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Timeland: A Taluva adventure

Timeland: A Taluva adventure Rulebook

Table of Contents

Table of Contents

  • Goal of the Game
  • Material
  • Setup
  • Beginning of the Game
  • Game Round
  • Action Phase
    • 1. To Move: 1 movement = 1 action
    • 2. To Reveal a Temple tile: 1 tile turned = 1 action
    • 3. To Use an Adventurers tile: 1 Adventurers tile used = 1 action
  • Destiny Phase
  • End of Round Phase
  • Walkie-Talkie
  • End of the Game
  • Variants
  • Strategy Tips
  • Summary of a Game Round

Goal of the Game

Timeland is a cooperative game. By forming a team, the players will enter one of the five temples. In the available time, the team must find four treasures and four fragments of the sacred tablet, also located within the temple. Finally, the players must regroup at the Encampment tile to claim victory.

Each treasure will allow you to gain time, but the different risks will take up some time. The challenge will not be easy, as communication between players will be limited to the restricted activation of the walkie-talkies. One method to win: good communication and coordination.

Material

  • 30 Temple Tiles (+1 Encampment tile)
  • 15 Danger tiles
  • 1 (+1) Encampment tiles
  • 6 Treasure tiles
  • 8 Tablet tiles
  • 22 Adventurers tiles: 12 Capacity, 6 Equipment, 2 Destiny, 2 Rest
  • 4 Walkie-Talkie tiles
  • 4 Meeple tiles
  • 5 Explorer Meeples in different colours
  • 1 First Player Torch tile
  • 1 Rev Counter

Setup

Take the 31 Temple tiles and put one of the two Encampment tiles back in the box. (The printed rule reads "foot one of the two Encampment tiles back in the box"; "foot" is a typographical error for "put".) Mix the remaining 30 tiles face down and create your temple by consulting the plans on pages 22 and 23 of the printed rulebook. (Those plan diagrams are image-only and are not reproduced here.)

Mix the 22 Adventurers tiles face down and deal three tiles face up in front of each player. The remaining Adventurers tiles, face down, form a stack next to the temple.

Each player takes an Explorer, a Meeple tile and a Walkie-talkie of the same colour.

The Rev Counter is located next to the temple and the black Meeple is placed on its starting point: box 15 for games with 2 players, box 10 for 3 players and box 7 for 4 players.

The Torch tile is given to the first player.

We advise you to choose a game master to manage the distribution and discarding of Adventurers tiles, as well as the management of the Rev Counter.

Beginning of the Game

After having observed the Adventurers tiles, the players can choose the strategy to adopt and designate a first player. The first player receives the Torch tile.

Each player can place their Explorer on a Temple tile of their choice (there can be several Explorers on the same tile).

Players will no longer be able to talk unless a player has activated their walkie-talkie (see the Walkie-Talkie section).

Game Round

A game round is broken down into three phases:

  1. Action phase
  2. Destiny phase
  3. End of round phase

A game takes place in a succession of rounds. It ends either with a victory, when the players have reached their objectives, or with a defeat, when the black Meeple of the Rev Counter reaches square zero.

Action Phase

All players must have completed their Action phase before they can advance to the Destiny phase.

A player can perform 0 to 3 actions. If possible, you can play the same action more than once.

During a player's turn, 3 Actions are possible:

    1. Move
    1. Reveal a Temple tile
    1. Use an Adventurer tile

1. To Move: 1 movement = 1 action

Explorers can move to an adjacent tile. Movements are made orthogonally (not diagonally).

For a movement to be valid on the same floor, the original tile must have a common side with the arrival tile.

For a movement to be valid going down or up a floor, the original tile must be in contact with the arrival tile.

Some movements are possible but require 2 movements to access the tile; these are marked with an asterisk on the temple tiles.

2. To Reveal a Temple tile: 1 tile turned = 1 action

Your Explorer on a Temple tile can turn it over to reveal it. You can also take this action if other Explorers are on this tile. When the Temple tile is turned over, the Explorer(s) is placed back on it.

Warning: you cannot reveal a Temple tile in contact with a higher tile.

It is possible to use a teammate's Equipment if it is found on your tile or on an adjacent tile (at one step maximum). In this case, the active player can speak without activating their walkie-talkie, but only to complete their action.

For example:

  • Blue can use Green's Rockfall Equipment tile.
  • Blue can use Yellow's Rockfall Equipment tile.
  • Blue cannot use Red's Rockfall Equipment tile, because Red is 2 trips away.

Effects of the revealed Temple tiles:

  • Danger tile: one loses the number of rounds indicated (unless you can ward off the danger with an Adventurers tile).
  • Treasure tile: one wins a round.
  • Tablet tile or Encampment tile: nothing happens.

A turned-over Temple tile is removed from play when the last Explorer on that tile moves to another tile. Removed tiles are placed face up next to the temple (set-up example on pages 20 and 21 of the printed rulebook).

3. To Use an Adventurers tile: 1 Adventurers tile used = 1 action

At the start of each round, each Explorer has 3 face-up Adventurers tiles. There are 4 types of Adventurers tiles:

  1. Equipment (6 tiles)
  2. Capacity (6 x 2 tiles)
  3. Rest (2 tiles)
  4. Destiny (2 tiles)

Equipment tiles (x6)

When a Temple Danger tile is revealed (other than the Volcano tile), you can protect yourself by using one of your Equipment tiles (or a teammate's Equipment tile under certain conditions; see above).

For its effect to be applied, the Equipment tile must match the Danger. By using the appropriate Equipment tile, the Explorer cancels the negative effects of the Danger tile and therefore does not lose a round on the Rev Counter.

Using an Equipment tile costs one action. Once used, it is turned face down and becomes inactive.

Capacity tiles (6 x 2)

These tiles give you important powers to avoid or counter the Dangers that have just been revealed. Once used, they are turned face down and become inactive. There are 6 different ones:

  1. The Shield: When a Temple Danger tile is revealed, you can protect yourself with the Shield. This is the only tile that protects you from all Dangers, including the Volcano.
  2. The Vision: Look at the bottom of a Temple tile, then put this tile back in the same place. Your Explorer must be on this tile (other Explorers may also be there); this tile must not be in contact with a higher tile. This action is secret and none of your teammates should see the underside of this tile.
  3. To move a tile: Move a tile to replace it at the base of the Temple. Place this tile to have at least one side in common with another tile. Your Explorer must be on this tile and will move with it (other Explorers can also be there and will then move with it). It is not possible to move a tile in contact with a higher-level tile.
  4. To turn over an Adventurers tile or a Walkie-Talkie: Turn over an Equipment tile, a Capacity tile or a face-down Walkie-Talkie. It can be one of your tiles or one of your teammates'. The face-up tile becomes active again.
  5. To regroup: Move your Explorer to a tile where one or more Explorers are placed.
  6. To copy: You can copy the power of any Capacity tile that is still visible. It can be one of your tiles or one of your teammates'. The Copy tile and the tile that was copied must then both be turned face down and become inactive.

Using a Capacity tile costs one action.

Important: for an action you can use an Equipment tile or a Capacity tile even if you cannot apply its effect. This action can be important to get rid of tiles that do not interest you; you then flip the tile face down to make it inactive. But be careful: if an action is possible, you must do it.

Rest tiles (x2)

You do not have to use these tiles. If you decide to use this tile during your turn, you will not be allowed to take any other action. You win a round on the Rev Counter. Once used, this tile is turned face down.

Destiny tiles (x2)

These special tiles cannot be used during a player's turn. When all players have played their Action phase, the effects of these tiles will be applied (see the Destiny phase below).

Note: during your turn, you can read your face-down Adventurers tiles or those of your teammates. You can speak without activating your walkie-talkie, but only to obtain this information.

Destiny Phase

When all players have completed their Action phase, players with Destiny tiles must apply their effects.

Starting with the player closest to the starting player in a clockwise direction, the player with a Destiny tile must turn over a Temple tile. The Temple tile must not be in contact with a higher-level tile, and no Explorer must be in contact with it.

When the Destiny tile is used, it is turned face down and becomes inactive.

A Destiny tile that cannot be used is kept and will be used if possible during the next Destiny phase.

Effects of the revealed Temple tiles:

  • Danger tile: Lose the number of rounds indicated, then remove the tile from the Temple. You cannot protect yourself from a Danger tile during the Destiny phase.
  • Treasure tile: Win a round and leave the tile turned over where it is.
  • Tablet tile or Encampment tile: nothing happens; leave the turned-over tile in its place.

A turned-over Temple tile is removed from play when the last Explorer on that tile moves to another tile. Removed tiles are placed face up next to the temple (set-up example on pages 20 and 21 of the printed rulebook).

End of Round Phase

  • The first player gives their Torch tile to their neighbour on the left, who becomes the new first player.
  • The Game Master lowers the black Meeple one round on the Rev Counter.
  • All players discard, face down, the Adventurers tiles that have been played to form the Adventurers tile discard pile, next to the Game Master.
  • The Game Master deals, starting with the first player and turning clockwise, new face-up Adventurers tiles if necessary, so that each player has 3 tiles in front of them. When they cannot deal any more tiles, the Game Master shuffles the Adventurers tiles of the discard pile to form a new pile.
  • A new round can begin.

Walkie-Talkie

Once the game has started, players can no longer speak unless one of them activates their Walkie-Talkie. At any moment, a player can activate their Walkie-Talkie (even during another player's turn). Using a Talkie does not count as an action.

In this case, all players can speak. When the players decide to resume the course of the game, the discussion is completed: the Walkie-Talkie tile of the player who activated it is turned over and becomes inactive. To reactivate it, that player or another player uses the action of the Capacity tile "To turn over an Adventurers tile or a Walkie-Talkie".

End of the Game

The Explorers lose the game if they have no more rounds available to continue the adventure. When the black Meeple reaches space 0 on the Rev Counter, the game is immediately lost.

To win the game, the Explorers must:

  • Have found 4 Treasures*
  • Have found 4 different Tablet fragments (1, 2, 3, 4)*
  • Have found the Encampment tile
  • Still have time on the Rev Counter**
  • Be all present on the same tile**

Details on the victory conditions:

* Treasures and Tablets are considered valid for victory if these tiles have left the Temple. Having the tiles turned over and still in the Temple is not enough to claim victory.

** If the Encampment tile was removed by a player, then the Explorers must meet on any tile in the Temple.

  • Players can also win with an Encampment tile turned over and still in the Temple; in this case the Explorers must all be present on the Encampment tile.

Note on the Encampment tile: a turned-over Encampment tile already on the board cannot move during the whole game.

Variants

For new explorers

  • For the first games, replace one Volcano tile with the second Encampment tile.
  • If you reach space 0 on the Rev Counter, you benefit from 5 bonus rounds! Then place the black Meeple on space 5 of the Rev Counter and resume your current game. All other rules and victory conditions remain unchanged.
  • It is not necessary to find the 2 Encampment tiles.
  • Talking without activating a Walkie-Talkie is forbidden, but for the first rounds players can talk for information regarding the rules.

For expert adventurers

Your victory goals change:

  • You must find 6 Treasures instead of 4.
  • The other rules and victory conditions remain the same.

Solo play: a solo rule is available. The designer has produced a mission booklet with challenges and objectives. Files can be downloaded from www.ferti-games.com.

Strategy Tips

Without revealing all of Timeland's subtleties, here are some pieces of advice:

  • Remember that if you reveal a Danger tile, you need an additional action to protect yourself.
  • When a Walkie-Talkie is activated, all players can communicate; give your teammates all the necessary information and develop a common strategy.
  • Do not hesitate to discard Adventurers tiles that do not interest you during your turn, to get the Adventurers tiles that are most efficient for your strategy.
  • At the end of the game, remember to always have Temple tiles connected, to make your Explorers' path to victory easier.

Summary of a Game Round

Action phase (0 to 3 actions): Move; Reveal a Temple tile; Use an Adventurers tile.

Destiny phase: Reveal a Temple tile.

End of round phase: Torch; Rev Counter -1; Discard Adventurers tiles; Distribute Adventurers tiles.