Unearth: The Lost Tribe
Unearth: The Lost Tribe Rulebook
Table of Contents
Table of Contents
Expansion Components
Base Game Enhancements
- 2 new End of Age cards and 2 accompanying Ruins (tarot-sized)
- 13 new Delver "Response" cards (mini-sized)
- 9 new Named Wonders (hexes with matching cards)
- 18 "Colorless" Hexagonal Stone tokens (3 types; 6 of each type)
- Delver mini (for inspiration)
- 1 each of the basic stones (to add to the bag)
Fifth Player Components
- An additional set of dice to include a fifth player (three D6's, one D4 and one D8).
- 5 extra Ruins of a new type (tarot-sized cards)
- 3 each of Lesser and Greater Wonders tokens (to add to the 5P game)
- Five 5-Player Reference Cards with turn order and scoring summary
Solo Mode Components
- 1 Darkness Board
- 20 Darkness Cards (poker-sized)
- 7 Darkness Scenario Cards (poker-sized)
- 4 Darkness Dice (small D6's)
Setting up the Enhanced Game
Add the 22 new stones to the bag. Shuffle the new End of Age Cards into the End of Age deck. Shuffle the Named Wonders into the Named Wonders Deck. Shuffle the Response Cards into the Delver Deck. Shuffle the Greater and Lesser Wonders into their respective piles.
New Stones
The new stones are all colorless (with the exception of the four "extra" colored stones included). Colorless Stones can only be used to complete a "?" cube in a formula.
The Phantom: The Phantom counts as any color of Stone for the purpose of building Wonders. This means that it can contribute to Greater Wonders and Named Wonders. This is an exception to the rule that colorless stones can only be used to fulfill a "?" cube in a formula.
The power of the Phantoms comes at a cost: for each Phantom you have at the end of the game, you lose 1 point.
The Memory Stone: When you gain a Memory Stone, draw 2 Delver cards.
The Warpstone: Each Warpstone has two different sides: the unused side and the used side. When you gain it, place it in your tableau as normal with the unused side up.
At any time (including right after a ring of 6 Stones has been made, but before a Wonder has been selected), you may flip the Warpstone over to the used side to swap the positions of ANY two stones in your tableau (including the Warpstone itself). Any Wonders that you have already completed are NOT invalidated if you move that Wonder's requirement Stones. This effect is a one time use.
Response Cards
The three new cards, called Response cards, should be shuffled into the Delver deck. Response cards may only be played after any player rolls a 4. They may be played by a player on any turn, including an opponent's turn!
After a player rolls their die and finishes applying any and all modifiers from regular Delver cards, Named Wonders, and End of Age cards and then places the die on a Ruin, the die value that remains is called the Result. Results of 4 trigger a new subphase in which Response Cards may be played:
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Starting with the active player and proceeding clockwise, players may each play one Response card.
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If players wish to play more Response cards they may do so, continuing to play one card at a time in clockwise order around the table.
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When all players have finished playing Response cards, resolve any claimed Ruins. Gameplay resumes as normal.
The die which results in a 4 to trigger the Response card subphase cannot have its value changed by Response cards during this subphase. Any subsequent results of 4 on other dice during the Response card subphase are considered additional triggering results -- the subphase continues, and the new 4 cannot have its value changed by Response cards during this subphase.
Note: A player may initially choose not to play any Response cards during the Response card subphase, but change their mind after other Response cards have been played. Players may rejoin the subphase when it is their turn in clockwise order and play Response cards at that point. The subphase ends only when all players choose not to play any more Response cards.
New Wonders and End of Age Cards
There are 9 new Wonders and 2 new End of Age cards (one with 2 accompanying Ruins) included in this expansion. They should be shuffled into their respective decks.
New Ruins for Four and Five Player Games
The components of this expansion allow for the base game to be played with 5 players and for the four player game to be lengthened with more Ruins. Setup for the 5th player's components is as normal.
Include the new Ruin type for both Expanded 4 player and 5 player games of Unearth.
For a 4 player game, randomly remove 5 cards from the Ruin deck as normal.
For a 5 player game, randomly remove 2 cards from the Ruin deck.
In games that include the new Ruin type, score 5 bonus points for 5 types of Ruins as normal. If a player collects all 6 types, score 10 bonus points instead.
Scoring key (as printed): = 10 Points/set
Solo Mode: Delvers vs the Darkness
The human player plays against an ancient nemesis called The Darkness, which is controlled by a deck of cards called the Darkness deck. Set up a 2-player game as normal and add the Darkness Board and the shuffled Darkness deck to the play area.
Note: the Darkness "player" gets the 4 special Darkness dice (small black D6's) instead of the regular D4, 3D6, and D8 dice set. The Darkness player does not get Delver Cards. There is no End of Age card.
Never use the Named Wonder promo cards The Obelisk and The Sunken Cathedral in solo mode.
At the end of setup, roll a Darkness die on each of the four Ruins in the center of the table and leave that result on that card. The Darkness does not roll dice normally on its turn; instead, it rolls only when a new Ruin is revealed and leaves its result on that Ruin. Whenever a Darkness die is rolled, the Darkness will claim Stones for rolls of 1, 2, and 3, and add them to the Darkness Board, with the player choosing which specific Stone is picked.
Figure caption: Solo game set up. The Darkness deck and Darkness Board are placed next to the regular 2-player set up. Keep some of the play area open for dealt Darkness cards.
The player and the Darkness takes turns as in a normal game, with the player going first, but the Darkness follows a unique set of rules called "The Darkness Grows" on its turns.
The Darkness Grows
Each time the Darkness would take a turn, reveal one card from the Darkness deck and set it in a reserved area on the table. The Darkness deck consists of 20 cards, 4 of each type of Ruin.
If three of the same Ruin type have been revealed from the Darkness deck, either:
The Darkness claims the leftmost or rightmost Ruin of that type from the play area (i.e. desert, mountain, island, etc.) as indicated by the left-side icon on the most recently revealed card. The three Darkness cards that triggered this go back on top of the Darkness deck; then reshuffle the Darkness deck.
Example caption: In this example, it is the Darkness's turn and a third Dark Mountain has just been revealed from the Darkness deck. Because the most recently revealed card has a right pointing arrow, the Darkness will claim the right-most mountain (the "9") and add it to its collection. All three Dark Mountains would then be reshuffled into the Darkness deck. Dice and Stones have been removed from this example (and the next) for clarity.
OR
If no Ruins of that type are available, draw 1 random Stone from the bag to add to the Darkness Board. The one Darkness card that triggered this goes to the bottom of the Darkness deck.
LIKEWISE
If one of each type has been revealed, the Darkness will claim the Ruin indicated by the icon on the right side of the most recently drawn Darkness card. Put those 5 Darkness cards back on top of the Darkness deck; then reshuffle the Darkness deck.
Example caption: In this example, a few turns have passed and it is the Darkness's turn again. This time, the newly revealed Dark Forest means that one of each type of Dark Ruin has been revealed. Because the most recently revealed card has an open card in the "4" slot, the fourth ruin from the left is claimed, in this case, the "9" Forest. All Darkness cards would then be reshuffled into the Darkness deck.
OTHERWISE
If there are neither three of a kind of one Dark Ruin, nor one of each type of Dark Ruin revealed, nothing happens and it is now your turn. There is no limit on the number of Darkness cards that can be out.
Example Darkness Card Icons
Captions as printed (icons are graphics):
- When three of the same color Darkness cards are revealed, the Darkness claims the left-most ruin of that type.
- When three of the same color Darkness cards are revealed, the Darkness claims the right-most ruin of that type.
- When one of each color Darkness card are revealed, the Darkness claims the fourth ruin from the left.
- When one of each color Darkness card are revealed, the Darkness claims the second ruin from the left.
When there are fewer than four Ruins left and one of each type of Darkness Card is revealed, if the card indicates claiming a Ruin that is not there, use the left/right arrow icon on the card and claim either the leftmost or rightmost remaining Ruin.
Resolving Die Claims
On the player's turn, Ruins are claimed as normal (i.e. high die wins). The Darkness die on each Ruin contributes to the dice total for the Ruin, and if the Darkness die is the high die when the Ruins claim value is met or exceeded, the Darkness will claim that Ruin.
Delver cards that modify dice on the board may be used to manipulate Darkness dice as well as the player's own dice.
A New Ruin is Revealed
Just as in the regular game, when either the player or the Darkness claim a Ruin, a new Ruin is revealed, and Stones are added to it as normal. Then roll the Darkness die for that Ruin, and on a 1-3 choose a Stone to be added to the Darkness Board.
Other Rules for Solo Play
Delver Cards: Whenever the Darkness claims a Ruin, the player draws 1 Delver Card, plus one card per player die that was on that Ruin.
Stones: If there is one Stone remaining on the Ruin when it is claimed by either the player or the Darkness, the Darkness will claim that Stone and add it to the Darkness Board. If there is more than one stone, the player chooses one to be claimed by the Darkness. The rest of the Stones go back to the bag.
Darkness Board: The Darkness Board consists of two zones: the Darkness Crystals on top and the Corruption Track on the bottom.
The Darkness is trying to forge the four Darkness Crystals - one from each color of Stone. When the Darkness claims a colored stone, either via the Darkness die roll, or when Ruins are claimed, it places it in one of the slots above the Crystal of that color.
When a Darkness Crystal accumulates three Stones of its matching color, the Crystal is forged. As indicated at the top of the Darkness Board, The Darkness will earn points at the end of the game based on how many Darkness Crystals were forged.
If the Darkness Crystal of that color has already been forged, the newly acquired Stone is placed in the Corruption track instead.
Colorless Stones cannot be used to forge Darkness Crystals and are always added to the Corruption track when claimed by The Darkness.
The Darkness scores bonus points at the end of the game based on how many Stones have been added to the Corruption track.
Difficulty Level: The first Stone slot on the Corruption Track gives the Darkness zero bonus points. The Player may elect to play a more or less difficult game by allowing this slot to hold between one and three Stones; three for a Normal game, two for Hard game, and one for a Legendary game.
Example caption: In this case The Darkness has already forged the Blue Crystal, and is working on the Black and Red Crystals. Three extra Stones have been claimed and added to the Corruption Track. All claimed Stones are highlighted in red.
Likewise, the final token slot on the Corruption Track may hold multiple Stones, and any Stones claimed by the Darkness should be stacked here when all the Corruption Track slots are filled. Each stone in the final slot gives the Darkness five more bonus points.
End of Game
The game ends after all of the Ruins have been claimed (Note: there is no End of Age card). The highest score wins. Calculate scoring for the player as normal. The Darkness gains points from three sources:
- The Ruins it claimed. Calculate these as you would a player's in a standard game.
- Forged Darkness Crystals.
- Bonus points based on the number of Stone slots filled in the Corruption Track, as summarized below:
| Number of Forged Crystals | 1 | 2 | 3 | 4 |
|---|---|---|---|---|
| Points | 6 | 12 | 20 | 30 |
| Number of Stone Slots Filled | 1 | 2 | 3 | 4 | 5 | 6 | 7 | Each extra Stone |
|---|---|---|---|---|---|---|---|---|
| Bonus Points | 0 | 1 | 3 | 6 | 10 | 15 | 20 | +5 Points |
Solo Campaign Rules
The Solo Campaign takes place across three solo games as the player faces off against the Darkness. At the start of each game, randomly draw a Darkness Scenario card and apply its special rules to the game. Also, decide on an overall difficulty level for the campaign: Normal, Hard, or Legendary.
Discard the Scenario card after each game so that you do not repeat a Scenario in the campaign. Scenario cards make the solo game much more challenging!
Between games, completely clear the Darkness Board, shuffle all decks, and select new Wonders to start the next game. However, after game 1, select one Named Wonder that you built that game. Keep this Named Wonder in play in front of you (but not the Stones for it) and gain its abilities and points for games 2 and 3.
After game 2, select one Named Wonder that you built that game. Keep this Named Wonder in play in front of you (but not the Stones for it) and gain its abilities and points for game 3. This is in addition to the Named Wonder you kept after game 1.
Additionally, at the start of the second and third campaign games, randomly draw Stones from the bag and add them to the Darkness Board: 2 Stones before game two, and 3 Stones before game three.
Legendary Mode
Players have the option of playing the campaign or Solo Mode on Legendary difficulty. In this mode players should not use the following Named Wonders: The Harmonious Columns and The Shattered Edifice. These Named Wonders are very strong in solo mode and a truly legendary Delver need not rely on their power!
Campaign Scoring
After each game in the campaign, calculate your margin of victory vs the Darkness. Consult the following chart to see how many Campaign points you earned from the game.
| Margin of Victory | Normal Difficulty | Hard Difficulty | Legendary Difficulty |
|---|---|---|---|
| 25+ | 5 | 6 | 8 |
| 18 to 24 | 4 | 5 | 7 |
| 11 to 17 | 3 | 4 | 6 |
| 6 to 10 | 2 | 3 | 5 |
| 1 to 5 | 1 | 2 | 4 |
| 0 | 1 | 1 | 1 |
| Loss | 0 |
Add the Campaign points from all 3 games of the campaign to determine your final score and title.
| Total Campaign Points | Title |
|---|---|
| 0 | Baby Grunt |
| 1 to 5 | Fledgling Gatherer |
| 6 to 10 | Apprentice Archivist |
| 11 to 15 | Engraver of the Cenotaph |
| 16 to 19 | Keeper of the Eternal Flame |
| 20 to 23 | Guardian of Fate |
| 24 | High Lord of the City of Gold |
FAQ
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Can a Phantom Stone be used as a blue Stone for one Wonder, and then as a red Stone in a different Wonder? Yes, the Phantom can be used as different colors in different Wonders.
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Do I apply Named Wonders and End of Age card effects on a reroll happening in the Response Subphase? Yes.
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Can I play regular Delver cards during the Response Subphase? No.
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Can I play Response cards during the regular Delver Phase? Not usually, but this could occur in response to a re-roll forced by another Delver card.
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What am I supposed to do with the four extra colored Stones? These may be added to your Stone bag permanently, offering more Stones for players to gain while playing.
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What are the icons on the new Ruins and the Darkness cards? Those icons are intended to help color blind players distinguish Ruin types. Future editions of Unearth will have identifying icons on all the Ruins.
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Do I use the Response cards in the Solo game? Yes, once those cards are shuffled into the Delver deck, they never need to be removed.