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Mission Amazonia

Mission Amazonia Rulebook

Table of Contents

Table of Contents

  • Game Components
  • Setup
  • Objective
  • Sequence of Play
    • 1. Playing action cards (in detail)
  • Fulfilling Missions
  • Round Scoring
  • Resignation
  • Events
  • Example of a Complete Round of Play (Two-Player Game)
  • Game End
  • Player Counts
  • What Can I Do?
  • Cards
    • Special Action Cards
  • Support Cards
  • Mission Cards
  • Event Cards
  • Threatened Animal Species
  • Commonly Forgotten Rules

Game Components

2 book screws (bolts) (one as a spare)

Chapter book (with 10 chapters)

Success and failure track (back side used for chapter 10, see p. 23 in the chapter book), Mission-site finder (fixed to the mission-site disc with the included book screw), 6 mission-site discs (double-sided, for use with the mission-site finder)

4 player boards

8 player figures (2 per color), 2 position dice (number and letter dice), 4 position markers, 1 conflict die, 8 injury markers, 4 protective-vest markers, 4 radio markers, 1 roadblock marker, 24 experience markers (from chapter 4 on)

32 basic action cards (8 per color), 38 special action cards, 21 mission cards, 8 character cards (4 starting character cards in the player colors and 4 neutral character cards), 4 special-ability markers (from chapter 8 on)

22 monitoring cards (for chapter 10, see p. 23 in the chapter book), 16 money markers (8 worth 1000 R$, 8 worth 500 R$), 5 red-list markers, 4 help cards, 14 event cards

39 wooden cubes (for chapter 10, see p. 23 in the chapter book), 1 start-player marker, 36 animal markers, 5 resignation markers, 1 marking stone, 12 support cards, 1 achievements sheet, 1 annual-report sheet

Setup

What follows is setup for 4 players. For a different number of players only small adjustments are needed (see "Player Counts").

  1. In your very first game, place the chapter book in the middle of the table and open it to page 4/5 (in every following chapter, to the corresponding double page further back in the chapter book). Place the success and failure track to the left and right of the chapter book.

  2. Leave the animal markers "harpy eagle," "Amazon river dolphin," and "pied tamarin" (see "Animal Notes") in the box for now. Sort the remaining animal markers by color and shuffle them together. Then stack them into three stacks — a blue, a yellow, and a green stack. Also stack the red-list markers and place them near the failure track.

  3. Take 1 player board each (on the side marked with the player-count icon), 1 help card, and draw one of the 4 starting character cards (in the 4 player colors) face down. After you have studied the ability symbols with the help of the help card, place the card face up at the top edge of the player board, in the "Character 1" area.

  4. Take 2 player figures in your color and place the figure marked "1" on the headquarters of the matching-colored city on the game board (p. 4 in the chapter book). Place the figure marked "2" in your own personal display area next to the player board.

  5. Shuffle the 8 basic action cards in your color (note the marking in the upper right) and place them as a face-down draw pile on the left side of your player board, in the "Draw" area. Draw the top 4 cards of this pile into your hand.

  6. Split the 12 starting mission cards (marked with the player-count icon in the upper left) into 2 stacks, section "I" and "II" (see the back of the cards). Shuffle the two stacks separately, then place them face down on top of each other so that the "I" mission cards are on top. Place this draw pile (face down) below the chapter book. Reveal 4 mission cards from it and place them face up, numbered 1 to 4, at the designated spots along the lower edge of the game board.

    Now determine the mission sites in order (from 1 to 4). For this you need the mission-site disc for the chapter (here: Rondônia — Chapter 1). It is fixed under the mission-site finder with the included book screw. Now, starting at the print "Chapter 1: ...", you can read off the first 4 mission-site coordinates (F2, B2, D6, C5) clockwise through the punched hole and mark them with position markers (1 to 4) on the corresponding space on the game board. Notes: Space F2, for example, is where column "F" crosses row "2," and mission-site labels printed in orange indicate that the site lies in an indigenous territory (see "Indigenous Territories," below).

Objective

Your goal is to fulfill the displayed missions together as efficiently as possible, in order to protect as many threatened animal species as possible. Specifically, you must have 12 animal markers on the success track before you have 12 animal markers on the failure track. This means you have successfully completed the chapter and can start the next chapter in the chapter book.

Sequence of Play

The player with the start-player marker begins and carries out the following 3 phases in their turn, one after another:

1. Play action cards (a) to move your player figure on the game board. (b) to buy special action cards. (c) to trigger displayed support cards.

Place the action cards you play face up in front of you. You may carry out the 3 options (a to c) in any order, number, and combination, as long as you have the hand cards needed for it. Note: this 1st phase is explained in detail further on.

2. Discard action cards Now place the action cards you played face up on your discard pile (on the right side of the player board, in the "Discard" area). You may also place unused hand cards on the discard pile if you don't want to keep them for the next round.

3. Draw action cards At the end of your turn, draw action cards from your draw pile until you have 4 action cards in hand again.

After that, the next player clockwise takes their turn. They start again at phase 1, "Play action cards." This continues around the table until all players have taken their turn. Then a round is over and the round scoring follows (see "Round Scoring").

Note: If at any point during play there are fewer cards in your draw pile than you are allowed to draw, draw all remaining cards into your hand, then shuffle your discard pile into a new, face-down draw pile and draw the rest of the cards you are owed.

1. Playing action cards (in detail)

(a) Moving the player figure on the game board

Moving your player figures is essential for reaching mission sites. Basically, you can move using two different types of action cards: land route and river route. Land route is further divided between paved road and unpaved forest path:

Route types: Land route (paved road) / Land route (unpaved forest path) / River route Symbol on the action card: [road icon] / [path icon] / [river icon] Movement on the board: 1 space on paved road / 1 space on unpaved forest path / 1 space on river route Signature on the game board: thick white line / thin brown line / blue line

The number of symbols printed in the upper area of the action card indicates how many spaces per route type the player figure may move. Spaces are the squares on the game board, each separated by dotted lines. Usually you may only move your player figure orthogonally along the routes (i.e., left, right, up, or down) to the next space. In rare cases a road or river passes through a corner of a space, so that diagonal movement is possible (e.g. Chapter 1, from D3 to E4 on paved road, see example below). For moving from space to space, the route-type signatures printed on the game board are what matters. Within one space you may switch route types even if they are not connected.

On the basic action card "Land Route" there are always two alternatives, separated by a "/": either you drive 2 spaces on paved road, or 1 space on unpaved forest path.

Example: If you want to move your player figure from B1 to E4, there are numerous possibilities. Two are presented here:

  1. You can get from B1 to E4 via paved road: B1 > C1 > C2 > D3 > E4. That is 4 spaces, so you need 4 "paved road" symbols. You can cover this need with 2 "Land Route" action cards, which is very efficient.

  2. If you only have one "Land Route" action card in hand, it would also be conceivable to get from B1 to C1 with a "River Route" action card, and from C1 to C2 with another "River Route" action card. Then get from C2 to E4 with a "Land Route" action card.

Note: A move from C2 to D3 by river route would not be possible, since there is no river route there.

(b) Buying special action cards

As an alternative to movement, you can also use your action cards to buy new "special action cards," thereby improving your card deck. To do this you must pay the cost printed on the desired special action card. Money in the Brazilian currency Real (R$) is available to you in the form of the basic action card "Budget." You can also make use of the vehicles on your basic action cards "Land Route" and "River Route" by renting them out for a fee. The lower area of these cards shows the proceeds you get from renting out the vehicles (and later also items) — however, for each card played, you cannot both move and rent it out at the same time. With the sum of all money amounts from the hand cards you play, you can buy as many special action cards from the display as you like.

Example: You want to buy the special action card "Night Vision" for 2000 R$. To pay for it, you play the basic action card "Budget" (1000 R$) and also play one "Land Route" and one "River Route" hand card, since renting each of those out gives you 500 R$, for a total of 2000 R$.

The newly bought special action card goes face up on your discard pile. So you can only use its effect later in the game. Detailed explanations of the special action cards follow in the "Special Action Cards" section (p. 13).

Special action card layout: Title / Cost / Effect / Movement symbols / Image / Proceeds from renting out Support card layout: Title / Cost / Image / One-time effect

(c) Triggering displayed support cards

Instead of buying new "special action cards," which you can usually use multiple times during the game, you may also buy one-time effects on support cards.

Example: You want to trigger the support card "Drone" for 2000 R$, in order to draw 2 additional action cards from your draw pile. To pay for it, you play 4 basic "River Route" action cards (since renting each of those out gives you 500 R$, for a total of 2000 R$). Now you may carry out the printed effect immediately. So you draw 2 more cards from your draw pile into your hand and continue your turn.

Support cards remain in the display. They can be triggered multiple times, even several times during one turn, as long as enough money is available. Detailed explanations of the support cards follow in the "Support Cards" section (p. 14).

Fulfilling Missions

1. Mission site / conditions: As soon as, during your turn, your player figure stands on a mission site marked with a position marker, check whether you fulfill the conditions printed on the corresponding mission card (e.g. 2 Courage; for details see "Mission Cards," p. 15). If so, you must still check whether a violent confrontation, a so-called conflict, occurs.

Example: The mission with 2 Courage as a condition (left) — Antonio (right) fulfills this condition.

2. Conflict / injuries: If the conflict die symbol is printed in the upper right of the mission card, everyone present at this mission site must roll the conflict die once. Exceptions: your character is protected (e.g. Antonio), or a protected fellow player is present at the mission site, in which case they protect everyone present, so nobody needs to roll. The bandage symbols printed on the die result (0, 1, or 2) show the number of injuries you receive. Place the corresponding number of injury markers on your character card. If you have a protective-vest marker on your character card, it wards off 1 injury. Place the protective-vest marker back on the "Protective Vest" support card after use. On the 3rd injury, the team member resigns, see "Resignation" (p. 10).

Example: die roll with 2 injury markers. A protective vest wards off 1 injury.

3a. Effects (money markers): Depending on the mission, you also receive one (or more) money markers (for confiscating machinery, gold, etc.). If more than one player is at the mission site, they may divide the money markers among themselves as they wish. Place these money markers in your own personal display. You can use them immediately or later in the game as payment. After use, they return to the general supply. Important: if your player figure is on the same space as a fellow player's figure, you may hand each other money markers. If you ever need change for your money markers, the general supply is available to you.

Example: 1500 R$ in money markers as proceeds.

3b. Effects (animal markers): Then take the topmost animal marker of the color matching the mission card you just fulfilled from the corresponding stack and place it on the success track (from 1 to 12, i.e. from top to bottom). Congratulations, you have protected this animal species! In the rare case that no animal marker of the matching color is left, you may choose an animal marker from another stack. Then put the mission card back in the box and place the position marker of the fulfilled mission at the corresponding spot along the lower edge of the game board.

If the active player still has action cards in hand, they may continue playing. After them, as usual, the next player clockwise follows, until the round is complete, i.e. until every player has had their turn (in this round).

Notes:

  • Some missions require 2 or even 3 Courage. This means that usually several team members must be at the mission site to fulfill the mission. Should a conflict occur, all players with a character present must roll the conflict die (exceptions: protected characters, see above). If you even have 2 of your own characters at the mission site, you must roll once for each. Plan your team formation so that you reach the mission sites in as few turns as possible.

    Example: 1 Courage + 1 Courage = 2 Courage

  • Indigenous territories are marked on the game board with orange areas. If a mission takes place on such a space (e.g. A4, B4, etc. in Rondônia), then (at least) one player with the "Negotiation Skills with Indigenous Peoples" ability must be present at the site to fulfill the mission.

  • When you reach a mission site to fulfill the mission there, the remaining (still unused) symbols on the action card you just played are forfeited.

Round Scoring

As soon as the player to the right of the player with the start-player marker has finished their turn, a round is over. Now check how many of the displayed missions you were unable to fulfill. For each such mission card, place 1 animal marker on the failure track. Choose the stack matching the color of the unfulfilled mission card (see the colored border of the markers) and take the topmost one, placing it on the failure track (from 1 to 12, i.e. from top to bottom). Concretely, this means the illegal activities have caused massive damage to the intact rainforest, and threatened animal species have been pushed back and decimated further. Should there now be 2 identical animal markers on the failure track, add 1 red-list marker as well (on the next free space on the failure track), because the species is now threatened with extinction. On the 3rd identical animal marker, no additional red-list marker is added. In the rare case that no animal marker of the matching color for the unfulfilled mission is left in the supply, choose one of another color.

Example: A "harpy eagle" animal marker is already on the failure track. Now, due to an unfulfilled poaching mission, you must place a second one. Now there are 2 identical animal markers on the track, so you must also add a red-list marker.

Leave any not-yet-completed mission cards in place and fill the empty spots (from left to right) with new mission cards from the draw pile (for 2/3 players, see "Player Counts," p. 12). Determine their mission sites as always with the mission-site finder (turn it one position further clockwise, read off the coordinates, and mark the mission site's position with the position marker on the game board). Then pass the start-player marker clockwise. A new round begins (see "Sequence of Play," p. 6).

Resignation

If a character already has 2 injuries and would receive a 3rd injury marker, it becomes too dangerous for them and they quit their job. This is a severe setback for the team, so you must place a resignation marker (= the back side of a red-list marker) on the failure track. For the affected player: put the corresponding character card back in the box, and all injury markers on it back in the general supply. You may keep radios and money markers. Put the character's player figure back in your personal display, and all hand cards on your discard pile. If you still have another character card on your player board, draw the usual 4 action cards from your draw pile and end your turn.

If you no longer have any character card, you may recruit a new team member for free, i.e. choose a character card from the "New Team Member" support card and place your player figure marked "2" in your headquarters. From chapter 4 on, additionally: all your experience markers return to the general supply. Starting next round you take on a new character with new abilities. Reshuffle all your cards, and draw 4 action cards as usual to end your turn.

Example: If a character resigns, you must place a resignation marker on the failure track.

Notes on two special situations: 1. If your character already has injuries and receives further injuries while fulfilling a mission, so that they end up with more than 2 injuries, they resign as described above (= 1 resignation marker), but the mission still counts as a success (= 1 animal marker on the success track). You also still receive any reward in the form of money markers. 2. If, due to a resignation, you are allowed to recruit a new team member, but no support card titled "New Team Member" is available anymore, you may keep your character card. Discard all remaining hand cards and draw 4 new cards to end your turn.

Events

As soon as you place the 7th animal marker on the success track, reveal the adjacent event card and read it aloud. Then carry out the described effects immediately (unless otherwise noted). After placing the 9th animal marker, the second event is carried out. Events are always negative and hinder your work as a team. Detailed explanations of the event cards follow in the "Event Cards" section (p. 16).

Example of a Complete Round of Play (Two-Player Game)

Salome, with the yellow player figure, holds the following 4 cards in hand. The following character card, plus the start-player marker, is in her display. Abilities: 1 Courage and Animal-Care Training.

Noah, with the green player figure, holds the following 4 cards in hand. The following character card, plus 1 money marker (1000 R$), is in his display. Abilities: 1 Courage and Negotiation Skills with Indigenous Peoples.

Two mission cards are displayed: ideally, Salome and Noah would fulfill both displayed missions this round. The mission at position 1 (Poaching) requires Animal-Care Training and at least 1 Courage. Salome fulfills this condition, so she should head for this mission. The mission at position 2 requires 2 Courage and lies in an indigenous territory. Since Noah currently has a "Night Vision" special action card in hand and also has "Negotiation Skills with Indigenous Peoples," he tackles this mission. Salome has the start-player marker, so she starts.

She plays a "Land Route" action card and moves her figure two spaces on paved road (from C2 via C1 to B1). Then she plays another "Land Route" action card and moves her figure from B1 via A1 to A2, the mission site (she places both cards face up on her discard pile). Since she fulfills all mission conditions, she may take the topmost yellow animal marker from the (yellow) stack and place it on the success track. The "Poaching" mission card is removed and the position marker (1) is placed back at the lower edge of the game board. Finally, Salome uses the "Budget" action card to buy the "Budget Boost" special action card from the display for 1000 R$, and places both cards face up on her discard pile. She discards her remaining hand card and ends her turn. She draws 4 cards from her draw pile again.

Now it is Noah's turn. He plays a "River Route" action card and moves his figure from F4 to E4. Then he plays a "Land Route" action card and moves his figure on unpaved forest path from E4 to D4. Then another "Land Route" action card to get from D4 to C4, the mission site. Fortunately, by playing the "Night Vision" special action card he can manage this mission alone (his character would only have 1 Courage without night vision). Since the mission he just fulfilled has a die symbol (upper right), a conflict occurs with the illegal loggers and Noah must roll the conflict die. He rolls 1 bandage, i.e. he receives 1 injury marker on his character card. This mission is also complete; the mission card is put back in the box and Noah may place the topmost green animal marker from the stack on the success track. Had he not had the "Night Vision" hand card, this mission would have remained unfulfilled, and the two of them would have had to place a green animal marker on the failure track at the end of the round. Noah also receives a 1000 R$ money marker from the general supply. With one of his two money markers, Noah buys himself a protective vest (1000 R$). He places the protective-vest marker on his character card; the money marker returns to the general supply. Finally, he too tops up to 4 hand cards and ends his turn. Since the round is now over, but no mission remained unfulfilled, only the start-player marker is passed to Noah, who may immediately start a new round. Two new mission cards must be revealed and their mission sites determined with the mission-site finder...

Game End

The game ends as soon as you place the 12th animal marker on the success track. Then your team has won the race against rainforest deforestation, and you may record your success on the annual-report sheet and turn ahead to the next chapter in the chapter book to experience new adventures.

If, instead, you must first place the 12th animal marker on the failure track, the game also ends. In this case, however, your team has lost the game, and you record your failure on the annual-report sheet. In the extremely rare case that, after fulfilling the last mission, a conflict still occurs and a team member resigns as a result, and consequently 12 markers also end up on the failure track, the players have still (narrowly) lost. Good luck retrying the chapter — this time with starting capital (500 R$) for each player!

Player Counts

The setup described on p. 4 applies to 4 players. For a different number of players, the same setup applies, with the following adjustments:

3 players: Remove the red player figure from the game (including its basic action cards). Always reveal only 3 mission cards and place them at positions 1, 2, and 3 along the lower edge of the game board. Also refill to 3 mission cards at the end of a round.

2 players: Remove the red and blue player figures (including their basic action cards) from the game. Always reveal only 2 mission cards and place them at positions 1 and 2 along the lower edge of the game board. Also refill to 2 mission cards at the end of a round.

What Can I Do?

After successfully completing a chapter, you might ask yourself what you can do in real life for the Amazon rainforest. This ecosystem is unique, home to enormous biodiversity, and also regulates the global climate. Unfortunately, as you experienced in the game, it is threatened by human activities such as deforestation, slash-and-burn, mining, and agriculture. But there are many ways you can help preserve the rainforest. Here are a few suggestions:

  • Through donations or volunteer work you can support organizations committed to preserving the rainforest (e.g. "OroVerde," "WWF," etc.) and those specifically dedicated to indigenous peoples (e.g. Society for Threatened Peoples).
  • You can reduce your consumption of products that contribute to the destruction of the rainforest. These include, for example, meat, soy, palm oil, and tropical timber. If you eat meat, make sure it comes from ecological, regional farming and not from factory farming fed with soy from the Amazon region. By cooking yourself and using regional food, you also reduce your consumption of products containing palm oil, which is often obtained from cleared rainforest areas (especially in Indonesia). Don't buy furniture or paper made from tropical timber, or at least look for the FSC seal, which guarantees sustainable forestry.
  • You can shrink your ecological footprint by saving energy and water, producing less waste, and recycling more. For example, you can avoid or recycle aluminum, since aluminum production from bauxite destroys a lot of rainforest. You can also use your phone for as long as possible, or buy used or repaired phones, since manufacturing electronic devices requires rare metals that are also mined in the rainforest.
  • You can inform yourself and educate others about the importance of, and threats to, the rainforest. The more people are aware of how important the rainforest is for life on Earth, the more can stand up for its protection. For example, you can sign petitions or take part in demonstrations that put political pressure on governments and companies to protect the rainforest.

Cards

Special Action Cards

Special action cards improve and expand your options. You may buy them in any number during your turn. All purchased cards go on your discard pile. So they only become usable on your hand in later turns. Cards marked (upper left) with the chapter-1 icon are already used from chapter 1 on. The point at which all cards without that icon come into use is explicitly stated in the chapter book. All special action cards printed with a "10" in the upper right only come into use in chapter 10. They are introduced in the chapter book on p. 23.

Special action cards for more money (with red background):

  • Budget Boost (Cost: 2000 R$): Playing the Budget Boost card gives you 2000 R$, which you can spend on support or special action cards. The card is returned to the game box after this one-time use.

Special action cards for more courage, more cards, or a joker move (with purple background):

  • Night Vision: By playing the Night Vision card you can fulfill a current mission for which you (only) lack Courage.
  • Radio Scanner: By playing the Radio Scanner card you may draw 2 additional action cards from your draw pile into your hand.
  • GPS: By playing the GPS card you may perform a joker movement, i.e. carry out one of the three printed movements.

Special action cards for efficient movement on the game board (with green-to-blue background):

  • Enduro (motorbike): By playing the Enduro card, you may move your player figure either 1 space each on paved road and unpaved forest path, or 2 spaces on unpaved forest path.
  • Offroader (4x4 vehicle): By playing the Offroader card, you may move your player figure either 2 spaces on paved road or 2 spaces on unpaved forest path.
  • Amphibious Vehicle: By playing the Amphibious Vehicle card, you may move your player figure 1 space on rivers and 1 space on paved or unpaved land route.
  • Powerboat: By playing the Powerboat card, you may move your player figure 2 spaces on the river route.

(Each special action card also lists proceeds earned from renting it out, alongside its cost, effect, and movement symbols.)

Support Cards

Support cards have a square format with a dark brown border. They provide you with further actions but always remain in the display. Their effects are one-time use, and as usual you must pay the cost before using them. Here too, all support cards marked with the chapter-1 icon (upper left) are available from chapter 1 on. All others are introduced step by step in the chapter book. Here are all the support cards, with their effects briefly explained:

  • Drone: Draw 2 additional cards immediately from your draw pile.
  • Radio: Take 1 radio marker and place it on your character card (maximum 1 radio per character card). With the radio, during your turn you can use your action cards for movement on a fellow player's figure, if their character also has a radio. From chapter 5 on, an additional function is added, see the chapter book, p. 13.
  • Protective Vest: Take 1 protective-vest marker and place it on your character card (maximum 1 protective vest per character card). The protective vest wards off 1 injury and must be placed back on this card after use. Notes: after the conflict die is rolled, no more protective vests may be bought. The characters Antonio and Otávio are always protected and, to make this clear, have a permanent protective vest printed on their card.
  • Rewilding Program: Donate money for the rewilding program for threatened animal species: for every 500 R$ you can move the red marking stone 1 space further. As soon as you have donated 4000 R$, you may remove 1 red-list marker from the failure track and shift all animal markers below it up, so no gap remains. Then place the marking stone back on the "0" space. If no red-list marker is on the failure track yet, you cannot (for now) donate further money. As soon as one appears during play, it stays in the general supply and the marking stone is only then set to the "0" space. Now donating can begin anew.
  • Satellite Image: Some mission sites are not exactly located. Only by buying a satellite image can you roll for the missing coordinate (number or letter) and mark the position accordingly.
  • New Team Member: Choose, if any remain, 1 character card from the stack beneath it and place it in the area marked "Character 2" on your player board. Place your 2nd player figure on your headquarters on the game board, and from now on use 5 action cards for your actions, which you may split between your two figures as you like. However, the actions printed on each card must be used fully for one figure or the other. Existing cash and special abilities can be used for either figure (radio and protective vest are not transferable).

Mission Cards

Mission cards are divided into illegal logging, poaching, and illegal gold mining. The cards for the start of chapter 1 are marked with the chapter-1 icon in the upper left. To fulfill a mission, the players at the mission site must bring enough Courage: i.e. the sum of the Courage values of the relevant character cards must be at least as large as the Courage amount required on the mission card. If a mission card is not fulfilled by the end of a round, it produces 1 animal marker of the corresponding color on the failure track. On the majority of mission cards, the conflict die is depicted in the upper right, meaning a conflict occurs (see "Fulfilling Missions"). Below, one starting mission card per color is explained in more detail:

Illegal Logging (green banner): Illegal logging continues to advance in the Amazon rainforest region, especially along roads and forest paths. Usually the people apprehended are only poor henchmen, but they are often armed, so these missions are fraught with conflict and not without danger. On a successful mission, the machinery is confiscated and the players involved at the mission site usually receive money markers worth 500 to 2000 R$. In reality, the machinery is often rendered unusable, see the "Antonio" character card.

  • Condition for fulfillment: 1 Courage needed.
  • Effects on fulfillment: 1 green animal marker on the success track and a 500 R$ money marker.
  • Effects on non-fulfillment (per round): 1 green animal marker on the failure track.

Poaching (yellow banner): Poaching is a major problem (not only in tropical rainforests). So that the animals freed on these missions can be properly cared for and looked after, these missions require at least one team member with the "Animal-Care Training" ability on site. Often cash (1000 to 2000 R$) is also confiscated; the players involved at the mission site split the corresponding money markers among themselves.

  • Condition for fulfillment: 2 Courage + Animal-Care Training needed.
  • Effects on fulfillment: 1 yellow animal marker on the success track and two 1000 R$ money markers.
  • Effects on non-fulfillment (per round): 1 yellow animal marker on the failure track.

Illegal Gold Mining (blue banner): Illegal gold mining is likewise an unsolved problem in the Amazon region. The mining area is cleared, and highly toxic mercury is used to extract the gold. This ends up, to the detriment of the animals, in the water, including the rivers. Usually the gold is confiscated and the players involved receive money markers worth 500 to 2000 R$.

  • Condition for fulfillment: 1 Courage needed.
  • Effects on fulfillment: 1 blue animal marker on the success track and a 500 R$ money marker.
  • Effects on non-fulfillment (per round): 1 blue animal marker on the failure track.

Event Cards

Events are always negative and hinder your work as a team. When which event cards come into play is indicated in the chapter book. Whenever you place the 7th animal marker on the success track, reveal the prepared event card and read it aloud. Then carry out the described effects. The same applies to the second event card at the 9th animal marker. Here are the event cards that occur in the game, with brief explanations:

  • The Criminals Were Warned and Have Fled: You must re-locate all displayed missions. To do this, roll both position dice for each and place the position markers on the corresponding spaces.
  • The Rainy Season Begins: This affects the roads: until the end of the chapter, only 1 movement per action card is possible on land routes.
  • Landless Smallholders Are Granted Land Titles, with no or negative impact on the rainforest: roll the number die — on a 4, 5, or 6 nothing happens; on a 1, 2, or 3, place a yellow animal marker on the failure track.
  • The Trans-Amazonian Highway is Closed at D2 (west of Altamira) until the end of the chapter due to demonstrations, i.e. it can no longer be used by land route. Place the roadblock marker on D2 (left of Altamira) as a reminder. Should your player figure be standing on this space, you may choose which section of road to place your figure on.
  • Dense Fog Prevents Flying with the Helicopter: No helicopter flight is possible until the end of the chapter. The "Helicopter Flight" support card is put away in the box accordingly.
  • There is a Pronounced Drought. The Amazon has a record-low water level and some tributaries have dried up: until the end of the chapter, only 1 movement per action card is possible on the river route.
  • Death Threats Spread Fear and Terror: Together you may determine which character with only 1 Courage (or less) resigns (if all have higher Courage values than 1, nothing happens). The same effects apply as for a "Resignation," see "Resignation" (p. 10).
  • Even Environmental Organizations Have Bad Apples. A member of your organization is arrested for corruption: place a resignation marker on the failure track.
  • You must each immediately give up 1 "Land Route" card (from your hand, discard pile, or draw pile). These are removed from the game until the end of the chapter.

Threatened Animal Species

The Amazon rainforest is one of the most species-rich regions in the world. It is home to an immense diversity of plants and animals. Many of these species, including some still undiscovered, are unique to this region. These (endemic) species are especially at risk when their habitat is destroyed. Most of the original area of the Amazon rainforest is still in good condition. But almost 20 percent of the forest has already been destroyed. So it is no surprise that some animal species are threatened with extinction. Here the endangered animal species that also appear in the game are briefly introduced (sources: IUCN Red List, Wikipedia):

IUCN threat categories: EW Extinct in the Wild, CR Critically Endangered, EN Endangered, VU Vulnerable, NT Near Threatened, LC Least Concern.

Harpy Eagle The harpy eagle is one of the largest birds of prey and very likely the most powerful bird of prey in the world. It is threatened above all by the destruction of its habitat, especially through slash-and-burn, as well as through direct hunting. In the long term, the harpy eagle will likely only survive if sufficiently large areas of tropical rainforest can be placed under protection. The harpy eagle is listed on the Red List of Threatened Species of the International Union for Conservation of Nature (IUCN).

Hummingbird Hummingbirds belong to a remarkable family of birds. Among them are the smallest, lightest, and most colorful birds on Earth. The plumage of the Tapajos hermit hummingbird is characterized by metallic shimmering green and red tones, and its feathers reflect incoming light in a fascinating way. It lives in the east of the Amazon rainforest and is endemic to Brazil, meaning it occurs only there. Its population is considered vulnerable.

Blue Poison Dart Frog The blue poison dart frog is a species of poison dart frog native to the rainforests of French Guiana and neighboring areas, such as northern Brazil. Because of their small size, colorful appearance, and status as a poisonous species, blue poison dart frogs are sought after by collectors and illegal animal traders. However, trade in these frogs is internationally banned, and they are under protection.

Hyacinth Macaw With a wingspan of up to 130 cm, the hyacinth macaw is the largest of all parrots. It is considered an extremely intelligent parrot, since it is capable of imitating human voices and sounds and producing an astonishing range of tones. The hyacinth macaw's beak is powerful and curved, which helps it crack nuts and fruit. Its population is threatened, though there are still three larger areas where hyacinth macaws can be found in their native habitat. One of these areas is in the Brazilian state of Pará. Its beauty, size, and intelligence make the hyacinth macaw a target for poaching. Widespread slash-and-burn also takes its toll on it.

Amazon River Dolphin The Amazon river dolphin, also called the pink river dolphin, belongs to the suborder of toothed whales. It occurs in almost all freshwater habitats connected to the great Amazon and Orinoco river systems. Its population is sharply declining. It is killed by fishermen who see it as a competitor for fish, or poisoned by increasing river pollution (e.g. from mercury from illegal gold mining).

Giant Otter The giant otter, at up to 2 meters long, is by far the largest living otter species. It has an elongated body and a powerful tail, which it uses as a rudder while swimming. Its legs are short, and its webbed feet are optimally adapted to life in the water. On the IUCN Red List, the giant otter is listed as "Endangered," which is no surprise given the countless threats it faces. The main causes of endangerment include habitat destruction, poaching, and water pollution.

Amazonian Manatee The Amazonian manatee is a species of sea cow and the only one that lives exclusively in freshwater. It often lives in small family groups and, like all sea cows, spends its entire life in the water. It usually surfaces several times per minute to breathe but can stay underwater for up to 14 minutes. The IUCN classifies it as Vulnerable. It is threatened by the destruction of rainforests, poaching, drowning in fishing nets, and illegal mercury discharge into rivers.

Arrau Turtle The Arrau turtle is one of the largest freshwater turtles in the world (shell length up to 80 cm). It is known for its collective egg-laying, in which thousands of females lay their eggs simultaneously on sandbanks along riverbanks or beaches. This collective egg-laying, known as the "Arrau nest," is an impressive natural phenomenon. After hatching, the young return to their aquatic habitats. The Arrau turtle is endangered in parts of its range, as its habitat is destroyed, it ends up as bycatch in fishing nets, and its eggs are illegally collected. It is therefore protected in various countries through laws and conservation programs.

Jaguar The jaguar is the third-largest cat species in the world, after the tiger and the lion. It is powerfully and muscularly built and can take down prey that is often larger and heavier than itself. Jaguars have a characteristic coat pattern of dark spots, often arranged in rings around a central point. This pattern serves as camouflage in dense rainforest and grassland. The jaguar's range today is centered on the Amazon rainforest. Due to habitat loss and illegal poaching, jaguars are endangered in many parts of their range.

Giant Anteater The giant anteater can grow to over two meters long from head to tail tip. As its name suggests, the anteater feeds almost exclusively on ants and termites — up to 35,000 per day. They use their long skull to dig deep into anthills and catch as many insects as possible with their sticky tongue. Due to habitat destruction and hunting, the giant anteater's population is considered endangered.

Margay The margay belongs to the long-tailed cats. Like its relatives, it too is a carnivore. It is one of the few cat species that can climb down a tree headfirst, which earned it the name "tree ocelot." It lives mostly in the tropical rainforests of South America. Forest destruction through clearing and poaching have put the margay under pressure, so much so that the IUCN estimates the total population will decline by 30% over the coming years.

Pied Tamarin Pied tamarins are a primate species that inhabits a small area of the Brazilian Amazon rainforest. Their range lies north of the Amazon, near the fast-growing city of Manaus. As the city continues to expand, the tamarins' habitat disappears with it. If they can avoid the heavy car traffic and power lines, they stay in the small patches of forest still remaining in Manaus. It is quite possible that within a few years they will no longer be found in the wild.

Commonly Forgotten Rules

  • You can only fulfill missions in indigenous territories (= spaces with orange-colored areas) with the "Negotiation Skills with Indigenous Peoples" ability.
  • All missions with the conflict-die symbol on the mission card (upper right) result in a conflict, i.e. you must roll the conflict die — unless a character at the mission site is protected (IBAMA and ICMBio employees).
  • The end of a round is reached once all players have taken a turn, i.e. specifically once the player to the right of the start player has ended their turn. Then round scoring takes place.
  • If your player figures are on the same space, you may exchange money, radio, and protective-vest markers, regardless of whether it is your turn or not.
  • Action cards may never be exchanged for money markers.
  • Only the active player, i.e. the player whose turn it is, can fulfill missions.
  • From chapter 4 on, you may use special abilities (see the back of the player board) by spending a certain number of experience markers:
    • For 1 experience marker, you may either: perform 1 additional movement on paved road; or remove all injury markers from character cards (your own and those of fellow players at the same location) — exception: this cannot be used to prevent a 3rd injury marker, and thus a resignation!
    • For 2 experience markers, you may either: perform 1 additional movement on the river route; or perform 1 additional movement on unpaved forest path; or re-position: i.e. for any current mission, roll the number or letter position die to move the position marker according to the die result (or leave it in place, if you roll the current location).
    • For 3 experience markers, you gain either: 1 additional Courage; or 1 Animal-Care Training; or 1 Negotiation Skills with Indigenous Peoples ... for one character, to fulfill a current mission.

Notes: You carry out special abilities immediately and once during your turn. You may also carry out several different ones, or the same one multiple times, as long as you can spend enough experience markers for it. Afterward, place these markers back in the general supply.

If you have 2 character cards, you collect the experience markers of both characters together in your display. You may use the special abilities for either player figure. If one of your characters resigns, you may keep the experience and special-ability markers. If both of your player figures are at the site of a fulfilled mission, you still only receive 1 experience marker. If your only character resigns, you must return your experience markers to the general supply.

  • The special action cards and support cards for the start of chapter 1 are marked with the chapter-1 icon in the upper left. Sort these by type and lay them out on the table so everyone has access. Place the 4 protective-vest markers and the 4 radio markers on the corresponding support cards. Also place the red marking stone on the "Rewilding Program" card (at position "0"), and place the 3 neutral character cards (marked with the chapter-1 icon in the upper left) under the "New Team Member" support card.

  • Shuffle the 3 event cards mentioned in the chapter book (p. 5) and place 2 of them face down at the marked spots on the left edge of the success track. Put the remaining event card back in the box unseen.

  • Place the money markers, the conflict die, the injury markers, and the position dice into the general supply, so everyone has access.

  • Set out the annual-report sheet and the achievements sheet with a pen for the final scoring. Apart from the start-player marker, you need no further material for the first chapter.

  • Decide among yourselves who gets the start-player marker and opens the first round. Then read the "Intro" on p. 5 in the chapter book.

  • Helicopter Flight: By paying for the helicopter flight you can fly directly to any space on the game board and possibly fulfill a mission there.
  • Firefighting Plane: By paying for the firefighting plane you can, during your turn, fulfill the condition of the "Wildfire Out of Control" mission from chapter 5 on.
  • Court Costs: By paying the court costs you can, during your turn, fulfill the condition of the "Non-Compliance with Discharge Volume" mission from chapter 7 on.
  • Technician Team: By paying for the technician team you can, during your turn, fulfill the condition of the "Leak at the Oil Drilling Site" mission in chapter 9.
  • Arson Attack on the Environmental Team:
  • The Agribusiness Firms Have a Lot of Power and cause all team members to be summoned back to their headquarters: place all player figures back in their corresponding headquarters.
  • New President, New Rules: Remove all your "Budget" action cards from the game until the end of the chapter.
  • Even Highly Toxic Defoliant is Used. Unfortunately you arrive too late and many animals in the forest section have died miserably: place a green animal marker on the failure track.
  • The Soy Highway Is Fully Paved. This attracts land speculators who set fires to occupy new land: shuffle the "Wildfire Out of Control" mission card, with 2 Courage, into the draw pile of missions still to be fulfilled.
  • Pesticides from the Farmland Run into the Nearby Rivers and poison the animals in the water: place a blue animal marker on the failure track.