Isla
Isla Rulebook
Table of Contents
Table of Contents
Game Components
- 1 x Isla Map Pad
- 5 x Polyhedral Dice (D4, D6, D8, D10 and D12)
- Map Tokens (species): 16 x Flora, 12 x Fauna, 8 x Fossil
- Map Tokens (other): 4 x Rest, 4 x Boulder
- 20 x Exhaustion Tokens (token colours correspond with die colours)
- 4 x Explorer Meeples
- 38 x Research Cards
- 35 x Threat Cards
- 1 x First Player Card
Setup
Player Setup
Each player receives:
- A paper map
- 4 x Flora Tokens
- 3 x Fauna Tokens
- 2 x Fossil Tokens
- 1 x Quick Rest Token
- 1 x Boulder Token
- 5 x Exhaustion Tokens (one of each colour)
- 1 x Explorer Meeple
- A pen or pencil
Firstly, players place their 5 exhaustion tokens (5) underneath the dice icons, matching the colour of the exhaustion token to the colour of the die.
Players then turn all of their map tokens (1) face down, mixing them up.
Then they place one map token face down on each of the highlight spaces (1) on the map.
The explorer meeple is placed on the start space (4) of the map (the bottom left space with the row boat).
Research Card Setup
Shuffle all research cards and place the deck on the table face down. Draw the top 4 cards, placing them face up in a single row to the right of the research card deck. This forms the research pool.
Threat Card Setup
Shuffle all threat cards and place the deck face down within reach of all players.
Dice Setup
Place all dice together within reach of all players.
First Player
The player who has most recently been on holiday receives the first player token.
Before You Begin!
When setup is complete, all players flip their map tokens face up, retaining their positions on the map. At this point each player may switch the position of two of their map tokens. Players may only do this once and before the game begins.
Overview and Goal
As daring explorers, players will navigate the varying terrains of Isla in search of undiscovered species of flora, fauna and fossils. Players will collect knowledge of these curious specimens to aid in their research. Navigating Isla can be tricky, and so a careful path must be trodden to ensure that enough of the island is explored without running out of energy and supplies. Those who find themselves unable to carry on will be left behind, and those who manage to get home and show the whole world what wonders Isla holds will be celebrated. Your goal is to create the most successful explorer journey, by having the most points at the end of the game.
Token Types
This rulebook will refer to three types of tokens:
- Species Token - Species tokens means any flora, fauna or fossil map token.
- Map Token - Map token refers to any species token as well as the Quick Rest token and the Boulder token. These are all tokens placed on the map spaces.
- Exhaustion Token - Exhaustion tokens refers to any token with a number printed on it. These are all tokens placed underneath die icons on the map sheet.
Gameplay
Isla is played throughout a series of rounds. Each round consists of the following phases:
- Planning Phase
- Dice Roll Phase
- Rest Phase
- Explore Phase
- Research Phase
- Prepare for Next Round
1 Planning Phase
Starting with the first player and proceeding clockwise, each player announces their explorer's pace for the day. Firstly, the player chooses one of the following options:
Rest, Explore or Research
- A player may only choose to Rest if they have not already marked off their Rest Box.
- A player may only choose to Explore if they have at least one non-exhausted die.
- A player may only choose to Research if, at the start of the round, they have the correct species items to research a card in the research pool.
If a player cannot choose one of the above three options they are Lost on the Island (see Lost On The Island).
Once the player has chosen, they announce their plan: "I will Explore", "I will Rest" or "I will Research".
Once all players have announced their plan in turn, proceed to the Dice Roll Phase.
2 Dice Roll Phase
In this phase, the player with the first player card rolls all 5 dice. If any 1s are rolled, that player must resolve one threat card.
The first player only resolves a maximum of one threat card per turn, even if multiple 1s are rolled.
If no 1s were rolled, then no threat cards are drawn or resolved.
This phase must always be completed, even if you are choosing to Research or Rest.
Resolving a Threat Card
To resolve a threat card, pick the top most card from the threat deck and follow the effect instructions. If an effect cannot be carried out, simply discard the threat, without replacing it.
A player can never have more than one of the same named threat card.
3 Rest Phase
Any player that chose to Rest in the Planning Phase will now get a chance to do so.
Firstly, the player marks off the Rest Box on their map sheet.
Then the player refreshes the left-most exhausted die on their map sheet.
A player cannot Rest again if their Rest Box (found in the bottom right corner of player maps) is already marked off.
4 Explore Phase
All players that chose to explore in the Planning Phase will simultaneously resolve the following steps:
- Decide on a die to use. Players may only choose a die that they have not exhausted on their map sheet.
- Players then exhaust the corresponding die on their map sheet by moving the exhaustion token up to cover the die icon. Players may also discard a research card they own to add to their dice movement by moving a number of spaces equal to the card's points value.
- Move your explorer meeple a number of spaces equal to the value shown on the die with the matching colour/shape in the dice pool, marking a path with a pencil. When exploring, players always move a minimum of one space regardless of the effect of any threat cards.
Items are picked up as soon as a player lands on or passes through a space containing an item token (see Picking Up Items).
Die refreshes are triggered as soon as a player lands on or passes through a space containing a die icon (see Refreshing Dice).
Because you always exhaust a die before moving, it is possible for players to exhaust and refresh the same die in one round.
Explore Phase Notes
- Players may each choose the same die or different die to each other. There are no restrictions unless a Threat specifies.
- You may only move orthogonally (never diagonally!).
- You must never move into a space you have already explored (any space marked with pen/pencil) or a space with a Boulder token.
- You must move the full value shown on the chosen die.
- Die refreshes are triggered as soon as a player lands on or passes through a space containing a die icon (see Refreshing Dice).
- Items are picked up as soon as a player lands on or passes through a space containing an item token (see Picking Up Items).
- Players may also discard a research card they own to add to their dice movement by moving a number of spaces equal to the card's points value.
5 Research Phase
All players that chose to research in the Planning Phase will resolve the following steps in player order:
- Choose one card from the available research pool and pay its cost by discarding the matching specified tokens (you can place the items on this research card or return them to the box so you know they have been spent).
- Place this research card by your player map. This research card is now yours and will grant you points at the end of the game.
- Move the remaining three research cards away from the research deck so that there is a space for a new card next to the deck.
- Draw another research card and place it face up in the new space.
- The next player who is also researching in player order repeats steps 1-4.
If the research deck is depleted, shuffle the discarded research cards to form a new deck.
6 Prepare for Next Round
Once all players who chose to research have finished, or if no players researched this round, resolve the following steps:
- Discard the research card farthest away from the research deck.
- Move all research cards away from the research deck, creating a space next to the deck.
- Draw another research card and place it face up in the new space.
Once the research phase has been completed, pass the first player card to the next player in a clockwise direction. They are now the First Player.
Refreshing Dice
Whilst exploring, players may come across spaces containing die icons. When a player lands on or moves through this space, they immediately refresh the corresponding die on their map sheet by moving the exhaustion token down to uncover the die icon. If a player moves into a die refresh space but the corresponding die has not been exhausted previously, then nothing happens (though they have wasted a die refresh!).
Because you always exhaust a die before moving, it is possible for players to exhaust and refresh the same die in one round.
Where these icons appear on the map (green triangle, blue square, yellow diamond, red kite and purple gem shapes, each matching a die) it indicates a die refresh.
Picking Up Items
As players explore the island they will find spaces containing map tokens. Whenever a player enters a space with a map token, they immediately take the token and place it next to their map sheet. Species tokens will be used during the research phase, and the rest token can be used at any time to refresh the left most exhausted die.
EXCEPTION! A space with the Boulder token may never be entered and therefore can never be picked up.
Map Token Types
- Flora Token (Map/Species Token): Isla is abundant with vegetation of all shapes and sizes. These item tokens can be used to purchase research cards in the research phase.
- Fauna Token (Map/Species Token): The creatures of Isla are rather reserved, but there is still plenty to study. These item tokens can be used to purchase research cards in the research phase.
- Fossil Token (Map/Species Token): The unique terrain of Isla means fossils are seldom discovered, but when found, celebrated massively. These item tokens can be used to purchase research cards in the research phase.
- Rest Map Token: All explorers need time to recover and reserve their energy. This token can be discarded at any time to immediately refresh the left most exhausted die.
- Boulder Map Token: Some terrain is too treacherous for even the most seasoned explorers. This token represents an obstruction, and the space it occupies cannot be explored.
Game End
The game ends when all players have either:
- Exited the island (see Exiting The Island), or
- Become lost on the island (see Lost On The Island).
This means that players may end their game in different rounds to other players. However, players that have exited or become lost still take part in the game as they will still roll the dice when they are First Player (finished players do not draw threat cards).
Once everyone has finished, players can then add up their score (see End Scoring).
Terrain Types
As you explore the island, each space you encounter will have a terrain type indicated by an icon on the space. To make this easier, you can see the areas explained on the illustration below. These terrain types will affect your end scoring based on the threat cards you draw as you play.
- Mountain
- Jungle
- Swamp
- Beach
- Cliff
Exiting the Island
Isla can only be exited from the beach to the north of the island, specifically from the space marked with an arrow.
The arrow points to the exit track where players will end their movement. Whenever a player's movement would take them past the exit space and onto the exit track (whether they choose to or are forced to), the player first takes as much movement as they can or would like to on the island, then any remaining movement is spent moving down the exit track. The number printed on the spaces are points earned at the end of the game.
Once a player has exited the island they can no longer take part in the planning, explore, research or rest phases. However, they do still receive the first player card when it is their turn and they still roll the dice when they are first player. They do not draw any threat cards.
Exit Bonus
The player who exited the island first gains 5 points. The player who exits the island second gains 3 points. If more than one player exits in the same round, they both receive the relevant Exit Bonus points.
Lost On The Island
Players become lost on the island during the planning phase if they cannot take part in a rest, explore or research action during a round (unless they have exited). This will happen if the player has exhausted all dice or trapped themselves with no adjacent spaces to explore, has already rested and has no valid tokens to research.
Once a player has become lost on the island, they can no longer take part in the planning, explore, research or rest phases. However, they do still receive the first player card when it is their turn and they still roll the dice when they are first player. They do not draw any threat cards.
End Scoring
Once the game has ended, all players add up their points from various sources:
- Exit Bonus: The player who exited the island first gains 5 points. The player who exits the island second gains 3 points. If more than one player exits in the same round, they both receive the relevant Exit Bonus points.
- Research Cards: Gain the points printed on research cards collected.
- Threat Cards: Gain or lose points printed on threat cards next to the player's map sheet.
- Unused Dice: Gain points for each die that is not exhausted (the points are printed on each die's corresponding exhaustion token).
- Escape Track: Gain the number on the space the player's meeple occupies.
- Unexplored Spaces: Lose 1 point for every space that you have not explored (not drawn on). Spaces containing tokens count as unexplored spaces (even the Boulder).
The player with the most total points wins. In case of a tie, the player who explored the most spaces wins. If still a tie, the player with the most research cards wins. If still a tie... just share the victory...
Bon Voyage!
Congratulations! You've survived your expedition of Isla. Although the journey so far has been arduous, you still need to voyage home safe with the knowledge you've discovered! Or maybe you'll stop off on the way to explore another mysterious island.
Solo Mode
Many months after my first visit to Isla I wake from dreams of the island in danger. I find myself compelled to return. Though the voyage is familiar, something doesn't feel right. The air cooler, the colours dimmer, the animals silent... Was it us? Did we cause this reaction? It seems to me now that our first expedition caused some affliction to the Island, now Isla has awoken these ancient and monstrous keepers to protect itself. If I can research and discover a cure, someway to restore peace to Isla, I know we can undo this affliction we have started...
Solo Round Structure
Each round consists of the following phases, with the Keeper Phase added after the Research Phase:
- Planning Phase
- Dice Roll Phase
- Rest Phase
- Explore Phase
- Research Phase K. Keeper Phase
- Prepare for Next Round
The round then ends.
Keeper Phase
This is an additional phase that is resolved after the research phase. For this phase, resolve the following steps:
- Draw the top card from the research deck.
- Check the bottom left of the card and compare the symbol to the symbols on the keeper card.
- Resolve the action of the matching symbol (see Keeper Actions).
- Discard the research card.
If the keeper ever occupies or moves through the same space as your meeple, the game immediately ends, you have been caught and lose the game!
Solo Setup
For this mode, set up as usual, with these changes:
- Return the threat deck to the box.
- Choose a keeper card to play (each keeper provides a different level of difficulty) and place it face up near your map sheet. We recommend starting with an easy Keeper!
- Place another meeple to represent the keeper on the space detailed on the keeper card (starting space), represented by a colour circle.
Solo Gameplay
The game is mostly played as in a multiplayer game, with a few changes:
- First Player: You are always the First Player.
- Threat Cards: No threat cards are drawn in this mode.
- Dice Roll Phase: This phase must always be completed, even if you are choosing to Research or Rest.
Keeper Actions
Each keeper has a unique set of actions. These actions are triggered when certain symbols are drawn during the keeper phase.
Movement Actions
Movement actions will have a number followed by two arrows. The number is the amount of spaces the keeper will move, and the order of the two arrows will explain how the keeper moves.
- If ↕ ↔ then the keeper will first move to occupy the same column as you. If any movement remains, they will move towards the row you occupy.
- If ↔ ↕ then the keeper will first move to occupy the same row as you. If any movement remains, they will move towards the column you occupy.
Keepers ignore all map tokens and may occupy the same space as any token.
If a Keeper's action shows a die symbol, its movement value is equal to the value of the corresponding die in the dice pool; you do not re-roll this die.
Nothing Happens
Some keepers will have a movement rule stating that "nothing happens". In this case the keeper does not move.
Miscellaneous Actions
If the action is not a movement, then follow the instructions on the keeper card.
Solo Game End
The game ends immediately when you have exited the island, become lost on the island, or have been caught by the keeper.
Solo Scoring
When the game has ended, if you manage to exit the island, total up your points as per the normal rules (see End Scoring). You are always the first player to exit.
Keeper compendium: Hungry for more challenges? Scan the QR code on the rulebook or visit oceancitygames.co.uk/islakeepers to discover new challenges from the growing bestiary of keepers of Isla.
Solo Score Bands
- Below 0: Isla is destroyed!
- 0-9: Your efforts are wasted.
- 10-19: Your research is acceptable.
- 20-29: Your expeditions are legendary!
- 30+: Your discoveries are world changing - Isla is saved!
Quick Rules
Quick Rules: Gameplay
- Planning Phase: Starting with the First Player, each must choose 1 of 3 actions for their turn in this round: Rest, Explore or Research.
- Dice Rolling: The First Player (who holds the First Player marker) rolls all the dice.
- Threat Cards: The First Player takes 1 threat card for every 1 rolled on the dice.
- Rest Action: Players who chose this action refresh their lowest value exhausted die and check off the Rest Box.
- Explore Action: Players who chose this action choose a die icon to cover with an exhaustion token, then move the amount of spaces shown on the corresponding die in the dice pool, marking the path on their map and picking up any map tokens as they pass them (except boulder).
- Research Action: Players who chose this action choose one face-up research card from the pool and pay the cost in full using their available species tokens.
- Round Ends: Refresh the research pool, pass the First Player marker clockwise, and the new First Player starts the round with the planning phase.
Quick Rules: Scoring
The game end is triggered once all players have exited the jungle, landing on their exit point track, or are Lost on the Island.
Points are scored based on:
- 5/3 victory points if they exited the island first/second
- Points listed on purchased research cards
- Points gained or lost printed on threat cards next to the player's map sheet
- Points listed underneath their explorer meeple on the escape track
- Points listed on each exhaustion token not covering a die icon on their map
- Minus 1 point for every unmarked area on their map, including boulder and other spaces occupied by map tokens
The player with the most total points wins. In case of a tie, the player who explored the most spaces wins. If still a tie, the player with the most research cards wins. If still a tie - just share the victory!
Important! Players may also discard a research card they own to add to their dice movement by moving a number of spaces equal to the card's points value.