Dumb Wizards Save the MultiVerse Rulebook

Page 1

The wizards instantly jumped to their feet. Determined not to go househunting again until their lease was up, they jumped into the hole. Filled with hope and fear, but lacking any real understanding of the situation, they were 4 Dumb Wizard Friends on a quest to save the Multiverse...

Losing the Game There are 3 possible ways to lose: 1. If there are not enough Natives to extract all the Gems from. 2. If any entire Universe becomes destroyed. 3. If friendly Natives cannot be reached due to destroyed Zones.

“If we don’t fix this, we’re going to get kicked out of the house! And we’ll definitely lose our deposit!” The other wizards stared at him blankly, too dumb to grasp the gravity of the situation.

Winning the Game: Once players have retrieved 4 Element Gems from their respective friendly Natives, they can combine elemental power to form the Ultimate Power, save the Multiverse and win the game!

“You fool!” shouted the Dimension Wizard, the least dumb of the four. “We didn’t stop it! We ripped a hole in space-time! It’s not just melting the earth anymore; it’s obliterating the foundations of the Multiverse! The only way to mend Space-Time is if we travel across the Universes and combine the elemental gems to form the Ultimate Power, or the Multiverse is doomed!” Once upon a time, in a land far, far away, there were 4 dumb wizards. Desperate for a place to stay in a time of soaring rent prices, they were forced to live together in a modest house share. One day while trying to make a healing potion, the Mind Control Wizard tripped over his own feet and spilled the mixture on the floor. The potion burned through their kitchen floor, the foundations of the house, then the bedrock. As the hole grew deeper and deeper, the wizards began to panic. In a fit of hysteria, they began to cast any spells they could think of at the hole, in the hope that maybe one would prevent the hole from reaching the earth’s core. Approximately twenty dodgy potions later, there was a blinding flash. After getting his bearings, the Mind Control Wizard rubbed his eyes and peered down the hole. “Well it’s stopped getting deeper” he declared, satisfied with the resolution.

GAME END Chan ce 70mm Deck – pu rple de X100m sign on m back

3. Place this card in the Chance Deck discard pile. 2. Place all the cards back on top of the Universe Deck. Demen

Demen ted ca X4 co rd pies

ted!

1. Shuffle all the cards in the Universe Deck discard pile. 1. Shuff le all the car Unive rse De ds in ck dis the card pil e.

SAVE THE MULTIVERSE

2. Pla ce all the car top of ds ba the Un ck on iverse Deck. 3. Pla ce thi s card Deck in the discar Chan d pile. ce

Demented!

DUMB WIZARD FRIENDS

When this card is drawn...

Spell and C haos X2 co Cards pi 28 ca es of each rds in total

Spell

Spell Spell

Telep ort to anyw a Zone here on the bo ard for 1 ac tion

Chan ce Dec k – pu man my Native on board X10 0mmthe rple design to any Zo ne for 1 ac tion

on back le design ck – purp Chance De mm You can kee 70mmX100 it during p this card any turn

and pla for 1 act y ion

Demented!

Chance 70mmX100 card Demented X4 copies

You can kee it during p this card and any turn pla for 1 act y ion

Ruptur e all Zo nes in curren t Dim ensio n!

You mu st pla then pla ce it in y this card imm the Chanc ediately e Deck discard pile

name

on fr ont,

y Valle

Green

y

ater

Universe

Shun

ned Br idge Magic

Corp

back on the cards 2. Place all Deck. Universe top of the

HQ Tom

Weep

ing F orest

over a destro Zone yed for 1 ac tion

kee it during p this card and any turn pla for 1 act y ion

You can kee it during p this card and any turn pla for 1 act y ion

back on the cards 2. Place all Deck. Universe top of the

Chaos

Chance card in the 3. Place this ard pile. Deck disc

one of your cards Spell to play ell er on Sp your right

back

Move

ard pile. Deck disc You can

Spell

rds Chaos Ca Spell and of each X2 copies al ell Sp in tot Chao s 28 cards

Spell

Spell and C hao turn X2 co Re s ell a Sp Car pi to ds sc ea 28 ca esdiof d ch piell le Sp rds in ar total

Spell Choose

yed r a destro Move ove 1 action Zone for

h the a frien Zones wit dly Na Switch becom tivyou e tor right on e yer ho pla stile Move

n.

1 actio

ith ses w

iver een un

ly with

1 actio

n.

y with 1 actio n.

Chaos

turn for es y same ivers 1 action (in the een Un e betw 2. Mov2 actions). a card (for ceive ). or re rse a Gem 3. Give same unive e for Gem Cards). tiv (if in ing th Na ade wihave 3 match 4. Tr you

1.

Chaos

Chaos

betw

rses w ith 1 ac tion.

Chaos

Chaos

Chaos

Keep thi s card player has 3 ma in your han d. tching with a eleme When any on native e for an ele nts you may trade ment sto ne.

Move

card

Chaos

Chaos

You can kee it during p this card andChaos any turn pla for 1 act y ion

yer Zone of pla ve to the on your left

Mo You to ivecan friendly Natit duringkeep this card and any turn Choose a pla tile for 1 act y ion become hos

Move

4 Wizard figurines

Place thi s card in the pile afte Game discar r use. d

Gem C X5 of ards each

Fire

rds Chaos Ca Spell and of each X2 copies al tot in Fluffin s gton 28 card

Chance card in the 3. Place this ard pile. Deck disc

s

4 Wizard cards

r use.

Air

Action

d stroye h a de throug 1 action. Move for Zone

Wibbl

er of Play

ne to ge Zo any ed 1 action. for rt from Zone Telepo r edge anothe

aDre geam s an d byig Shattered uar Elle’s Est ger Bridge of

The Schulm

Chaos

Air N ative

Stephe

Telepo rt anothe from any ed r edge ge Zo ne to Zone for 1 ac tion.

e im

rd 70mm s in total X100m m p

your oice fo r 1 ac tion

Demen ted ca X4 co rd pi s in the es all the card

(when Chaos Spell to Return a ll ll You can Ruptur of your Spe of your Spe it durin discard pile Pass one Pass one e all Zo player on player on nes in curren Chaos cards to cards to t Dim ht en sion! Holy Zone Tu rent Zone 1. Mo your rig your right n’s Ho Desert ve to all frien e currn e current tur tur in in us an Rup Rup (in Place e adjac the sam dly Na ediately d ndly Natives ndly Natives a e Univer ent Zo Chaos your tives in W nefrie this card imm of Eyelan 2. Mo se). n all ildve-be Tur Turn all frie Zone ckur Fire Native on You must play Chance Deck discard Republic ca hos atitile eN e hostile hostile twrd on bayo Repu es(foin een N in the ve r 2 act curren Telepo Zones in your Zon your Zon Una ediately Spilly then place it ions). ive ic eofall Zon3. tur tirse House this card imm t zone Rupbl Rupture all ve s rtat Ru Hill X1 of draw card Eyelens ! Give! or ptur ion ion Plac You must play Chance Deck discard pile Stephen’s Weeping Forest ioenan ens and e curr receiv Ch WEa each (if in in the ely izrt e current Dim current Dim same ent Zo ar then place it card immediat rd pile univer a card tel hdNativ this Mo Pa l play ne se) 4. yo sta d must ss disca . Trade You Cryur cu Deck one of ly Hill Place thi e on Weepi Wizar in the Chance rrenSpil You mu (when with Na s card in your ediately ediately tive for ng Fo then place it st pla this ctible t zone you hav cards Spell the Ga this card imm this card imm ps rest e 3 ma Place a Gemthen place it styru nted card me dis to play pile afte You must play Chance Deck discard pile You must play Chance Deck discard pile The Lum me tching in the Ch card immedi In Des cardert De y de a r use de Hol Gem er the the W ate In in in ance De . ly ater st on Cards) ediately ediately your then place it then place it ck discar . Naructib this card imm this card imm your right pile rd pile d pile You must play Place thi Re disca X4 copies You must play Chance Deck YouChan curren tive on le Wizar turd mustce Deck disca rn a Sp s card in in the theinnthe d t zone ediately ediately place it play this card imm the ell to then place it then place it Place this card imm this card imm in the Ch pile afte Game discar discar You must play Chance Deck discard pile You must play Chance Deck discard pile ance De ediately r use. an Ai d izard d pile Demented! ck discar in the in the r Nativ Choose tion W d pile then place it then place it immediately immediately your cardmu thisYou a frien Place thi ontaYou must play this card Deck playthe rd pile rd pile currenelepeor st must disca disca pla You s card in Deck y this car n place T t zone ce it in in the Chance in the Chan the becom the Chanc d immediate then place it Place th then place it pile afte Game discar eh ly Earth e Deck r use. e Wild d discard -card pile on yo You mu desig Nativ st pla Place thi ur cu then pla the n on e s card in rrent cards in ce it in y this card imm the all le the Chanc the back 1. Shuff ediately zone ard pile. pile afte Game dis e Deck W Deck disc

r Nati ve

l Mot el

e

DUMB WIZARD FRIENDS SAVE THE MULTIVERSE is a collaborative design ed on back – purple nt, Destr ance Deck game for 2 to e4Uannplayers, aged 8 oyyears andChover. Game play lasts around 45 minutes. me on fro na mm d 00 iver 70mmX1 imag s – Zone X1 co se Deck – ne Card ZoThis game py of Faded each includes: each 24 ca Zon X1 copy of in total 24 cards mm 70mmX100

Wate

Crysta

Pastur

oor The Neverd Bleak Pasture

Universe

4 Demented Cards

1. Ruptu re the Unive 2. Take rse up to 3 actio 3. Take ns your Chan ces

iend tive fr any Na Turn

Bleak

betwee

y

n unive

Estuar

Native

Move throug h a de Zone for 1 ac stroyed tion.

COMPONENTS

Earth

The Lu mps

card Demented Mend aX4 pies Zone co of ch

to You mu r st pla Spel then pla Order Zon l e of you ce it in y this car d imm ndediaatel Me the Chanc Telep y Gem card Gem card e Deck 1 action ort to discarfor Receive a Receive a choice anyw a Zone d pile You mu here on yer in any yer in any a st play this to a to pla pla d d Sp a a the m m car car n el fro fro place it cara e bo ion d Gem l e athGem e in theGiv forGiv for 1 action Chance immediateldim d ension Move any ension for 1 act ension 1 actio anyar dim Deckany y the the dim dimension Native Native on Native on ay player inn player in discard pile board on You mu Move any Move any ofthPl and play st pla e to an Sp then pla er Zone for 1 action for 1 action elkeep any Zone yto n ce it in y this card imm l this card Ord You can Zoane Zone rd to any board to to a Zone the Chanc ediatelgyany turn for 1 actio Give boa fo r epo 1 acrt Teleport Tel a Gem 1 action e Deckit durin rd tion the board 1 action card and play boa discard this for for the ca keep pl e on on can rd ay pile s ere You You mu er in 1 action to a rdwh any anywhere e the Univers st pla g any turn for any di r Ca Order then pla durin te it play ion ion and ac ur act act ce it in men this card pt 1 of play tions for 1 for th d 1. Ru for 1 ac Receive d Char You can keepsionfor 1 action ar to 3 ac an ar iz up iz turn d s tio W any ke W a Gem actions ce ng it durin You can on play 2. Ta ch and play Chan from card kee this card and n onsiba keep this card action a play canur ke yo it during p this card and Dimen X1 of eaX100mm You can keep ck Dimen 3. TaYou er in turn for 1 turn for 1 actio any turn dimen play m sion it during any it during any an play play for and and sio y 1 100m card card act Wizar this n fokeep ion Mend r 1 this aos You can keep You can d Ch ac for 1 action You can for 1 action turn turn tio a s any any g g Zo n n kee ne of it durin it durin play play it during p this card and Actio choice your this card and n this card and n ard any turn pla You can keep You can keep for 1 ac Chaos for 1 act y turn for 1 actio turn for 1 actio ol Wiz tion ion it during any it during any play play Mov Contr You can keep this card and this card and nent ZoneYou can n You can keep actio jac kee Chaos Mind for 1ad turn for 1 actio an it during p this card and g anyeturn ). Z it during any it durinM Ord ov to Universe any pla

Turn any Na tive

oor

You mu st pla Sp then pla ce it in y this card imm ellns on the Chanc acedi tioately anedDeckell Sp discard pile of play

Spell

Fire N ative

The Ne verd Elle’s

3. Pla ce thi s card Deck in the discar Chan ce Passd pile.

Spell

14 Chaos cards

friendl

red Dr eams

Chaos

2. Pla ce all the car top of ds ba the Un ck on iverse Deck.

s Cards and Chao s of each Ruptur X2 copie e cual in tot rrent Zone 28 cards

You mu st pla Sp then pla ce it in y this card imm ell the Chanc ediately e Deck Sp discarell d pile

Spell

of Sh atte

lmp

1. Shuff le all the car Unive rse De ds in ck dis the card pil e.

all frien nce dl Cha y Nativ yoin card urthe es in Zone Place this Spell hostile ard pile. Deck disc

3.

Wizar d Char X1 of acter each Cards 100m mX100 mm

The Sc hu

You can ted! kee it during p this card and any turn play for 1 act le ion 1. Shuff

Chaos

Turn

Spell

Receive a Gem from card a play er dimen sion fo in any r 1 ac tion

Demen

Chaos

back on the cards 2. Place all Deck. Universe top of the

Spell

back

Demented!

You can kee it during p this card and any turn pla for 1 act y ion

s in the all the card 1. Shuffle ard pile. Deck disc Universe

Your team of Dumb Wizards have been scattered across the collapsing Multiverse, ready for action. You must all work together to mend the tear. The goal is simple: you must collect 3 of each Element card (Fire, Earth, Water, Air) and retrieve 4 Element Gems from the Friendly Natives. These will then combine together to form the Ultimate Power, the only spell strong enough to mend the tear. Friendly Natives have come to greet you, ready to help. But as the wizards travel through the Universes, the tear widens and the zones begin to destruct, turning Natives angry and hostile. If an Zone Mind Card Contr s – Z becomes destroyed, friendly Natives become destroyed, or indeed ol Wiz entire2X41Universe the copy one im ard of age a cards each nd na in tota me o 70 m n frodestroyed, the Multiverse will fragment and burn and mX10 pathways to0mreach them become l n t, Destr m o on ba ck all Wizardkind will be destroyed forever.yedWill you save the Multiverse in time? Bridge

on

back Give a Gem ca player sign on rp in le de rd to a Deck – pufo any dimensio r 1 ac n tion mm

Chaos

OBJECT OF THE GAME

Spell

M70 ove

discard

pile

You mu st pla then pla ce it in y this card imm the Chanc ediately e Deck discard pile

You mu st pla then pla ce it in y this card i the Chanc eD

4 Element Gems Spell

Spell

SETTING UP THE GAME

k Spiky Roc

n Spiky Spell back Fluffingto Rock Elle’s , Green design on Keep thi s Spell Tom pla frontEstuary yer has card in your han 3 match r name on ing eleme d. When any ell with a HQ native and bigge nts you Spone e gic Corp ag for an Ma ma im ck ba element stone.y trade The S Keep thi ded Zone s card design on ell ch player le Bridge rp ulm Deck – Fa has 3 ma in your han puSp Shunned p d. tching Universe ce Deck – with a eleme When any on native e each Wibbly Valley Spell Chan for an ele nts you may mm trade Keep thi ment sto Bleak X1 copy of e of your s card in ne. 70mmX100 player Pastu total Mend a Zon Th d hasca your in s car e ion La rd 3 mard ed a Gem me In re tching hand. Whenice for 1 act 24 ca mentany with a ReceiveDe elementscho any on ferno e mm you ma yer in s native for an eleme y trade m a pla card to a pie froH co 70mmX100 nt X4 ion sto act o ne. Give a Gem ly for 1 ion

es with the Switch Zon your right player on

yed r a destro Move ove 1 action Zone for

1. Create the Multiverse 2. Set Out Cards 20 Element cards 24 Zone cards Shuffle the 24 Zone cards (purple Separate remaining cards into 2 separate Deser t Demented! Hill reverse) and place them outer space decks: the Universe deck (purple/pink Spilly on Spilly Hill rt Fire N Chan Holy Dese ative ce location-side up in 4 rows of 6. Leave a reverse) and the Chance deck (green 70mm Deck – pu ak Pasture Ble rple X100m design E m lmp on ba arth Nati The Schu Native ve ck small gap between each Zone card. This reverse). The Universe deck consists of C s ry a ao rds Ch X2 of Elle’s Estua Wate aoseach 70 Chm Forest ative Wibb mX10 Each row Weeping gridr Nbecomes the game board. Zones which correspond to the Zones ly Va 0 s m A ao lley ce m Ch tate Air N ative rds Chaos Magic s Ca of 6 Zone cards represents a Universe. on the board. The Chance deck consists Chao Corp Spell and HQ Chaos W ild-ca of each Native rd Na X2 copies draw Spell tive Chaos in total Spell, Chaos, New Native Tom card of eaElement, 28 cards Your wizard pawns must navigate through X1of ch Demen Demen ell Chaos Sp ted! ted ca Shun X4 coUniverses rd Spell quest. these in their and Demented cards. Shuffle both decks ned B pies ridge Spell Fluffin Spell and place them face down in separate gton Spell Spiky piles. Place Native cards (transparent, back Spiky Rock Spell Earth Rock design on 24 MultiverseRucards rpleNew ck – pu5 Native Cards Fluffington pure Cards Chance De mm Bridge smiley face top left corner) and Rupture 00 d X1 ne X2 of each un W mm Sh 70 ater mm card Universe Deck – Faded Zone image andDeck bigger name design on front, Green design on back 70mmX100 Tom – purple Demented X1 copy of each cards (transparent) in Chance 2 separate deckson back 70mmX100mm Acetate rp HQ X4 copies Co A ir gic Ma 24 cards in total 20 Rupture Wibbly Valley d! Demente Spell 70mmX100mm beside these. and C Gem Fire hao Ca X Fire Fi sh

Pond

to a Zone Teleport board Do ere on the wh wns any for 1 action

Derpy

the Native on Move any any Zone board to for 1 action

Fish

Pond Fire Fish

The

Cards

play this card and n You can keep 1 actio g any turn for

durin ous itW ell

play this card and n You can keep turn for 1 actio it during any

back on the cards 2. Place all Deck. Universe top of the

Bridge of Shattered Dreams

Indefinite

Indefin Well ite Stea m

Ominous

play this card and n You can keep turn for 1 actio it during any

play this card and n You can keep turn for 1 actio it during any

play this card and n You can keep turn for 1 actio it during any

The Neverdoor

The Lumps

Steamer

er

Chance card in the 3. Place this ard pile. Deck disc

yer Zone of pla Move to the ive to on your left friendly Nat an Ea Choose a rth Na tile your tive on Zone Cards – Zone image and name on front, Destroyed on backa Spell to become hos curren urn Ret X1 copy of each ll t zone you PlacreSpe cardsof in total one discard pile Pass24 a Wat 70mmX100mm on er Na player your tive on cards to Place thi curren The Schulmp Elle’s Estuary Bleak Pasture Holy Desert Spilly Hill Weeping Forest s card in e 1. r right t zone rent Zon the Un Shuffle all the you Place me dis pile afte Ga Rupture cur cards ives in rse card Nat r use. ive an Ai Deck y in ediately the ndl es with the discar r Nativ this card imm d pile. Turn all frie your Switch Zon You must play Chance Deck discard pile e on Place thi e hostile curren your right theyed it in s card in ely Zones in tro your Zon des t zone then player on r aplace card immediat rd pile ve ove the Ga this Pl Rupture all play ac me Mo pile afte e Deck discard You must ension! r use. e disca 2. Pla r ce th the Chan Wild-c Zone for 1 action it inyou ely ce all of current Dim place ediat e then imm on yo the car ard Na card top of play this Mend a Zon ds ba Place ce ur cu must car d discard pile You tiv the Un Deck ck on ion thi e act s Gem rr Chan 1 car a iverse ent zo in the d in the ice for Deck. immediately Receivethen place it ne pile afte Gamecho discard a card Deck discard pile m a player in any mustdplay tothis Youcar r use. fro in the Chance ely Give a Gem then place it ension for 1 action card immediat 3. pile Place thi play this dim ce thi must on the Deck discard Pla dimension any You ive s card in car Nat d in the Deckyer sin pla in the Chance the discar ediatelyMove any play Chan then place it pile afte Game discar d pil 1 e.action this card imm ce Zone this card and n for pile play e r use. rd d Wibbly Valley Shunned Bridge Magic Corp HQ Tom Fluffington Spiky Rock any must disca to You You can keep a Zon Chance Deck board turn for 1 actio rt to place it in the rd Telepothen ediately it during any play boa this card imm this card and n for 1 action You must play Chance Deck discard pile where on the You can keep turn for 1 actio any in the it during any play then place it this card and for 1 action

Place

Place thi s card in the pile afte Game discar r use. d

Spell

(transparent)

s in the all the card 1. Shuffle ard pile. Deck disc Universe card and play

play this card and n You can keep turn for 1 actio it during any

Spell

this n You can keep turn for 1 actio it during any

Keep thi s card in player play has 3card r han andyou this match ing ele n me d. When any You can h a nat Tekeep for 1 actio one lepwitturn nts you s back on it during anyort toive for an ele may trae all the card . an a Zonement sto 2. Plac Keep Deck de ywhe erse this car ne.top of the Univ re on d in you player has the bo r hand. Move wit 3 matching ele Wh ard for 1 ac anyh aNa ments en any one native tion for an eleme you may tra e on boardthe Chativ nce thent stone. de in to ans card aoy e this

Chaos You can kee it during p this card and any turn pla for 1 act y ion

8 Native Cards (transparent)

Omin

PlacFish Pit e a Fi re Na your tive on curren t zone

ns Derpy Dow

rno Lame Infe

dimension

s in the all the card 1. Shuffle ard pile. Deck disc Universe

Pit

play this card and n You can keep turn for 1 actio it during any

play this card and n You can keep turn for 1 actio it during any

any dimens player in for 1 action

Zones in Rupture all ension! current Dim Spell

Chaos

Spell

14 Spell cards

Ch

3. Plac for ard pile. Deck disc

Zone 1 actio n

The Lame Inferno

Keep thi s Cards ao Ch s pla yer has card in your Spell anGidve 3 ma ch tching hand. When awit Ge elements any on s of hea pie natca e ive for you rdanto ayer in am X2 copl eleme a nt stomay trade totyal in an ne. dimen 28 cards for 1 ac sion

rent Zone Rupture cur Spell

in

c

Fire Fish Pond

aos ChSp ell

Derpy Downs

Keep thi s

yer has card in yourr Spell Repla 3 ma ceive you hand. Wh oftch s one en wit a Ge eleme mingca native frPas on nts you any one om a h ato plaforyer an rd player element may trade cards dimen stone. inSp ht anell rig Bridge of Shattered Dreams The The Lumps rNeverdoor sioyou y n fo r 1 ac tion

Chaos Fish Pit

Ominous Well

Mend a Zone of your choice for 1 ac tion

yer Zone of pla Move to the on your left

to

ell

Stephen’s House

Republic of Eyeland

neral CardsandGe play Rupure keep this card You can each? for 1 action X20 itof during any turn of

Universe Deck

Ruptplay urn e this card and You can keep turn for 1 actio it during any

play this card and n You can keep actio Forest turn for 1 Weeping it during any

curren

t Zone

Weeping Forest

Elle’s Estuary

The Schulmp

Chance Deck Spell

B

2. Place all the cards back on top of the Universe Deck.

3. Place this card in the Chance Deck discard pile.

ediately this card imm You must play Chance Deck discard pile place it in the

ediately

Move

1. Shuffle all the cards in the Universe Deck discard pile.

Spell

then h the this card immes wit pile ovmust er play Zon You Deck discard a de ce itch Chan stro in the it Sw Zo place ediately yedyour right thenne for pla on this card imm pileyed desrdtro 1 acyer r a disca You must playve oveDeck tion Switc Mo in the Chance ion You can ediately h Zone then place it your kee this play this card imm e of e for 1 act pile Zon rd Zon disca it during Youp must pl a car Deck ayer on s with the d and nd Chan any turitn inMe the place Native ediatelycard your for 1 act y for 1 action then place a Gem Chaos card imm eive this right ice pile Rec choion discard You must play ce Deckyer in any You can X2 of Cards in the Chan kee elyd to a a pla car – Faded Zone image and bigger name on front, Green design on back then place it Universe fromDeck immediat each it during p this card and Gem e acard Givthis 1 action any turn X1 copy of each play discard pile for ion You must play 70 Deck ens ion ce for 1 act mmX ens Chaos24dim cards in total in the Chan any dim ion then place itplayer in 10 70mmX100mm 0 You mm Acecan play this card and takeep for 1 action

Chaos

Demented X4 copies

Demented!

Indefinite Steamer

ive friendly Nat Choose a tile ell Sp becom Spe hos

Spell to Return a discard pile Spell Crystal Motel

Chaos

Chaos

Spell

You can kee it during p this card and any turn pla for 1 act y ion

ely on the ive ediat Nat card imm thisany playve rd pile Mo You must ce Deck disca Zone Ru it in the Chan rd to any to a Zonepture then all place Zones boa Teleport currrd in for 1 action ent Di on the boa mensio anywhere Tu n! rn all friendl for 1 action y Nativ your es in Zone hostile

You mu st play this then pla d play

rds X5 of each

Spell Chaos

tion

You can y Natives keep this it all frie carndl during n any d Tur play tile turn for and e hos 1 act Spell your Zon ion

n You can keep turn for 1 actio it during any

2 copi s Car play es of this card and n ds 28 ca You can keepea for 1 actio turnch rdsit durin ing any total

Spell and X2 copies 28 cards

Spell

Spell

Move any Native on the board to any Zone

Give a Gem card to a player in any dimension for 1 action

te

play this card and n You can keep turn for 1 actio it during any Elle’s Estuary

Pass on e of yo ur Sp cards ell

The Schulmp

Chaos

this car can keep it during n any turn d andYou play g any turn for 1 actio for 1 actit durin play ion this card and n You can keep You can turn for 1 actio kee it during any it during p this card and any turn pla for 1 act y ion

Bleak Pasture

Holy Desert

Chaos

Spilly Hill

Chaos

Chaos

Teleport to a Zone anywhere on the board for 1 action Wibbly Valley

for 1 action Magic Corp HQ

Tom

S


3. Friendly Natives Appear Remove 4 Native cards from the Native deck – 1 of each element (fire, water, air, earth). Draw 1 card at a time from the Universe deck to determine on which Zone to place the Native. Place the Native card on top of its affected Zone card on the board to signify its presence. When placing a Native card, ensure its emoticon is on top-left corner with a smiley face. This indicates that the Native is friendly. Repeat this until all 4 Natives have their position on the board. Return used Universe cards to Universe Discard pile.

4. The Multiverse Begins to Rupture Draw another 5 Universe cards from the top of the Universe deck. As before, the Zone name on the card indicates what area is affected. This time, pick up a Rupture card and place on the affected area. Return used Universe card to Universe Discard pile.

Now you are ready to play! The player who most resembles their character goes first. Play continues in a clockwise direction. On every turn, the active player must: 1. Rupture the Multiverse! 2. Take up to 4 actions 3. Take 2 Chances Rupure Cards X2 of each 70mmX100mm Acetate

Fire Native

=

GAMEPLAY

Earth Native

Water Native

1. RUPTURE THE MULTIVERSE! • If the affected Zone card is already ruptured, the Zone becomes destroyed! The hapless wizards’ misfired spells are – You must flip the card around to its fast resulting in ruptures in the Multiverse. Zone Cards – Zone image and name on front, Destroyed on back X1 copy of each Destroyed (purple) side. Select 2 cards from the Universe 24 deck cards in to total Zone Cards – Zone image and name Zoneon Cards front,– Destroyed Zone image onand back name on70mmX100mm front, Destroyed on back – Discard any rupture card present on X1 copy of each X1 copy of each Native draw card have determine which unfortunate Zones 24 cards in total 24 cards in total X1 of each 70mmX100mm the Zone to the Rupture Discard pile. Air Native beenWild-card hit70mmX100mm thisNative time. Cards should be drawn – Discard corresponding Universe 1 at a time: 1 from the top of the deck, card to the Game Discard pile. and 1 from the bottom. For each card – Any Native card present on the Zone drawn, find its corresponding Zone on the has been permanently destroyed. board, and do one of the following: This Native card must placed Place an Air Native on Place the Wild-card Native Zonebe Cards – Zone in image and name on front, Destroyed on back • If the affected Zone card is clear, place your current zone on your current zone X1 copy of each the Game Discard pile. 24 cards in total a Rupture card on it. This area has 70mmX100mm now ruptured. The Schulmp

The Schulmp

Place a Water Native on Rupture Cards your current zone

Place a Fire Native on your current zone

Place an Earth Native on your current zone

Fire

Elle’s EstuaryThe Schulmp

Place this card in the Game discard pile after use.

Place a Fire Native on your current zone

Place an Earth Native on your current zone

Water Native Earth

Place this card in the Game discard pile after use.

Place this card in the Game discard pile after use.

Place this card in the Game discard Keep this card inpile your hand. after use.When any one player has 3 matching elements you may trade with a native for an element stone.

Fire Native

Earth Native

Water

Air

=

Earth

=

Place a Fire Native on your current zone

Place this card in the Game discard

ire Native

Place a Water Native on your current zone

Water

Place this card in the Game discard pile after use.

Place this card in the Game discard pile after use.

Place this card in the Game discard pile after use.

Wibbly Valley

Shunned Bridge Wibbly Valley

Place this card in the Game discard Keep this card inpile your hand. after use.When any one player has 3 matching elements you may trade with a native for an element stone.

The Lame Inferno

Keep this card in your hand. When any one player has 3 matching elements you may trade with a native for an element stone.

The Schulmp

Earth

Place this card in the Game discard

afterhand. use. When any one Keep this card pile in your player has 3 matching elements you may trade with a native for an element stone.

afterhand. use. When any one Keep this card pile in your player has 3 matching elements you may trade with a native for an element stone.

Earth Native

Water Native

Air Native

Earth

Water

Place an Earth Native on your current zone

Place a Water Native on your current zone

Place an Air Native on your current zone

s card in the Game discard pile after use.

Place this card in the Game discard pile after use.

Place this card in the Game discard pile after use. Keep this card in your hand. When any one player has 3 matching elements you may trade with a native for an element stone.

Place this card in the Game discard pile after use. Keep this card in your hand. When any one player has 3 matching elements you may trade with a native for an element stone.

Water

Air

Fire

Place this card in the Game discard

Place this card in the Game discard pile after use.

afterhand. use. When any one Keep this card pile in your player has 3 matching elements you may trade with a native for an element stone.

Air

Wibbly Valley

Place this card in the Game discard pile after use. Keep this card in your hand. When any one player has 3 matching elements you may trade with a native for an element stone.

Players cannot play additional Native or Rupture cards on a destroyed Zone. Once a Zone becomes destroyed, the player is no longer able to pass through. If an entire Universe becomes destroyed, the Multiverse cannot be recovered and the game ends in defeat! Keep this card in your hand. When any one player has 3 matching elements you may trade with a native for an element stone.

Keep this card in your hand. When any one player has 3 matching elements you may trade with a native for an element stone.

Zone Cards – Zone image and name on front, Destroyed on back Zone Cards – Zone image and name on front, Destroyed on back X1 copy of each X1 copy of each 24 cards in total 24 cards in total 70mmX100mm 70mmX100mm The Schulmp

Elle’s Estuary

Bleak ThePasture Schulmp

Holy Elle’sDesert Estuary

Spilly Pasture Hill Bleak

Weeping Forest Holy Desert

Zone Cards – Zone image and name on front, Destroyed Zone Cards on back – Zone image Zone andCards name – on Zone front, image Destroyed and name on back on front, Destroyed on back X1 copy of each X1 copy of each X1 copy of each 24 cards in total 24 cards in total 24 cards in total 70mmX100mm 70mmX100mm 70mmX100mm Wibbly Valley

The Schulmp Shunned Bridge

Wibbly Valley Elle’s Estuary Magic Corp HQ

Shunned Bridge Bleak The Schulmp Pasture Tom

Magic Corp HQ Elle’s Holy The Schulmp Desert Estuary Fluffington

Tom Bleak Elle’s Spilly Pasture Estuary Hill Spiky Rock

Zone Cards – Zone image and name on front, Destroyed on back X1 copy of each 24 cards in total 70mmX100mm The Lame Inferno

Wibbly Valley Fire Fish Pond

The Lame Inferno Shunned Bridge The Schulmp Derpy Downs

Fire Fish Pond Magic Wibbly Corp HQ Elle’s Estuary Fish PitValley

The Schulmp Lame Inferno The Neverdoor

Elle’s The Schulmp Estuary Fire Fish Pond Wibbly Valley The Lumps

Universe Deck – Faded Zone image and bigger name on front, Green design on back X1 copy of each Wibbly Valley Shunned Wibbly Valley Bridge The Lame Inferno 24 cards in total 70mmX100mm

Bleak Elle’s The Schulmp Pasture Estuary The Derpy Lame Downs Inferno Shunned Bridge Crystal Motel

Derpy Downs Shunned Wibbly Tom Valley Bridge Bleak Pasture Ominous Well

Fish Pit Shunned Magic Fluffington Corp Bridge HQ Holy Desert Indefinite Steamer

Bleak Elle’s Holy The Schulmp Desert Pasture Estuary The Fire Fish Lame Fish Pit Inferno Pond Magic Corp HQ Stephen’s House

Bleak Elle’s Holy The Spilly Schulmp Desert Pasture Estuary Hill Ominous Fire Derpy Fish Downs Well Pond Tom Republic of Eyeland

Game with 1 Destroyed Universe Shunned Magic Wibbly Corp Valley Bridge HQ Fire Fish Pond

Shunned Magic Wibbly Tom Corp Valley Bridge HQ Derpy Downs

Shunned Magic Fluffington Wibbly Tom Corp Valley Bridge HQ Fish Pit

Hostile Natives:

All Natives begin as friendly and welcoming. However, if the Native’s Zone becomes ruptured, this causes the Native to become hostile. To turn a Native friendly, players must first mend their ruptured zone, then spend an action smothing things over. Players are unable to extract elements from hostile Natives. If both Natives of a same elemental type become destroyed or unreachable, and there is no Wild-card Native in play, the game ends in defeat! Weeping Forest

Elle’s Estuary

The Lame Inferno

Wibbly Valley

Magic Corp HQ

The Schulmp

The Fire Lame Fish Inferno Pond

Tom

Bleak Pasture

The Fire Derpy Lame Fish Downs Inferno Pond

Shunned Bridge

Holy Desert

The Fire Derpy Fish Lame Fish Downs Pit Inferno Pond

Fluffington

Spilly Hill

The Ominous Fire Derpy Fish Lame Fish Downs Pit Well Inferno Pond

Spiky Rock

Zone Cards – Zone image and name on front, Destroyed on back X1 copy of each 24 cards in total 70mmX100mm

Zone Cards – Zone image and name on front, Destroyed on back X1 copy of each 24 cards in total 70mmX100mm The Schulmp

Elle’s Estuary

Bleak Pasture

Holy Desert

Wibbly Valley

Shunned Bridge

Magic Corp HQ

Tom

2. TAKE UP TO 3 ACTIONS You are allowed to take up to 3 actions per turn. You and your teammates must collaborate together to decide the most appropriate actions to take on each player’s turn. Select Native any combination of Cards the following actions:X2 of each 70mmX100mm • Move to an adjacent Zone in Acetate your Universe • Mend a Zone • Turn hostile Native friendly • Teleport to an adjacent Universe (2 actions) • Give Element card to fellow wizard in same Universe • Cast spell from Spell Card • Receive Element Gem from friendly Native

Spilly Hill

Weeping Forest

Fluffington Weeping Bleak Holy Desert Pasture Forest

Spiky Rock Holy Spilly Desert Hill

Ominous Well Magic Spiky Tom Corp Rock HQ Spilly Hill

Weeping Spilly Forest Hill

Indefinite Steamer Fluffington Tom Weeping Forest

Spiky Fluffington Rock

Derpy Downs

Fish Pit

The Neverdoor

The Lumps

Crystal Motel

Weeping Elle’s Bleak Holy Spilly Estuary Desert Pasture Forest Hill Ominous Fish Pit Well Spiky Rock

Weeping Bleak Holy Spilly Pasture Desert Forest Hill Indefinite Ominous Steamer Well

Weeping Holy Spilly Desert Forest Hill Indefinite Steamer

Weeping Spilly Hill Forest

Shunned Magic Wibbly Spiky Fluffington Tom Corp Rock Valley Bridge HQ Ominous Well

Shunned Magic Spiky Fluffington Tom Corp Rock Bridge HQ Indefinite Steamer

Magic Spiky Fluffington Tom Corp RockHQ

Spiky Fluffington Tom Rock

Fluffington Spiky Rock

The Schulmp

Bleak Pasture

Magic Corp HQ

Fish Pit

Fluffington

Tom

Spiky Rock Fluffington

Derpy DownsWibbly Valley

Fire Fish Pond

Derpy Downs

Ominous Well

Holy DesertBleak Pasture

Indefinite Fire Ominous Derpy Fish Fish Steamer Downs Pit Pond Well

Indefinite Ominous Derpy Fish Downs Steamer Pit Well

Indefinite Ominous Fish Steamer PitWell

Indefinite OminousSteamer Well

Spilly Hill

Wibbly Valley

Shunned Bridge

Magic Corp HQ

Tom

Fluffington

Spiky Rock

Derpy Downs

Fish Pit

Ominous Well

Indefinite Steamer

Weeping Forest

Fluffington

Spiky Rock

Fire Fish Pond

Ominous Well

Stephen’s House

Holy Desert

Tom

Derpy Downs Fire Fish Pond

Spiky Rock

Indefinite Steamer

Fish Pit

Spiky Rock

Fish Pit Shunned Bridge

Indefinite Steamer Ominous Well

Spilly Hill Holy Desert

O

Indefinite Steamer

Weeping ForestSpilly Hill

Weeping Forest

Fire Fish Pond

Magic Corp HQ

Fluffington

Fish Pit Derpy Downs

Tom

Spiky Rock Fluffington

Ominous Well Fish Pit

Spiky Rock

Indefinite Steamer Ominous Well

Indefinite Steamer

to

Chaos

Chaos cards have an immediate effect that is triggered when the card is drawn. After following instruction on card, discard into the Chance Discard pile. If Chaos card cannot be played, take no action and return to Chance Discard pile.

fellow

Earth Native

Water Native

Place a Fire Native on your current zone

Place an Earth Native on your current zone

Place a Water Native on your current zone

Place an Air Native on your current zone

Place this card in the Game discard pile after use.

Place this card in the Game discard pile after use.

Place this card in the Game discard pile after use.

Place this card in the Game discard pile after use.

Fire Native

Earth FireEarth Native Native

Water Earth FireWater Native Native Native

Air Water Earth Air Native Native Native

Fire Wild-card Water Air Native Native Native

Place a Fire Native on your current zone

Place Placean a Earth Fire Native Native onon your current zone

Place Place Placean aaWater Earth Fire Native Native Native on on on your current zone

Place Place Place an aan Water Earth Air Native Native Nativeon on on your current zone

Place Place Place the aan Water Wild-card Air Native Native Native on on onyour yourcurrent currentzone zone

Place this card in the Game discard pile after use.

Keep this card in your hand. When any one player has 3 matching you may trade Place this card in theelements Game discard with a native for an pile after use.element stone.

Keep this card in your hand. When any one player has 3 matching you may trade Place Place this this card card in in the theelements Game Game discard discard with a native for an pile pile after after use. use.element stone.

Keep this card in your hand. When any one player has 3 matching you may trade Place Place this this card card in in the theelements Game Game discard discard with a native for use. an pile pile after after use.element stone.

Earth

Water Earth

Water Earth Air

Water Fire Air

Keep this card in your hand. When any one player has 3 matching elements you may trade with a native for an element stone.

Keep this card in your hand. When any one player has 3 matching elements you may trade with a native for an element stone.

Keep Keep this this card card in in your your hand. hand. When When any any one one player player has has 33 matching matching elements elements you you may may trade trade with with aa native native for for an an element element stone. stone.

Keep Keep this this card card in in your your hand. hand. When When any any one one player player has has 33 matching matching elements elements you you may may trade trade with with aa native native for for an an element element stone. stone.

+

Spell

Spell cards are to be kept by player and used as an action when required. Once these single-use cards are played from a player’s hand, discard to Chance Discard pile. Spell cards must be used by the player that draws them. A player can hold a maximum of 3 spells: if you end up with more than 3 spells in your hand, you simply remove a Spell card of your choice and discard it to the Chance Discard pile.

Air Native

Wild-card Native

Place this card in the Game discard pile after use.

Gemdraw Cardscard Native of each X1 X5 of each

Native draw card X1 of each

Wild-card Air Native Native

Place this card in the Game discard pile after use.

Gem Cards X5 of each

Place the Wild-card Native on your current zone

Place this card in the Game discard pile after use.

Native Cards Gem Cards X2 X5of ofeach each 70mmX100mm Acetate

Gem Cards X5 of each

Fire Air

Native draw card X1 of each

Wild-card Native

Place Place the an Wild-card Air NativeNative on onyour yourcurrent currentzone zone

Keep this card in your hand. When any one player 3 matching you may trade Place Placehas this this card card in in the theelements Game Game discard discard with a native for use. an pile pile after after use.element stone.

Fire

New Native

Keep this card in your hand. When any one player has 3 matching elements you may trade with a native for an element stone.

Keep this card in your hand. When any one player has 3 matching elements you may trade with a native for an element stone.

Once retrieved, discard 3 Element cards and the Native Card to Game discard pile. Rupure Cards X2 of each 70mmX100mm Acetate

Native draw card X1 of each

Place the Wild-card Native on your current zone

=

2 actions

You may, for 1 action, turn a hostile Native friendly. When you take this action, you must flip over the card so its “friendly” side is facing up.

friendly Native. All 4 element gems must Rupure Cards General X20 of each? be extracted in order to win the game. Or pick one to do X20 of 70mmX100mm If Element card drawn has already been Acetate retrieved or is not needed, place in Game Discard pile.

When this card is drawn, you must place a Native, of the element type specified, on your current zone. When placing a Native card on the zone, ensure that the emoticon is on top left with a smiley face symbol. This indicates that the Native is friendly. Place player’s pawn on top of Native card. It is possible to retrieve an element of any type from the Wildcard Native. Upon retrieval of element, remove the Wild-card Native from play. Discard New Native cards to Game Discard pile after use.

Native Cards X2 of each 70mmX100mm Acetate

Weeping Forest

Turn hostile Native friendly:

card

You may, for 1 action, retrieve an Element Gem from a friendly Native, provided that: • You are both on the same Zone tile • You have gathered 3 Element cards • The Native is of the same element as your Element cards

Weeping Forest

Indefinite Steamer

Republic of Eyeland

Fire Fish Pond The Lame Inferno

Fire Native

You may, for 2 actions, teleport to an adjacent Universe. You can only move up or down, not diagonally. You must also draw a 3rd card from the Chance pile at the end of your turn. Holy Desert

Spilly Hill

Magic CorpShunned HQ Bridge

Retrieve element from friendly Native:

Teleport to an adjacent Universe:

Indefinite The Ominous Fire Derpy Lame Fish Fish Steamer Downs Pit Inferno Well Pond

Bleak Pasture

Game with Unreachable Native

Elle’s Estuary

Bleak Pasture Elle’s Estuary

You may, for 1 action, give 1 or more of your Element cards to another player if both of your pawns are in the same Universe.

You may move your pawn to an adjacent Zone tile, either left or right, for 1 action. You are allowed to pass through a ruptured Zone but you cannot enter a destroyed Zone.

Elle’s Estuary

Universe Deck – Faded Zone image and bigger name on front, Green design on back X1 copy of each 24 cards in total 70mmX100mm

Weeping Forest

Elle’s Estuary The Schulmp

Shunned Bridge Wibbly Valley

Give Element wizard:

Move to a Zone in your Universe:

Weeping Bleak The Elle’s Holy Spilly Schulmp Desert Pasture Estuary Forest Hill Indefinite Derpy Fish Steamer Downs Pit Fluffington

Moving around the board Bridge of Shattered Dreams

Derpy Downs Fire Fish Pond

You may, for 1 action, mend a ruptured Zone. You must be in the Zone you wish to mend. To do this, remove Rupture card and place it into the Rupture Discard pile.

Spiky Rock

2 actions Fire Fish Pond

Fire Fish Pond The Lame Inferno

Mend Zone:

Weeping Forest

The Schulmp

The Lame Inferno

The Lame Inferno

Tom

Elle’s Estuary

Tom

Native Cards X2 of each 70mmX100mm Acetate

Zone Cards – Zone image Zone andCards name – on Zone front, image Destroyed Zone andCards name on back – on Zone front, image Destroyed Zone andCards name on back – on Zone front, image Destroyed Zone andCards name on back – on Zone front, image Destroyed Zone andCards name on back –on Zone front, image Destroyed and name on back on front, Destroyed on back X1 copy of each X1 copy of each X1 copy of each X1 copy of each X1 copy of each X1 copy of each 24 cards in total 24 cards in total 24 cards in total 24 cards in total 24 cards in total 24 cards in total 70mmX100mm 70mmX100mm 70mmX100mm 70mmX100mm 70mmX100mm 70mmX100mm Bridge of Shattered Dreams

Magic Corp HQ Shunned Bridge

Magic Corp HQThe Schulmp

Keep this card in your hand. When any one player has 3 matching elements you may trade with a native for an element stone.

Gem Cards X5 of each

Destroyed Zones:

Keep this card in your hand. When any one player has 3 matching elements you may trade with a native for an element stone.

Weeping Forest

Place this card in the Game discard pile after use.

The Lame Inferno

d in your hand. When any one atching elements you may trade ative for an element stone.

Weeping Forest Spilly Hill

The Lame Inferno

Place an Earth Native on your current zone

a Fire Native on r current zone

Earth

Holy Desert

Shunned Bridge

The Lame Inferno

Place this card in the Game discard Keep this card inpile your hand. after use.When any one player has 3 matching elements you may trade with a native for an element stone.

Keep this card in your hand. When any one player has 3 matching elements you may trade with a native for an element stone.

=

Spilly Hill

Holy Desert

Rupure Cards General X20 of each? Or pick one to do X20 of 70mmX100mm Acetate

Wibbly Valley

Earth Native

Holy Desert Bleak Pasture

Bleak Pasture

5. Assign Characters Rupure Cards Each player must be randomly assigned Native draw card X2 of each Gem Cards 70mmX100mm a Wizard card. This canWild-card be achieved by X1 of each Air Native Native Acetate X5 of each Water Air Fire shuffling the 4 Wizard cards (Wizard Character on front, actions on back) and each player randomly choosing a card. Upon receiving your wizard card, you Place areanencouraged to Place read your special Air Native on the Wild-card Native Stable Zone Destroyed Zone current zone on your current zone poweryouraloud to make your fellow players • If any player’s pawn is present on a aware of your special ability. Your special Stable Zone Ruptured Zone Zone Cards – Zone image and name Zoneon Cards front, – Zone Destroyed imageon and back name on front, Destroyed on back X1 copy of each X1 copy of each destroyed Zone: power may prove very useful when saving • If the24affected Zone has got a friendly 24 cards in total cards in total 70mmX100mm Native 70mmX100mm draw card – They immediately lose any chance the Multiverse from eternal doom. Each Native present, that Native becomes X1 of each Gem Air Cards Native Wild-card Native cards in their possession playerWater mustNative use the pawn which matches Native Cards present X5 of each hostile. Any friendly Natives Fire X2 of each – That Wizard is blasted from their Wizard card. Any unused cards or in a ruptured Zone become 70mmX100mm the destroyed Zone. The displaced player Acetate pawns are to be left out of play. immediately hostile. must immediately select a card from – Place the Rupture Card under the the Universe deck to determine their 6. Decide Starting Point Native card. Place a Water Native on Place an Air Native on the Wild-card Native Cards General new location before play is resumed. Rupure Each player choose cardzonefrom Place your current must zone youracurrent on your current zone X20 of each? – Flip the Native card over to reveal Or pick one to do X20 of • After use, place Universe cards face the Universe deck. This will determine 70mmX100mm its hostile side. Acetate down in the Universe Discard pile. what Zone you start at. Place your pawn Rupure Cards X2 of each • If a Native card or Rupture card is on the corresponding Shuffle NativeZone. draw card 70mmX100mm of eachactive and Gem Cards placed onAcetate a Zone tile where a player’s all Wild-card UniverseNative cards X1(both X5 ofCards each pawn is present, simply place cards Fire discarded)Air together, and place deckNative X2 of each under pawn. face-down. 70mmX100mm Acetate • If the affected Zone card has already been destroyed, place affected Universe Card face-down in the Place the Wild-card Native on your current zone Game Discard pile and draw again. Stable Zone Ruptured Zone Repeat until active Zone is selected. friendly Native hostile Native

Place this card in the Game discard pile after use.

Fire Native

Bleak PastureElle’s Estuary

Elle’s Estuary

3. TAKE 2 CHANCES You must now draw 2 cards from Chance Deck (pink & purple reverse) You must draw 3 cards if 1 of your actions involved teleporting to an adjacent Universe. Reveal the cards one at a time. If Chance deck runs out, simply shuffle the Chance Discard pile and stack the cardsFireface Native down to form a new Chance deck. Rupure Cards General X20 of each? Or pick one to do X20 of 70mmX100mm Acetate

Element Cards

Native Cards X2 of each 70mmX100mm Acetate

Native Cards X2 of each 70mmX100mm Acetate

Fire Native

Earth NativeFire Native

=

Earth Native Fire Native Place a Fire Native on your current zone

There are 5 of each Element card in the Chance deck. Once collected, place the Element card in front of you. A player must hold 3 of the same Element cards in Earth order to retrieve an element gem from a

Place this card in the Game discard pile after use.

Keep this card in your hand. When any one player has 3 matching elements you may trade

Native draw card X1 of each

Air Native Water Native Wild-card Native Air Native

Wild-

Place this card in the Game Place discard this card in the Game discard Place this card in the Game Place discard this card in the Game discard Place this card in the Game Place discard this card in the Game discard Place this card in the Game Place discard this pile after use. pile after use. pile after use. pile after use. pile after use. pile after use. pile after use.

Place an Earth Native Place on a Fire Native Place on a Water Native Place an onEarth Native Place on an Air Native Placeon a Water Native Placeon the Wild-card Place Native an Air Native on Place the your current zone your current zoneyour current zone your current zoneyour current zone your current zone on your current zone your currentGem zone Cards on you

Earth

Water

Earth

Air

Water

Fire

Air

X5 of each

Place this card in the Game Place discard this card in the Game discard Place this card in the Game Place discard this card in the Game discard Place this card in the Game Place discard this card in the Game discard Place this card in the Game Place discard this card in the Game discard pile after use. pile after use. pile after use. pile after use. pile after use. pile after use. pile after use. pile after use.

Wild-Card Native Water

Earth

Keep this card in your hand. When any one player has 3 matching elements you may trade with a native for an element stone.

Spilly Hill

Air Native Water Native Wild-card Native A

Place an Earth Native Place on a Fire Native Place on a Water Native Place an onEarth Native Place on an Air Native Place on a Water Native Placeon the Wild-card Place Nat a your current zone your current zoneyour current zone your current zoneyour current zone your current zone on your current zone your

Place this card in the Game discard pile after use.

Place a Fire Native on your current zone

Water Native Earth Native

Water Native Earth Native

Air

Water

Fire

Air

Gem Cards X5 of each

Fire

Keep this card in your hand. KeepWhen this card any in oneyour hand. When Keep any thisone card in your hand. KeepWhen this card any in oneyour hand. When Keep any thisone card in your hand. KeepWhen this card any in oneyour hand. When any one player has 3 matching elements player has you3may matching trade elementsplayer you may has trade 3 matching elements player has you3may matching trade elementsplayer you may has trade 3 matching elements player has you3may matching trade elements you may trade with a native for an element withstone. a native for an element stone. with a native for an element withstone. a native for an element stone. with a native for an element withstone. a native for an element stone.

Keep this card in your hand. Keep When this card any one in your hand. When Keep this any one card in your hand. Keep When this card any one in your hand. When Keep this any one card in your hand. Keep When this card any one in your hand. When any one player has 3 matching elements player you has 3may matching trade elements player you may has 3trade matching elements player you has 3may matching trade elements player you may has 3trade matching elements player you has 3may matching trade elements you may trade

Keep this card in your hand. When any one player has 3 matching elements you may trade

Place this

Gem C X5 of e

Keep this card player has 3 ma with a na


Turn static files into dynamic content formats.

Create a flipbook
Issuu converts static files into: digital portfolios, online yearbooks, online catalogs, digital photo albums and more. Sign up and create your flipbook.