move to any Iceberg with a location matching the one shown on the token.
Dive
To resolve a Dive:
- Choose a tile from the Dive track.
- Pay the Warmth cost shown (if any).
- Resolve the tile's effect.
- Remove the tile and slide all tiles below it up one space.
- Place the used tile at the bottom of the column.
Example: You spend 1 Warmth to gain a Chest. Remove the tile, slide the 2 Potion tile up, and place the Key/Chest tile at the bottom of the Dive track.
Chests, Keys, and Treasures
Throughout the game, you will gain Chests and Keys. When you gain one, move your Chest/Key marker one step toward that icon. If you are unable to move the marker, gain 1 Soda instead.
If you move the marker back to the center space (i.e., have both a Chest and a Key), you gain a Treasure.
Treasures provide very powerful ongoing abilities that will affect how you play your game.
Unless otherwise stated, each Treasure may be used only once per turn. You may flip or tilt the card as a reminder, then return it to its original position at the end of your turn.
When you gain a Treasure, draw two cards from the Treasure deck and choose one to keep. Place the chosen Treasure face up in one of the two spaces on the bottom right side of your player board, then discard the other card.
You may have only two Treasures at a time. If you would gain a third Treasure, you must discard one of them.
Example: Sippy Flask allows you to gain 1 Warmth and 1 Soda when you use a Potion.
Visit a Landmark
Your Hero may visit a Landmark if:
- Your Hero is on an Iceberg that has a Landmark.
- You have at least one available Rumor.
- You have not visited that Landmark during this game (i.e., you do not have one of your Rumors on the Landmark card).
Then:
- Gain the benefit covered by the Rumor.
- Gain 1 Victory Point.
- Resolve the optional effect described at the bottom of the Landmark card.
Place an available Rumor from your player board in one of the available spaces on the card matching the Landmark your Hero is visiting.
Delve into the Cave
If you end your movement on an Iceberg with a Cave, you may perform this action.
In the Cave, you will battle Monsters to claim the rewards they hoard, advancing deeper through the Cave until you eventually face the Boss Monster.
You will Battle the Monster present in the chamber your Hero marker is in. Each chamber shows Loot tokens, chamber rewards, and the Monster's health, base Damage, reward, and unique ability.
Hero dice are your primary tool in Battle, enabling a range of powerful and tactical effects. Whenever you advance your Hero dice marker, move the marker one step to the right. If your Hero dice marker is maxed and you gain an advance, gain 1 Soda instead.
The Damage die can increase the amount of Damage the Monster deals to you. The Damage die cannot be rerolled by the player's actions.
Battle Sequence
In Battle, you roll and adjust your dice to defeat the Monster, using Items, Potions, Allies, and your Familiar to prevent Damage and gain rewards. The Battle proceeds along the following steps:
- Roll phase
- Arrow phase
- Monster Attack phase
- Sword phase
- Lantern phase
Note: Monsters have unique abilities that can affect the Battle.
1. Roll / Reroll: Roll a number of Hero dice equal to your Hero dice marker on your player board. Then roll the Damage die as well. After rolling the dice, you may modify your results in any of the following ways:
- You may reroll as many Hero dice as you want, spending 1 Warmth to do so. You may do this multiple times, with any combination of dice (even those that were not rolled before).
- Assign a die to an Item to use the value printed on the card instead of the die's result. If you have upgraded the Item, you gain the Battle icons without having to assign a die. (Example: You rolled a Stealth. You may assign the die to the Hatchet, making the die act as a Sword instead.)
- Use Potions to add their Battle icons to your Battle roll. (Note: You may also spend Potions at any time to recover 1 Warmth for each.)
- You may use your Familiar's help in the Battle. Place your Familiar on the space shown on your Familiar Ability tile and spend 1 Warmth. You may use one of the two Battle icons shown on the tile. If you upgrade your Familiar, you gain access to both icons. If you fully upgrade them, you also gain access to the Crit shown on your player board. (Note: You may only use your Familiar's help if you have not employed them earlier in the turn. Once used, they are unavailable for the rest of the turn.)
- Some Allies provide you with abilities that affect the Battle. When you use such an Ally, gain its benefit and discard the card.
Note: Items, Allies, and upgrading your Familiar, are explained in more detail in the corresponding sections of the Village Turn.
Battle icons
- Arrow: During the Arrow phase, each Arrow you use deals 1 Damage to the Monster.
- Sword: During the Sword phase, each Sword you use deals 2 Damage to the Monster.
- Stealth: During the Monster Attack phase, each Stealth you use reduces the damage the Monster deals by 2.
- Lantern: During the Lantern phase, each Lantern lets you collect one Loot token.
- Magic: You may use Magic to activate the effects described in the Magic section below.
- Crit: Choose either Arrows or Swords. Each Crit you use adds 1 Damage to the icon type you chose during its phase.
Example: You rolled 2 Arrows, 1 Sword and 2 Crit. Each Crit adds 1 Damage to each icon of a type you choose. If you choose Sword, you will deal 4 Damage in the Sword phase: 2 from the Sword plus 2 from the Crits. If you choose Arrow instead, you will deal 6 Damage in the Arrow phase: the 2 Arrows deal 2 Damage, and the 2 Crits each add 1 Damage to both Arrows, for a total of 4 additional Damage.
Note: Complete all phases in order unless instructed otherwise (even if, in any phase, you deal Damage equal to or greater than the Monster's health).
2. Arrows — Deal 1 Damage: For each Arrow you use, deal 1 Damage to the Monster. Any Damage you deal carries over to later phases.
3. Monster Attack — 1 Monster Damage: The Monster deals Damage equal to its base Damage plus the value of the Damage die. For each Stealth you use, reduce the Damage by 2. Then, lower your Warmth by the amount of remaining Damage.
Important: If you have dealt Damage equal to or greater than the Monster's health, ignore the Monster's base Damage in this phase.
If your Warmth drops below zero, you lose the Battle. Immediately end your Hero action and return to the Island of Floe, then max your Warmth.
4. Swords — Deal 2 Damage: For each Sword you use, deal 2 Damage to the Monster. Remember, any Damage dealt during the Arrow phase carries over to this phase.
Magic: You may spend Magic to cast Spells from your Spellbook, and you may do so multiple times.
- Healing Spell: Spend 1 Magic to gain 1 Warmth.
- Insight Spell: Spend 1 Magic to do one of the following: flip a die showing a Sword to an Arrow, or an Arrow to a Sword; flip a die showing a Stealth to a Crit, or a Crit to a Stealth.
- Artifice Spell: Spend 2 Magic as any Battle icon of your choice.
5. Lantern — Gain 1 Loot token: For each Lantern you use, collect one token from the zone where your Hero marker is located. Gain its reward, then discard it from the game.
- The first two chambers of the Cave have access to the leftmost group of Loot tokens, while the last three chambers have access to the rightmost group.
- If there are no tokens available in the corresponding zone, you gain no reward from your Lanterns.
End of the Battle
If you have dealt a total amount of Damage equal to or greater than the Monster's health, you defeat the Monster. Follow these steps:
- Gain the reward on the Monster's card.
- Gain the rewards in the chamber where the Monster is located.
- Advance your Hero marker to the next chamber, and flip the Monster card in that chamber face up if it is face down.
- Discard the defeated Monster, and place a new Monster of the corresponding type face down in its place. If any Hero markers are in that room, immediately reveal the new Monster.
Note: You may keep the Monster card face down near your play area to help track your Quest requirements (see page 20).
If you do not defeat the Monster, nothing happens. Any Damage dealt this turn does not carry over to your next turn.
Example: The orange player's Hero moves to an Iceberg containing a Cave. Although they could gather one of the nearby resources, they decide instead to face the Monster in Battle. The Hero is in the third chamber and is about to face Rockeer, which is an Elite Monster.
The orange player rolls the Hero dice: 4 in total, as shown on their player board. Then, they roll the Damage die as well. They roll 2 Swords, 1 Arrow, and 1 Crit, while the Damage die roll is a 2. The Monster's unique ability forces the Hero to reroll all Swords from their initial roll.
They reroll the 2 Swords and get 1 Stealth and 1 Sword. Despite rolling a Sword, the Monster's ability no longer applies, so the player may now attempt to improve their results to defeat the Monster.
Fortunately, the orange player is well prepared. They have 3 Potions, an Item, and an Ally, and their Familiar has been upgraded, allowing the use of both Battle icons shown.
By using their Ally's ability, the player gains: 1 Stealth; 1 Crate for every Stealth they used in the Battle; 1 Victory Point. The Ally is discarded at the end of the Battle.
The player decides to use their Snow Boots to take advantage of the Ally's ability, assigning the Arrow die to the Item. The Hero loses the benefit of the Arrow but instead gains 1 Stealth. With the Stealth provided by the Item, the player now has a total of 3 Stealth.
At the end of the Roll phase, here is the current game situation:
Arrow Phase: With no Arrows to use, the player proceeds to the next phase.
Monster Attack Phase: The Monster attacks for a total of 5 Damage. However, the player's 3 Stealth reduce the Damage to zero. At most, the Monster will deal 5 Damage: 3 from its base Damage (ignored if the Monster was already defeated by Arrows) and 2 from the Damage die. Since each Stealth reduces Damage by 2, the player will take no Damage.
Sword Phase: To defeat the Monster, the player needs 6 Damage. They currently have 3 from the Sword and Crit Battle icons, while the Arrow die, assigned to the Cozy Boots, counts as a Stealth instead. By using a Sword Potion, the player is able to deal a total of 6 Damage to the Monster (each Sword deals 1 additional Damage thanks to the Crit). The two Swords, plus the Crit, deal 6 Damage, which is enough to defeat the Monster.
The player considers using their Familiar for an extra Sword and Lantern but decides against it, saving the Familiar's ability to collect the 2-Kelp token in the adjacent Sea, after the Battle ends. (Gathering with your Familiar is explained in more detail on page 15.)
Lantern Phase: If the player had used a Lantern, they could have claimed one of the available Loot tokens.
End of the Battle: The player gains the reward on the Monster's card: a basic resource of their choice and a Dive. Since they already have a Chest, they Dive for a Key, moving the marker down to gain a Treasure. They also gain the chamber's rewards: 2 Victory Points and 3 Crystals, which they keep near their player board. In addition, they gain 3 Crates from their Ally's ability. Finally, they advance to the next chamber, revealing the Monster they will face next.
After ending their action in the Cave, the player may gather the Kelp on the adjacent Sea with their Familiar.
Defeating the Boss Monster
When you defeat the Monster in the fifth chamber, choose one of the four available reward sets shown at the bottom of that room. Resolve the chosen rewards, then place your Hero marker over that set to indicate it is no longer available to other players.
If you are the first player to achieve this, claim the corresponding Achievement (see page 20).
After defeating the Boss Monster, a player may no longer Delve into the Cave. There's nothing left to discover there!
Cave Advance
This benefit can be found in several locations throughout the game. It allows you to advance your Hero marker to the next chamber in the Cave, bypassing the current Monster, forfeiting the rewards of the chamber.
If you are in the final chamber, you cannot use this effect to bypass the Boss Monster and claim the Cave's final rewards.
Extra Actions
Before and/or after your Hero action, you may do any of these extra actions:
- Gather with your Familiar
- Trade
- Place Floe Stones
Gather with your Familiar
Once per turn, before or after the Hero action, you may Gather resources with your Familiar. Spend 1 Warmth and place your Familiar into any Shallows adjacent to the Iceberg your Hero is on. Choose one of the following three options:
- Your Familiar may collect one of the resource tokens on any Iceberg or Sea adjacent to the Shallows. Immediately gain the benefit depicted on the token and then discard it from the game.
- Gain the resource printed on the Shallows the Familiar occupies.
- If there is a Dive icon printed on the Shallows, you may Dive.
Example: The orange player placed their Familiar on the adjacent Shallows above. They may choose to collect any one of the tokens, or the two Soda on the Shallows. If the player had placed the Familiar on the Shallows to the bottom left instead, the Familiar could resolve a Dive.
Trade
Once per turn, before or after your Hero action, you may summon one of the existing Traders to your Hero's location, in order to Trade with them. To move the Trader across Icebergs, you spend 1 Warmth for each Shallows they cross. If you do not have enough Warmth to cover the Trader's movement, you cannot summon them.
If you are on the same Iceberg as a Trader, you may sell one of your Items, Treasures, or Relics. Gain the benefit shown on the right side of the card, then discard it.
Example: On your turn, you sell Chitterbox to the Trader, gaining 3 Crystals.
Place Floe Stones
If you end your movement on an Iceberg containing one or more Shrines, you may, before and/or after your Hero action, place one of your Primed Floe Stones in any empty Shrine. You may do this multiple times.
Each time you place a Floe Stone in a Shrine, gain 1 Victory Point and resolve the benefit shown in that Shrine.
Example: The orange player's Hero is on an Iceberg with three Shrines, one of which has already been claimed by the purple player. With two Primed Floe Stones in their possession, they place both in the remaining Shrines, gaining 2 red Merits, 1 Merit of any type, and an advance on their Hero dice marker. They also gain 2 Victory Points for placing the stones, as indicated on their player board.
Note: Items, Relics, Floe Stones, and Merits are explained in detail in the corresponding sections of the Village Turn.
Village Turn
On a Village Turn, you may visit any of the five Village spaces with your Hero and Familiar to gain Warmth and perform actions. You may also activate your Buildings at any point during your Village Turn.
If your Hero is outside the Village, pick them up. Then perform the following steps, first with your Hero, then with your Familiar:
- Place the chosen figure in a Village space that does not already contain one of your own figures. (In other words, you cannot repeat the action taken on your previous turn by the Hero, with the Hero.)
- Gain Warmth and move the Villagers.
- Perform the action of the space where your chosen figure is located.
Note: You are not forced to perform the action of the space your chosen figure is in (i.e., you may just place a figure to gain Warmth).
Gaining Warmth and Moving Villagers
For every Villager present in the space where you placed your figure, you gain 1 Warmth. If any other Heroes and/or Familiars are present, both you and the respective players gain 1 Warmth.
Example: The orange player places their Hero in the Tavern's space. They gain 5 Warmth, 3 from the Villagers, 1 from the purple player's Hero, and 1 from the green player's Familiar. Both the purple and the green player gain 1 Warmth as well.
After gaining Warmth, gather the Villagers from that space. Then, in clockwise order, place one Villager in each of the following Village spaces.
Example: After gaining Warmth, the orange player gathers the three Villagers from the Tavern and places them, one by one, in the next Village spaces in clockwise order: one in the Hot Springs, one in the Timber Yard, and the last one in the Academy.
Village actions
There are five different actions you may take in the Village. Four of them (the Shop, the Tavern, the Hot Springs and the Timber Yard) work in the following way:
- Spend the full amount of the required resource that you are able to store.
- Advance the Floe Stone on that resource's track by one step and gain the benefit it covers.
- Perform the action of the space.
Floe Stones
Floe Stones are magical megaliths that embody your growing influence and contributions to the Village of Floe. By placing them on enchanted Shrines, you are celebrating your achievements, deepening your attunement with the world around you.
The first time you advance a Floe Stone on a resource track, gain that track's corresponding Merit. The second time you advance a Floe Stone, move it to the space above the resource tracks and gain 1 Victory Point.
Floe Stones in this space are considered Primed. They may be placed into Shrines during an Exploration Turn.
Each time you place a Floe Stone, gain 1 Victory Point.
Example: The orange player cannot perform an action at the Shop, as they do not have any Pearls. They also cannot perform an action at the Timber Yard, since they only have 1 Wood and need 2 to reach the full amount they can store. The orange player performs an action at the Tavern. They spend all their Kelp and advance that track's Floe Stone, gaining 1 red Merit. Later in the same turn, they perform an action at the Hot Springs, spending all their Mushrooms and advancing that track's Floe Stone, gaining 1 Victory Point.
Merits and Upgrading
Merits represent your Hero's growing capabilities as they venture into the world, seeking danger and treasure while helping the Village of Floe thrive and prosper.
Whenever you gain a Merit, increase the value of the corresponding die by the amount gained. Throughout the game you will be able to gain four different types of Merits, each represented by a shield icon of a specific color. The Merits are Skill (yellow), Might (red), Charm (green), and Craft (brown).
Note: For the sake of simplicity, refer to each Merit by its color.
Track each of your Merits using the matching colored dice located at the top left of your player board.
Example: You have 2 yellow Merits, 3 red Merits, 4 green Merits and 1 brown Merit.
Merits influence many aspects of your adventures in Floe, enhancing your Hero's and Familiar's abilities and sometimes improving the effects of your Items.
Merits are never spent, though certain effects may require you to lower their values.
Example: Hero ability tiles, Familiar ability tiles, their slots on the player boards, Items and the tops of Buildings all have Merit requirements.
The icon at the top left of your Hero ability tile indicates that once any two of your Merits meet or exceed 4, you must flip the tile to reveal its upgraded ability.
Example: Once per turn, when you summon a Ship, gain 1 Soda. The upgraded version of this ability allows you to gain 2 Crates instead.
Additionally, the icon displayed above your Hero ability tile on your player board shows the two Merits that must be increased to 6 in order to unlock your Hero's full potential. Each player board features a unique set of Merits, creating slight asymmetry and a distinct progression path for every player.
If you have met the required Merits, slide your Hero ability tile upward to cover the icon. Gain 2 Victory Points and reveal two additional effects beneath the tile. These effects are permanent and apply at all times:
- Each time you Look for a Relic, draw one additional Relic.
- If you gain a Merit that is already maxed, you may apply it to any other Merit instead.
The icon at the top left of your Familiar ability tile indicates that once any two of your Merits meet or exceed 3, you must flip the tile, gaining access to both of the Battle icons shown on the tile if you decide to use their help in the Cave.
If you have met the required Merits, slide your Familiar ability tile upward to cover the icon. Gain 1 Victory Point and reveal the additional Crit you now have access to when using your Familiar's help in the Cave.
The Shop
At the Shop, choose one of the three available Items and place it in the designated space on the right side of your player board, next to any Items you already have.
Refill the display to three Items.
Example: The yellow player wants to spend their hard-earned Pearls on a fancy new tool. They spend all their Pearls and choose the Quiver to help them in future Monster battles. They place the card to the right of their player board and then refill the display.
The Tavern
At the Tavern, choose one of the two available Tavern cards. Remove the bottommost Rumor from your Warmth track and place it in the designated space above your Hero ability tile. Then choose one of the two benefits shown at the bottom of the card, gain that benefit, and discard the card.
Refill the display to two Tavern cards.
Example: The orange player decides to enjoy a very pleasant meal with Bika Swiftgaze. They spend all their Kelp and, as indicated at the top of the card, remove the bottommost Rumor from their Warmth track. They place this cube in the space to the right of the track, giving them 2 available Rumors, which they can later use when visiting a Landmark. Next, they choose one of the two sets of benefits at the bottom of the card. They choose to advance their Hero dice marker and gain 1 Warmth. They bid farewell to Bika Swiftgaze and discard the Tavern card.
Rumors
Rumors limit the maximum Warmth you can hold at any time. Once unlocked, they become available for use when visiting Landmarks.
If you unlock your last Rumor, you gain 1 Victory Point (as shown on the track).
The Hot Springs
At the Hot Springs, choose one of the two Allies available and place it in the designated space on the right side of your player board, next to any Allies you already have.
Refill the display to two Allies.
Example: The orange player decides to have a nice, relaxing bath, with Sneaky Sam. They spend all their Mushrooms and place the card to the bottom right of their player board, on the designated space.
Allies
Allies offer powerful single-use effects that may be triggered when their conditions are met.
When you use an Ally, resolve its effect and then discard it.
Items
Items grant you abilities during Monster Battles in the Cave. They may also be sold in the Village or to a Trader to gain the benefit shown on the right side of the card.
On their basic side, Items allow you to assign a Hero die and use the value printed on the card instead of the die's rolled result.
If you meet the Merit requirement shown in the top left corner, immediately upgrade the Item by flipping the card and gain 1 Victory Point.
Note: You do not lose Victory Points from selling a card.
Once upgraded, the card instead provides a permanent Battle icon. Upgraded cards are also worth more when selling them.
The Timber Yard
At the Timber Yard, choose one of the three available sets of Building tiles and place them in the designated space on the left side of your player board, next to any Buildings you already have.
Gain 1 Victory Point, as shown on the bottom tile of the set.
Refill the display to three sets of Building tiles.
Example: The orange player chooses the middle set of Building tiles. They spend all their Wood, place the tiles on the left side of their player board, and gain 1 Victory Point as shown on the bottom tile. They then refill the display.
Buildings and Building actions
Buildings consist of two parts. The top shows either a cost or a Merit requirement, while the bottom provides a benefit.
You may activate each of your Buildings once per Village turn, during one of the following stages of your turn:
- At the start (before placing your Hero).
- Before placing your Familiar.
- At the end.
If the top shows a cost (such as a Soda), you must spend that resource to gain the benefit on the bottom. If the top shows a Merit requirement, you may only gain the benefit if your Merit meets or exceeds the indicated value. However, Merits are not spent when you gain the benefit.
The starting Building (shown on the right) allows you to spend 1 Warmth to either gain one Merit of any type or Sell one of your Items, Treasures, or Relics.
The Academy
At the Academy, you may perform each of the actions shown, in any order, by spending the amount of Crystals indicated to the left of each action:
- Spend 2 Crystals to perform one of the actions shown (Fulfill an Elder's Request or Look for Relics).
- Spend 3 Crystals to gain a Treasure and 1 Victory Point.
- Spend 4 Crystals to advance any 2 Floe Stones.
- Spend 5 Crystals to gain 3 Victory Points.
Fulfill an Elder's Request
Above the Village board lie the Elder tiles. Choose one of the available tiles and spend the indicated amount of Crystals to gain the benefits shown on the right.
If this is the first time that a specific tile is chosen, advance the Mayor and Look for 1 Relic. Then flip the tile; its cost is now reduced by 1 Crystal.
The next time that tile is chosen, spend the indicated amount of Crystals and gain its benefits as usual, then remove the tile from the game.
Note: Advancing the Mayor may trigger the end of the game (see page 21).
Look for Relics
You may perform either or both actions:
- Spend 1 Crystal to draw 2 Relics, keeping one and discarding the other.
- Spend 1 Crystal to draw and keep 1 Relic.
When you Look for Relics, draw the number of cards shown by the icon. Choose one to keep and discard the rest. If the icon shows no number, simply draw and keep 1 Relic.
Relics are kept in your hand, hidden from other players, and provide Victory Points at the end of the game if you meet their requirements. You may also sell them, either through the starting Building or to a Trader, to gain the benefit shown on the right side of the card.
There are 10 Dolphinette, 9 Heliostone, 7 Tapinsai, 5 Sloopy, 3 Hillstead Relic cards in the game. You cannot score multiple sets of the same type of card (e.g., if you have 5 Tapinsai Relics, you will only score one set of 4).
There is no hand limit for Relics. If you are the first player to gain a seventh Relic, claim the corresponding Achievement.
At the end of the game, however, you may score only up to 6 Relics, regardless of how many you collected.
Relics that score in sets will reward an amount of Victory Points according to the number of matching copies you hold at the end of the game.
(E1) Unlock more content as you play.
Quests
Whenever you meet the requirement shown to the right of your Quest marker, advance the marker into that space and gain the benefit displayed above it.
There is no limit on how many times a Quest marker may be advanced during a single turn.
If you complete your Quest, you do not gain a new one. Your deeds are sung throughout the land!
Note: Some requirements feature a check mark. This means you only need to have completed that event at any previous time to advance your Quest marker and gain the benefit (you do not need to perform it again at that moment).
Note: Some effects allow you to advance your Quest marker even if you have not met the requirement. When you use one of these effects, advance the marker and gain the benefit as normal.
Example: The orange player has the Ancient Map Quest and is visiting the Academy. They advance their Quest marker one step and gain the benefit of Looking for 2 Relics. If they also had any three Merits meet or exceed 5, they would advance again and gain 1 Victory Point. And if they had already visited two Landmarks, they would advance a final time, gaining another Victory Point and completing their Quest.
Achievements
Throughout the game, players will perform actions of such prowess that they are recorded for times to come.
When any of the following Achievements are claimed for the first time during a player's turn:
- Gain 1 Victory Point.
- Advance the Mayor (as explained later).
- Flip the tile.
The Achievements are:
- A player defeats the Boss Monster at the end of the Cave.
- A player has placed all 4 of their Floe Stones.
- A player discovers 2 Region tiles.
- A player has increased all their Merits to 6.
- A player gains their 7th Relic.
- A player visits Landmarks a total of 3 times. (E3C)
End of the Game and Final Scoring
The end of the game is triggered when any player's Hero marker passes the Mayor's position on the Victory Point track, or vice versa. When this occurs, complete the current round, then play one final round before proceeding to final scoring. Players then reveal their Relics and score them accordingly. Remember you may only score up to 6 Relics.
The player with the most Victory Points is now declared the winner, claiming the title of Floe's greatest Hero!
If there is a tie, compare the following tiebreakers in order, stopping as soon as one tied player prevails. That player wins the game.
- Number of Crystals
- Number of Floe Stones placed into Shrines
- Number of Primed Floe Stones
- Highest total Merit value
If the tie still remains, players share the victory.
The Mayor
The Mayor advances whenever a player fulfills an Elder's request for the first time or claims an Achievement.
When this happens, move the Mayor to the next colored stone along the Victory Point track, progressing toward the start of the track.
Note: If a player scores more than 30 points, leave your Hero marker in the 30 point space and continue counting any additional points with your Hero token from the start of the track.
Appendix
Terminology
Move to any Iceberg: Place your Hero at the location specified by the effect, without any cost. If done in the Movement phase (such as by using a Map), you may continue your movement as usual.
Locked: This effect applies to a die. A Locked die cannot be rerolled or changed in any way until the end of the Battle. It may still be assigned to an Item.
Sell: This effect applies to Items, Treasures, and Relics. Discard the card to gain the benefits shown on the right side of the card.
FAQ
Resources, Floe Stones, and Merits
After Priming a Floe Stone, if I then gain enough resources to cover the Merit icon on the track, do I gain the Merit? No. You only gain the Merit once, when the Floe Stone of that track covers it.
If a track no longer has a Floe Stone, may I still perform the corresponding Village action? Yes.
If I gain a Merit that I already have at 6, do I gain anything? No, unless you have unlocked your Hero's Final Ability, which allows you to apply that Merit to any other instead.
If all my Merits are already at 6 and I gain another Merit, or if I Advance a Floe Stone that is already Primed or Placed, do I gain anything? You gain the satisfaction that your Hero stands tall among the legends of old. (You do not gain anything.)
If I lower a Merit, am I required to flip my card or tile back to its previous side? No.
Allies
May I use Tunnelton the Miner or Grandmagus Cheese as I am performing a Village turn? No. You may only use the card's effect when you are performing an Exploration turn. However, you may use the effect at any point in your Exploration turn (even at the end).
May I use Grandmagus Cheese while I am performing my Movement phase (in effect, not stopping to place a Floe Stone)? Yes.
Do I have to Sell an Item when using Carrie the Courier? Yes. Effects on cards (unless otherwise stated) have to be completed in their entirety.
Do I need to have an available Rumor beforehand to use Baarney the Roamer? No. You may use the cube that the card's effect provides as part of the requirement of Visiting a Landmark.
Monsters
How does Petragrove work? ("This Monster needs to be defeated twice.") You process the total battle through the following steps:
- (Battle 1): Roll phase > Arrow phase > Monster Attack phase > Sword phase > Lantern phase
- (Battle 2): Roll phase > Arrow phase > Monster Attack phase > Sword phase > Lantern phase
You must be able to both deal enough Damage to defeat Petragrove and survive their attack in order to proceed to the second Roll phase and everything that follows. You are successful in defeating the Monster if you manage to defeat and survive Battle 2.
How does Neubra work? ("This Monster attacks before the Arrow phase.") You cannot avoid their base Damage by defeating the Monster by Arrows alone.
Discarding
What happens when a component is used or discarded? Unless otherwise stated (e.g., when you collect a Resource or Loot token, it is returned to the game box):
- Place any discarded cards underneath their respective decks, facing the opposite side. When the last card of the deck is drawn (and the top of the discard is revealed), shuffle the pile and form a new deck.
- Place any used tokens (such as Potions, Crates, or Maps) in a general discard area. If you ever need to gain a component and its supply is empty, rebuild that supply using the discarded tokens.
Encounters
When I am resolving a Battle test, may I use Magic and Spells? Yes. As in a regular Battle, you may use Magic and Spells to gain Warmth, flip dice, or even set a die to any result using the Artifice spell. However, you cannot use Lanterns to gain Loot tokens, as you are not in the Cave battling a Monster.
Iconography
- Spend the cost indicated on the left to gain the benefits shown on the right.
- Meet the conditions indicated on the left to gain the benefits shown on the right.
- Choose an option from among those offered.
Basic icons: Victory Points, Warmth, Hero, Familiar, Villager.
Resources and effects: Pearl, Kelp, Mushroom, Wood (basic resources); Soda, Chest, Key, Treasure, Crystal; Potion, Crate, Map, Dive; Advance your Hero dice marker.
Merits: Gain one Skill Merit, gain one Might Merit, gain one Charm Merit, gain one Craft Merit, gain any one Merit, gain any 2 Merits (either the same type or two different ones), gain 2 Merits of different types, gain 3 Merits of the same type. A Merit requirement is shown by its value and its type & quantity.
Locations: Sail, Summon a Ship to a Beacon, Move to any Iceberg with the shown feature (e.g. Monolith), Visit a Landmark, Delve into the Cave, The Academy.
Floe Stones: Advance a Floe Stone on its respective track and gain any benefits it covers, advance a Floe Stone on any track, Primed Floe Stone, Placed Floe Stone.
Village: Gain an Item, gain the benefits of a Tavern card, gain an Ally, gain a set of Building tiles, gain the benefits of an Elder, remove the Elder from play.
Other icons: After meeting the requirements, flip the component; Advance the Mayor; Look for Relics; Sell one of your Items, Treasures, or Relics; Advance your Quest marker one step forward; Max your Soda; Max your Warmth; Damage die; Loot token; Cave Advance; Monolith; Fir Tree; Engage with an Encounter; Merit test; Battle test; Have 4 different Battle icons; Rumor cube; Place an available Rumor and gain the associated benefits.
Quest requirements: Gain the resource shown; have defeated a Common Monster; have defeated an Elite Monster; have Primed your third Floe Stone; have engaged with two Encounters; have visited one Landmark; have visited two Landmarks; have any one Merit meet or exceed 3; have any 3 Merits meet or exceed 5; have any 3 Merits at 6.
Player powers: Each time you Look for a Relic, draw one additional Relic; if you gain a Merit that is already maxed, you may apply it to any other Merit instead.