Ynaros Fallin'
Ynaros Fallin' Rulebook
Table of Contents
Table of Contents
Component List and Terms (Novice Level)
- 5x Mystical Source Tiles
- 2x Personal Boards
- 2x Shadow Dice (1x Yellow, 1x Blue)
- 1x Exploration Board, 1x Battle Board
- 3x Battle Dice (1x Mana, 1x Lava, 1x Thunderbolt)
- 4x Team Cards (2x Yellow — Shaman and Follower, 2x Blue — Shaman and Follower)
- 43x Magic Lands (9x Volcano/Red, 16x Forest/Green, 18x Reef/Orange)
- 70x Shadow Cards (10x Yellow/Blue, 30x Yellow/Dark, 30x Blue/Dark)
- 39x Shadow Tiles (12x Blue Shadow Tiles, 12x Yellow Shadow Tiles, 15x Dark Shadow Tiles)
- 15x Evocation Tokens (3x of each type) — add this for the Full Game
- 18x Characters: 8x Followers (4x Yellow, 4x Blue), 8x Shamans (4x Yellow, 4x Blue), 2x Extra Shamans (1x Yellow, 1x Blue) used as Battle Pawns
- 54x Magic Crystals and Markers: Crystals — 10x Lava (Red), 10x Mana (Green), 10x Thunderbolt (Orange), 8x Vital (Pink). Markers — 12x Black, 2x Yellow, 2x Blue.
Board Geography
In order to become familiar with the magic places, their functions and names, here is a quick introduction.
Exploration Board
- Mystic source — Hex where you place a Mystic Source Tile.
- Hut — Followers' origin place.
- Conversion Area — To convert Crystals into Experience Points.
- Magic Land slot (Forest and Reef, Green and Orange) — Where you place Forest and Reef Magic Land piles.
- Hearth — Shamans' origin place.
- Power Slot — Where you place Magic Crystals you play during a Magic Battle.
- Volcano (Red) Magic Land Slot — Where you place Red Magic Land piles.
- Volcano Magic Land Decay Tracker — Energy of a Volcano Magic Land.
- XP Tracker — To track your XP Units in the white column and Tens in the turquoise column.
- Legend of Battle XP — Experience points you generate in a Magic Battle.
Battle Board
- Vital Crystals Tracker — Slot to place your 4 Vital Crystals.
- Start of the Battle — Where both players place their Battle Pawn.
- Battle Tracker — Where you track your Energy during the Battle.
- Battle Dice Slot — Area where you place Battle Dice.
- Legend of Elemental Damage — Description of the combat units that each battle's element generates.
Personal Board
- Magic Crystal Storage — Where you store your Magic Crystals.
- XP Points — XP points you will get at the end of the game.
- Magic Crystal Bonus — When you conquer a Magic Land, you get a Magic Crystal of the same color of that Land.
- Magic Land Slots — To collect the Magic Lands you conquer.
- Shadow Die Slot — To keep your Shadow Die.
Level 1: Novice
Complexity — Players: 2-4, Age: 14+, Length: 45min
Level 1: Set up
Level 1 setup is the base for all the other levels. Complete these quick steps:
- Take the Boards (Main, Battle, Personal) and arrange them as shown.
- Shuffle the Shadow Cards and each player draws 5 cards.
- Get your Shadow Die and set it to 5.
- Place 1 Shaman Character in your Hearth and 1 Follower in your Hut. Put the other Shamans and Followers out of the Board.
- Place Vital Crystals, Battle Pawns and Battle Dice on the Battle board.
- Place the Magic Crystals and the 2 tracker cubes of your color on the XP Tracker.
- Pick 5 Mystical Sources randomly and place them on the 5 Mystical Source hexes. Reveal them (flipping them) and on top of each place a Magic Crystal of the indicated color.
- Place the Magic Land piles as shown in the setup image (for the draft, read the section below).
Magic Lands Drafting
- Shuffle the Volcano Lands and form 2 land piles with 2 lands in each pile. Return the remaining Volcano Lands to the game box.
- Place the 2 Volcano Lands piles (face up) on their place on the main board, and add 2 black markers on their decay trackers.
- Shuffle the Forest Lands and Reef Lands and form 4 land piles (face down) with 3 lands in each pile (total of 12 Lands). Reveal the top Land of each pile. Return the remaining lands to the game box.
- Land Drafting. Players roll their Shadow Dice and whoever gets the highest value will be the first to place the Forest and Reef Lands, reroll ties.
- The first player chooses one of the 4 piles and places the pile onto any free Forest and Reef area on the Exploration Board, flipping down the top Land. The second player repeats the process, players go back and forth until all the 4 piles are placed.
- The player who started the Draft receives 1 Mana Magic Crystal and will go play second when the game begins.
Characters
There are 2 types of Characters (which have different features and benefits):
Shaman:
- They can trigger a Magic Battle with any other opponent's Character on the Board.
- Their place of origin is the Hearth (adjacent to the Main Land).
Follower:
- If they reach an opponent's Character, they can't trigger a Battle (they are peaceful Characters).
- Their place of origin is the Hut (they need to move towards the 3 white cases and the Hearth in order to move across the Main Land).
Magic Land Overview
Magic Lands are special places that provide power, resources, and Experience Points (XP) to the players who control them.
Structure
Each Magic Land consists of two sections:
- The circular section acts the same way as a hex on the board. A Character can move on it or cross it. In addition, it indicates the requirement you need to fulfill in order to control or conquer the Magic Land.
- The elongated section shows what power, resource, or XP bonus you get by controlling this Land.
Volcano Lands
The Volcano Lands are located in the center of the board and provide a powerful bonus every time a Character harnesses them (i.e. without any opponent on it).
Volcano Magic Lands start the game with 3 Energy points you can use. Each time you benefit from the Volcano Land effect, you move the black cube to the next slot on the Energy Decay Tracker. When the black cube reaches the last slot, the Volcano Land has completely exhausted its Energy and it decays: it is therefore discarded and, in this way, reveals the Volcano Land below it. The black cube is then relocated to the first slot.
When you end your movement on a Volcano Magic Land, you get a Lava Crystal.
Using the Forest and Reef Lands
Forest and Reef Magic Lands have to be discovered (turned face up) before you can conquer them.
Once you conquer a Magic Land, place it in the lowest available XP Magic Land Slot on your Personal Board. Reef Lands provide you with an ongoing power. Forest Magic Lands provide you with a one-time boon.
You can use the benefit of a Forest Magic Land immediately after you conquer it, or at any time on your turn. It is usable only once. After using it, place a black cube above it as a reminder that you can no longer use it.
Mystical Sources
These are the 5 hexagonal tiles placed on Ynaros' Core during the set-up are called Mystical Sources:
At the beginning of the game, all Mystical Sources have a Magic Crystal placed on them.
Every time your Character ends its Deeds Phase on a Mystical Source, you discover Forest and Reef Magic Lands if possible (rules for Magic Land activation can be found in the Deeds Phase section). This also unlocks the Mystical Source's resource (if still present) that you can obtain at the end of your Move action.
Standing on a Mystical Source protects your Character. If, on their turn, your opponent's Character tries to reach you on that hex, they need to negate the Mystical Source's power by sacrificing a resource of the same type. For example, if in the Mystical Source is represented a Lava Magic Crystal, your opponent will have to discard a Lava Magic Crystal from their Personal Board in order to enter in that space.
Every time a Magic Land pile is exhausted, add 1 new resource (matching the type indicated on the tile) to each Mystical Source Tile without a resource.
Magic Crystals
Magic Crystals are a great Source of wisdom and power. Shamans are always searching for them, as they are instrumental on their path to greatness.
There are 4 types of Magic Crystals: Reef, Forest, Lava and Vital. Vital Crystals are wild (they can be any color at any moment). The Crystals have three main uses:
- In the Control action.
- In the FOCUS boon to generate XP.
- During Magic Battles.
Gameplay
On your turn, you will complete the following steps:
- Phase 1: Deeds – perform two of the four available actions.
- Phase 2: Fate (if applicable) – apply the effects of magic places where your Characters are currently located.
- Phase 3: Cantrips (optional) – Harness the power of a Volcano Magic Land and/or Focus to move crystals from your personal board to your conversion area.
1. Deeds phase
Take up to two actions. These can be 2 different Actions, or the same Action twice.
- DRAW: Draw 5 Shadow Cards from the Common deck.
- PLAY: Play Shadow Cards to increase your Shadow Die value.
- MOVE: Use your Shadow Die to move 1 or multiple characters (Shamans or Followers).
- CONTROL: Play a Magic Crystal against an opponent's Character to control their power.
Now let's examine these steps in detail:
DRAW: Draw 5 Shadow Cards from the Common deck. The maximum amount of Shadow Cards you can hold in your hand is 10. Note: At the end of each of your actions, if you have more than 10 Cards in hand, choose and discard down to 10.
PLAY: Discard any number of Shadow Cards (any color) from your hand and increase your Shadow Die by that number. Your Die can't be higher than 7. (Example: playing 3 Shadow Cards you increase your Shadow Die score from 4 to 7).
MOVE: Generates an equal number of Movement Units that correspond to the number of spaces you can cover with one or more Characters.
Rules:
- At the end of the Move action, reduce the value of your Shadow Die by 1 (not by number of distance traveled!). If the Die is at 2, move a total of 2 units without decreasing it because 2 is its minimum value.
- You cannot start and finish a movement on the same box with the same thumbnail.
- Each space on the Ynaros Core can hold a maximum of 2 Characters.
Movement destination:
- If you end your movement on an empty space you will not have any effect to resolve in the next Fate Phase.
- If you end your movement on a Magic Land, your opponent's Hearth or on a space occupied by an opposing Character, you will have to resolve a particular event in the Fate Phase. Any of these spaces can also simply be CROSSED. There is no obligation to stop on any space.
CONTROL: Establish Control over your opponent when one of your Characters is in line of sight (a straight line) with one of the opposing Characters. When you choose the Control action, do the following:
Discard a Magic Crystal from your reserve: the Color will determine the effect to apply.
- If it's a Mana Magic Crystal: use the power of one of your opponent's Mana Magic Lands, even if they have already used that power themselves. Place the Mana Crystal on the land to show you have used it.
- If it's a Lava Magic Crystal: add the value of your opponent's Shadow Die to your own Die. Then you can perform a movement action using the summed value. Note: If you end your movement on a Magic Land which requires the Shadow Die score as the cost, you can use the sum of the 2 Dice to conquer it. In this case, your opponent's Die keeps its value, and yours is reduced to the minimum (i.e. 2).
- If it's a Thunderbolt Magic Crystal: roll any Battle Die and decrease the Magic Energy of your opponent on the Battle Tracker, by the number rolled. This will weaken them for the next Magic Battle!
2. Fate Phase (Events)
This phase only applies if you are located on a Magic Land or you share a space with an opponent's Character. You will resolve them in this phase of your turn.
a) Mystical Sources activation and Magic Land discovery
At the end of Deeds Phase, if one of your Characters is on a Mystical Source Tile, that source gets activated, and triggers the discovery of one or more Magic Land(s).
Magic Land Discovery: The back side of each Magic Land Tile indicates a level of discovery (the amount of full circles). Use the value of your Shadow Die (flipping them over to the front side). You must use your total die value towards discovery, flipping as many tiles as possible, but you choose which ones.
For example, if your Die is at value 4, you can discover a Land of 3 and a Land of 1, or 2 Lands of 2, or 4 Lands of 1. If you are unable to discover any Lands (for example, your Shadow Die is set to 2 and the only lands available for discovery are either 3 or 4 discovery level), nothing happens.
b) Conquering Magic Lands
At the end of the Deeds Phase, if one of your Characters reaches a discovered Magic Land, they can conquer it if they fulfill the Conquest Land's requirement. If you trigger a Battle on that Land, you must resolve it before you can claim the Land.
To conquer it, complete the steps listed below:
- Move a Character (Shaman or Follower) onto a discovered Forest or Reef Land.
- Fulfill its requirement (see Conquest Land Requirements below).
- Take the Magic Land Tile, place it on your Personal Board and take the reward described on the Magic Land (if possible). You will score the indicated XP at the end of the game.
- Take a Magic Crystal of the same color as the Conquered Magic Land and put it on your Personal Board. Note: Your Personal Board can only hold up to 6 Magic Crystals. If you exceed this limit, get the Crystal and immediately discard any Crystal of your choice.
- Take the Character who conquered the Land and place it back to its origin place: Shamans go back to the Hearth; Followers go back on the Hut.
Conquest Land Requirements
Forest and Reef Magic Lands can only be conquered if the player has met their requirements, indicated in the circular area of the Magic Land. There are 2 main types of requirement to satisfy:
- Pay with your Shadow Die. The Die must have a value equal to or greater than the indicated value on the Magic Land. Afterwards, set the value of your Shadow Die to 2.
- Pay with your Characters. A second Character of yours needs to be on the Ynaros's Core (Hearths, Huts and the three connecting spaces do not count). That Character (in addition to the one who conquered the Magic Land), goes back to their place(s) of origin.
For a complete reference of all Magic Lands, their requirements and boons, please see the Appendix Rulebook.
c) Fight in a Magic Battle
At the end of the Deeds Phase, if one of your Shamans is on the same space as one of the opponent's Characters, you trigger a Magic Battle. You will be the Attacker and the opponent will be the Defender.
Note: If the Battle is triggered in the same space as a Mystical Source Activation, Magic Land Conquest, or Character Evocation, the Battle must always be resolved first.
d) Evoke a new Character
Call a new Follower from your reserve or transform an existing Follower into a Shaman.
If your Character has entered your opponent's Hearth, these special rules apply.
A. If the Hearth is empty (there are no opponent's Characters on it): Discard a Magic Crystal of any color from your storage and choose:
- Evoke a new Follower. Take a Follower, if available, from your Character's reserve, and place it on your Hut.
- Evolve a Follower into a Shaman, replacing the Character with a new one. If the Follower was on the Ynaros' Core they retain their position while evolving, otherwise the new Shaman will spawn in your Hearth.
B. If the Hearth isn't empty (there is an opponent's Character on it): You battle (if you are a Shaman), or you wait until the Hearth gets empty (if you are a Follower). If you win the battle, you can perform an Evocation using the rules above! If the Hearth is occupied by several opposing Characters, you don't have to trigger a Battle for each of them: you just have to win a single Battle.
C. The Character triggering the Evocation, goes back to their origin's place(s).
Magic Battle
When: A Magic Battle triggers when a Shaman (Attacker) reaches an opposing Character (Defender) on the same hexagon, Magic Land or Hearth. Followers cannot trigger a Battle.
Two Characters of the same color occupying the same space of the Ynaros' Core cannot be attacked: remember that every space within the Ynaros' Core can never contain more than 2 Characters at the same time, while the Hearth and the Hut can contain any amount.
How: Magic Battles take place in alternating turns between Attacker, who always starts first, and Defender. Each turn players generate Combat Units (CU) that they use to:
- Damage the opponent, causing them to lose Energy: Move the opponent's Battle Pawn down along their Battle Tracker.
- Heal yourself by recovering Energy: Move your Battle Pawn up along your Battle Tracker.
If a Battle Pawn reaches the Skull Box, that player cannot take any more damage but, at the beginning of their turn, they will discard a Combat Resource of their choice (a Magic Crystal from their reserve or a Shadow Card from their hand). They will continue to discard a resource at the beginning of each turn in which their Battle Pawn is in the Skull Box.
Conclusion: At the beginning of each player's turn, they can voluntarily choose to end the Magic Battle (even if they still have resources available to use); The Battle also ends when one of the two players runs out of resources. The effects of the steps resolved at the end of Battle are explained below.
Very important! In Ynaros Fallin, winning a Magic Battle weakens the opponent by decreasing their Life Energy (Vital Crystal Tracker). After losing 4 Magic Battles, your opponent will have to surrender and withdraw all their Characters from Ynaros thus decreeing your victory!
Magic Battle Resources
Magic Battles are fought using resources (Cards and Crystals) to generate Combat Units (CU). During your turn you generate CU in these 2 alternative ways:
- You can play 1 to 3 Shadow Cards from your hand, OR
- You can use 1 Magic Crystal from your reserve
You can also add a modifier provided by one of your Magic Lands on your Personal Board.
The strategic importance of Magic Crystals
During a Battle, the Magic Crystals can be used in 2 different ways (explained below), but in both cases when you choose a Crystal's color first, it prohibits your opponent from using that color for the duration of that Battle!
Therefore if you choose first you will have the advantage of choosing any color of Crystal: Lava, Mana or Thunderbolt. However this also will be the only color that you can use during the Magic Battle.
Generation of Combat Units (CU) via Shadow Cards
On your turn you can play 1 to 3 Shadow Cards from your hand to create a fearsome Magic Combo! Let's see how it works:
- When you play a Shadow Card of your color vertically, you generate 2 CU.
- When you play a Shadow Card of the opponent's color vertically, you generate 1 CU.
- When you play a Shadow Card of your color horizontally you create the fearsome Magic Combo. The Card generates a number of CU equal to the sum of the CU generated by the two Cards below it!
Therefore a Magic Combo can generate:
- 4 CU, if you have played two cards of the opponent's color (CU: 1+1), and the third of your color horizontally (CU: 1+1).
- 6 CU, if you have played a Card of your own color (CU: 2) and one of the opponent's color (CU: 1) and the third of your color horizontally (CU: 2+1).
- 8 CU, if you have played two cards of your color (CU: 2+2), and the third of your color, horizontally (CU: 2+2).
IMPORTANT! It is not mandatory to create a Magic Combo in one turn. If you play the horizontal Card in a separate turn, you will have already counted the XP of the 2 Cards vertically in a previous round. By playing the third Card horizontally, you will complete the Magic Combo and generate additional CU equal to the sum of the two Cards below.
Generation of Combat Units (CU) via Magic Crystals
In Battle, Magic Crystals can be used:
- In combination with the Magic Combo: once the Magic Combo is created, you can upgrade it with 1 Magic Crystal over the horizontal Card to match the positions of the two Battle Pawns, that is to move both Battle Pawns to the same level.
- To roll the Battle Die of the Crystal Color you spent. NOTE: You will have to spend a new Crystal of the same color to roll that same die again on a future turn.
The Battle Die can yield several results, some of which need to be explained below:
- Generate 3 CU or use the special power of the Die.
- Generate 3 CU and draw a Shadow Card.
- Generate 3 CU and play a Shadow Card from your hand.
Each Battle Die has its own special power that allows you to develop a unique strategy!
- Randomly steal 2 Shadow Cards from your opponent's hand.
- You choose what result you get with this Die.
- Take a second Battle Die from the remaining free ones. You can use it, by spending a Crystal of the corresponding color (if you have one available. If you do not, you cannot use the die).
The end of the Magic Battle
A Battle ends when one of the following occurs:
- Abandonment. At the beginning of their turn, a player decides to leave the Battle while still having Combat Resources to use. The player who leaves, is considered defeated.
- Resource Depletion. At the beginning of their turn, a player no longer has Combat Resources to convert to CU. In this case the player with the least amount of damage wins the Battle. In case of a tie the defender wins.
Battle Rewards
Steal a Vital Crystal: The Winner steals one of the opponent's Vital Crystals and places it in their reserve: the Vital Crystal is a wild Crystal so it is equivalent to any color at any time. Please note! If a player manages to steal the last Vital Crystal of the opponent, they deplete their opponent's Vital Energy, and will force them to abandon Ynaros. Thus, they are the winner of the game!
Gain XP: Both players, starting with the winner, convert the total damage done to their opponent in XP, as indicated on the Magic Energy Tracks. Example: Your opponent's Battle Pawn is in space "-4", you earn 4 XP.
The winner of the Battle also earns the marked XP amount indicated next to the newly emptied Vital Crystal slot.
Moving Characters and Restoring Paths
Characters: The defeated Character must return to their place of origin. The winning Character has two alternatives: they can remain in the space where the battle began or return to their place of origin.
Cleanup: Once all of these steps are done, restore the Battle Paths by taking both Pawns to the starting position (the middle space).
3. Cantrips
After Deeds and Fate Phases, you can perform either or both of the two Cantrips, in the order you prefer:
- HARNESS: get the bonuses from Volcano Lands you control and decay their Energy.
- FOCUS: move up to 3 Magic Crystals from your Personal Board onto the Conversion Area.
Now let's examine the Cantrips in more detail:
HARNESS
- The Player receives the bonus of the Volcano Land.
- The Player moves the black marker one space to the right. If this would move the cube off the track, go on to Step 3. Otherwise, no other action needed.
- Move the Character back to their place of origin.
- Remove the Land tile from the game. If there is another tile below it, reset the tracker back to full. If not, remove the black marker from the game.
FOCUS
You can move from 1 to 3 Magic Crystals from your Personal Board to the Conversion Area. Once all the 3 slots are occupied immediately convert them into XP, discard the Crystals and move your marker on the XP tracker to indicate your newly-gained points. You convert Magic Crystals 1 time per turn max!
Different combinations of Magic Crystals generate different amounts of XP:
- 3 Crystals of different colors: 15 XP
- 3 Crystals of the same color: 12 XP
- 3 Crystals in a combination of any 2 colors: 10 XP
Note: Once you put a Magic Crystal on the Conversion Area, you can't return it to your Personal Board!
Game End
The game can end one of three ways:
A. A player has all 6 Magic Land spaces on their Personal Board by the end of their turn. The player with most XP wins the game.
B. Three Magic Land piles (of any color) have been depleted by the end of any player's turn. The player with most XP wins the game.
C. A player loses all their Vital Crystals. Game ends immediately. The player with no Vital Crystals immediately loses the game.
XP Scoring
You obtain an increasing number of XP for every filled Magic Land space on your Personal Board:
- 5 XP for 1 captured Magic Land.
- 10 XP for 2 captured Magic Lands.
- 15 XP for 3 captured Magic Lands.
- 22 XP for 4 captured Magic Lands.
- 30 XP for 5 captured Magic Lands.
- 40 XP for 6 captured Magic Lands.
10 XP for each Shaman and 5 XP for each Follower.
XP for each conversion of 3 Crystals in your reserve.
Level 2: The Land of Shadows
Complexity — Players: 2-4, Age: 14+, Length: 60min
Components & Setup
In order to play The Land of Shadows, you'll need the components from the Novice level, plus:
- 15x Evocation Tokens (3 copies of each of the 5 powers)
- 4x Reef Magic Lands
- 2x Volcano Magic Lands
- 4x Forest Magic Lands
- 39x colored Shadow Tiles (12 blue-dark, 12 yellow-dark, 15 dark)
Repeat the setup from Level 1 with the addition of these extra steps:
- Put 5 face down Evocation Tokens on the 5 Mystical Source Tiles (replacing Magic Crystals), using the other side of the Mystical Source Tiles.
- Add Full Game level Volcano, Forest and Reef Magic Lands to the common supply when you randomly create the Magic Land piles.
- Each player gets 12 Shadow Tiles of their color.
- Put 15 Dark Shadow Tiles beside the Exploration Board (for common use).
- Put the other 10 Evocation Tokens face down beside the Exploration Board.
Gameplay
This scenario uses the same gameplay rules as the previous one, and introduces two new mechanics: Shadow Tile generation and movement, and Evocation Tokens.
PLAY: Generate Shadow Tiles
The Shadow Tiles are the manifestation of your power over the Ynaros' Core. You can generate tiles of your own color or Dark Tiles during the Play action. In addition to increasing the value of the Shadow Die, playing Shadow Cards can also generate Shadow Tiles for free. Let's see how:
Generating Shadow Tiles: If you want to build a Tile on an empty space, you can generate:
- A Shadow Tile of your color, for each Shadow Card played of your color.
- A Dark Tile, for every Shadow Card played of any color.
If the Shadow Tile is built on another Shadow Tile, you will need 2 Shadow Cards (according to the rule above) to cover the already present Tile. The covered Tile remains on the board. The Dark Tiles are to be taken from the general reserve of 15 Tiles.
Placement of Shadow and Dark Tiles: You can place the newly generated tiles on the Ynaros' Core:
- Spaces adjacent to your Character.
- Spaces adjacent to a tile of the same type (you cannot build tiles on Mystical Sources, Magical Lands).
Shadow Tiles of your color: They slow down the opponent (as if they were Dark Tiles) and allow you to move freely on them.
MOVE: Using Shadow Tiles
Move on tiles of your color (accelerate the movement of your Characters) does not cost any Movement Units. For example, a Character moves 3 spaces, spending 2 Movement Points (instead of 3) when one space is a tile of their own color; or a Character moves 3 spaces spending 0 Movement Points (instead of 3) when all spaces are tiles of their own color.
Moving on Dark Tiles slows down the Characters of all players. Moving on a Dark Tile costs 1 additional Movement Unit for all Characters. In the example given, the total cost of the Character's movement is 4 Movement Units (instead of 3), as each Dark Tile requires 2 Movement Units.
Evocation Tokens
This level introduces a new game piece, the Evocation Token. You get it when:
- You are the first to reach a hex with an Evocation Token.
- You get it as a Boon from one of the Magic Lands.
You can use any amount of Evocation Tokens for free and at any point of your turn:
- During your turn.
- During a Magic Battle.
You can sacrifice 2 Evocation Tokens to perform an Evocation: A. Evoke a new Follower. B. Transform a Follower into a Shaman.
Note: you can still Evoke also by reaching the opponent's Hearth.
Evocation Token effects
Evocation Tokens are one-shot powers that you can use during your turn or during a Magic Battle (once used, you discard them).
- Use a Magic Crystal of any color to roll your Battle Die.
- Discard a Crystal from your reserve and get a new one of the color of your choice.
- Generate 2 Shadow Tiles for free.
- Add +3 to your Shadow Die.
- Move your Follower from the Hut to the Hearth for free.
XP Scoring (Level 2)
2 XP for each visible (not covered by other Tiles) Shadow Tile of your color on the Ynaros' Core.
Mini-Expansion: Glory Seeker
How it works: The "Glory Seeker" mini-expansion introduces 5 special Bicolor Shadow Cards. Simply add them to the common Shadow Card Deck. When you play them, add the corresponding power explained below:
- If played by the Yellow Player, decrease the opponent's Shadow Die by 1 unit. If played by the Blue Player, increase Blue Shadow Die by 1 unit.
- If played by the Yellow Player, increase Yellow Shadow Die by 1 unit. If played by the Blue Player, decrease the opponent's Shadow Die by 1 unit.
- If played by the Yellow Player, Yellow Player gains 2 Combat Units in Battle and Blue Player 1 unit. If played by the Blue Player, Blue Player gains 2 Combat Units in Battle and Yellow Player 1 unit.
- If played by the Yellow Player, Yellow Player draws immediately 2 Shadow Cards and Blue 1 Card. If played by the Blue Player, Blue Player draws immediately 2 Shadow Cards and Yellow 1 Card.
- Bonus empty card. Customize it with the power you like most, or invent new ones!
Mini-Expansion: Shape your Path
How it works: This expansion introduces 6 special Cards. They are objective cards. Draw 2 of them randomly and place them visible to both players. The first player that satisfies the condition indicated will take the corresponding card. Once the first card is captured, both players will play one more play round and then the game is over.
- Mission 1 — Setup: place 8 Dark Shadow Tiles as shown. Goal: win 2 Magic Battles. Reward: 15 XP.
- Mission 2 — Setup: place 6 Dark Shadow Tiles as shown. Goal: Get 4 Lava Crystals on your Personal Board. Reward: 15 XP.
- Mission 3 — Setup: place 6 Dark Shadow Tiles as shown. Goal: Have 4 Characters on the Map. Reward: 15 XP.
- Mission 4 — Setup: place 8 Dark Shadow Tiles as shown. Goal: Conquer 5 Magic Lands. Reward: 12 XP.
- Mission 5 (Create your mission) — Setup: place 6 Dark Shadow Tiles as shown. Goal: Create a custom goal. Reward: 20 XP.
- Mission 6 — Setup: place 8 Dark Shadow Tiles as shown. Goal: Have 10 visible Shadow Tiles built on the Map. Reward: 20 XP.
Team Mode
Team mode for 3 players (2 vs 1) or 4 players (2 vs 2) - Read full rules first!
Ynaros Fallin is not only for 2 players! You can share Mystical Might of your Shamans and Followers with another player. Here below you will find the rules to play the Team mode.
Resources and Characters
Resources on the Personal Board are shared between players of the same team (Shadow Die, Magic Lands, Magic Crystals, Evocation Tokens and any other resources).
Shadow Cards are the only resource that players of the same team do not share. Each player has their own Shadow Cards (each player can have a max of 10 cards in hand).
Characters (both Shamans and Followers) are not shared between players of the same team: one player will control the Shamans and the other the Followers. At the beginning of the game, each Team receives 2 Character cards, a Shaman one and a Follower one. Each player of the Team will pick a Character Card randomly and will reveal it, to show to everybody which type of Character they will control.
Gameplay (follows the normal rules with 2 exceptions)
There are 1 or 2 Teams (Team Blue and/or Team Yellow). A player of each team rolls their Shadow Die to determine which team will start.
Play turn order example: Player A, Player B, Player D, Player C (turns alternate between teams, then between teammates).
In a 3 players game, the player not on a team will play all rounds and will control all Characters of their faction, just as they would play in a 2 player game.
Swap your Characters: You can sacrifice one of your Deeds actions to exchange your Character Card with your Teammate. If you were controlling Followers, you now control Shamans and vice versa.
Magic Battles (Team Mode)
Magic Battles will be played as usual, between an Attacker and a Defender. Only the two players that control the attacking and the defending Characters will be involved in the Battle.
Playturn Recap
1. Deeds phase — Take up to two actions. These can be 2 different Actions, or the same Action twice.
- DRAW: Draw 5 Shadow Cards from the Common deck.
- PLAY: Play Shadow Cards to increase your Shadow Die value.
- MOVE: Use your Shadow Die to move 1 or multiple characters (Shamans or Followers).
- CONTROL: Play a Magic Crystal against an opponent's Character to control their power.
2. Fate Phase (Events) — This phase only applies if you are located on a Magic Land or you share a space with an opponent's Character. You will resolve them in this phase of your turn.
- ACTIVATE/DISCOVER: Mystical Source/Magic Land(s).
- CONQUER: A Magic Land if you fulfill the requirements.
- FIGHT: a Magic Battle if your Shaman occupies the same space as one of the opponent's Characters.
- EVOKE: A new Follower or evolve a Follower into a Shaman.
3. Cantrips Phase — After Deeds and Fate Phases, you can perform either or both of the two Cantrips, in the order you prefer.
- HARNESS: get the bonuses from Volcano Lands you control and decay their Energy.
- FOCUS: move up to 3 Magic Crystals from your Personal Board onto the Conversion Area.