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Wondrous Creatures: Crew Set

Expansion for Wondrous Creatures

Wondrous Creatures: Crew Set Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
    • Solo Game
    • Game Without Crew Cards
  • Crew Cards
    • Types of Crew Cards
    • Revealed Season Tokens
  • Appendix: Crew Card Abilities

Components

  • 9 Crew Cards
  • 15 Crew Members: 1 magnetic and 2 regular Crew Members of each colour
  • Purple figures: purple does not match any of the four player-board colours (white, yellow, red and blue). You may use the components of this colour with any Player Board.

Setup

  1. Prepare the game under the normal rules (see pages 4–6 of the base game rules) with the following changes:
    • At step 13, do not take the Crew Members of your own colour. Instead, take 2 random Crew Cards, choose 1 of them, and take the 3 Crew Members that correspond to it.
      • IMPORTANT: If two players chose Crew Cards whose corresponding Crew Members are of the same colour, one of them will have to use components of a different colour to avoid confusion.
    • Alternative A: If you want more competition, take 8 Creature Cards, 2 Crew Cards and 2 Captain Boards at the same time, then choose the combination that matches your strategy.
    • Alternative B: If players wish, they may choose their favourite Crew Members (in reverse order, starting with the last player) and only then take the corresponding Crew Cards.
  2. Discard the resources shown on your Crew Card. You start the game with fewer resources than in the base game.
    • Example: if you chose Sanguin, before the start of the game discard 2 resources of your choice.

Solo Game

  • Choose a Crew Card as described above.
  • Tingent does not use Crew Cards.
  • If you are playing Scenario No. 1: instead of discarding the indicated number of resources, discard the same number of cards from your hand.

Game Without Crew Cards

  • We recommend playing with Crew Cards only to experienced players who are well familiar with the rules.
  • You may choose not to use Crew Cards and only replace the figures from the base game with the figures from this expansion. In this case, play by the normal rules of the base game.

Crew Cards

  • Crew Cards have powerful abilities that trigger once per game and can give you a significant advantage.
  • You cannot re-activate a Crew Card under any circumstances. After activation, turn it face down.
  • Some Crew Cards have special conditions that must be met before they can be activated.
  • Activating a Crew Card counts as an additional action.

Types of Crew Cards

  • ONCE PER GAME: You may activate this card once at any moment during your turn.
  • GAME START: Activate this card after setup is complete, but before the 1st player begins their turn.

Examples of the printed effects shown on Crew Cards:

  • ONCE PER GAME: Restore the energy limit of 1 Energy Card in your reserve.

  • GAME START: Draw 2 cards from the Wilderness.

  • Crew Cards are not Creature Cards and do not belong to any of their types (Instant, Multi-species, Collection, Energy or End of Game). They are not counted when counting the Creature Cards in your reserve.

Revealed Season Tokens

  • Some Crew Card abilities depend on the number of revealed Season Tokens on the Time Track.
  • Revealed tokens are those lying face up on the Time Track.
  • Example: Sanguin's ability lets you gain a number of Eggs equal to the number of revealed Season Tokens, without spending a Basic Action. There are currently 3 revealed tokens on the Time Track, so you may gain 3 Eggs of your choice. After activating the ability, turn this card face down.
  • TIP: This example shows that Sanguin's ability becomes more useful the later it is activated.

Appendix: Crew Card Abilities

  1. Drakalbus: Once per game, you may immediately declare an achievement whose condition you have already met. Place a marker, gain its reward and prize. This is not a Basic Action. You cannot declare an achievement if you have not met its condition. Each achievement space may hold only 1 marker: you cannot occupy a space that another player has already taken.
  2. Luteozavr: Once per game, you may choose 1 Energy Card in your reserve and restore its energy limit. It is not possible to restore energy on the Captain Board.
  3. Rubinosets: Once per game, you may gain 1 resource of any type, and then 1 more resource of any type for each revealed Season Token on the Time Track. You may gain resources of one or of several different types.
    • Example: if there are 4 revealed tokens on the Time Track, you gain 5 resources of any type in total.
  4. Epfir: After setup and before the 1st player's turn, take 2 cards of your choice from the Wilderness into your hand. Thus you begin the game with 6 cards in hand instead of 4. Place new cards into the empty spaces.
    • In a solo game with Scenario No. 3, apply the rules of the scenario before using Epfir's ability.
  5. Tigrisk: Once per game, you may immediately activate all Collection Cards in your reserve, in any order.
  6. Mollyukkio: Once per game, you may immediately take 1 of your Crew Members from the Map and place it next to your Player Board. This may be either a regular Crew Member or the Captain.
  7. Sanguin: Once per game, you may take from the Supply 1 Egg of your choice for each revealed Season Token. You may take Eggs of one or of several different types.
  • Example: if there are 3 revealed tokens on the Time Track, you may take 3 Eggs of any types.
  • Kashaglot: At the start of the game, immediately unlock your Captain's ability by removing the Lock Token from your Captain Board.
  • Felilia: At the start of the game, immediately gain 2 VPs. Shuffle the remaining Crew Cards, take 1 at random, discard the resources shown on it, and use that card instead of Felilia. If the new card has a "GAME START" ability, activate it immediately.
    • In a solo game with Scenario No. 1, instead of discarding resources, discard 1 or 2 cards from your hand.