Isle of Night
Isle of Night Rulebook
Table of Contents
Table of Contents
Components
116 explore cards, 3 island cards (double-sided), 9 score cards.
Setup
Choose 1 island card to use and place the other 2 in the box. Shuffle the score cards and randomly place them in the orientation shown on the island card, with the lock side face down. For your first game, use Island 1 and the score cards that do not have a diamond in the corner. Shuffle the 116 explore cards and place them face down.
Turns
Players take turns in clockwise order until the game end is triggered.
On your turn, draw 3 cards from the explore deck and place them face up in a central area that all players have access to. Then choose one type of explore card to claim from the central area and take all cards of that type. When you claim cards, place them face up in front of you. When claiming cursed rings, you do not have to claim them all, and you may never own more than 3 at once.
Follow any instructions on the cards that say "When claimed..." Then your turn ends and the next player takes their turn.
You may only claim 1 location card per turn, because each location card counts as a unique type.
Card Types
The card types are beetles, butterflies, spiders, dragons, serpents, treasure chests, conch horns, lanterns, cursed rings, scrolls, spears, swords, magic staffs, and locations. (Each location is counted as a unique type).
Card Quantities
Each explore card lists total copies of its card type in the deck. Example: There are 10 beetle cards in the deck. Some have 1 beetle; some have 2 beetles.
Score Cards
Score cards are never claimed. The cards indicate how many icons you need to complete a set. Each player is awarded victory points at the end of the game for sets of icons they own (according to the point values on the current island card). In the setup example on the previous page spread, if the game ended with the score cards in their current positions, each set of 2 dragon icons you own would be worth 5 victory points, while each set of 3 beetle icons would be worth 2 victory points, etc.
Magic Symbols
At the end of the game, the player with the most magic symbols on their cards gains 5 or 6 victory points. (Consult your island card).
Dragons and Serpents
Dragon cards can only be claimed when you claim swords (1 dragon per sword), and Serpents can only be claimed when you claim spears (1 serpent per spear). You may claim swords/spears even if there are no dragons or serpents. Example: There are 3 dragons and 1 sword available. You claim the sword card and 1 of the dragons.
Conch Horn
When you claim a conch horn, you may swap the position of 2 score cards on adjacent rows, even if the cards are not adjacent. Example: Tom claims 2 conches. He swaps butterflies with beetles and swords with spears.
Islands 2 & 3 integrate the island card in the setup. If an island card stands between two score cards or two rows, you may not swap across it. You may not move the island card with a conch shell. Example: You may not swap any card in the right column with any card in the left column. You may swap either 3vp card with the top 4vp card. You may swap the middle 1vp card with either card on the next row.
Scrolls
When you claim a scroll, you may lock or unlock any score card. To lock a card, flip it so the lock symbol is face up. To unlock a card, flip it so the lock symbol is face down. Locked cards cannot be affected by conch horns. Simply skip over locked cards when swapping with conch horns. Example (pg 2): If beetles were locked, you could swap serpents with swords.
Chests
Each treasure chest is worth +2 victory points at the end of the game.
Lanterns
Each lantern you claim is worth 1 victory point at the end of the game. The game ends immediately when lanterns equal to 3 plus the number of players have been claimed. Example: There are 3 players. 1 player has claimed 5 lanterns. Tom claims the 6th lantern and the game ends immediately. When the game ends, players count their victory points. The player with the most wins.
Cursed Rings
At the start of your turn draw 3 explore cards as normal. Before claiming cards, if you have any cursed rings, you must immediately discard 1 of the explore cards you own for each ring you have. You cannot discard cursed rings this way. Then claim ANY cards from the central area equal to the number of cards you discarded. The cards do not need to be the same type, and you can claim locations (unless stated on the location card). Discarded cards are placed in the game box and are out of the game. After doing this, claim 1 type of cards as normal. Each player may own a maximum of 3 cursed rings per game.
Magic Staff
When you claim a magic staff, immediately discard any card you own (with the exception of another magic staff) to reuse its "when claimed" effect. Discarded cards are placed in the game box and are out of the game. If the chosen card doesn't have a "when claimed" effect, simply discard it. Example: You claim 2 magic staffs. You then discard 1 of your swords to claim a dragon and 1 of your spears to claim a serpent.
Location Abilities
Follow the instructions on all location cards you have claimed. Example: You claim the Spring of Visions. On all of your following turns, you draw 1 extra card at the start of your turn.
Amethyst Bay
Count this after all other victory points have been tallied, only if you have the fewest victory points.