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I C E: Second Edition thumbnail

I C E: Second Edition

I C E: Second Edition Rulebook

Table of Contents

Table of Contents

  • Goal of the Game
  • Components
  • Setup
    • Game Board & Tiles
    • Setup of Shared Elements
    • Setup for Every Player
    • Guild Boards Legend
  • Gameflow
    • Days & Phases
    • Sunrise
    • Example of a game turn
    • Sunset
  • Actions
    • Build a Camp
    • Recruit
    • Sail
    • Study
    • Plan
    • Move
    • Overwork
    • Excavate
    • Effects or Abilities
  • Artifacts
    • Presentation of the Artifacts
    • Effects of the 5 Artifact Types
  • Azulia, City of the Nuukas
  • Renown Points & Cards
    • Renown Points
    • Cards
  • End of Game
    • Conditions
    • Scoring
  • Expert Mode
    • Nuuka's Curse
    • Gameplay
    • Setting up
    • Rule Adjustment
    • Moving on the Curse Track
    • Curses
  • Variants
    • Blessing Variant
    • Gentle Variant for Nuuka's Curse
    • 2 player Game
    • Fluent Move Variant for 3 Players
    • Logbook Setup
  • Guild Boards
    • Anaan' mok, Navigator (starting RP: 2)
    • Sikarra, Incandescent (starting RP: 2)
    • Jif, Icewalker (starting RP: 2)
    • Aoï, Nourisher (starting RP: 2)
    • Ai-Den, CryoArchitect (starting RP: 1)
  • Snow Tiles
    • Back (Landscape)
    • Front (Illustration & Effect)
  • Artifact Tiles
  • Logbook Cards
  • Decree Cards
  • Request Cards
  • Glossary
  • FAQ
  • Iconography

Goal of the Game

As an Expedition Leader representing a Guild, you lead a team of Archaeologists to excavate, layer by layer, into the depths of the frozen world to reveal precious Artifacts of ancient times.

You will only have 4 days to respond to the various requests of the City! The Expedition Leader to return with the greatest discoveries will claim Guild glory and fame, winning the game!

Components

  • 1 Game board in 2 parts
  • 10 Logbook cards
  • 73 cards (54 Request cards, 9 Decree cards, and others)
  • 112 tiles: 48 Snow tiles, 1 Encampment tile, 12 Clear tiles, 12 Tunnel tiles (plus Deep and Surface Artifact tiles)
  • 5 Guild boards
  • 1 Incandescent Activation token
  • 2 Icewalker Grappling tokens
  • 5 Expedition Leaders
  • 5 Guild Camp tokens
  • 10 Player markers

Throughout the booklet the following terms are used:

  • Exploration Points (EP) allow actions to be carried out. They correspond to a player's action points.
  • Renown Points (RP) correspond to a player's victory points.
  • Explorers, corresponding to Expedition Leaders and Archaeologists.

Setup

Game Board & Tiles

Shuffle Deep Artifact, Surface Artifact, and Snow tiles into separate piles.

Authors' note: At the end of a game, remember to shuffle the tiles again while putting them away, so you don't have to do it at the beginning of the next game.

A. Assemble the parts of the Game board, the bottom representing Azulia, the Nuukas' City. B. Next, randomly place the 27 Deep Artifact tiles, face down, on the next layer. C. Then randomly place the 37 Surface Artifact tiles, face down, on the following layer. D. Finally, randomly place the 48 Snow tiles, face down, on the top layer. Place the Encampment tile on one of the 3 center spots. This forms the upper surface of the game.

Setup of Shared Elements

E. Shuffle the Logbook cards to form a face-down Logbook deck.

For your first game, it is recommended that Logbook cards are not used.

F. Place 1 Archaeologist on each of the Tunnel tiles. G. Place 1 White Camp and 1 Archaeologist on the Encampment tile. If you are playing with 5 players, then just place 1 Archaeologist on the Encampment tile and no White Camp. H. Place the Day Marker on square 1 of the Day track. I. Form pools for the players to use with the following items: remaining Archaeologists, Planning tokens, Study tokens, and RP tokens. If you are 1, 2 or 3 players add the last White Camp to the pool. J. Shuffle the Decree cards, and place 3 face up, next to the Game board. Set the rest of the Decree cards in the box as they won't be needed. K. Shuffle the Request cards and form a face-down deck. You will form a discard pile next to the deck with the discarded Request cards.

Setup for Every Player

L. Choose a Guild board and place it in front of you. If you choose the Incandescent or Icewalker Guild board place their respective tokens on their slots. If you choose the Nourishers Guild board place 2 Archaeologists on their respective slots. M. Take the corresponding Expedition Leader, Camp and Player marker. N. Take the starting Renown Point tokens for your Guild.

For your first game, do not take into account Guild abilities and do not take the Guild Token of the Incandescent and Icewalker, or the Archaeologists for the Nourisher. Also every player starts with 2 RP tokens instead of the starting RP shown on the Guild boards.

O. In a 2-player game, each player takes 2 Fluent Move tokens. P. Deal 5 Request cards to each player. Then each player discards 2 and keeps 3 Request cards face-down.

For your first game, deal 3 Request cards to each player, who discards 2 and keeps 1 Request face down.

Each player takes an Exploration Aid, summarizing the game phases, the different actions and the effects of Artifacts.

Q. The player who has touched ice most recently takes the First Player token.

Guild Boards Legend

  1. Icon, representative and Guild name
  2. Starting Renown Points
  3. Exploration Points (EP) track
  4. Guild special ability
  5. Ship's Hold
  6. Artifact slots
  7. Artifact trigger slot
  8. Study Notebook area
  9. Day 2 validated Requests
  10. Day 3 validated Requests
  11. Day 4 final validated Requests

Gameflow

Days & Phases

The game takes place over 4 days, represented by the Day track. Each Day is comprised of 3 phases:

  • Sunrise — The players all do this phase simultaneously.
  • Exploration — Composed of several rounds where each player takes their turn. During this phase, each player has a reserve of EP that they must spend to perform actions during each round. Several rounds are carried out until all players have exhausted their EP reserve.
  • Sunset — As soon as a player finishes their turn and has no more EP in their reserve they start their Sunset phase.

Sunrise

1. Guild Reset

All players reset their EP on their Guild boards:

  • 6 EP for 2 players
  • 5 EP for 3 and 4 players
  • 4 EP for 5 players

If a player starts a Day with a Planning token, they start with an extra EP and discard this Planning token (see Plan, page 8). Reset your Guild Ability if needed.

The following points 2, 3 and 4 are not performed on the first Day. Go directly to the Exploration phase.

2. Artifacts Reloading

Each player flips over any face down Artifacts on their Guild board. All Artifacts should now be face up.

3. New First Player

The player to the left of the first player of the previous Day takes the First Player token and moves the Day marker to the next Day.

4. New Logbook Card

The new first player then reveals the first card of the Logbook deck and applies its effects. The game then moves to the Exploration phase.

Example of a game turn

Here's an example of a third round of a first Day, at which point each player has a certain amount of Exploration Points left: Jan (3 EP), Chris (2 EP), Fauve (3 EP), Daniele (1 EP).

A. Jan spends 2 EP on Moving and Excavating, he has 1 EP left in his reserve. B. Chris spends his last 2 EP on Excavating. He has no more EP left in his reserve, so he is the first player to start the Sunset phase. C. Fauve spends 1 EP on Planning. She has 2 EP left, so she decides not to spend them and ends her turn. D. Daniele spends her last EP to Recruit a new Archaeologist. Her day is over and she can start her Sunset phase.

It is then Jan's turn and then Fauve's, who each still have EP in their reserves.

Sunset

1. New Request

The first player to begin their Sunset phase forms a row of face-up Request cards from the Request card deck (same number of cards as players + 2 extra).

As soon as a player has ended their Exploration phase, they may take one Request card from this row for free, and add it to their hand.

2. Request Validation

Request validation and Discard steps are not performed on Day 1.

During the Exploration phase, players will have the opportunity to collect Artifact tiles, which will enable them to validate Request cards (see Requests cards, page 28).

To validate a Request players must pay its cost, which they can do by any combination of the following:

  • removing Artifacts from the slots of their Guild board and adding them to their Ship's Hold.
  • flipping one or more Study tokens.

Those Artifacts and Study tokens can no longer be used to validate other Requests. Flipped Study tokens no longer count as extra Anima for Artifact effects (see page 12 for Artifacts and Anima).

Each Request can be validated only once.

At the end of Days 2 and 3, players can validate 1 or 2 Request cards and earn a bonus:

  • 1 RP token bonus for the first validated Request of the Day.
  • 2 RP bonus at the end of the game for the second validated Request of the Day.

The RPs shown on validated Request cards are also only earned at the end of the game (see Renown Points, page 14).

At the end of Day 4, players can validate any number of Request cards, but don't earn any bonuses.

3. Discard Phase

At the end of the Sunset phase, any player with more than 4 Request cards in their hand must discard excess cards to maintain a hand limit of 4 Requests.

After every player finishes their Day, discard all remaining Request cards from the row, then proceed to the next Day.

Actions

Actions that can be performed during the Exploration phase.

Build a Camp

Cost: 1 EP

Place your own Camp, if it is not already on the board, or a White Camp taken from the reserve, and your Expedition Leader together onto any uncovered tile (no other tile should be overlapping it).

This action can be done even when your Leader is already on the board.

You can't place a Camp on a tile that already has a Camp.

You can build a Camp on any layer, except on the Azulia layer.

Author's note: If you have the opportunity, prioritize building a Camp on a tile already occupied by an Archaeologist.

Recruit

Cost: 1 EP

Place 1 Archaeologist from the reserve on a tile with any Camp.

Author's note: If you have the choice between excavating a tile with a Camp that your Leader is on for 1 EP, or spending 1 EP to Recruit an Archaeologist (therefore reducing the Excavating by 1 EP), always Recruit.

Sail

Cost: 1 EP

Move your Expedition Leader from a tile or from your reserve to a tile with any Camp.

Archaeologists do not accompany the Expedition Leader during the Sail action as they would do in a normal Move action (see Move, below).

Navigators are exempt from this rule, and up to 1 Archaeologist can follow them on any Sail action.

Study

Cost: 1 EP

Take a Study token of the same Artifact type as the tile your Expedition Leader is on, and place it on your Study Notebook area. You can't study Prismatic Artifacts. You can't have more than one Study token per Artifact type.

Study tokens make it easier to use Artifacts. They decrease the number of Anima required by 1 to trigger a given Artifact. (See page 12 for Artifacts and Anima).

They can also be used to validate a Request during the Sunset phase, working as a shapeless Anima 1 Artifact. When you validate a Request using one or more Study tokens, flip over the used Study Tokens.

Flipped Study tokens can no longer be used to trigger either Artifact effects or validate further Requests.

Study tokens can be used for Decrees at the end of the game.

Author's note: the Study action is often underestimated, as Study tokens are equivalent to receiving an Anima 1 Artifact for only 1 EP.

Plan

Cost: 1 EP

Take a Planning token.

On the next Day, start with an Extra EP and discard this Planning token (see Sunrise phase page 6).

Players may have no more than one Planning token at a time.

A Planning token at the end of the game is worth 1 RP.

In a 2-player game the Plan action is not used.

Move

Cost: 1 EP / tile

Move your Expedition Leader to an adjacent tile (see Adjacency Rule below).

You can't cross a Rift (see Snow tiles, page 22) with your Expedition Leader.

The edges of the Game board are considered as tiles, and can be moved on. The only exception are the edges on the upper surface layer.

In a 2-player game players have a new action, the Fluent Move (see Variants, page 18).

When an Expedition Leader moves, they can move 1-3 Archaeologists with them, for free, but only if those Archaeologists reside on the same tile as the Expedition Leader.

You can't move Archaeologists without the Expedition Leader.

Authors' note: Avoid isolating yourself from other Expedition leaders. Archaeologists are your main workforce and are a valuable shared resource.

Adjacency Rule: A tile is considered adjacent to another if:

  • Two tiles are touching each other along one side and are on the same ice layer.
  • On a higher or lower level, one tile partially overlaps another tile. They are not considered adjacent if only the vertices are touching.

Example of a Move: A. Jan Moves his Expedition Leader to join 2 Archaeologists on the adjacent tile. B. He then Moves his Expedition Leader to another tile and brings the 2 Archaeologists with him. C. These actions cost him 2 EP in total.

Overwork

Cost: 1 RP

This action costs 1 RP token and no EP.

You may spend 3 EP this turn (instead of the usual 1-2 EP).

This action does not earn you EP, you still have to spend them from your EP track. Thus you can't Overwork if you have only 1-2 EP left. If you don't have an RP token to spend, you can't use this action.

Excavate

Cost: X (variable)

You can Excavate a fully uncovered tile on which your Expedition Leader is located.

You can also excavate a partially covered tile if there is only one tile overlapping it.

First, adjust the base cost by following the Excavating Tile Cost Rules below, to determine whether you can perform this action.

  • You can't Excavate a tile covered by 2 or more tiles.
  • You can't Excavate a tile covered by a tile that is itself partially covered by another tile.

Excavating Tile Cost Rules:

  1. Base cost — it increases with the depth of the tiles:

    • Snow tile cost: 2 EP
    • Surface Artifact cost: 3 EP
    • Deep Artifact cost: 4 EP
  2. Hard tiles — some tiles are harder to excavate:

    • Tiles containing a Camp
    • Nunatak Tiles (see Snow tiles, page 22)
    • Tiles partially covered by exactly one other tile

    These tiles cost 1 EP more to be excavated. These modifiers don't stack, and there can never be more than +1 added to a Base cost. For example, a Nunatak tile containing a Camp still costs only 3 EP to excavate.

  3. Cost reduction:

    • Every Explorer present on a tile decreases the excavation cost by 1 EP. Explorers are: Your Expedition Leader (and any opposing Leaders, if present) and the Archaeologists.
    • Effects from Snow tiles or Guild abilities can also reduce this cost.

    The cost can eventually be 0 EP.

The 3 steps of an Excavation:

A. Check for a potential Collapse. If you Excavate a tile partially covered by one tile, the tile that was covering collapses: discard it and return any game pieces to their respective reserves or players.

B. Take the Excavated tile. If the Excavated tile is a Snow tile, secretly take it in your hand. If it is an Artifact tile, place it face up on your Guild board in the corresponding Artifact slot. From now on, these Snow or Artifact tiles can be used by you.

C. Allocate the Explorers. Move the Explorers that were present on the removed tile to the three tiles underneath according to the Placement Rule below.

Authors' note: Avoid excavating too close to the edge of the board. As the board is funneled, you'll have less choice of tiles near the edges.

Placement Rule: After the top tile has been excavated, Explorers should be placed as evenly as possible among the tiles below or spaces of Azulia (see Azulia, page 14).

The edges of the Game board are considered tiles. In some cases, there may already be Explorers on lower tiles from previous excavations. These must be taken into consideration when placing your other Explorers.

After placing the Explorers, if a Camp was present on the removed tile, place it on any of the tiles below. It can't be placed on a tile that already has a Camp on it, on the Azulia layer, or on the edge of the board. If it can't be placed on a valid tile, return it to its reserve.

Example of an excavation:

Jan moves his Expedition Leader to an adjacent tile, taking an Archaeologist with him. It costs him 1 EP.

He decides to excavate. This Snow tile has a Camp and so the initial Excavate cost is 3 (2+1). But there are 3 Explorers present which reduces the cost and makes it a free excavation!

After taking the tile and allocating the Explorers, Jan decides to spend another EP to move on to the blue Artifact tile.

There are now 4 Explorers on this Artifact tile, meaning the excavation cost is now zero. Jan excavates again for free!

Jan takes the Artifact and then allocates the Explorers (including the other player's Expedition Leader) as evenly as possible on the tiles below.

Chain Collapse Rule: Sometimes after excavation, a chain collapse may occur. As soon as a tile has only one adjacent tile at the same level, it collapses and is placed in the discard pile.

All game pieces on a collapsed tile are returned to their respective reserves or players.

Tiles at the edges of the board can never collapse on their own. They only collapse if the tile underneath them is excavated.

A chain collapse can trigger another one.

Effects or Abilities

Cost: free

  • At any time during your turn, you may play any number of Snow tiles for free from your hand and apply their effects (including a tile you have just Excavated). The played tiles are then placed in the discard pile.
  • Once you have 2 Anima of the same Artifact Type, you may trigger its effect (see Artifacts, page 12). Note that the Exalted Artifact is an exception and costs 1 EP to trigger.
  • Each Guild has a unique ability, some of which can be used as free actions (see Guild boards, page 20).

Artifacts

Artifacts are vestiges of the Nuukas that have survived time. Some of these objects are still intact and sometimes still usable! Their functioning, however, is mysterious. The inhabitants of the City have learned to use these ancient Artifacts in an empirical way, but can neither reproduce them nor maintain them permanently. Thus, Artifacts are considered by the majority as objects with magical powers, sources of prestige and progress but also of danger...

Presentation of the Artifacts

Artifact tiles are placed on 2 different levels, recognizable by their increasing degrees of darkening color depending on the depth buried: Surface and Deep Artifacts.

On the back (face down) of an Artifact tile players can see, through the ice, the icon corresponding to its Type.

On the front (face up) of an Artifact tile is the illustration, and below the illustration is the Shape, Type, and Anima of the Artifact.

There are 5 different Types of Artifacts: Exalted, Achievement, Philosophical, Obliteration, Harmony.

There is an additional Artifact category, the Prismatic Artifact, which acts as a wild card.

When a player excavates an Artifact tile, they place it face-up on the corresponding Artifact slot of their Guild board.

Players may hold more than one Artifact of a given Type in a corresponding slot.

If there was already an Artifact on the slot placed face down, due to it being used, then place the new Artifact also face down.

The Anima of an Artifact represents its power. Surface Artifacts have 1 Anima, and Deep Artifacts 2 Anima.

Additionally, each Artifact Type has one of 3 different Shapes: Shape 1, Shape 2, Shape 3. These Shapes are used in some of the Request and Decree cards.

During the game, Artifacts from the Guild boards may be spent to validate Request cards. Once spent, the Artifacts are moved to the Ship's Hold area. Once there, they can no longer be used to validate further Requests, but they will still earn RP via Decree cards at the end of the game.

Effects of the 5 Artifact Types

As soon as a slot contains Artifacts totaling 2 or more Anima, you may trigger the associated effect as a Free action (Study tokens count towards the number of Anima).

Artifact effects can only be triggered once per Day per Type, and only if they are still on your Guild board. Artifacts sent to the Ship's Hold do not grant you their effects.

When you trigger an Artifact's effect, turn over the top Artifact tile in the corresponding slot face down (icon side up). This indicates that this Artifact Type's effect has now been used, and can't be used again that Day.

If you're using the 1 Anima from a Study token, it does not need to be flipped. A Study token alone can't trigger an Artifact effect.

Example: Jan uses the red and then the green Artifacts, so he has to turn over the red Artifact tile (but not the study token) and the green Artifact tile from the top of the pile.

Any further Artifacts of this Type that you might Excavate during this Day are placed face down.

Obliteration Artifacts: Destroy a fully uncovered tile adjacent to the tile where your Expedition Leader is located. Place it in the discard pile.

You can also use an Obliteration Artifact to destroy the tile your Leader is on. In either case, this can be combined with the Philosophical Artifact to collect that tile.

Any game elements on an obliterated tile, however, are returned to their respective reserves or players.

Philosophical Artifacts: Collect a tile at the moment it is collapsing or being destroyed during your turn. It can be a Snow or Artifact tile.

You can't use the Anima of a Philosophical Artifact that you are currently excavating in order to collect the tile that was covering it.

Exalted Artifacts — Cost: 1 EP. Pay 1 EP to move one Archaeologist from each adjacent tile onto your Expedition Leader's tile. This cost is part of the EP spent during your turn.

Achievement Artifacts: Immediately add 1 EP to your Exploration Track. This gained EP does not increase the maximum of EP you can spend during a turn, which is still 2.

Harmony Artifacts: After an excavation's allocation of Explorers (see Excavate, page 10 step C), take one Archaeologist from the reserve and place it on your Expedition Leader's tile. The effect of the Harmony artifact can be used during its own excavation.

Prismatic Artifacts: They can count as any Type of Artifact and thus can be placed on any Artifact slot on your Guild board.

During Sunrise phase only, you may move each of your Prismatic Artifacts to a new Artifact slot.

During Sunset phase you can validate Requests by using Prismatic Artifacts as wild cards.

Beware, Prismatic Artifacts can't be used to score Decrees, and they have no Shape.

Azulia, City of the Nuukas

Well done Explorers, you've reached the last level of the Valley of the Nuukas, and now you'll discover the City of Azulia!

This level is a different gamespace than the rest of the board. It is fragmented into different pieces outlined in white, on which players can move over greater distances.

If a player uncovers a whole 1 RP icon after an excavation, they take a 1 RP token.

Players can't build a Camp on this level. If, after an excavation, a Camp is brought down to this level, it is returned to its reserve instead.

Example: Chris excavates the Yellow Artifact by paying 1 EP, then uncovers a 1 RP icon and therefore gains a 1 RP token. He then spends another EP to make a Move action, moving over a greater distance on the Azulia layer.

Renown Points & Cards

The City of Haven is governed by the Council of Elders. The Council makes frequent requests to the various Guilds to meet the needs of the City. What is at stake is nothing less than the preservation of the Guild's place in the Council, and the fame that comes with it. On this it will depend on the resources and privileges that will be granted to the Guild.

Renown Points

Renown Points (RP) determine a player's Guild fame and therefore their final score at the end of the game.

When Renown Points are earned during the game from the RP icon, players gain them in the form of a 1 RP token, and place them next to their Guild board. The Renown Point icon on cards represents Renown that you will earn at the end of the game.

Cards

Logbook Cards: These cards are revealed during the Sunrise phase at the start of each new Day of the game. Each card triggers a one-time event.

Do not reveal a Logbook card at the beginning of the first Day.

Request Cards: These cards are personal. Each player starts with 3 cards and can obtain more Request cards during the game. They may be validated during the Sunset phase (Day 2 onward) by paying their cost in Artifacts or Study tokens. Details of these costs are in the appendix (see Request cards, page 28). Each Request card shows the validation cost to pay in Artifacts and/or Study tokens, and the RP gained from validation that is scored at the end of the game.

Decree Cards: These cards are public. They allow players to earn RP based on the Artifacts and Study tokens they have. 3 Decree cards are revealed at the start of the game, next to the Game board.

Unlike Request cards, Decree cards do not have a cost, but conditions. They can therefore be validated several times. Each Decree card shows a condition that can be validated multiple times at the end of the game, and the RP gained (cumulative).

End of Game

Conditions

The final chapter in your expedition begins at the end of the fourth day, after each player validates the Requests they are able to pay for.

Scoring

Make sure to use the Scorepad to directly write player's scores made from Decree and Request cards. (Do not take additional RP tokens). Refer to pages 27-28 for how to score each of the Decrees & Requests.

Players count their points by following these steps:

1. Decree Cards

Players bring any remaining Artifacts they might still have on their Guild board to their Ship's Hold, and flip up any Study tokens that might have been flipped over when validating Requests. Players are now ready to score Decrees by using all the Artifacts and Study tokens they have! If players meet the condition of a Decree more than once, they gain its RP each time.

Players write the final Renown score for each of the 3 Decrees. Each Study token counts as a shapeless Artifact of 1 Anima. Prismatic Artifacts can't be used to score Decrees.

2. Request Cards

Players discard all the Request cards that they didn't succeed in validating.

They then write the Renown score for each of their validated Request cards on the Scorepad.

For each second Request validated on Days 2 and 3, players add the bonus of 2 RP to the associated Request.

3. Renown Point Tokens

Players write down the total of their RP tokens.

If they still have an unused Planning token, an additional RP is added to their score.

The player with the highest RP score wins the game. In the case of a tie, the players share the victory.

Example of scoring: Thanks to Artifacts and Study tokens from the Incandescents player, Daniele scores 11 RP (2 + 3 + 6) with the Decrees. Over the course of the game, she validated 5 requests, totaling 24 RP (4 + 5 + 6 + 5 + 4). She managed to validate a second Request on the 3rd Day, giving her a 2 RP bonus. Unfortunately, she didn't manage to complete her other 2 Requests, and didn't score any points with them. To this we add the number of RP tokens she still had at the end of the game: 3 RP. Daniele's total score: 40 RP (11 + 24 + 2 + 3).

You are now ready for your first expedition to the Valley of the Nuukas!

Expert Mode

Nuuka's Curse

You'll soon become seasoned Expedition Leaders, experts of the Nuuka's Valley. However, as the expeditions progress, Artifacts seem to lose their sparkle. Their Anima is weakening, affecting their power. Rumors begin to circulate. The Archaeologists speak of a curse — that by stealing their treasures, we have incurred the wrath of the Nuukas!

Gameplay

Nuuka's curse is an additional ruleset to make your gameplay more intense. It has a harder impact on players who are a little too eager at first, making the first Day a little more dynamic, and the end of the expedition a little more difficult.

Setting up

To play Expert Mode, you'll be using the Curse Track (placed on the bottom of the Game board), the second set of Player markers of each player, and three types of tokens: Blessing tokens, light Curse tokens and dark Curse tokens.

Each player places a Blessing token on the Artifact trigger slot of their board (see Blessing Variant, page 18). Then, each player places their Player marker on the appropriate starting space of the Curse Track:

  • 2 players: Space 0
  • 3 players: Space 1
  • 4-5 players: Space 2

Put one light Curse token each on Spaces 4 & 5 (Anima icon facing up), then a dark Curse token each on spaces 10 & 11 (Anima icon facing up). Then place additional tokens on the track (Anima side up) based on player count:

  • 3 players: put another light Curse token on space 6, then a dark Curse token on space 12.
  • 4 players: put additional light Curse tokens on spaces 4 & 6, then dark Curse tokens on spaces 10 & 12.
  • 5 players: put additional light Curse tokens on spaces 4, 5 & 6, then dark Curse tokens on spaces 10, 11 & 12.

Rule Adjustment

When playing Nuuka's Curse, players start with a Blessing token, which means Artifacts now only need 1 Anima for their effect to be triggered, instead of 2 Anima. Thus in the beginning of the game, Artifact effects can be used immediately when acquiring them.

A Study token alone can't trigger the effect of an Artifact.

Moving on the Curse Track

Whenever a player excavates an Artifact tile, and before allocating Explorers, they must move their Player marker forward on the Curse track 1 space for each Anima that's on the excavated Artifact.

If you move your marker onto a space with a Curse token that you don't already have, take this token and place it on the Artifact trigger slot of your board face up (discard the previous token). You are now cursed!

If you move your marker onto space 7, flip your light Curse token to the other side. The Curse grows!

If you move your marker onto space 13, flip your dark Curse token to the other side. The Curse grows again!

If you've made it past square 13, congratulations you've "plundered" the Nuuka valley. You won't receive any new curses, but all previous curses still apply.

Curses

As soon as you acquire a Curse token, the effect on the face up side immediately applies to you. When a Curse token is flipped, a new curse applies to you as well as any previous curses.

  • Light Curse token: Artifacts now need 2 Anima to be activated.
  • Light Curse token, when flipped: Players affected can now only bring 2 Archaeologists with them on the Move action.
  • Dark Curse token: Artifacts now need 3 Anima to be activated.
  • Dark Curse token, when flipped: Players affected can now only bring 1 Archaeologist with them on the Move action.

The Curses of spaces 7 and 13 only concern the Move action, not effects or abilities. The Navigators are not exempt from this rule.

Variants

Blessing Variant

This variant speeds up the game.

During setup, each player takes a Blessing token and places it in the Artifact triggering slot of their Guild board. During the game, Artifacts now only need 1 Anima for their effect to be triggered, instead of 2 Anima.

A Study token alone can't trigger the effect of an Artifact.

Gentle Variant for Nuuka's Curse

This variant increases the catch-up of the Expert Mode.

During the first step of the Sunrise phase of each Day (except the first), the last player(s) on the Curse track take any 1 Study token that they do not already have. If they already have all 5 types of Study tokens, they then take 2 RP tokens instead.

2 player Game

A 2 player game plays exactly the same as a normal game, with the following exceptions:

During the Sunrise phase, each player resets the EP on their Guild board to 6 EP. Players will not use Plan action in this mode.

The Fluent Move variant (see below) is now mandatory, and both players start with 2 Fluent Move tokens each (instead of 1). At the beginning of each new Day, players flip any used Fluent Move tokens back to their colored side, so they can be used again.

Fluent Move Variant for 3 Players

This variant makes the game more dynamic.

Each player starts with one Fluent Move token.

Players now have access to a new action: the Fluent Move. This action is identical to the Move action, but allows players to move up to 2 adjacent tiles (instead of 1) at the cost of 1 EP. Players may bring up to 3 Archaeologists with them as normal during a Fluent Move. However, players can only use this action once per Day. Flip a Fluent Move token to its grey side to indicate that this action has been used. At the beginning of each new Day, each player flips their Fluent Move token back to its colored side so it can be used again.

Players can't use any effect, ability or action between the start of their move and the end of it.

Logbook Setup

This variant provides greater variability at the start of the game.

During the setup of the game replace step "F" with the following:

Reveal the first Logbook card. Do not apply its normal effects, and instead use the Snow tile icon on the top of the Logbook card to apply the following setup for the Archaeologists:

If it shows a Clear, Tunnel, Rift or Nunatak tile, then place 1 Archaeologist on each of those specific tile types only.

If it shows the Encampment tile, then place Archaeologists on the 6 surrounding tiles. Then place an additional 6 Archaeologists going outward from the Encampment, as shown in the diagram.

After placing Archaeologists according to the type of Snow tile, proceed with step "G" placing an additional Archaeologist on the Encampment tile, as well as a White Camp there if you are 4 or fewer players.

Come and compare your best score and find the latest updates on the variants at thiswayeditions.com/variants.

Guild Boards

Each inhabitant of Haven belongs to a Guild representing a trade. A complex and unequal hierarchy is established within the City. Around the Hearth of Haven, close to the heat, reigns the elite with highly guarded micro-gardens. Then, in a concentric way, different social classes follow one another, the most modest being relegated to the periphery.

Each Guild has a starting RP number displayed to the right of the guild title, and a unique ability. This ability can only be used during your turn.

Anaan' mok, Navigator (starting RP: 2)

Once per turn, 1 Archaeologist may follow your Expedition Leader when you move via:

  • Sail or Build a Camp actions
  • Use of a Snow tile
  • Using the once per Day ability mentioned below

Once per Day you can move your Expedition Leader for free to the tile containing your own Guild Camp. If you do this, flip your camp to the grey side.

At any moment, even during another player's turn, if the tile where the Navigator's camp is located becomes excavated or discarded, the Navigator must move their camp onto an adjacent Snow tile, if possible. If there is no Snow tile immediately adjacent, they can then move their camp onto ANY Snow tile.

During Sunrise reset, flip your camp back to its colored side.

Sikarra, Incandescent (starting RP: 2)

Once per Day, during your turn, if your Expedition Leader is on an Artifact tile, you may place your Activation token on the corresponding Artifact slot of your Guild board.

The Activation token allows you to use that Artifact's effect, at any turn that Day, whether you have Artifact tiles in that slot or not.

When you decide to use the effect of this Artifact, place the Activation token back to its normal slot with the grey side up. The Incandescents are the only Guild that can trigger the effect of the same Artifact Type twice in one Day: with their ability and their Guild board's Artifacts.

If your Expedition Leader is on a Prismatic Artifact tile, you can place your Activation token on the slot of your choice of any type of Artifact.

During Sunrise reset, flip your Activation token back to its colored side.

Jif, Icewalker (starting RP: 2)

Once per turn, when you Excavate, you can flip 1 of your grappling tokens and place your Expedition Leader without restriction on any one of the 3 tiles underneath, after placing any Archaeologists and other Expedition Leaders according to the Placement Rule.

During Sunrise reset, flip just 1 of your grappling tokens back to its colored side.

Aoï, Nourisher (starting RP: 2)

Once per turn, you can bring 1 Archaeologist from your Guild board to a Snow tile for free.

Your Expedition Leader doesn't have to be present on the tile you put the Archaeologist.

During Sunrise reset, place up to 2 Archaeologists from the supply on your Guild board.

Ai-Den, CryoArchitect (starting RP: 1)

Once per turn, you may Excavate an Artifact tile on which your Camp is present by paying 1 EP less (not 1 EP more).

Once a Day for 1 EP you can rebuild your Camp even if it is already on the board: take your Camp and your Expedition Leader and place them on any fully revealed tile. Flip your camp on the grey side.

During Sunrise reset, flip your camp back to its colored side.

Example: Thanks to the CryoArchitect's Camp being present, the Excavating base cost is reduced by 1 EP (Cost: 0 EP).

Snow Tiles

The Game board contains 48 Snow tiles. Once excavated, these Snow tiles form the players' hands. Players can play them for free during their turn.

If at the end of your turn, you have more than 3 Snow tiles in your hand, discard all tiles above that number.

Back (Landscape)

There are 5 types of landscapes:

  • Clear: No special effect.
  • Tunnel: Place an Archaeologist on each of these tiles during setup.
  • Rift: These tiles have a rift illustration on two sides, Explorers can't cross these two sides. Any mention of a "Move" in an action, effect or abilities are no exception to this rule (except for Whistle of Storms and Ice Manta Ray).
  • Nunatak: These tiles cost 1 extra EP to Excavate.
  • Encampment: Place a Camp and an Archaeologist on this tile, during setup.

Front (Illustration & Effect)

There are 12 different fronts, divided into 3 types: Nuukas Tiles, Expedition Tiles, and Animal Tiles.

Nuukas Tiles:

  • Talisman (of an Artifact Type): Excavate a tile of the corresponding Artifact Type for free, if your Expedition Leader is on it. You may Excavate a tile that is partially covered by one other tile. You can't Excavate a Prismatic Artifact with a Talisman.
  • Explosive Rune: Destroy (without looking underneath) 1 fully uncovered tile with no Expedition leader on it. Place it in the discard pile. Any game elements on it are returned to their respective reserves or players.
  • Anima Gemstone: Trigger the effect of the Artifact tile on which your Expedition Leader is located. If it is a Prismatic Artifact, trigger any Artifact effect. The effect of the Harmony Artifact can only be triggered after an excavation where you allocate your Expedition Leader onto a Harmony Artifact. Tiles already collapsed during phase A and B of an excavation can't be recovered when your leader is placed on a Philosophical Artifact during phase C. You still have to pay 1 EP if you want to trigger an Exalted Artifact.
  • Whistle of Storms: Move up to 2 Archaeologists from any one tile to a tile with a Camp. Ignore rifts for this move.

Expedition Tiles:

  • Abseiling Rope: When Excavating, ignore the Placement Rule for your Expedition Leader and 1 Archaeologist. First allocate all Explorers but your Expedition Leader and 1 Archaeologist on the 3 tiles below, then place your Expedition leader and the 1 Archaeologist on one of those 3 tiles (they can be placed on the same tile as another Archaeologist). This tile can be used immediately for the excavation that reveals it.
  • Ice Sailboat: Place 1 Archaeologist from the reserve on the tile of your Expedition Leader and 1 more Archaeologist on the tile of another Expedition Leader.
  • Expedition Survivors: When you Excavate, add 2 additional Archaeologists from the reserve. These survivors join the other Explorers that you are placing on the tiles underneath, following the Placement Rule. This tile can be used immediately for the excavation that reveals it.
  • Wreck: Gain 1 EP and 1 RP.

Animal Tiles:

  • Swarm of Polar Termites: Excavate for 1 EP less.
  • Ice Manta Ray: Move only your Expedition Leader to any tile on the board for free. Archaeologists on the same tile do not move with your Expedition Leader. Navigators are exempt from this rule, and up to 1 Archaeologist can follow them on this trip. Ignore Rifts for this move.
  • Boreal Smilodon: Move all Archaeologists from one Tile to one of the adjacent Tiles.
  • White Spiders: Move your Expedition Leader 1 or 2 tiles in any direction. A single Archaeologist can follow you during this move. For Navigators, an additional Archaeologist can follow you, for a total of 2 Archaeologists on this move.

Artifact Tiles

The Artifact tiles are divided into 5 Basic Types (Harmony, Exalted, Achievement, Philosophical, Obliteration) and one Prismatic, across two levels:

  • Surface Artifacts level: 37 tiles — 30 "Anima 1" tiles (2 of each Shape for each of the 5 Types) plus 7 "Anima 1" Prismatics.
  • Deep Artifacts level: 27 tiles — 25 "Anima 2" tiles (2 of Shape 1, 2 of Shape 2, and 1 of Shape 3 for each of the 5 Types) plus 2 "Anima 2" Prismatics.

Logbook Cards

These cards represent the events that the Explorers go through during the expedition. Reveal a Logbook card at the beginning of each Day, except the first Day.

When resolving Logbook actions, no other regular actions (like Excavate, using Snow tiles or an Ability) are possible until the Day officially begins.

  1. Prismatic Flow: Place an Archaeologist from the reserve on each Prismatic Artifact tile. If there is not enough Archaeologists in the reserve, the first player chooses the Prismatic Artifact tiles on which to place the Archaeologists, until the supply is exhausted.

  2. Something is Coming: Clockwise, starting with the first player, each player may make a free Move action. If they can move to an upper layer with this move, they must do so. The free Move action is optional, but if taken, and the player can move their Leader to an upper layer, they must do so. Players may take Archaeologists with them on this free move.

  3. Artifact Study: Each player can take an Artifact Study token they don't already have. If a player has all 5 types, they take 2 RP instead.

  4. Merchant Caravan: Display up to 5 discarded Snow Tiles. Each player may do 2 actions (but not the same twice): Discard 1 Artifact for 2 RP and/or spend 1 RP to get one of the displayed tiles. Do this in player turn order, starting with the first player. The current first player chooses their actions first, and play continues in clockwise order. When every player has taken 1 or 2 actions from this Logbook, return any Snow tiles not bought to the discard pile.

  5. Safe Haven: Place an Archaeologist on each Nunatak tile. If there is not enough Archaeologists in the reserve, the first player chooses the Nunatak tiles on which to place the Archaeologists, until the supply is exhausted.

  6. Blizzard: Clockwise, starting with the first player, each player takes the 2 nearest Archaeologists closest to their own Camp and brings them back to it. The 2 nearest Archaeologists can come from different tiles. Archaeologists that are moved must not already be on Camps.

  7. Cataclysm: Each player, starting with the first, discards, if possible, a fully revealed tile that has no Expedition Leader on it from the board. All elements on the discarded tile are returned to their respective reserves or players.

  8. Snowstorm: Clockwise, starting with the first player, each player places a random discarded Snow tile back on the board. Explorers present move to adjacent tiles as evenly as possible. Snow tiles placed back on the board must be placed over three tiles on the level below (or edges of the board), so that there are no empty gaps between levels. When moving Explorers that were present on the space where a Snow tile is being placed, make sure to: first move Explorers on another area of the same tile that they're on (if possible); move Explorers to tiles where there are no other Explorers (if possible); after that, move Explorers as evenly as possible among the adjacent tiles.

Decree Cards

These cards provide strategic opportunities for players to score RP at the end of the game. Reveal 3 Decree cards at the beginning of the game.

Example Decree conditions include:

  • Each 1 RP token in your possession earns you 1 RP.
  • Each Study token in your possession earns you 1 RP.
  • Each Artifact and Study token of the corresponding Type yields 1 RP per Anima. Prismatic Artifacts do not score points via these Decrees.
  • For each set of 5 different Artifact types: 4 RP. For each set of 4 different Artifact types: 2 RP. A single Artifact tile can only count towards one of these series. Prismatic Artifacts do not score points via this Decree.
  • Each duo of 2 different Shapes of the same Type of Artifact yields 2 RP. Each trio of 3 different Shapes of the same Type of Artifact yields 4 RP. You can score only once per Artifact type.

Example of scoring for the shapes Decree: a set of 2 different Shapes scores 2 RP, a set of 3 different Shapes scores 4 RP, and a further single unmatched Shape scores 0 RP, for a total of 6 RP.

Request Cards

There are 54 Request cards, 41 of which are different. There are 6 different types of Requests, including:

  • Cost: 2 Anima from any Prismatic Artifacts. This can come from 1 or 2 Artifacts. Gain: 5 RP.
  • Cost: 3 Anima taken from Obliteration, Philosophical, Harmony Artifacts or Study tokens. Gain: 5 RP.
  • Cost: 2 different Artifacts or Study tokens chosen from Exalted, Philosophical or Obliteration. Gain: 4 RP.
  • Cost: 2 Exalted Anima, or 2 Harmony Anima. The Anima can come from Artifacts or Study tokens. Gain: 4 RP.
  • Cost: 2 or 3 Achievement Artifacts, each of different Shapes. The RP gained will depend on the number of different Shapes (2 different Shapes gains 5 RP; 3 different Shapes gains 9 RP).
  • Cost: 3 Anima taken from Obliteration Artifacts or Study tokens. They can come from 1, 2 or 3 Artifacts. Gain: 6 RP.

There are 54 Request cards in total, including 2 copies of the second Request example above and 4 copies of a further variant.

Glossary

Action: performed during a player's Exploration phase, it can be paid for (via EP or RP) or may be for free.

Adjacency Rule: a tile is considered adjacent to another tile if: it is on the same level and has one of its sides touching another tile; or it is on a higher or lower level that covers, or is covered, partially by a tile.

Anima: defines the power of an Artifact, and is represented by 1 or 2 dots.

Archaeologist: small meeple representing a neutral resource shared by all players.

Artifact: tile with a Type, a Shape, and an Anima power. After excavating them, you place them on your Guild board. Artifacts have once-a-Day effects (see Artifacts, page 13) and may be used to validate Requests.

Artifact Shape: Artifacts of a given Type can have 3 different Shapes, except for Prismatic Artifacts. These Shapes are used for certain Request and Decree cards.

Artifact Slot: each Guild board has 5 hexagonal locations. Each is associated with a given Type of Artifact.

Artifact Type: Artifacts are defined by whether they belong to one of the 5 Types: Achievement, Exalted, Harmony, Philosophical, and Obliteration. Each Type is represented by a specific icon at the bottom of the Artifact tile.

Azulia: the deepest level on the Game board. Revealing a 1 RP icon in this layer, earns that player 1 RP. Camps can't be placed on Azulia.

Build a Camp: action allowing the placement of an available Camp (along with your Expedition Leader) together onto any tile that is not covered partially by another tile or already has another Camp.

Chain Collapse Rule: as soon as a tile has only one adjacent tile on the same level, it collapses and the tile is discarded. If there were any game elements on the collapsed tile, return them to their respective reserves or players.

Collapse: corresponds to the discarding of a tile if the tile underneath is excavated, or if it is connected to only one other tile. If there were any game elements on the collapsed tile, return them to their respective reserves or players.

Day: Days segment the game and they are divided into 3 phases of play: Sunrise, Exploration and Sunset.

Day track: Track on the edge of the Game board, summarizing the different phases to be completed each day.

Decree: public card that allows you to win RP during the End of Game.

Destroy a tile: remove a tile from the Game board (via the Obliteration Artifact or Explosive Rune Snow tile), by placing it directly into the discard pile. Players must return all the items on the tile to their respective reserves or players.

Discard a card: place the card on the corresponding discard pile.

Discard a tile: remove a tile from the Game board, or from your hand, by placing it directly into the discard pile. Players must return all the items on the tile to their respective reserves or players.

EP: Known as Exploration Points they correspond to a player's action points for the round. They allow each player to perform a series of actions during the Exploration phase of each Day.

Excavate: action allowing to take a tile, on which your Expedition Leader is placed, that is uncovered or covered by a single tile. Place the tile into your hand or Artifact area depending on the type of tile. Each Explorer on the tile reduces the EP cost to Excavate by 1 EP.

Excavation cost Rules: The cost of an excavation is modified as follows:

  • Snow tiles, Surface Artifacts and Deep Artifacts cost 2/3/4 EP to excavate, respectively.
  • Each Explorer reduces the cost by 1 EP.
  • If the excavated tile is partially covered by another tile, the action costs 1 extra EP and the tile that covered it collapses: it is discarded.
  • Tiles containing a Camp and/or Nunatak tiles (see page 10) cost 1 extra EP to Excavate.
  • An Excavation can never be modified more than +1 EP, no matter how many modifiers are present.

Expedition Leader: colored meeple attached to a Guild and symbolizing a player.

Exploration Phase: specific to each player, it corresponds to the second phase of a Day and includes 2 steps. First, players perform actions by spending 1 to 2 EP. When a player has no more EP, they begin their Sunset phase.

Explorers: term for both Archaeologists and Expedition Leaders.

Guild Board: a player's board that tracks their EP and also displays their starting RP, unique ability, and slots for each Artifact type and Study tokens.

Logbook: card to be turned over at the beginning of each Day, except the first, indicating an event to be completed.

Move: action allowing you to move your Expedition Leader to an adjacent tile. Up to 3 Archaeologists may follow.

Nunatak: Snow tiles requiring 1 extra EP to be excavated.

Overwork: action allowing a player to spend an extra EP (3, instead of 1-2) on a turn. This action costs 1 RP.

Placement Rule: when a tile is Excavated, Explorers should be placed as evenly as possible among the tiles revealed underneath.

Plan: action allowing you to get a Planning token to obtain 1 more EP for the next Day.

Player's Turn: takes place during a player's Exploration phase and consists of spending 1 to 2 EP (3 EP when using the 'Overwork' action) to perform one or more actions.

Prismatics: Artifacts that act as wildcards and can be placed in any Artifact slot.

Recruit: action allowing the placement of an Archeologist from the reserve on a Camp.

Request: personal card to be scored during the End of Game. Requests can be validated during the Sunset phase using Artifacts on a player's Guild board.

RP: known as Renown Points, they correspond to the player's victory points.

Sail: action allowing the placement of an Expedition Leader on a Camp.

Ship's Hold: area where players send their Artifacts after using them to validate Requests.

Snow tiles: surface tiles of the Game board. They form the hand of the players once removed from the Game board. They can then be played for free actions during their turn.

Study notebook: dedicated slots on the Guild boards to place each type of Study token.

Study token: Tokens that can add 1 Anima to an Artifact on your Guild board in order to trigger its effect. They can also be used for validating certain Requests during the Sunset phase. A Study token by itself can never trigger an Artifact effect without that Artifact present.

Sunrise Phase: common to all players, it corresponds to the first phase of a Day and consists of 4 steps.

Sunset Phase: corresponds to when a player uses up all of their EP and can no longer take actions. That player can optionally take a free Request card from a row of (number of players + 2) Requests that is formed. They may also validate Requests depending on the Day (see Gameflow, page 7).

Uncovered tile: tile with no other tile above it that is covering it partially or fully.

FAQ

What is the maximum number of EP I can start with in a Day? You can start the Day with a maximum of 6 EP in some situations (with a Planning token for example). Your reserve of EP can be increased during the Day with certain Artifacts or tiles, but can never exceed 6 EP.

Is it possible to place a Camp on a tile that already has one? No it is not possible. If after excavating a tile with a Camp, you can't place it on a valid tile, put it back in the reserve.

What happens if there are no more Archaeologists in the reserve? You can't use the Recruit action. If a Snow tile allows you to add Archaeologists to the Game board, you can't do so.

I need to take a RP token but there are no more available, what should I do? RP tokens are the only inexhaustible elements of the game. If the supply of RP tokens is empty, use a substitute.

Can I benefit from the effects of Artifacts sent to the Ship's Hold? No. Artifacts sent to the Ship's Hold are no longer present on the Guild board, thus no longer count towards using an Artifact's effect.

Can I validate a Request card requiring 3 Animas with two of my 2 Anima Artifacts? You can validate Request cards with more Anima than you need.

Is there a limit for how many Explorers can be on a tile? There's no limit of Explorers that can be on a single tile. In rare cases where there are too many Explorers on a too-tiny part of a tile, use the two player markers of an unused character in the game. Set aside all the Explorers with one of the markers, and use the other marker as a proxy for the Explorer group.

When validating a Request, do we have to choose from the topmost Artifacts that are on each stack only? No, you can choose from ANY Artifacts on your Guild board.

As Navigators can you build your camp on an Artifact tile? No. If the tile that the Navigator's Camp is on is ever excavated or discarded, the player who plays the Navigator must move their Camp to any adjacent Snow tile. If there are no Snow tiles immediately adjacent, choose any Snow tile on the board.

An extended FAQ is available at thiswayeditions.com/ice/extended-faq/, and strategy notes at thiswayeditions.com/ice/strategies.

Iconography

Actions: Build a Camp, Recruit, Sail, Move, Study, Excavate, Plan, Overwork, Fluent Move.

Game Elements: Tile, Snow Tile, Nuuka.

Others: Exploration Points (EP), End of Game Renown Points (RP), Immediate Renown Points (RP), Archaeologist, Expedition Leader, Explorers, Camp, Ship's Hold, Triggering Artifact, Sunrise phase, Exploration phase, Sunset phase.

Artifacts: Achievement, Exalted, Harmony, Obliteration, Philosophical, Prismatic, Any Type, Anima Power, Shape 1, Shape 2, Shape 3.

  • Reorganization: Remove all Camps, then starting with the first player, each player places a Camp and their Expedition Leader on any tile (this can be one that is not fully revealed). You have to place your Camp on a tile and not on the edge of the board.

  • Helping Hands: Clockwise, starting with the first player, each player may choose one of the following: Receive 1 RP from the supply or place an Archaeologist from the supply on their Leader's tile. If an Archaeologist is placed, it is important to remember that no other actions (like Excavate, or using Snow tiles or an Ability) are possible until the Day officially begins.