Lands of Galzyr: Dreams and Mysteries
Lands of Galzyr: Dreams and Mysteries Rulebook
Table of Contents
Table of Contents
Components
- 240 cards: item cards, companion cards, quest cards, adventurer status cards, local status cards, global status cards, event cards, and location cards
- 1 adventurer board
- 1 adventurer figure
- 12 skill marks: 6 small and 6 large skill marks in 6 colours
- 11 tokens: 1 prestige token, 8 timer tokens (4 pairs), and 2 quest tokens
- 4 dividers: 3 library dividers and 1 save slot divider
- 2 documents: 1 achievement sheet and 1 expansion booklet
New rules
Setup and multiple adventurer special abilities
During setup, if you have unlocked additional 000 cards, choose one to keep and return the rest to your adventurer's save slot. You may choose a different one for each game. If you play multiple games in a row, remember to take all cards from your adventurer's save slot between games.
Co-op travel mode
Added in the 3rd printing of the base game.
If you want to make it easier to travel together in co-operative play, you can resolve your travels in a shared travel phase where everyone resolves their moves freely. This phase is considered to be everyone's turn. Afterwards, each player resolves a scene as normal.
This makes certain skill checks easier by allowing you to partner more regularly, so we recommend also using the challenge mode below if you like to travel together a lot.
Challenge mode
Added in the 3rd printing of the base game.
If you want the game to be more challenging, when playing with the co-op travel mode for example, you can enable the challenge mode in the storybook settings. It makes the skill checks more difficult in scenes where you can have a partner. The minimum number of successes required in these challenge skill checks is raised by one, as shown below.
| Difficulty | Easy | Medium | Hard | Unknown |
|---|---|---|---|---|
| Regular skill check | 1 star | 2 stars | 3 stars | ? stars |
| Challenge skill check | 2 stars | 3 stars | 4 stars | ? stars |
Expansion integration
To prevent spoilers during integration, avoid reading the cards. Only the card number matters, and in specified cases the adventurer icon next to it or the card's name. Keep cards in the library and the vault in numerical order.
Follow the instructions below carefully to integrate the expansion into your game. You can do it as long as you have organised the base game's cards into the trays, regardless of how many times you have played the game. Just make sure that all old cards are currently in the trays.
The card-tray diagram in the printed booklet labels these parts: the card number, the teal dividers, the black divider, the brown dividers, and the purple divider.
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Remove the packaging from all decks. Resolve the steps 2 to 7 to organise all new cards into the card trays. Some new cards have the same number as old cards. The relative order of cards with the same number does not matter.
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Place the new teal divider in front of the teal divider with the globe icon. Place cards Dynamic Duo 000 and Alone Together 111 behind the divider.
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Take cards 364 – 373 (10 in total).
- If you have played the game a lot and want to experience only new quests for a while, shuffle these and place them directly behind the purple divider.
- Otherwise, shuffle these together with the cards behind the purple divider and place the cards behind the same divider.
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Take these 24 cards (all have an adventurer's icon):
- All 000 (10 cards)
- 069, 070, 071, 074, 076, 230, 236, 237, 238, 239, 421, 422, 423, 424
Place them behind the black divider in ascending numerical order with any old cards.
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Shuffle cards 432 and 433 together with the cards with the same red back and icon from behind the teal divider. Place the cards behind the same divider.
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Only do this if you have played the base game. Otherwise, skip to step 7.
Check if each adventurer has completed their starting quest, meaning they do not have a card with the listed name in their save slot.
- If Bumir has completed Buried Secrets parts 1–3, take 434.
- If Mor has completed Chasing Legends parts 1–3, take 435.
- If Aysala has completed Friend in Need parts 1–3, take 436.
Resetting the game
If you want to reset an individual adventurer or the whole game after you have integrated the expansion, follow the instructions below. Your rulebook might not include instructions for Noko & Umi and other expansion content. You can reset only between games when all cards are in the trays.
These reset instructions do not cover the second expansion's content.
Reset an adventurer
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Take all cards from the chosen adventurer's save slot. Return the listed 000 card to the save slot: Unyielding Spirit, Deep Intuition, Soar in the Sky, Power of Mind, or Dynamic Duo. Place any other 000 cards to the vault. Resolve abandon effects of all quests. Note that the noticeboard and the event deck are currently in the global save slot in case any effects put cards in those. Place the rest of the cards to the library.
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Move the 111 card with the adventurer's icon from the library to their save slot.
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If the listed card is not already in the vault, move it there (from the library or any adventurer's save slot):
- Deep Intuition: 296
- Soar in the Sky: 297
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Only do this if one location card in the global save slot has the adventurer's icon (next to the card number). Otherwise, skip to step 5.
Take the listed location cards from the vault:
- Unyielding Spirit: 070, 230
- Deep Intuition: 076, 238, 239
- Soar in the Sky: 069, 421, 422
- Power of Mind: 074, 236, 237
- Dynamic Duo: 071, 423, 424
Swap one of the cards with the card with the same number and the adventurer's icon in the global save slot. Do the same for the remaining cards and their counterparts in the library. Place the swapped-out cards (with the adventurer's icon) to the vault.
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Take all cards with the adventurer's icon (next to the card number) from the global save slot and other adventurers' save slots. Read the cards, resolve their save effects, and then place them to the library.
Reset the whole game
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Move all cards to the library:
- From the vault
- From the quest slot
- From all save slots
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Roll the 12-sided die, and move the card with the rolled number from the library to the global save slot.
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Take these 28 cards from the library:
- 064 – 089, skipping any cards with an adventurer's icon next to the card number (26 in total)
- 432 and 433
Shuffle the 14 event cards before placing all 28 cards to the global save slot.
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Take these 32 cards from the library:
- 127 – 148 (22 in total)
- 364 – 373 (10 in total)
Shuffle them and place them to the quest slot.
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Move the 3 frontmost cards from the quest slot to the global save slot.
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Move each listed 000 card from the library to that adventurer's save slot:
- Unyielding Spirit
- Deep Intuition
- Soar in the Sky
- Power of Mind
- Dynamic Duo