Rise & Fall
Rise & Fall Rulebook
Table of Contents
Table of Contents
Object of the Game
A standard game of Rise & Fall is played for 4 Trophies. Once 4 or more Trophies have been claimed, the players end the current turn, and whoever controls the most expansive and advanced Civilization is declared the winner.
In order to determine the dominant Civilization at the end of the game, each player will score Victory Points (VP) in 4 categories: Economy, Civilization size, Trophies claimed, and Territory controlled.
Length of the Game
Rise & Fall allows you to customize the length of your games by collectively choosing at the beginning of the game how many Trophies need to be claimed for the game to end.
- 4 Trophies = standard game
- 5 Trophies = advanced game
- 6 Trophies = epic game
Contents
- 1 Trophy board containing 6 removable Trophy tiles and 1 ring
- 1 scoreboard
- 2 double-sided Game Aid cards
- 1 First Player token
Coinage (76 Gold Pieces):
- 32 coins worth 1 GP
- 16 coins worth 5 GP
- 20 coins worth 10 GP
- 4 coins worth 50 GP
- 4 coins worth 100 GP
Resources:
- 20 Wood
- 20 Stone
Terrain Elements:
- 4 Starting Sea tiles of 8 spaces
- 19 Sea tiles of 7 spaces
- 17 Plains tiles of 6 spaces
- 15 Forest tiles of 4 spaces
- 11 Mountain tiles of 3 spaces
- 4 Glacier tiles of 2 spaces
Contents for each player (x4):
- 1 set of 6 Civilization cards
- 8 Nomads
- 8 Cities
- 5 Ships
- 3 Mountaineers
- 3 Temples
- 6 Merchants
Variant contents:
- 24 Guild cards (Variant)
- 23 Tale cards (Variant)
- 15 Tale game pieces (Variant)
- 29 Tale tiles (Variant)
Setup
- Each player chooses a color and takes all of the matching elements to create their reserve:
- 1 set of 6 Civilization cards
- 8 Nomads
- 8 Cities
- 5 Ships
- 3 Mountaineers
- 3 Temples
- 6 Merchants
- Create a bank with all of the coins and resources:
- In a 2-player game: remove 4 coins of 100 GP from the bank.
- In a 3-player game: remove 2 coins of 100 GP from the bank.
- Place the Trophy board on the side of the table. Insert the 6 Trophy tiles face up in its left side (their order is of no importance) and place the ring to indicate the number of Trophies required to end the game.
- Leave the scorepad in the box, as it will only be used at the end of the game.
Creating the World
Take the following elements based on the number of players (a setup reminder can be found on the game aids), and sort them by type. These will be placed in overlapping layers, the levels of which will have an effect on gameplay.
Number of non-starting tiles to use, by player count:
| Players | Sea | Plains | Forest | Mountain | Glacier |
|---|---|---|---|---|---|
| 2 | 12 | 10 | 8 | 6 | 2 |
| 3 | 15 | 14 | 11 | 8 | 3 |
| 4 | 19 | 17 | 15 | 11 | 4 |
Randomly pick the first player for the construction of the World.
Placement of the Starting Sea tiles
Place the 2 to 4 (depending on the number of players) Starting Sea tiles in the middle of the table as indicated on the setup diagram. This is the beginning of the World.
Placement of the Sea tiles
In turn and going clockwise, each player, starting with the First player, places a Sea tile while following these two rules:
- The added Sea tile must touch at least 2 Sea tiles already present in the World.
- You cannot close off a zone containing empty spaces.
Placement of the Plains tiles
Once all of the Sea tiles have been placed, continuing the order around the table, the players place Plains tiles while following this one rule:
- Each space of the Plains tile must cover a Sea space (it cannot cover empty spaces or a Plain).
Note: the added Plains tile doesn't necessarily have to be adjacent to another Plains tile, you can create islands.
ALL of the Plains tiles must be placed. If a player doesn't have the space required to place a Plains tile, they MUST move as few Plains tiles of their choice as possible in order to be able to place their tile.
Placement of Forest, Mountain and Glacier tiles
Once all of the Plains tiles have been placed, continuing in order around the table, the players place the Forest tiles while following this one rule:
- Each space of the Forest tile can only cover a Plain space.
Following the same principles, the players then place the Mountain tiles, which can only cover Forest spaces.
When the last Mountain tile has been placed, each player places their unique Glacier exclusively on Mountain spaces.
The World has now been created. Each player can lay down the bases of their Civilization.
Placement of the first game pieces
Each player takes 1 Nomad, 1 City, and 1 Ship as well as the three corresponding Civilization cards (Nomad, City, Ship). These are the pieces which make up their Civilization at the beginning of the game.
The other 3 cards, as well as all of the other game pieces of their color are added to their reserve.
Randomly choose who will be the First Player for the placement phase. They get the First Player token.
The First Player places one of their three starting pieces, in accordance with the following rules:
- one game piece per space,
- Ships must be placed on a Sea space,
- Cities and Nomads cannot be placed in a Sea space or on a Glacier space.
Then, going clockwise, each player does the same, until every player has placed all three of their pieces.
The game can now begin!
Civilization Cards
Each civilization card matches one of the types of game pieces and allows you to use that piece type to perform actions (see Take Actions, below).
Each card shows:
- The Actions possible with these pieces and their effects,
- The available number of this type of game pieces and the Victory Points (VP) they will be worth at the end of the game based on the number of them in the World (see Tallying Victory Points, below).
Civilization cards can be in one of the following three states:
Active Cards: The cards in a player's Hand and in their Discard pile are their active cards. Active cards must have at least 1 matching game piece present in the World.
Note: each player stacks the cards in their discard pile face up, so that only the last card played can be seen by their opponents. A player can look through their own discard pile at any time.
Cards in reserve: Cards in reserve correspond to all of the player's types of game pieces which are absent from the World.
Cards in Decline: When a card is placed in the Decline zone, it remains stuck there, whether or not the player has any game pieces of that type in the World (see Decline, below).
State Change
Active card moving to reserve: If a player loses their last piece of a given type, the corresponding card is immediately placed into their reserve.
Example: Using his only Ship, Eric builds a City. The Ship is removed from the World. He now no longer has a Ship in the World, and must thus place his Ship card into his reserve.
Reserve card becoming active: If a player controls a type of piece for which they don't have an active card and which isn't in Decline, they immediately add the corresponding card to their hand from their reserve.
Example: Cathy builds her first Temple. She takes the Temple card from her reserve and adds it to her hand.
Example: Eric had given up on navigation. A few turns later, he builds a Ship, and thus retrieves his Ship card from his reserve and places it in his hand.
Game Turn
The game lasts a variable number of turns, until the number of Trophies agreed upon at the beginning of the game has been claimed. Each turn is divided into a sequence of phases to be followed.
Phases of a game turn
- A – Play a Civilization card
- B – Take Actions
- C – Decline
- D – Purchase a card in Decline
- E – Recycle cards and pass the First Player token
- F – End of turn
A - Play a Civilization card
All players simultaneously choose and play a Civilization card from their hand and place it face down in front of themselves.
Once all players have placed a face-down card in front of themselves, the cards are revealed simultaneously.
Optional: each player announces the card they've played when they flip over their card.
When all but one player have placed their cards face-down, and that last player is taking too long to think about it, the waiting players slowly count to three together. If the slow player hasn't played a card after these three seconds, another player randomly draws a card from the slow player's hand for them to play this turn (usually, when reaching 3, the slow player will quickly place a card on their own!)
Before the game starts, if ALL players agree to do so, you may ignore this rule for the whole game.
B - Take Actions
Going clockwise starting with the First Player, each player can activate some or all of their game pieces matching the type of the card they've just played.
Each piece is activated independently from the others and can perform a different action or the same one as that of the other pieces. The player chooses their activation order.
Example: Yan played his Nomad card. He controls 6 Nomad pieces in the World. Two of them perform a move, the 3rd produces Wood, the 4th produces Stone, the 5th builds a City using the two resources which have just been produced, and the 6th does nothing.
A detailed description of each type of card can be found in Detailed Explanation of the Civilization Cards, below.
Activating game pieces
When a player has only a few pieces of a given type, it's simple to remember which ones have already been activated. But when they control many game pieces of a type (for example 4 Cities, or 5 or more Nomads), they must lie each of them flat upon activating it, to avoid activating it twice. They will then stand these pieces back up while the next player performs their actions.
Claiming a Trophy
The first player to place their last game piece of a given type in the World wins the matching Trophy. They take the corresponding tile from the Trophy board and place it in front of themselves. Then move all of the other tiles up a space on the Trophy track.
More than one player can claim Trophies in a single turn, and a player may claim multiple Trophies in a turn (but each Trophy can only be claimed once).
Once claimed, a Trophy can never be lost, even if the player loses part or all of the game pieces which allowed them to claim it.
Claiming a Trophy causes a Decline phase.
C - Decline
Once all players have performed their actions, if no Trophy has been claimed this turn, skip directly to phase D - Purchase a card in Decline.
Otherwise, each player must place one face-down card per Trophy claimed this turn from their hand or their discard pile into the communal decline zone, including the player(s) who claimed Trophie(s).
Once all of the players have placed their cards, these are turned over and spread-out face-up in the Decline zone of the Trophy board, so that the upper part of the Civilization card can be seen by all.
A card in the Decline zone is out of play and remains in the Decline zone regardless of what the game piece situation may be in the World. The only way to regain a card from the Decline zone is to buy it back.
Example: Cathy has placed her Ship card in the Decline zone after a Trophy has been claimed, despite still having a Ship in the World. On a later turn, she loses her last Ship (Joanna converts it using her Temple), but her Ship card remains in the Decline zone and doesn't return to her reserve.
Example: Joanna builds her second Temple, but her Temple card is in Decline. She doesn't recover her card despite the fact that she now controls 2 Temples.
D - Purchase a card in Decline
During this phase, each player has an opportunity to purchase one of their Civilization cards in Decline. Each player can only purchase a single card during this phase, even if they have multiple cards in Decline.
The cost to purchase a card in Decline varies depending on the number of Trophies which have been claimed. The costs are indicated on the Trophy board and vary between 5 GP and 80 GP.
- First Decline: The purchase price of a card is 5 GP.
- Second Decline: The purchase price of a card is 10 GP.
- Third Decline: The purchase price of a card is 20 GP.
Note: This phase can be performed simultaneously. However, if any player feels that the resolution order is strategically important, then the player with the First Player token makes their purchase first, followed by every other player going clockwise.
When a player purchases a card in Decline, they pay its cost to the bank, then add the card to their hand if they have at least one of the card's pieces in the World. Otherwise, they add the card to their reserve.
Note: It's possible to purchase a card in Decline during the last turn, even before tallying Victory Points.
If you no longer have any active cards, you MUST purchase a card in Decline. If you don't have enough in your Treasury to do so, your Civilization is extinct and disappears from the World (See the Extinction of a Civilization paragraph in the Rare Situations chapter).
E - Recycle cards and pass the First Player token
This phase is simultaneous.
Each player who no longer has any cards in hand picks up all of the cards in their discard pile. This is called "Recycling".
If at least one player Recycles, the First Player token is passed to the player to the left of the current First Player.
Note: the First Player token is passed to the player to the left of the current First Player, even if multiple players Recycle.
F - End of turn
If the number of Trophies claimed by all of the players (Trophy tiles in front of the players) is less than the number of Trophies to be claimed to end the game, a new game turn begins, starting with phase A – Play a Civilization card.
If the number of Trophies claimed is equal to or greater than the number of Trophies needed to end the game, then the game ends. In this case, take the scoreboard and proceed to Tallying Victory Points.
Tallying Victory Points
Each player indicates on the scoreboard their performance in each of the 4 categories (Economy, Trophies, Development, and Territories Controlled), as indicated below:
Economy
Each player gains 1 VP (Victory Point) for every 2 GP in their Treasury.
On the scoreboard: indicate the number of GP in the left space, and the number of VP in the right space.
Trophies
Each player who has claimed one or more Trophies gain the VP indicated on those Trophies.
On the scoreboard: indicate the total VP earned from claimed Trophy tiles.
Development
Each player takes all of their Civilization cards which aren't in reserve or in Decline. For each of these cards, they tally how many pieces of that type they control in the World. The lower section of each Civilization card indicates the number of VP gained depending on the number of pieces controlled.
On the scoreboard: cross out the lines corresponding to cards in Decline or in reserve, then, for the other lines, indicate the number of pieces controlled in the left space, and the number of VP in the right space.
Example: Temple and Mountaineer are in Decline.
Territories controlled
This is the scoring section which is worth the most VP in most games. This is also the longest section to tally. Players will analyze the World Region by Region, in order to determine for each Region which player controls the majority of pieces and thus controls that Region.
Region: a set of adjacent spaces which share the same Terrain type. Be careful: Glacier spaces are considered to be Mountains when determining Regions.
The player with the most pieces in a Region controls it, and gains all VP attached to it (see below). Other players who have fewer pieces in that Region gain no VP.
If there is a tie for the most game pieces in a Region, no one gains any VP for that Region.
The value of a Region in VP depends on the Terrain type and size of the Region. Each space in a Region is worth a number of VP that varies depending on its type of Terrain.
- 1 Plain space is worth 1 VP,
- 1 Sea space is worth 2 VP,
- 1 Forest space is worth 3 VP,
- 1 Mountain or Glacier space is worth 4 VP.
And the winner is the player who has gained the most Victory Points.
Proceed Region by Region in the order of your choice. On the scoreboard: as soon as a Region is checked, the player controlling it indicates its number of spaces in the left space of the corresponding Terrain line. Then remove all game pieces belonging to all players in that Region.
Example: The player controls 4 Regions (a 7-space Sea, a 4-space Forest, a 3-space Plains and another 5-space Plains).
Example, continued, showing 6 different Regions labeled A through F:
- A – 4-space Plains: Red has a majority and wins 4 VP (4 x 1 VP).
- B – 2-space Forest: held jointly by Yellow and Red, it is worth no VP as no one has a majority in this Region.
- C – 7-space Sea: Red has a majority with 2 controlled Ships. They get 14 VP (7 x 2 VP).
- D – 1-space Plain: Green is occupying it and gains 1 VP.
- E – 2-space Forest: Yellow is the only one present, they get 6 VP (2 x 3 VP).
- F – 6-space Mountain: Yellow has the most pieces and gains 24 VP (6 x 4 VP).
Recap: Economy: 43 VP. Trophies: 30 VP. Development: 33 VP. Territories: 34 VP. Final Total: 140 VP.
When all game pieces have been removed from the world, each player counts the GP they own and add the VP from their Trophies to get their final score.
Variant: Quick Scoring
Economy: Each player returns to the box half of their GP (rounded up). From now on, GP represent victory points (so 1 GP = 1 VP).
Development: Each player takes GP instead of writing scores for each type of game piece.
Territories Controlled: Each Region is verified, in whatever order. The points going to the player who controls the Region are given to them in the form of GP, and all game pieces are removed from the Region. When all game pieces have been removed from the world, each player counts the GP they own and add the VP from their Trophies to get their final score.
Detailed Explanation of the Civilization Cards
A Few Important Rules
Game pieces removed from the World are always returned to the players' reserves.
Resources (Wood and Stone) produced and Gold Coins gained are taken from the bank and placed in the player's Treasury. They are returned to the bank when they are spent.
An action can only be selected if it can be fully completed. For example, it is not possible to convert a Merchant if the player performing the conversion no longer has any Merchants available in their reserve.
Each players' Treasury:
At any time during the game, a player cannot possess more than 5 Wood and 5 Stones.
There is no limit to the number of GP a player can possess.
Cliffs
As seen in the Creating the World section, the various geographic elements of the game make up levels, with the Seas being the lowest and the Glaciers the highest.
When two adjacent spaces have a difference of 2 or more levels (for example a Plain and a Mountain), they are separated by a cliff. When an action is impossible over a cliff, it means that it is only possible to perform the action if both involved spaces are on the same level, or have a difference of only a single level.
Nomads
Movement
Effect: The Nomad moves to an empty adjacent Plain, Forest, or Mountain space. It cannot move over a cliff.
Production
Condition: The Nomad must be in a Forest or a Mountain.
Effect: If the Nomad is in a Forest, gain a Wood. If the Nomad is in a Mountain, gain a Stone.
Constructing a City
The Nomad settles down and founds a City.
Condition: The Nomad must be in a Plain or a Forest.
Cost: 1 Wood and 1 Stone.
Effect: The Nomad is replaced with a City.
Constructing a Temple
The Nomad builds a Temple and becomes a monk.
Condition: The Nomad must be in a Plain or a Mountain (not a Forest). A Temple must be seen from afar, and that's impossible in a Forest!
Cost: 2 Stones.
Effect: The Nomad is replaced with a Temple.
Constructing a Ship
The Nomad builds a Ship and becomes a sailor.
Condition: The Nomad must be in a Plains space which is adjacent to an empty Sea space.
Cost: 1 Wood.
Effect: The Nomad is removed and a Ship is placed on an empty adjacent Sea space.
Cities
Growth
The growth of the city-dwelling population is such that a part of that population decides to leave the City to return to their nomadic ways.
Effect: Add a Nomad to an empty Plains, Forest, or Mountain space adjacent to the City and not separated by a cliff.
Education
Your City has an education system allowing it to train Merchants and Mountaineers.
Condition: You must have a Nomad piece in a space adjacent to the City and not separated by a cliff.
Cost: 2 GP for a Merchant. 1 GP for a Mountaineer.
Effect: Replace the Nomad with a Merchant or a Mountaineer depending on the cost paid.
Taxes
Your City can collect taxes from its populace. The amount collected depends on how fertile the Terrain type your City is built upon.
Effect: If the City is in a Mountain, gain 1 GP. If the City is in a Plain, gain 2 GP. If the City is in a Forest, gain 3 GP.
Ships
Movement
Effect: Move a Ship to any empty Sea space in the same Sea Region. To get there, the Ship can cross Sea spaces that are already occupied.
Construction
The unit abandons navigation to construct a Temple and become a monk, or to construct a City and become a citizen.
Condition: The Ship must be adjacent to an empty Plains space.
Cost: 2 Stones for a Temple, 1 Stone for a City.
Effect: The Ship is removed from the World and, depending on the cost paid, a Temple or a City is placed on an adjacent empty Plains space.
Transformation
The unit gives up navigation to return to the life of a Nomad or to become a Merchant.
Condition: The Ship must be adjacent to an empty Plains or Forest space for a Nomad. It must be adjacent to a Plains or Forest space, either empty or occupied by only a City for a Merchant (see Merchants below for stacking rules).
Cost: Free to transform into a Nomad, 2 GP to become a Merchant.
Effect: Remove the Ship. Add a Nomad on an empty adjacent Plains or Forest space. Or add a Merchant on an adjacent Plains or Forest space that is either empty or occupied only by a City (allied or opposing).
Trade
The Ship is used as part of the Merchant Marine to supply coastal Cities.
Effect: Gain 3 GP for each coastal City (allied or opposing) adjacent to the Sea Region in which the Ship is located.
Note: A given City can be considered coastal with multiple Sea Regions.
Temples
Conversion
Your Temple can convert an enemy unit.
Condition: The unit (Nomad, Mountaineer, Merchant, Ship) must be on a space adjacent to the Temple.
Cost: 2 GP for a Nomad. 3 GP for a Mountaineer. 5 GP for a Merchant. 5 GP for a Ship.
Effect: Return the converted unit to its owner and replace it with a unit of the same type taken from your reserve. A Temple can only convert one unit per turn.
Example: The Red player converts a Yellow Ship that is adjacent to their Temple. To do so, they must pay 5 GP to the bank.
Taxes
Your temple can collect taxes (a Tithe) from its faithful flock.
Effect: Gain 2 GP for each game piece of your color adjacent to the Temple, other than another Temple (Temples do not pay each other Tithes).
Example: The Red Ship occupies a Sea Region bordered by 4 coastal Cities. This Ship will thus gain 12 GP each time it performs a "Trade" action.
Mountaineers
Movement
Effect: The Mountaineers can move up to 3 spaces, through Plains, Forest, and Mountain spaces, and they are the only unit able to move through Glacier spaces.
They can move across cliffs.
They can move through spaces occupied by pieces of their own color, but must end their movement in an empty space.
Production
Condition: The Mountaineer must be in a Forest, a Mountain or a Glacier.
Effect: If the Mountaineer is in a Forest, gain a Wood. If the Mountaineer is in a Mountain or a Glacier, gain a Stone.
Constructing a City
A Mountaineer can build a City and become a citizen.
Condition: Be in a Forest or a Mountain (not in a Plain).
Cost: 2 Wood.
Effect: The Mountaineer is replaced with a City.
Merchants
Movement
Effect: The Merchants can move up to 4 spaces through Plains, Forest, and Mountain spaces.
They can move across cliffs. They can move through spaces occupied by pieces of their own color and opponent's color and can stop on an allied or opposing City. The stacking limit on a given space is one City plus one Merchant.
Trade
A Merchant can trade with all adjacent Cities, as well as any City sharing its current space (which is de facto considered adjacent).
Effect: The player gains 5 GP for each adjacent opposing City, and 3 GP for each adjacent allied City.
Example: The Red Merchant trades with 4 Cities. It gains 5 GP for each opposing City and 3 GP for each City of its own color. In this case, it gains a total of 16 GP.
Trade with the Bank
Effect: A Merchant can buy or sell a resource for 5 GP.
Constructing a Ship
A Merchant can build a Ship and become a sailor.
Condition: The Merchant must be in a Plains space adjacent to an empty Sea space.
Cost: 1 Wood.
Effect: The Merchant is removed, and a Ship is added to an empty adjacent Sea space.
Rare Situations
The bank is out of cash
If a player must get coins from the bank and the latter does not have any or does not have enough to pay the full amount due, then the bank pays the most it can pay, with the difference being lost. The bank is never indebted to the players.
Extinction of a Civilization
If, during a phase A - Play a Civilization card, a player has no cards in their hand, their Civilization goes extinct. Immediately remove all of the pieces from that Civilization from the World. Return its resources and Treasury to the bank. That player has lost the game. The Trophies they may have claimed are not returned to the Trophy board but are counted towards the number of Trophies to be claimed to finish the game.
Unfortunate situation
When a player must perform an action of the card they've selected this turn, if they no longer control any pieces of the type selected at that point, they must place their Civilization card in reserve and skip their turn. This situation can occur if another player has converted or eliminated the player's last game piece of that type earlier during the round.
Strategy Tips
Building the World
It is difficult to have a strategy during the collective construction of the world. Therefore, just focus on building a pretty background all together, at least during your first few games. With experience, maybe you will figure out strategies you can use during creation.
Initial deployment
By contrast, the deployment of your three initial pieces is vital. Do not hesitate during this phase to take the time needed to think about the topology of the World as well as the positions of opposing pieces. The following points are important to take into account during initial deployment:
- Avoid grouping your pieces. Spread out across the World instead, in order to develop different areas and control more terrain.
- Aim for quick access to the two resources that are Wood and Stone. So, place yourself on or near Forest and Mountain spaces.
- Avoid proximity to opposing pieces. You don't want to get fenced in.
Rapid expansion
Nomads and Cities are key elements for a rapid expansion: Cities spawn Nomads who go build Cities in other lands, which in turn spawn more nomads. If you play with only these two active cards, the process speeds up even more.
But be careful, rapid expansion also means setting aside everything else. This strategy generates little to no treasury. If an opponent claims a Trophy, you will have to lose one of your two cards, and probably won't have enough gold to buy it back. Your expansionist mechanic will then be ruined.
Even worse: if your opponents claim multiple Trophies in a single turn, you will have to lose both your cards and the purchase price will be even higher. You'll almost certainly be unable to buy a card back, and with no cards left to play, it will be the decline of your civilization which will go extinct as quickly as it expanded. In short, you'll lose the game.
Purchase of a card in Decline
The cost of a card in Decline varies from 5 GP to 80 GP. The more Trophies are claimed, the more expensive the purchase of a card will become. It's therefore more economical to buy back your cards in Decline earlier in the game.
Sometimes, it can be interesting to play using a deck with fewer cards, especially if the cards kept are vital to your strategy. In that situation, it is probably preferable not to buy back one or more cards in Decline, at least not right away.
Variant: The Guild
The Guild variant allows each civilization to benefit from one or more unique special abilities.
Each Guild card bears an illustration and shows, using pictograms, one or more special rules which only the owner of the card will benefit from during the game. These are described below.
At the beginning of the game, deal out 3 Guild cards to each player. Return leftover cards to the box without looking at them.
Among the cards dealt, each player:
- Keeps a card,
- Places one face-down in front of the player on their left,
- Returns the remaining card to the box.
Then, each player reveals the two Guild cards (chosen card and given card) and states out loud their special abilities.
The Powers of the Guilds
Alchemists — New Action: Your Nomads can convert 1 Wood to 1 Stone or the other way around.
Aquanauts — Movement Action: Your Nomads can enter and remain on Sea spaces and move up to 3 Sea spaces per movement action. They can cross cliffs to enter and exit the Sea. Permanent: Nomads on Seas do not block the movement of Ships and vice-versa.
Archivists — Permanent: The Archivist can purchase their cards in Decline at half price (rounded up).
Capitalists — Permanent: At the end of the game, if you are the Civilization with the strongest economy, you gain an extra 25 VP.
Collectors — Permanent: You can store up to 10 resources of each type. At the end of the game, each resource stored earns you 2 Victory Points.
Corsairs — New Action: Each of your Ships can perform a Piracy action. Piracy: Gain 2 Gold Pieces for each Ship owned by an opponent located in the same Sea Region as the Ship performing the piracy action. These sums are paid to you by the opposing players, and not by the bank. If a player cannot pay you the totality of the sum... Too bad for you!
Doppelgangers — Special: This card doesn't grant a specific guild power, but allows you instead to steal an opponent's guild power. During the Recycling phase, you can pay the bank 10 Gold Coins and exchange this card with another player's Guild card. The player who gets the Doppelgangers card cannot trade it again in the same Recycling phase. Discard this card and draw a new one when playing solo or in co-op mode.
Note: Following the loss of a guild power, if a player's situation is illegal in regards to their pieces or their stored resources, that player must immediately remove from the World all of their illegally positioned pieces, or return to the bank their excess resources.
Example: The Aquanaut player loses their guild power to a Doppelganger. They must then remove from the World all of their Nomads located in the Sea and return them to their reserve.
Druids — Construction Action: Your Nomads can build Temples in Forests. Permanent: At the end of the game, double all VP gained for Forest Regions you control.
Farmers — Permanent: At the end of the game, each space of Plains controlled is worth 3 Victory Points instead of one.
Lumberjacks — Production Action: Each of your Nomads can produce 2 Wood when they are located on a Forest space.
Machinists — Movement Action: Your Ships are giant steampunk airships. When your ships perform a movement action, they can move to any Sea space in the World.
Master Jewelers — New Action: Your Nomads and your Mountaineers who are on a Mountain space can perform a Prospect action: Gain 3 Gold coins.
Mercenaries — New Action: Each of your Nomads can attack an adjacent unit owned by an opponent, at the cost of 5 Gold Pieces, to be paid to the bank. Remove the targeted unit and return it to its owner's reserve. Units: Nomads, Mountaineers, Merchants, Ships.
Miners — Production Action: Your Nomads can produce two stones when they are on a Mountain.
Northerners — Movement Action: Your Nomads can enter Glacier spaces. Construction Action: Your Nomads can build Cities in a Mountain for a Stone and a Wood.
Psy-Monks — Conversion Action: Your Temples have a range of 2 spaces for conversion actions.
Scholars — Education Action: The range of the Education action of your Cities is 2 spaces. Permanent: Double the Victory Points earned at the end of the game for either the number of Merchants or the number of Mountaineers you control, at your choice.
Sentinels — Permanent: No unit owned by your opponents can enter or cross a space occupied by one of your units during movement actions. Your Merchants and Ships can always move through units owned by your opponents during your movement actions.
Shadow Cult — Conversion Action: Your Temples can convert adjacent Cities for 10 Gold Pieces during a conversion action. Permanent: None of your units may be converted by your opponents. Discard this card and draw a new one when playing solo or in co-op mode.
Snowmen — Construction Action: Your Mountaineers can construct Cities on Glacier spaces without spending resources (igloos made only of snow and ice). Tax Action: A City tax on a Glacier space earns nothing.
Thieves' Guild — New Action: Each of your Nomads adjacent to an opponent's City and not separated by a cliff can steal a resource of your choice from the City's owner. Each opponent's City can only be stolen from once for each Nomad card played.
Travelers — Movement Action: Your Nomads can move 2 spaces during a movement action. New Action: Abandon a City or a Temple: When you play a City or Temple card, you can transform any City or Temple you control into a Nomad, with no other compensation. Remove the City or the Temple from the World and place it in your reserve to replace it with a Nomad from your reserve.
Trophy Hunters — Permanent: At the end of the game, double the Victory Point value of one Trophy of your choice which you have claimed. Discard this card and draw a new one when playing solo or in co-op mode.
Winged — Movement Action: Your Nomads can move up to two spaces and cross cliffs, Sea and Glacier spaces as well as opponents' units. They must end their movement alone on a Plains, Forest, or Mountain space. They can also move through the units of the Sentinels (guild).
Playing with a Handicap System
If players have widely different level of experiences, we suggest playing with the handicap system:
- Highly experienced player: plays with no Guild powers. They get 3 Guild cards just like other players, but only to give one to the player to their left (unless that player is also not supposed to get any). Their other Guild cards are discarded, as is the one given to them by the player to their right.
- Experienced player: they choose no cards for themself, but still receive one from the player to their right.
- Normal player: they choose one card and receive one (normal rule).
- Novice player: they choose 2 cards for themselves and receive one.
Special Situation: Temples
A Temple cannot convert a game piece with a special ability which would be in an illegal position after being converted.
Example: Converting an opposing Aquanaut Nomad on a Sea space isn't possible as the player performing the conversion would then control a Nomad in a Sea space while they do not have the Aquanaut power.
Variant: The Tales
Tales are special elements (Tale Tiles and Tale Game Pieces) which provide extensive variety and replayability to Rise & Fall. It's preferable not to use these in your first few games.
One card corresponds to each element. At the beginning of the game, even before Creating the World, shuffle these cards and draw one for each player. These indicate which Tales will apply during the game.
There are three types of tales:
- Creatures
- Elements to be built during the game
- Special locations in the World (present from the start of the game)
Number: Each Tale is numbered. This number is found on the card and the back of the Tale's printed elements. When multiple cards are resolved at the same time (whether for setup or their effects), the one with the lowest number is applied first.
Fantastic Event: Some Tales have a special effect, called a Fantastic Event. During the Recycling phase, if two or more players must recycle their hand: the Fantastic Event triggers for all concerned Tales. The Fantastic Event is resolved by the player who still has the First Player token (before recycling). If choices must be made (moving a game piece or other), they are the one who decides. Pass the First Player token after having resolved all of the Fantastic Events.
Extra Trophies: Some Tales allow players to gain special Trophies. These are represented by Trophy tiles which are the same shape as those from the basic game. At the beginning of the game, if you draw Tales with Trophies, place the corresponding Trophy tokens next to the Trophy board. When a player earns one of these Trophies, they must take one of the unclaimed "normal" Trophies, and place it next to the board. This Trophy is still available, but this allows to move up the Trophies to record the total number of Trophies won and indicate the price to purchase cards in Decline.
No matter how many Trophies are added by Tales, the length of the game remains the same as in the basic game, so between 4 and 6 Trophies depending on the length the players want.
Example: For a game with 5 Trophies (average length), 2 Tales with Trophies were randomly drawn at the beginning of the game. The game will thus end when 5 Trophies will have been claimed by the players, of the 8 available (the basic 6 and the 2 Tales).
Decline Phase: As with the basic Trophies, when a Trophy from a Tale is earned, all players must place a card in the Decline zone (including the player who earned the Trophy).
The Creatures
Creatures are unique and particularly fearsome game pieces.
They are immobile, except during a Fantastic Event where they will attack and then move.
It is possible to move through a space occupied by a Creature. However, no other game piece can stop on that space, no player can put a Nomad into play in that space, nor can they build a Ship in it.
1 • The Dragon
Components: 1 game piece and 1 Trophy.
Setup: The last player to place their third game piece during the deployment phase also places the Dragon on an empty Glacier space of their choice.
Fantastic Event: The Dragon destroys all game pieces which are in spaces adjacent to it (each game piece returns to its owner's reserve). Then the First Player moves the Dragon to an empty Glacier space on another tile of their choice. If there aren't any, the Dragon does not move.
Nomad / Ship / Mountaineer / Merchant Action — Dragon Hunt: Condition: Control three units of the same type adjacent to the Dragon (including through a cliff) and play the Civilization card corresponding to these units. Effect: The three units perform no other action(s) on their turn. The player removes the Dragon from the World and claims the Dragon Trophy, which is worth 20 VP.
2 • The Leviathan
Components: 1 game piece.
Setup: The last player to place their third game piece during the deployment phase also places the Leviathan on an empty space of their choice on the largest Sea Region (in case of a tie, they choose which tied Region).
Fantastic Event:
- If there's at least one Ship in the same Sea Region as the Leviathan: The First Player moves the Leviathan onto the space of one of these Ships, which is then destroyed. The owner of the Ship puts it back in their reserve and can place, as a compensation, a Nomad from their reserve on any empty Plains space adjacent to the Leviathan (if they no longer have any in reserve, or if there's no free Plains space, this action is lost).
- If there are no Ships in the same Region as the Leviathan: The First Player moves the Leviathan onto an empty space of their choice in the Sea Region which holds the greatest number of Ships (in case of a tie, they choose the Region). If there are no Ships in the World, the Leviathan doesn't move.
3 • Water Elemental
Components: 1 game piece.
Setup: The last player to place their third game piece during the deployment phase also places the Water Elemental on a free space of their choice in the Sea Region which has the most coastal Cities (in case of tie, they choose the region).
Fantastic Event: The Water Elemental creates a tidal wave which destroys all game pieces located on Plains spaces adjacent to the Sea it occupies. Place the Water Elemental on one of these ravaged spaces: as long as it remains there, its space is considered to be a part of the Sea Region. Sometimes, this situation can unite multiple Sea Regions into a single one, which has many impacts: movement of Ships, revenues of Ports and Ships... and, of course, final scoring.
During the next Fantastic Event, the Water Elemental ravages the coastal Plains of the Sea Region it occupies, but not the spaces adjacent solely to the Plains space occupied by the Elemental (it does not move further into land).
If the Water Elemental cannot destroy anything on all Coastal Plains space of the Sea Region it occupies, it MUST be moved to the Sea Region with the greatest number of game pieces on adjacent Coastal Plains.
After the movement of the Water Elemental, the space where it was located reverts to its original type.
Elements to be Built During the Game
These Tales are special wooden pieces (except for the Floating Cities which are tiles) which can be built during the game under special conditions.
This sometimes means special actions to build them (in which case the type of piece which can build them is indicated), and/or special actions available once they are built.
4 • Capital
Components: 1 game piece and 1 Trophy.
City Action — Constructing the Capital: Condition: Control 4 adjacent Cities. Effect: The 4 Cities take no other action(s) for the turn. Remove the Cities and place the Capital on one of the spaces previously occupied.
There's only one Capital in the game, so the first player to build it is the only one to control it.
Each time that player plays their City Civilization card, they activate their Capital: the Capital can perform 2 actions from the City card (identical or different). The Capital cannot be activated on the turn in which it is built.
The Capital cannot be converted or destroyed.
For Trade and Taxes actions of Ships, Merchants, and Temple, the Capital counts as a normal City.
Trophy: Constructing the Capital earns the player the corresponding Trophy, which is worth 20 VP at the end of the game.
5 • The Majestic Bridge
Components: 1 game piece and 1 Trophy.
Nomad Action — Constructing the Bridge: Condition: Have 2 Nomads on two spaces of a same terrain type (2 Plains, 2 Forests, or 2 Mountains) which are separated by an empty Sea space, which means that the 3 spaces (for example: Plain, Sea, Plain) must be aligned in a straight line.
Cost (depending on the altitude at which the bridge is built):
- Building between two Plains: 4 Stones.
- Building between two Forests: 4 Wood.
- Building between two Mountains: 5 Wood.
Effect: The player returns the two Nomads to their Reserve and places the bridge over the Sea space linking the two spaces where the Nomads were located.
Trophy: Constructing the Bridge earns the player the corresponding Trophy, which is worth 20 VP at the end of the game.
Effect of the bridge: A land unit can move over or stop on the bridge. A Ship can pass under the bridge but cannot stop in the space occupied by the bridge.
The bridge does not belong to a specific player. It is indestructible. The bridge is not considered to be a Plains, Forest, or Mountain space. The space under the bridge is still considered to be a Sea space.
6 • The Banks
Components: 1 game piece per player color.
When you play with this Tale, we strongly suggest playing the game to 6 Trophies, no matter the number of players in the game.
Setup: At the beginning of the game, each player has a Bank of their color in their reserve.
Nomad Action — Constructing a Bank: Condition: The Nomad must be on a Plains or Forest space, and adjacent to at least one allied City. Cost: 2 Stones, 1 Wood, 5 GP, as well as 5 extra GP for each Bank already present in the World. Meaning that the first Bank costs (in addition to the 2 Stones and the Wood) 5 GP, the second 10 GP, the third 15 GP, etc. Effect: Replace the Nomad with the Bank.
City Action — Increase Taxes: Condition: Control a Bank. Effect: If the City is in a Mountain, gain 1 GP + 1 GP for each Bank in the World. If the City is in a Plain, gain 2 GP + 2 GP for each Bank in the World. If the City is in a Forest, gain 3 GP + 3 GP for each Bank in the World. The number of Banks in the World includes both your Bank and the Banks owned by other players.
Example: A player activates the Increase Taxes action for one of their Cities in a Plain. They control a bank, as do two other players. The player thus gains 2 + 3x2 = 8 GP.
A Bank cannot be converted or destroyed, except through an Economic Collapse.
Fantastic Event: Economic Collapse. During a Fantastic Event, if EVERY player controls a Bank in the World, there's an economic collapse. All Banks are removed from the World and returned to their owner's reserve. The Nomad Action - Build a Bank becomes once again accessible to each player, with a starting cost of 5 GP.
7 • The Ports
Components: 1 for each player color.
Setup: At the beginning of the game, each player has a Port of their color in their reserve.
Ship Action — Constructing a Port: Condition: Be adjacent to at least one Plains space. Cost: 2 Stones and 1 Wood. Effect: Remove the Ship, and replace it with a Port.
Nomad Action — Constructing a Port: Condition: Be in a Plains space adjacent to at least one empty Sea space. Cost: 2 Stones and 1 Wood. Effect: Remove the Nomad, and place the Port in an adjacent empty Sea space.
The Port's space is always considered to be a Sea space that any Ship can move through. The Port can hold in its space one, and only one, Ship from its owner. However, a Ship can never stop in an opposing player's Port.
Port Actions
There are no Civilization cards corresponding to the Port, but each time the player uses their Ship Civilization card, they can also activate their Port. A Port can perform one of the following actions:
Port Action — Constructing a Ship: Condition: The Port's space must not already contain a Ship. Cost: 1 Wood. Effect: Place a Ship in the Port's Sea space, this Ship can also be activated with the same Civilization card (it can be activated on the same turn it was constructed).
Port Action — Trade with Ships and Ports: Gain 4 GP per Ship and Port in the same Sea Region as your Port.
Example: If 4 Ports are present in the same Sea Region (including your own), You'll gain 16 GP just for the Ports.
Note that constructing a Port does not allow its owner to take the Ship Civilization card back from their reserve. In the same way, if a player loses their last Ship in play, they return their Ship Civilization card to their reserve, even if they still control a Port.
8 • The Cathedral
Components: 1 game piece.
Temple Action — Constructing the Cathedral: Condition: Have your 3 Temples present in the World while the Cathedral hasn't been constructed yet. Cost: 5 Stones and 3 Wood. Effect: Replace one of the 3 Temples with the Cathedral.
There's only one Cathedral in the game, so the player who constructs it will be the only one to control it. The player places in front of them the corresponding Tale card.
There are no Civilization cards corresponding to the Cathedral, but each time the player uses their Temple Civilization card, they can also activate their Cathedral. The Cathedral cannot be activated on the turn it is constructed.
A Cathedral can perform the same actions as those listed on the Temple Civilization card, but can convert game pieces and collect taxes at a maximum distance of 2 spaces around itself.
End of Game – Scoring: The player controlling the Cathedral at the end of the game gains 15 VP. If a Cathedral is destroyed, its Tale card is returned to play and it can be constructed again elsewhere in the world, or in the same space, by any player.
9 • The Floating Cities
Components: 5 tiles and 1 Trophy.
Configuration: At the beginning of the game, place in the general reserve as many Floating Cities tiles as there are players plus one.
Nomad Action — Constructing a Floating City: Conditions: The Nomad must be on a Plains space adjacent to an empty Sea space. You need to have at least one City remaining in your reserve. Cost: 4 Wood. Effect: Place a Floating City tile on the Sea space, remove the Nomad, and then place a City on the Floating City space.
Treat the City located on the Floating City space like any other City you control. The Floating City space is now considered to be a normal Plains space. Ships can therefore not move through Floating Cities.
Trophy: When the last Floating City tile is placed in the World, the player with the most Floating Cities gains the corresponding Trophy, which is worth 20 VP at the end of the game. In case of a tie, no one gets it.
Special Areas of the World
These areas are present from the beginning of the game, and placed in the World during Setup.
Other than the Dolmens, which are a wooden game piece, the other special areas are tiles. These areas are placed when Creating the World, and have the following characteristics:
Components: Type and number of copies of the area.
Terrain type: Each building corresponds to a terrain type, and thus has the traits of that terrain (resources, region at end of the game...).
Setup: This indicates when the area must be placed, and on what type of terrain. The player who places the area is the next one following the turn order in regards to the last tile placed. If the area has multiple copies, each player places one, still following the turn order.
Important: A special area can never be covered by another terrain. For example, a special area that is of Forest type can never be covered by a Mountain tile. Unless otherwise specified, players are not allowed to construct a City, Temple, or any special buildings on a special area.
10 • Dolmens
Components: 1 game piece.
Terrain type: The space under the Dolmens remains of the same type and counts as a space of the Region in which it is found.
Setup: After placing the last Glacier, place it on a Plains, Forest or Mountain.
Effect: The Dolmens protect from conversion any game piece located 1 or 2 spaces away from the Dolmens (cliffs have no impact). No game piece can enter the Dolmens' space. The Dolmens are indestructible.
End of Game – Scoring: The player with a clear majority of game pieces adjacent to the Dolmens at the end of the game gains 20 VP.
11 • Storm Peak
Components: 1 tile.
Terrain type: The Storm Peak is considered to be a Glacier / Mountain space during the final scoring. It doesn't matter during the game, as the space is inaccessible.
Setup: After placing the final Glacier, the Storm Peak is placed on a Glacier space (it's the only terrain to reach this altitude).
Effect: Any Nomad, Ship, or Merchant which enters a space adjacent to the Storm Peak stops its movement and is laid down on its side. It won't be set standing back up at the end of the player's turn. To stand the game piece back up, the player must play the corresponding Civilization card and will get to stand the game piece back up at the end of that turn.
The Mountaineers stop their movement when they enter a space adjacent to the Storm Peak, but they aren't laid down. They can therefore act normally the next time the Mountaineers Civilization card is played.
No unit can enter the space of a Storm Peak.
12 • The Sunken City
Components: 1 tile.
Terrain type: Sea space.
Setup: Remove a Plains tile from the number normally used. When placing Sea tiles, the players must leave a hole (meaning one, and only one space without a tile) surrounded by 6 Sea spaces. Place the Sunken City tile in this hole.
Ship Action — Look for Treasure: Condition: Be adjacent or on the Sunken City space. Effect: Gain 5 GP or 1 Wood or 1 Stone.
At the end of the game, the player with a clear majority of game pieces adjacent to or on the Sunken City gains 20 VP.
13 • The Orb of Acceleration
Components: 1 tile per player.
Terrain type: Plains space.
Setup: After placing the last Plains, each player places an Orb of Acceleration tile on a Sea space of their choice, adjacent to a Plains space and not adjacent to another Orb of Acceleration.
Special rules: Any mobile land unit which ends its movement on an Orb of Acceleration's space MUST immediately move again (under the same conditions as its previous movement). Therefore no unit can remain on the Orb of Acceleration, but units can move through the Orb of Acceleration without triggering its effect.
14 • The Gigantic Cavern
Components: 1 tile.
Terrain type: Mountain space.
Setup: After the placement of the last Forest, to be placed on a Forest space.
Mountaineer Action — Construction: Condition: The Mountaineer must be on the Gigantic Cavern space. Effect: Replace a Mountaineer on that space with a City for free.
15 • The Swamp
Components: 4 tiles.
Terrain type: Despite being at the same level as Plains, Swamps are of no type. They are worth 0 VP at the end of the game and do not count for Plains Regions.
Setup: Remove a Plains tile from the number normally used. After the placement of the last Plains, each player places a Swamp tile on two Sea spaces, at least one of which must be adjacent to a Plain.
Effect: Nothing can be built on Swamps. Mobile land units can move through or stop in Swamps. Ships cannot enter Swamps. A land unit in Swamps can construct a Ship in an adjacent Sea space. Ships can unload Nomads or Merchants onto a Swamp space.
16 • The Monastery of the Psi-Monks
Components: 1 tile.
Terrain type: Glacier space.
Setup: After the placement of the last Mountain, to be placed on a Mountain space.
Effect:
- Temples in spaces adjacent to the Monastery can convert opposing units from a distance of up to 3 spaces.
- The conversion cost is normal for an adjacent unit.
- The conversion cost is doubled if the unit is 2 spaces away from the Temple.
- The conversion cost is tripled if the unit is 3 spaces away from the Temple.
17 • The Doppelganger's House
Components: 1 tile.
Terrain type: Forest space.
Setup: After the placement of the last Plains, to be placed on a Plains space.
Use: The Doppelganger's House allows a player to gain an extra Guild card.
Action - All Game Pieces — Use the Doppelganger's Ability: Condition: To be on the Doppelganger's House space or an adjacent space (separated or not by a cliff). Cost: 10 GP. Effect: Draw three unused Guild cards. Choose one and place it in front of you, face up. Return the other two to the bottom of the deck of unused Guild cards, without showing them to the other players.
If, at any later point you wish to use the Doppelganger's House ability again, you will have to discard the Guild card previously drawn before drawing 3 new cards.
18 • The Lair of the Thieves' Guild
Components: 1 tile.
Terrain type: Mountain space.
Setup: After the placement of the last Forest, to be placed on a Forest space.
The player who has a clear majority of game pieces in contact with the Lair of the Thieves' Guild (on the same space or adjacent, separated or not by a cliff), has access to the Resource theft action.
Nomad Action — Resource Theft: Condition: The Nomad must be adjacent to an opposing City, not separated by a cliff, and which has not already been stolen from by a Nomad owned by the same player on this turn. Effect: Steal a resource of your choice from the player controlling the adjacent opposing City.
19 • The Typhoon
Components: 1 tile.
Setup: At the end of World creation, once all Glaciers are placed, the next player in clockwise order takes the Typhoon tile and places it on any empty space in the World.
Special rules: No unit can enter the Typhoon tile, and no construction can be performed on it.
Fantastic Event: All game pieces adjacent to the Typhoon are laid on their side. A laid down piece will perform no action when its Civilization card is played, it will merely be stood back up (at the end of the player's turn to avoid any confusion), and will thus only be able to act again the next time its Civilization card is played. After having laid all adjacent game pieces on their side, the first player moves the Typhoon to any other empty space in the World.
End of Game – Scoring: The space where the Typhoon tile is located is considered as being in no Region, whether Sea, Plains or any other type. It grants no VP at the end of the game. In this way, the Typhoon could potentially divide a Region into two distinct Regions of the same type.
20 • The Waterfall
Components: 2 tiles of 1 space (top and bottom of the Waterfall).
Terrain Type: The bottom is a Forest space, and the top a Glacier space.
Setup: After the placement of the last Mountain, place the bottom tile on an empty Plains space adjacent to a Mountain space. Then place the top tile on that Mountain space. Orient both tiles so that they are uninterrupted.
Nomad / Mountaineer Action — Improved Production: Condition: Your Nomad or your Mountaineer must be in the bottom space of the Waterfall. Effect: Gain 2 Wood.
End of game scoring: Each player with at least one unit in a Waterfall space gains 5 VP per Waterfall space occupied this way at the end of the game.
21 • The Tower of the Alchemists
Components: 1 tile.
Terrain type: Forest space.
Setup: After the placement of the last Plains, to be placed on a Plains space.
Action - All Game Pieces — Use the Alchemists' Ability: Condition: Your game piece must be on the Tower of the Alchemists' space or on an adjacent space (separated by a cliff or not). Effect: Trade 1 Wood for 1 Stone (or vice versa) with the bank.
22 • The Caravansary
Components: 1 tile.
Type: Plains space.
Setup: Remove a Plains tile from the number normally used. After the placement of the last Sea, to be placed on a Sea space.
Effect: The player who has a clear majority of game pieces on the Caravansary space and in adjacent spaces (separated or not by a cliff), can use the following ability: When playing the Merchant Civilization card, each Merchant, no matter where they are in the World, can perform two different actions instead of one.
23 • The Worshipers of the Volcano God
Components: 1 3-space tile, double-sided.
A few million years ago was born the terrible volcano Haarkis Shahallad. Ancient civilizations worshipped it, hoping to quell its ire. Today, civilization prudently stays away from this uncontrollable Volcano, but there are still a few fanatics around, mad enough to risk their lives to pray at the foot of the Volcano in the hope of appeasing it for a few generations to come. But none can predict when Haarkis will awaken, and how great its appetite for destruction will be!
Setup: Remove a Mountain tile from the number normally used. After the last Forest is placed, place the Volcano, inactive-side up, on 3 Forest spaces.
Effect: No unit can enter the 3 spaces comprised in the Volcano tile (even the Winged Guild). Nothing can be constructed on the 3 spaces of the Volcano.
Fantastic Event: During a Fantastic Event, if the Volcano is inactive side up (the one without lava flows), the First Player flips the Volcano active side up and chooses the orientation of the tile, thus indicating the spaces hit by the lava flows. During a Fantastic Event, if the Volcano is active side up (the one with lava flows), a volcanic eruption is triggered. All game pieces located in spaces to which the three lava flows point are destroyed (they return to their owners' reserves) and the Volcano is flipped back to its inactive side.
End of Game – Scoring: At the end of the game, the player with the most game pieces adjacent to the Volcano gains 30 VP. If multiple players are tied for the most, they share the 30 VP, rounded up. The Volcano is not part of any Mountain Region.
All game pieces adjacent to the Volcano at the end of the game thus count for control of the Region in which they are, but also for control of the Volcano.