The Quest for El Dorado: Dangers & Muisca
The Quest for El Dorado: Dangers & Muisca Rulebook
Table of Contents
Table of Contents
Components
- 2 mountain tokens
- 3 river tokens
- 3 lake tokens
- 1 whirlpool token
- 2 swamp tiles
- 1 dangerous route segment
- 1 swamp route segment
- 4 shrine tokens
- 16 artifact tokens
- 8 Muisca cards (Sugamu, Tanduma, Motavita, Teskesu, Nompani, Hanzahu, Kesusa, Nemekene; names transliterated from the Russian)
- 6 cave tiles (for the cave variant only)
Module 1: Dangers
Choose the new elements you want to use in the game. They can be used individually or in any combination. Follow the rules of the base game with the following changes.
General Rule
Gameplay
Some spaces show a skull symbol. These are dangerous spaces, and you may move onto them only if you continue moving in the same turn. You may not end your turn on a dangerous space.
Dangerous Spaces
Setup
When building the route, add a dangerous route segment that includes many dangerous spaces.
Gameplay
You may move onto a space with a skull symbol only if you continue moving in the same turn.
Mountains
Setup
When building the route, place the new mountain tokens on top of route tiles and/or route segments to change the terrain.
Gameplay
The mountains contain a dangerous pass. As with the other skull spaces, you may move your piece onto the dangerous pass only if you continue moving in the same turn.
Rivers, Lakes and Whirlpool
Setup
When building the route, place the river, lake and whirlpool tokens along the borders of the route to create a coastal zone suitable for movement. Optionally, you may place these tokens on top of route tiles and/or route segments to change the terrain.
Gameplay
Many of the new water spaces show a current, whose direction is marked by a white arrow. If you stop on a space with a white arrow after completing a movement with a card, immediately move your piece to the next space in the direction of the white arrow (if the white arrow points to an adjacent space that is not a mountain space and is not occupied by another player's piece). If the next space also shows a white arrow, ignore its effect.
Example: Sergei plays a blue card with value 1 and moves onto a water space with a white arrow. Because of this he must immediately move to the adjacent space in the direction of the arrow. Since he is now on a space with a skull symbol, he will have to play another card to continue moving. He may not stay on the skull space. The white arrow on this space has no effect, because Sergei did not move there as a result of playing a card. If Sergei cannot move (for example, he has no suitable cards), he cannot choose the original water space for the movement.
Swamps (Crocodiles)
Setup
When building the route, use the new swamp route segment. Also place the new swamp tiles along the borders of the route to create difficult but short paths. Optionally, you may place the swamp tiles on top of other tiles and/or route segments to change the terrain.
Gameplay
Swamp spaces show one or more crocodiles. The value of the card must be exactly equal to the number of crocodiles on the swamp space onto which you want to move by playing this card. It does not matter which of the 3 symbols (machete, paddle or coin) is shown on the card. Note that after moving onto a swamp space you have no "unspent" movement points left.
Callouts on the illustration: "You may move onto this space only if the card value is exactly 2" (space with 2 crocodiles); "You may move onto this space only if the card value is exactly 4" (space with 4 crocodiles).
When building routes, use your own playing experience. Avoid creating situations in which some players could seriously hinder the progress of others.
Shrines and Artifacts
Setup
When building the route, place the 4 new shrine tokens along the borders of the route. Optionally, you may place the shrine tokens on top of route tiles and/or route segments. Place the coloured artifacts next to the matching shrines.
Gameplay
Each shrine is linked to one of the four main card colours: green (machetes), blue (paddles), yellow (coins) and purple (action cards). White cards can be used at any shrine except the purple one.
If, after completing a movement with a card, you stop on a shrine, you may make a sacrifice:
- remove a card of the colour matching the shrine from your hand and return it to the box;
- then take an artifact of the same colour and place it in front of you;
- after making the sacrifice, continue your turn.
If you do not want to or cannot make the sacrifice, you may do so at the start of your next turn, before you leave the shrine.
You may have only one artifact of each colour.
You must collect all 4 artifacts to be able to enter the gates of El Dorado and win the game.
Make sure the shrines are conveniently placed on the route so that every player can easily reach the artifacts.
Example: Sergei plays a card to move onto a green shrine. He takes a white card out of his hand and removes it from the game, then places a green artifact in front of himself, because a white card allows him to take an artifact of any colour except purple.
Module 2: Muisca
Follow the rules of the base game with the changes described below.
Setup
After completing the setup of the base game, shuffle the 8 Muisca cards and place them face down in a stack to the left edge of the market board. Turn up 2 cards from the Muisca stack and place them to the left of the market board. These two cards become part of the market, so the market now has 8 cards instead of 6.
Buying Muisca Cards
Muisca cards can be bought from the market as usual. After buying a Muisca card, place it face up on your discard pile and immediately put a new card from the Muisca stack in its place. While the Muisca stack lasts, there are always 2 Muisca cards available on the market.
When buying, a Muisca card without a coin symbol is worth 1/2 coin, the same as any other card without a coin symbol.
Playing Muisca Cards
When playing a Muisca card from your hand, you may choose one of two options:
- Play the card as usual, placing it face up above the expedition board and using it immediately.
- Play the card ___ , placing it face up on your expedition board between your deck and your discard pile. At any moment of the current turn or of any of your later turns, you may use this card as if you had played it from your hand.
The source text has a blank at this point: neither the text layer nor the page image shows a word or symbol between "card" and the comma in the second option. It is transcribed as printed.
At any time during the game, there may be no more than 2 face-up Muisca cards on your expedition board.
Captions on the illustration: "Normal play" (the first option); "Place up to 2 Muisca cards to play later" (the second option).
Muisca and the Cave Variant
Add the following 6 cave tiles to the 36 cave tiles of the base game:
- 3x (first type of tile): Play this tile as if it were one of the Muisca cards currently placed face up on your opponent's expedition board. Nothing happens to your opponent's Muisca card.
- 3x (second type of tile): Play this tile as if it were one of the Muisca cards currently placed face up on your own expedition board. Nothing happens to your own Muisca card.