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Quetzal

Quetzal Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup for 3-5 Players
  • Playing the Game
    • Phase 1: Rolling the Meeples
    • Phase 2: Placing the Meeples
      • The Meeple Color
      • Location Types
        • Unique Locations
        • Bidding Locations
        • Free Locations
    • Phase 3: Activating the Locations
      • The Camp (free location)
      • The Stela of Knowledge (unique location)
      • The Temple (unique location)
      • The Temple Surroundings (bidding locations)
      • The Black Market (bidding locations)
      • The Village (unique location)
      • The Harbor Master's Office (free location)
      • The Ships (bidding locations)
      • Delivering the Artifacts
    • Phase 4: Preparing the Next Round
  • End of the Game
  • 2-Player Games
    • Setup
    • Phase 1: Rolling the Meeples
    • Phase 2: Placing the Meeples
    • Phase 3: Activating the Locations
    • Phase 4: Preparing the Next Round
  • Summary
    • Phase 1: Rolling the Meeples
    • Phase 2: Placing the Meeples
    • Phase 3: Activating the Locations
    • Phase 4: Preparing the Next Round
  • The Upgrades

Components

  • 1 game board, showing: the Temple, the Stela of Knowledge, the Camp, the Turn track, the Discovery track, the Village, the Ships, the Harbor Master's Office, the Black Market, the Quarry, the Small Temple, the Ruins, and the Scoring track.
  • 10 wooden disks (2 of each of the 5 colors)
  • 5 Character meeples (1 of each of the 5 colors)
  • 30 Team meeples (6 of each of the 5 colors)
  • 5 Character tiles (1 of each of the 5 colors)
  • 1 First Player marker
  • 60 coins (40 coins of value 1 and 20 coins of value 3)
  • 75 Artifact cards (44 x 67 mm) — 21 pottery, 18 weapons, 15 tablets, 12 statuettes, 9 mummies
  • 1 Plane token
  • 1 Upgrade cover
  • 24 Upgrade tiles
  • 1 Market automaton tile
  • 10 Automaton cards (44 x 67 mm)
  • 5 "+50 victory points" tokens (1 of each of the 5 colors)
  • 1 Ship cover
  • 1 Village cover

meeple: wooden piece shaped like a person.

Setup for 3-5 Players

(For 2-player games, see the 2-Player Games section.)

  1. Place the game board in the middle of the table.
  2. Shuffle the 75 Artifact cards and create a face-down deck.
  3. Draw 14 Artifact cards and place them face up on all Artifact spaces on the board.
  4. Mix the 24 Upgrade tiles face down and create a pile. Take the first 3 and place them face up on the corresponding spaces near the Village.
  5. Place the Plane token on the first space of the Turn track.
  6. The last player to have explored an island receives the First Player marker.
  7. Starting with the first player, and in clockwise direction, each player receives a number of coins of value 1:
1st player2nd player3rd player4th player5th player
Coins45566

Form a pool near the board with the remaining coins.

  1. Each player chooses a color and takes the following components:
    • Team meeples, depending on the player count: 3 players — 6 meeples; 4 players — 5 meeples; 5 players — 4 meeples.
    • The Character tile of their color.
    • The Character meeple of their color.
    • The 2 wooden disks of their color.
  2. Each player places one of their wooden disks on the starting space of the Scoring track and the other disk on the starting space of the Discovery track.
  3. Place the 5 "+50 victory points" tokens near the game board. If a player reaches the 50 space on the Scoring track, they will take the token of their color to indicate they have already scored 50 victory points and then they will place their disk back on the starting space of the Scoring track.

3-player game: during a 3-player game, only one of the ships is available. Use the Ship cover to hide the unused ship.

Playing the Game

Each round is divided in 4 phases, performed in the following order:

  1. Rolling the meeples
  2. Placing the meeples
  3. Activating the locations
  4. Preparing the next round

Phase 1: Rolling the Meeples

Each player rolls their meeples in front of them (as if they were dice) to form their team for this round.

For each standing meeple (Team and Character) the owner immediately receives 1 coin.

Standing meeple: gives immediately 1 coin.

Teams are comprised of adventurers and archaeologists, depending on which side they fall on:

  • Team meeple, black side: counts as an adventurer.
  • Team meeple, white side: counts as an archaeologist.
  • Team meeple, on the side or standing: counts as an adventurer or archaeologist.*
  • Character meeple (no matter its position): always counts as an adventurer or archaeologist.*

The player will be able to choose during placement.

Example: Jon rolls his meeples and obtains 3 black sides, 1 white side, 1 standing meeple and his Character meeple lands on its side. Therefore, he receives 1 coin and will be able to use his standing meeple and his Character meeple as an adventurer or an archaeologist during placement.

Note: Some Upgrade tiles allow to modify the roll; a standing meeple will always give 1 coin even if reroll.

Phase 2: Placing the Meeples

Starting with the first player and in clockwise order, each player chooses one of the locations on the board to place one or more of their meeple.

This goes on until everyone has placed all their meeples on the board.

Each location shows a banner:

  1. The left square indicates the required meeple color, the location type and the eventual cost.
  2. The central part represents the activation benefits (see Phase 3: Activating the Locations).
  3. The number or symbol in the circle indicates its activation order (see Phase 3: Activating the Locations).

The Meeple Color

When a player places their meeples on a location, the meeple must match the required color:

  • Archaeologist square: The player can only place archaeologists.
  • Adventurer square: The player can only place adventurers.
  • Archaeologist-or-adventurer square: The player can place archaeologists or adventurers. Mixing colors is forbidden.
  • Archaeologist-and-adventurer square: The player can place archaeologists and adventurers. Mixing colors is allowed.

Location Types

There are three kinds of locations on the board:

  • Unique locations
  • Bidding locations
  • Free locations
Unique Locations

Players place a meeple of the required color and must immediately pay its associated cost in coins to occupy the space. Once the space is occupied by a player, no one else can take that space.

Example: Lucy (the yellow player) wants to place a meeple on the second space of the Temple. She pays 4 coins to place an archaeologist on the space. The other players won't be able to choose this space anymore.

The Temple, the Stela of Knowledge and the Village are unique locations.

Bidding Locations

These locations don't have a fixed cost but instead use a bidding system. When a player chooses a bidding location, they place as many meeples of the required color as they like.

If the player can choose the meeple color, they have to choose either an adventurer or an archaeologist, but not a mix of both.

Afterward, another player can take the space by placing more meeples than the previous player. However, those meeples must be of the same color as the previous ones. The previous player recovers their meeples without switching their sides and will be able to use them later, on the same round.

Example: Jon (the red player) has placed 2 adventurers on the Quarry. Lucy decides to go there too, so she places 3 adventurers and kicks Jon, who takes his 2 adventurers back without switching their sides. He will be able to use them later on the same round.

Clarification: If a player places only their Character meeple on a bidding location, another player who wants to take their space can place a meeple of any color. This will determine the color for the next players.

The Temple Surroundings, the Black Market and the Ships are bidding locations.

Free Locations

These locations are open to more than one player during a round. Additionally, the same player can visit those locations multiple times during the round.

Example: Maria (the green player) places a second meeple on the Harbor Master's Office and pays 2 coins. Other players can still choose this location and she can visit it later in the round.

The Camp and the Harbor Master's Office are free locations.

Phase 3: Activating the Locations

Once all meeples have been placed on the game board, players will activate the locations in the following order:

The Camp (immediate) → 1. The Stela of Knowledge → 2. The Temple → 3. The Temple Surroundings → 4. The Black Market → 5. The Village → 6. The Harbor Master's Office → 7. The Ships

The Camp (free location)

Important: The Camp activates immediately during meeple placement.

Placement: Adventurers and archaeologists allowed.

Activation: The player immediately receives 1 coin and can repeat a roll (Team or Character meeple) from their meeple pool.

If the meeple is standing, the player receives 1 additional coin.

The Stela of Knowledge (unique location)

Placement: Only archaeologists allowed. The player must not be in possession of the First Player marker.

Activation: The player receives the First Player marker and gains 1 Discovery point.

Discovery Points

Discovery points allow players to earn rewards during the game.

A player that has gained Discovery points advances their wooden disk accordingly and receives the rewards shown on each of the spaces they moved through.

  • Gain X coins.
  • Gain X victory point.
  • Draw the first Upgrade from the pile.

The Discovery track runs from space 1 to space 12, with milestones marked at spaces 1, 5 and 10. Moving along it, players pass rewards in this order: gain 1 coin, gain 1 victory point, draw the first Upgrade tile from the pile, gain 2 coins, gain 4 victory points, gain 6 victory points.

The Temple (unique location)

Placement: The Temple displays 5 spaces that cost between 1 and 5 coins. These spaces allow players to recover artifacts.

The higher the space is in the Temple, the more expensive it becomes, but it also allows the player to choose before the other players.

  • Space 1 (top): archaeologist only, costs 5 coins — choose 2 Artifact cards from the Temple.
  • Space 2: archaeologist only, costs 4 coins — choose 2 Artifact cards from the Temple.
  • Space 3: archaeologist only, costs 3 coins — choose 1 Artifact card from the Temple, then draw the first Artifact card from the deck.
  • Space 4: archaeologist only, costs 2 coins — choose 1 Artifact card from the Temple, then draw the first Artifact card from the deck.
  • Space 5 (bottom): adventurer only, costs 1 coin — choose 1 Artifact card from the Temple.

Activation: From top to bottom, each player retrieves a number of Artifact cards.

Example: Lucy's meeple is on the 2nd space of the Temple, Jon's meeple is on the 4th space and Maria's is on the 5th space. First, Lucy chooses 2 Artifact cards from the 8 face-up cards on the Temple. Then, Jon picks 1 Artifact card from the 6 cards remaining and draws the first Artifact card from the deck. Finally, Maria picks 1 Artifact card from the 5 cards remaining.

Important: The retrieved Artifact cards are kept in the players' hands. There is no limit of Artifact cards in hand.

Description of an Artifact Card

An Artifact card includes several pieces of information:

  1. An icon representing the artifact type. There are 5 different types: pottery, weapon, tablet, statuette and mummy.
  2. An illustration of the artifact.
  3. A bonus on some cards (see Delivering the Artifacts).
  4. A collection value (see Delivering the Artifacts).
  5. The number of artifacts of this type in the deck of 75 Artifact cards.

Example: a pottery card shows a collection value of 1 victory point for delivering 1 card of that type, 2 victory points for delivering 2 at once, and 4 victory points for delivering a complete collection of 3 at once. It is card 21 of the 21 pottery cards in the deck.

The Temple Surroundings (bidding locations)

The Quarry, the Small Temple and the Ruins

Placement: Adventurers and archaeologists allowed. Mixing colors is forbidden.

Activation: Every player that won the bid receives 2 Artifact cards and the bonus associated with the space they are in.

  • The Quarry: gain 1 victory point.
  • The Small Temple: gain 1 Discovery point.
  • The Ruins: gain 1 coin.

The Black Market (bidding locations)

Placement: Only adventurers allowed.

Activation: The winner of the bid can discard an Artifact card from their hand to receive 7 coins.

They don't gain the victory points nor the bonus of the discarded artifact.

The Village (unique location)

Placement: The Village displays 3 spaces that cost between 1 and 2 coins. It allows players to gain an Upgrade tile.

  • Space 1 (top): adventurer only, costs 2 coins — take 1 face-up Upgrade tile.
  • Space 2: adventurer only, costs 1 coin — take 1 face-up Upgrade tile.
  • Space 3 (bottom): adventurer or archaeologist (mixing forbidden), costs 1 coin — take 1 face-up Upgrade tile.

Activation: From top to bottom, each player takes 1 face-up Upgrade still available at the Village.

Gaining an Upgrade

There are two types of Upgrades:

  • Those marked with a red cross give an immediate bonus. Then, they are placed on the player's personal discard pile.
  • Those without a red cross give a permanent bonus.

When a player gains 1 Upgrade with a permanent bonus, they add it to one of the two spaces to the right of their Character tile.

A player can only have up to 2 permanent Upgrades.

When gaining a new Upgrade after reaching the limit, the player must choose one to place on their personal discard pile.

Warning: It is forbidden to have 2 identical Upgrades. If a player chooses a permanent Upgrade they already own, it will go directly to their personal discard pile.

Note: Victory points indicated on the lower part of the Upgrade tiles are gained at the end of the game (see End of the Game).

The Harbor Master's Office (free location)

Placement: Adventurers and archaeologists allowed. Every meeple placed here costs 2 coins.

Activation: For every meeple placed, the player can deliver up to 3 Artifact cards (see Delivering the Artifacts).

The Ships (bidding locations)

Placement: Adventurers and archaeologists allowed. Mixing colors is forbidden.

Activation: The winners of the bids can deliver up to 6 Artifact cards (see Delivering the Artifacts).

Delivering the Artifacts

The number of artifacts a player can deliver is limited by the player's location. Players can deliver their chosen Artifact cards but are not obliged to do so.

Artifact cards are discarded when delivered.

Each artifact has a collection value that allows the player to gain more victory points when they deliver more than one artifact of the same type at the same time.

A complete collection is made of 3 Artifact cards of the same type.

If a player wants to deliver 5 Artifact cards of the same type, they will gain the victory points for a complete collection of 3 cards and the victory points for an incomplete collection of 2 cards.

Example: Maria is on a ship and can therefore deliver up to 6 artifacts. She has 4 statuettes and 2 mummies. She decides to exchange 3 statuettes for 8 victory points and 2 mummies for 6 victory points. In total, she gains 14 victory points.

Thanks to the 2 Discovery points on the statuettes, she advances her wooden disk 2 spaces on the Discovery track and gains 1 additional victory point.

Certain artifacts offer bonuses that are added to the victory points gained during the delivery.

There are 3 bonus types:

  • Gain 1 coin.
  • Gain 1 Discovery point.
  • Gain 1 victory point.

Phase 4: Preparing the Next Round

  1. Advance the Plane token one space on the Turn track. If it is already on the 5th space, the game ends immediately (see End of the Game).
  2. Refill the Temple and its surroundings by placing new Artifact cards from the deck on empty spaces.
  3. Refill the Village spaces so there are 3 available Upgrades.

End of the Game

At the end of the 5th round players gain the following victory points:

  • The owner of the First Player marker gains 2 victory points.
  • Each player gains 1 victory point for every 3 coins.
  • Players add victory points from Upgrades they have gained during the game, including those on their personal discard pile.

The player with the most victory points wins the game.

In case of a tie, the most advanced player on the Discovery track will win the game. If there is still a tie, the victory is shared.

Example: Jon ends the game with 34 victory points, 8 coins, the First Player marker and 5 victory points from Upgrades. He scores 34 + 2 + 2 + 5 = 43 victory points.

2-Player Games

For 2-player games, players will use Automaton cards to simulate a third player placement at the start of each round. Apply the following changes to the rules:

Setup

  1. Each player takes 6 Team meeples and the Character meeple of their chosen color.
  2. Choose 6 Team meeples of a different color to represent the automaton player.
  3. Place the Market automaton tile on the Temple.
  4. Place the Village cover and the Upgrade cover as indicated on the covers.
  5. Place the Ship cover as in a 3-player setup.
  6. Shuffle the Automaton cards and draw the first one.
  7. Place the 6 automaton meeples as indicated on the card.

Description of an Automaton Card

Automaton cards indicate where to place the 6 automaton meeples on the game board. The automaton always occupies 3 different locations, split like this:

  • The Temple
  • One of the Temple Surroundings
  • The Black Market or the Ship

Example: On this card, the automaton places 2 archaeologists on the Temple (one on the 2nd space and one on the 5th), 3 archaeologists on the Quarry, and 1 adventurer on the Black Market.

Phase 1: Rolling the Meeples

Nothing changes.

Phase 2: Placing the Meeples

When a player kicks the automaton meeples off a bidding location, these are discarded and won't be used again during the current round.

Phase 3: Activating the Locations

The Temple

The automaton retrieves its Artifact cards following the preferences shown on the Market automaton tile: mummy → statuette → tablet → weapon → pottery.

If there is more than one artifact of the same type, it chooses according to its bonus preferences: Discovery point bonus → victory point bonus → coin bonus.

The artifacts retrieved by the automaton are always placed on the discard pile.

Example: The automaton (purple meeple) occupies the 3rd space of the Temple. It retrieves the tablet with the Discovery bonus, draws the first card of the discard pile and discards the 2 Artifact cards.

The Temple Surroundings

If, at the end of the round, the automaton is still on one of the 3 Surroundings, the 2 Artifact cards in that location are discarded.

The Black Market and the Ship

Nothing happens.

Phase 4: Preparing the Next Round

  1. Remove the automaton meeples from the board.
  2. Draw a new Automaton card and place the 6 Team meeples as it indicates.

Summary

Phase 1: Rolling the Meeples

  • Standing meeple → adventurer or archaeologist (player's choice) + 1 coin.
  • Team meeple, on the side → archaeologist or adventurer (player's choice).
  • Team meeple, black side → adventurer.
  • Character meeple → archaeologist or adventurer (player's choice).
  • Team meeple, white side → archaeologist.

Phase 2: Placing the Meeples

  • Archaeologist square → archaeologist only.
  • Adventurer square → adventurer only.
  • Archaeologist-or-adventurer square → archaeologist or adventurer (mixing forbidden).
  • Archaeologist-and-adventurer square → archaeologist and adventurer (mixing allowed).

Location types: Unique location, Bidding location, Free location.

Phase 3: Activating the Locations

Activation order: (immediate) The Camp — 1. The Stela of Knowledge — 2. The Temple — 3. The Quarry — 3. The Small Temple — 3. The Ruins — 4. The Black Market — 5. The Village — 6. The Harbor Master's Office — 7. The Ships.

Phase 4: Preparing the Next Round

  1. Advance the Plane token one space on the Turn track.
  2. Refill the Temple and its surroundings by placing new Artifact cards from the deck on empty spaces.
  3. Refill the Village spaces so there are 3 available Upgrades.

The Upgrades

  • Meeple reroll (2): During Phase 1: Rolling the meeples, you can reroll up to 2 meeples of your choice.
  • Meeple reroll (all): During Phase 1: Rolling the meeples, you can reroll ALL your meeples.
  • Coins to victory point: At any time, you can exchange 2 coins for 1 victory point.
  • Coins to Discovery point: At any time, you can exchange 3 coins for 1 Discovery point.
  • Tablet bonus: Receive 2 coins every time you deliver a tablet.
  • Mixed-set bonus: During a delivery, if you deliver at least 1 pottery, 1 weapon and 1 tablet, you gain 4 additional victory points.
  • Pottery set bonus: During a delivery, if you deliver at least 3 pottery, you gain 1 additional coin and 3 additional victory points.
  • Weapon set bonus: During a delivery, if you deliver at least 3 weapons, you gain 2 additional coins and 2 additional victory points.
  • Cheaper Temple: The spaces of the Temple cost you 1 coin less.
  • Extra delivery: You can deliver 1 additional Artifact to the Harbor Master's Office or to the Ships.
  • Extra Temple draw: Draw 1 additional Artifact card on the 3rd and 4th spaces of the Temple. Keep one and place the other one at the bottom of the deck.
  • Immediate bonus tiles: Immediately gain the indicated bonuses (for example 5 coins, or 1 victory point), then place this Upgrade on your personal discard pile.

Designer: Alexandre Garcia Illustrations: Nastya Lehn © Gigamic 2020