The Isle of Pan
The Isle of Pan Rulebook
Table of Contents
Table of Contents
Setup
1. Number of players
- 2 players: Discard the Landscape tiles marked [3] and [4].
- 3 players: Discard only the Landscape tiles marked [4].
- 4 players: Keep all Landscape tiles.
The discarded Landscape tiles should be put back in the box. They will not be needed for the game.
2. Put the Starting Tile in the centre of the table
3. Shuffle the Landscape tiles
Put them face down in a pile and place the first 3 face up.
Each tile is composed of three spaces (hexagons), each one representing a Domain: Mountain (grey spaces), Desert (yellow spaces), Plain (green spaces), Lake (blue spaces). Some are filled with strange clouds of smoke: those are Magical Portals enabling fastest travels.
4. Each player takes
- 1 score board of their favourite colour that they place in front of them.
- The Explorer pawn of the same colour as the score board.
- 3 score tokens, one for each kind of Animal: Herbivores (green), Birds of Prey (grey), and Reptiles (yellow), that are placed on the 0 of the score board.
- 3 Wondrous Lake tiles of the same colour as the score board, that are placed on the left of the score board, on the corresponding spaces.
5. Animal tokens
The Animal tokens are placed in their respective storage compartments in the box. Keep the Fantastic Beast tokens within easy reach, near the Landscape tile pile.
6. Explorers
Then, the Explorers are placed on the central space of the Starting Tile.
... let the game begin!
Objective
Each turn, you will reveal a bit more of the island and its surprises. Thanks to your explorer, the more animals you observe, the more points you will earn. But these animals are not alone, fantastic beasts appear under the right conditions. Will you manage to provide them with the magical landscape they need to appear in, thus earning more points? Once the exploration of the island is complete, the player with the most points wins the game.
The Play
The youngest player starts and the others take turns, going clockwise.
On their turn, each player must do the following, in this order:
-
Pick a Landscape tile among the 3 that are facing up. This tile is immediately replaced by the first one from the face down pile.
-
For each space on the chosen Landscape tile:
- If it is a Domain, add an Animal token of the same kind to your personal reserve.
- If it is a Magical Portal, add an Animal token of your preferred kind to your personal reserve.
- Lake spaces do not yield Animal tokens.
-
Play your Landscape tile, face up. At least 3 sides of your Landscape tile should be adjacent to one or more Landscape tiles already in play.
-
Move your Explorer from 0 to 3 spaces.
Movement Limitations
- Explorers can neither cross nor land on Lake or Wondrous Lake spaces.
- They must end their movement on an empty space (either a Domain or a Magical Portal).
- They can cross spaces containing Animal tokens or other Explorers.
Magical Portals An Explorer can move from one Magical Portal to another as if the two were adjacent, which means that it counts as 1 move.
Endgame
The game ends when each player has played 9 turns and when there are only 2 tiles left face up.
Then, each player adds their points:
- Add the values of the 3 score tokens on the score track.
- Add the points from the Wondrous Lake tiles still on your score board. Each Wondrous Lake tile still on the score board is worth one point per space composing the largest corresponding Domain Group in play.
The player with the most points wins the game.
Example below: as the purple player did not put its green Wondrous Lake tile in play, corresponding to the Plain (1), and as there is a six space Plain Domain Group (2), they earn 6 points. If two players (or more) are in the same situation, each player earns 6 points.