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Tungaru

Tungaru Rulebook

Table of Contents

Table of Contents

  • Contents
    • Board
    • Player Board
  • Setup
  • Course of the Game
    • 1. Roll the dice and get goods
    • 2. Choose Leader
    • 3. Perform Actions
      • A. Sailing
      • B. Harvest
      • C. Settle
      • D. Trade
      • E. Travel
      • F. Recruit
      • G. Activate a Nomad
      • H. Use Your Leader's Actions
      • I. Pass
    • Use the Leader's Benefit
    • 4. Cleanup
  • Final Scoring
  • Scoring Examples
    • Example 1
    • Example 2
  • Glossary
    • Leader Benefits
    • Nomads
  • Credits

Contents

  • 1 double-sided game board
  • 5 Culture boards (1 per player)
  • 1 starting player token
  • 8 Island tiles
  • 40 Nomad tiles
  • 5 Boats (1 per player) (punchboard for base game, miniatures for deluxe)
  • 50 Wooden Goods tokens (14 x Fish, 13 x Shell, 12 x Coconut, 11 x Pearls) — the Goods tokens are not intended to be limited; if any run out please use a suitable replacement.
  • 25 Leader cards (5 per player)
  • 15 Settlers (3 per player)
  • 20 six-sided dice (4 per player)
  • 5 Score track discs (1 per player)
  • 40 Monuments (8 per player) (discs for base game, mini statues for deluxe)

Board

  • A. Island
  • B. Anchoring ground
  • C. Migration space
  • D. Area borders
  • E. Scoring track

Player Board

  • A. Culture track
  • B. Action reference
  • C. Traveller space
  • D. Nomad spaces
  • E. Storage spaces

Monuments — When Monuments are removed from your Culture board they may unlock rewards. (For more details, see Recruit on page 9.)

Setup

  1. Place the game board in the middle of the table, with the board showing the side for the correct number of players (one side is for 4 to 5 players, the other side is for 2 to 3 players).
  2. Each player takes 1 Culture board and places it in front of themselves, with the sea edge facing the game board.
  3. Each player chooses a colour and then takes the following pieces in their player colour, placing them beside their Culture board to create:
    • 1 Boat
    • 4 Dice
    • 5 Leader cards
    • 8 Monuments
    • 1 Score track disc
    • 3 Settlers
  4. Each player places their Score track disc on the '0' space of the Score track.
  5. Each player places their 8 Monuments on the marked spaces of their Culture board.
  6. Each player takes 1 of each type of good (1x Fish, 1x Shell, 1x Coconut, 1x Pearl) and places them in available storage spaces on their Culture board. Each storage space can hold only 1 good.
  7. Place all remaining goods next to the game board as a general supply.
  8. Remove all Nomad tiles that show a number above your player count (3+, 4+, or 5) and place them back in the box; they will not be used in this game. Shuffle all remaining Nomad tiles face down and place them aside as the Migration pile.
  9. For each island, place the top tile from the Migration pile face up onto the space on that island.
  10. Do the same for the four Migration spaces of the board.
  11. Determine a starting player at random and give them the starting player token.
  12. The player to the right of the starting player places their boat onto an empty anchoring ground of their choice and then reserves one of the Nomads on the two islands next to their boat by placing one of their available Monuments from their Culture board onto the Nomad tile. At the start of the game, the only available Monuments are either of the ones on a Nomad space, the one blocking the 6th storage space, or the topmost one from the Culture track.

While this Nomad remains reserved, no other player may reserve or recruit that Nomad tile. This Nomad tile may not be swapped by the Leader Benefit of any player's Chief card. 13. All the other players in counterclockwise order then place their boat and reserve one Nomad tile.

The remaining die and 3 settlers beside each player's Culture boards are kept in the player's reserve to be used later.

Once all players have reserved a Nomad, the game is ready to begin.

Storage spaces / Storage: The complete set of your storage spaces is called "storage". Each storage space can hold one good of any type. The sixth storage space cannot be used until the Monument has been removed (see Recruit Action, p9). If you ever gain more goods than you are able to store, you may replace any goods currently in your storage with the new goods. Return any goods you replaced and those you were unable to store back into the general supply.

Island tiles: The Island tiles should not be used for your first game. However, once you are experienced with the game, place one random Island tile onto each of the islands, covering up the existing Harvest & Trade action spaces. When playing with 2-3 players, after placing the sixth Island tile, if one type of goods is not showing on the left side of any of the islands (available for harvesting), replace that sixth tile with one of the remaining two tiles, chosen at random.

Course of the Game

The game is played over several rounds with each round consisting of 4 phases, which are carried out in the following order:

  1. Roll the dice and get goods
  2. Choose Leader
  3. Perform actions
  4. Cleanup

This process continues until the end of the game is triggered.

1. Roll the dice and get goods

The starting player rolls 3 of your dice. Whenever all 3 dice show the same result, roll again. All other players copy this result with their own 3 dice.

All players place their 3 dice onto the dice spaces of their boats. Each player's 4th die stays beside their Culture board until they decide to play the Worker in 'Phase 2. Choose Leader'.

From the second round onwards, after placing the dice in your boat, each of the Nomads on your Culture board that bring in goods are activated once.

For example, if you have this Nomad, take 1 fish from the supply and put it into your storage.

2. Choose Leader

Each player secretly chooses one of their Leader cards and places it face down in front of them. Once all players have chosen, all chosen Leader cards are revealed simultaneously.

The abilities of Leader cards (1) to (4) are now carried out. Leader card (5) is resolved at the end of the round (see Phase 4. Cleanup).

First, the Worker (Leader card 1) is resolved. Beginning with the starting player and proceeding clockwise, any player who chose this Leader now resolves it.

Then, the Beggar (Leader card 2) is resolved in the same way, followed by the Fisherwoman (Leader card 3) and finally the Trader (Leader card 4).

For example: The Leader cards are revealed. Player 1 (the current start player) chose the Fisherwoman (3), Player 2 chose the Chief (5), Player 3 chose the Fisherwoman (3), and Player 4 chose the Worker (1). First, Player 4 resolves their Worker, then Player 1 resolves their Fisherwoman, followed by Player 3. Player 2's Chief is not resolved at this point but is still revealed. Player 2's Chief will be resolved in 'Phase 4. Cleanup'.

1. Worker — Take your fourth die, roll it and place it next to your other 3 dice on your Boat. You can use it to perform an additional action during the next phase.

2. Beggar — Each of your two neighbours (or, in a 2-player game, your opponent) must give you 1 good of their choice if they have one to give. If they do, they get 3 victory points. Put the good into your storage, if possible, or discard it to the general supply.

Note: Any player who chose the Beggar (2) or the Chief (5), is immune from the effects of all beggars this round.

Note: If you are between two Beggars, you only give one good to one of your neighbours (your choice).

3. Fisher — Take 1 fish from the supply and place it onto the special storage space on this Leader card. If this fish is not spent before the end of the round, either move it to your normal storage or discard it. This Leader's storage space may only be used for this fish, not for other goods.

4. Trader — Perform the Trade action (see p8) once on one island of your choice (without having to use a die or a settler). See page 8 for details of this action.

5. Chief — The Chief's ability is NOT resolved now. Instead, it is resolved in Phase 4 (Cleanup) - see page 12.

3. Perform Actions

Beginning with the starting player and proceeding clockwise, each player takes a turn to perform one action. Once all players have performed one action, the process repeats again, until all players no longer want to take any actions and pass. Once you pass, you may take no further actions this phase, but other players may continue to take actions for as long as they can.

Performing Actions: In Tungaru, actions are performed by either:

A. placing a die on an empty dice-placement space on either an island, on your Leader card, or on your Culture board.

OR

B. exhausting a settler on an island by laying the settler flat.

The following icons indicate when an action can be taken:

  • You must place a die with any result to perform this action.
  • You must place a die with result 1, 2, or 3 to perform this action.
  • You must place a die with result 4 or 6 to perform this action.
  • You must place a die with a result that is matching the result shown at the placement location to perform this action.
  • You may place a die with any result on the island OR exhaust a settler on the island to perform this action.
  • Some actions also require you to spend goods. To spend a good, take it from your storage and return it to the general supply.

The possible actions are:

A. Sailing

Place a die with any result on the space shown next to this action to move your boat from one anchoring ground to another. The sea is divided into sections separated by borders (white dashed lines). You may cross up to 3 borders with this action.

You can cross 1 or 2 borders at no cost, but if you cross 3 borders, you must spend 1 fish to the general supply. It is not possible to cross more than 3 borders with a single action.

Each anchoring ground is next to two islands, and depicts the maximum number of boats that can be there (1 per anchoring ground in a 2-3 player game, and 2 per anchoring ground in a 4-5 player game). However, other boats do not block your boat while it is still moving, so you could move through an already full anchoring ground, but not end your movement there.

Islands:

  • A. Settler Spaces
  • B. Nomad Space
  • C. Monument Spaces
  • D. Harvest Action
  • E. Trade Action
  • F. 2 Market Spaces
  • G. 3 Dice Placement Spaces

Examples of a Red boat moving:

  1. It goes around the islands, crossing only 1 border and therefore does not have to pay a fish.
  2. It crosses 2 borders. This does not cost any fish.
  3. It crosses 3 borders and must pay 1 fish.

B. Harvest

To perform this action, choose an island that your boat is currently anchored next to. You must then choose one of your unused dice whose result corresponds to what is depicted on the island. Place that die in an unused dice placement space on the island. You gain one of the depicted good, which you place in your storage.

For example: Yellow's boat is at the anchoring ground next to the island pictured, so they can place a value '1' die to use the harvest action to gain 1 shell.

C. Settle

To perform this action, choose an island that your boat is currently anchored next to, which does not already contain one of your settlers and has an empty settling space. Then choose one of your unused dice of any value and place it on an unused dice placement space on the island. You must also spend 2 fish, which are returned to the general supply. Place 1 of the unused settlers from your culture board onto an empty settling space of this island.

Depending on the side of the game board you are using, each island has spaces for 2 or 3 settlers in total for all players. However, each player may not have more than one of their settlers on each island.

D. Trade

To perform this action, choose an island that your boat is currently anchored next to, and either: place any one of your unused dice (of any value) on an unused dice placement space on the island, OR exhaust one of your settlers on that island. Then you may either:

A. Put 1 matching good (shown on the left of the arrow) from your storage onto 1 empty market space of the island. Take the stated good(s) shown on the right of the arrow from the supply and add it/them to your storage.

OR

B. Take any one good from 1 market space on that island for free and put it into your storage.

Some goods are generally more valuable than others: Pearl > Coconut > Shell > Fish.

E. Travel

To perform this action, choose an island that your boat is currently anchored next to, and place any one of your unused dice (of any value) on an unused dice placement space on the island OR exhaust your settler on that island. Move your settler from that island to an empty space of a connected island where you don't already have a settler.

Example of connected islands by walkways.

F. Recruit

To perform this action, choose an island that your boat is currently anchored next to, and place any one of your unused dice (of any value) on an unused dice placement space on the island OR exhaust your settler on that island. Then, recruit the Nomad from that island following the steps below.

  1. Spend the depicted Recruiting costs.
  2. If you do not already have a Monument on the island and there is an available space for one, remove one of your available Monuments from your Culture board and place it on this island.

Nomads:

  • A. Player count (if present)
  • B. Recruiting costs
  • C. Benefit
  • D. Victory points

Available Monuments: Whenever you remove a Monument from your Culture board, you may choose from either of the Monuments on a Nomad space, the Monument blocking the sixth storage space, or the topmost Monument from your Culture track.

When Monuments are removed from your Culture board they may unlock rewards, such as an extra storage space, extra Nomad spaces, or goods from the supply.

  1. (Optional) Take any rewards that removing the Monument token may give you.
  2. Place the Nomad onto your Culture board, either face up in an available Nomad space or face down on your Traveller pile.

The two rightmost Nomad spaces on your Culture board cannot be used until the Monument from the respective space has been removed.

If your Culture board is full, you may replace one of your face-up Nomads. To do this, choose a face up Nomad on your Culture board and place it face down on the Traveller pile. Then, place the newly recruited Nomad face up on your Culture board.

If you replace a Nomad that had any goods on it, move those goods to your storage if possible or return them to the supply.

If you replace a Nomad that has one of your settlers on it, return that settler to your reserve.

Once a Nomad has been moved to your Traveller pile, it may not be revealed again. Its victory points, however, will still be scored at the end of the game, and you may look at your face-down Nomads in your Traveller pile at any time.

Exception: If this is the first Nomad you have recruited, you must use the Monument you used for the reservation at the beginning of the game. If you recruited a different Nomad to the one you reserved, that reservation expires (as the Monument has been removed), and the previously reserved Nomad is now available for any player to recruit.

When playing a 2-3 player game, once you have one Monument on each island, you may place a second Monument on an island if there is space to do so.

  1. Move 1 Nomad of your choice from a connected Migration space onto the island and refill the empty Migration space with a new, face-up Nomad from the Migration pile (if possible).

If, due to the Migration pile being emptied, all 4 Migration spaces are empty, the game ends at the end of the current round (see p12, 4. Cleanup).

G. Activate a Nomad

To perform this action, place one of your unused dice onto one of the face-up Nomads on your Culture board. You may only place one die on each Nomad.

The possible actions are:

  • Use a die with a matching result and place it onto this Nomad to sell 1 depicted good from your storage, returning it to the general supply. Immediately gain the victory points shown, moving your marker on the victory points track.
  • Use a die of any value and place it onto this Nomad to sell the depicted good(s) from your storage, returning it to the general supply. The amount of goods you can sell is depicted above the arrow. Immediately gain the victory points shown for each good sold, moving your marker on the victory points track.

H. Use Your Leader's Actions

To perform this action, choose one of your unused dice with a value that matches one of the unused dice placement spaces of your Leader card. Place that die on the unused dice placement space on the card. Gain the depicted good(s), which you place in your storage.

For Example:

  • Use a die with a value of 6 and place it onto this space. Take 1 coconut from the supply and place it into your storage.
  • Use a die with a matching value (4 or 5) and place it onto this space. Take 2 fish from the supply and place them into your storage.

The Leader's action can still be used if the Leader's benefit has already been used. You may use each of the Leader's actions at most once per round by using one die for each.

I. Pass

If you cannot or do not wish to take any more actions, you may pass for this round. Once you have passed, you cannot perform any more actions this round nor can you use any Leader's benefit after passing.

Use the Leader's Benefit

Once per round, on your turn, you may use the benefit of your chosen Leader. This does not count as an action.

Afterwards, rotate the Leader card by 90 degrees to show it has been used and is no longer available. The Leader's actions may still be used as normal.

4. Cleanup

Once all players have passed, the round ends.

If, due to the Migration pile being emptied, all 4 Migration spaces are empty, the game ends immediately and Final Scoring occurs.

If the game did not end, all players retrieve their dice and stand all settlers that were exhausted to an upright position on their settling space(s) on the islands.

Chief Leader cards that were played this round are now resolved in the following way:

5. Chief — If no Chief was played in this round: The starting player does not change. If one or more players played the Chief this round: The last player in turn order that played a Chief becomes the starting player for the next round and takes the starting player token.

Next, all players pass the Leader card they played this round to the player to their left, who takes it onto their hand. As a result, all players should have 5 Leader cards, but not necessarily 1 of each of the 5 different types.

Begin a new round from Phase 1.

Final Scoring

Each player gains victory points from all their recruited Nomads, including face up Nomad tiles on their Culture board and face down Nomad tiles in their Traveller pile.

Remove all Nomads from your Culture board and sort them into groups according to their victory point types.

  • If you recruited this Nomad, you get the victory points shown (4 in this example) for each 'storage' Nomad you recruited.
  • If you recruited this Nomad, you get the victory points shown (2/3/3/4 in this example) for having at least 1 Fish/Shell/Coconut/Pearl in your storage at the end of the game. If you have any type of good multiple times, it is only counted once. Therefore, for the example above, you could have a maximum of 12 points (2+3+3+4) if you had at least one of each good in your storage. If you have more than one Nomad with these victory point conditions, the goods ARE counted again for that Nomad.
  • If you recruited this Nomad, you get the victory points shown (2 in this example) for each Monument you placed on the board.
  • If you recruited this Nomad, you get the victory points shown (4 in this example) for each settler you placed on the board.
  • If you recruited this Nomad, you get the victory points shown (3 in this example) for each differently coloured flower you collected (at most 5 colours, marked with the letters A through E). Nomads with duplicate flowers bring you no additional points in the flower scoring. For all the other scorings, however, they will be scored like any other Nomad you recruited.
  • If you recruited this Nomad, you get the victory points shown (1 in this example) for each Nomad you recruited, including this one.

The player with the most victory points wins. In case of a tie, the tied player who was last in turn order during the final round wins.

Note: The Chief's ability is not resolved in the final round of the game, so whoever began the final round of the game as the first player, remains the first player at the end of the game.

Scoring Examples

Example 1

Stefan brought 2 settlers into play and recruited the following 9 Nomads:

Therefore, Stefan gets the following victory points (VP) in addition to those that were already scored during the game by selling coconuts using the left Nomad, or by donating to a beggar:

  • The left Nomad brings 5 VP per 'Storage' Nomad recruited; with 2 'Storage' Nomads recruited -> 10 VP
  • The next three Nomads together bring 3 VP per Nomad recruited; with 9 Nomads recruited -> 27 VP
  • Of the four Nomads recruited with flowers, only the topmost three are scored, the duplicate blue flower is not scored. This brings 7 VP per flower colour; with 3 flower colours -> 21 VP
  • The final Nomad brings 5 VP per settler Stefan brought into play. Stefan bought 2 settlers into play -> 10 VP

TOTAL NOMADS SCORE: 68 VP

Since none of these Nomads shows a scoring for goods types or for Monuments, any existing goods in Stefan's storage and Monuments on islands score no points for Stefan.

Example 2

Louis has 3 fish, 1 shell, and 1 pearl in storage at the end of the game, and recruited the following 8 Nomads on 5 different islands (5 Monuments placed):

Therefore, Louis gets the following victory points (VP) in addition to those that were already scored during the game by donating to a beggar:

  • The left three Nomads together bring 6 VP per Monument placed; with 5 Monuments placed -> 30 VP
  • The next four Nomads together bring 10 VP for fish (only one fish is scored), 14 VP for shell, and 18 VP for pearl -> 42 VP
  • The final Nomad brings 1 VP per Nomad recruited; with 8 Nomads recruited -> 8 VP

TOTAL NOMADS SCORE: 80 VP

Since none of these Nomads show a scoring for settlers, Louis did not score any points for any settlers he brought into play.

Glossary

Leader Benefits

The Leader benefits in detail:

1. Worker — When performing action 'Harvest', gain the harvested good twice. This may only be used when taking goods from placing a die on the board and may not be used in any other circumstance (such as gaining goods from a Leader's action).

2. Beggar — When performing action 'Recruit', you may spend 1 fewer good of your choice.

3. Fisher — When performing action 'Sailing' you may do so without using a die. If you cross a third border you must still pay 1 fish. Although you do not use a die, this still counts as your action for the turn.

4. Trader — During one of your actions that uses or spends goods, all goods are counted as equal. You may use or spend any other type(s) of goods instead of the required one(s). Only the number of goods must be correct.

5. Chief — You may swap any 2 Nomads displayed on any two islands of your choice with each other. You cannot swap with an empty island, a reserved Nomad, a Migration space, your Culture board, or the Migration pile.

Nomads

Nomads face up in your Culture board bring you the following benefits:

  • After recruiting this Nomad and placing it face up on your Culture board, you may immediately move your boat to any anchoring ground that has space for your boat. Do not use a dice or pay Fish for this movement.
  • After recruiting this Nomad and placing it face up on your Culture board, immediately place one of your unused settlers onto the tile. During any later turn, as an action, you may use the action C. Settle using that settler and without having to use a die and by spending only 1 fish (instead of 2). Your boat's position at that time determines where the settler may be placed.
  • After recruiting this Nomad and placing them face up on your Culture board: While this Nomad remains face up on your Culture board, you have 2 additional storage spaces that you can use as storage along with the 6 storage spaces on your Culture board.
  • After recruiting this Nomad and placing it face up on your Culture board: While this Nomad remains face up on your Culture board, you may increase or decrease the result of each of your dice by 1 before using them. If you have multiple of these Nomads, you can increase or decrease multiple times. For example: if you have 2 of these Nomads face up on your Culture board you may increase or decrease the result of each of your dice by up to 2 before using them. Important: You can not 'wrap' the dice result by 'decreasing' a 1 to a 6 or 'increasing' a 6 to a 1.
  • After recruiting this Nomad and placing them face up on your Culture board: While this Nomad remains face up on your Culture board, gain the depicted good in Phase 1. Roll the Dice and get Goods. If you have multiple of these Nomads, gain all of the goods depicted.

Credits

Designers: Louis & Stefan Malz

Developers: Caezar Al-Jassar & Simon Milburn

Co-developers: Brett J. Gilbert

Artwork: Andrew Bosley

Graphic Design: Sebastian Koziner

Lead Playtesters: Anke Binnewies, Andy Butz, Claudio Pendolino, Timo Weil, and Oliver Westphal.

Rulebook Editors: Simon Milburn & Paul Groga

Rulebook Proofreaders: Philip Pettifer

And all other playtesters, as well as our Kickstarter backers.