a tour of the island setup - restorationgames.com · put the two bridges and the ladder in their...

3
Players must get one snapshot from the three different regions and return to the helipad. The player who has the most points when the helicopter arrives wins the game. Build the island as shown. Place Vul-Kar in his rightful spot atop the island, facing the helipad. Put the two bridges and the ladder in their designated spots. Put the 7 trees into their sockets with their roots turned toward the power of Vul-Kar. Put the 6 orange ember marbles on the summit and 1 fireball marble in the Scar. Put the Heart of Vul-Kar in the looming shadow of Vul-Kar. Shuffle the Treasure Tokens and randomly place them face up on the treasure slabs. Each player takes a visitor figure and places it on the helipad, gazing warily at Vul-Kar. Set the snapshot cards face up to the side of the island. Shuffle the souvenir cards and deal one face down to each player. Set the rest to the side. Remove the cataclysm cards from the action cards. Shuffle the remaining action cards and deal two face down to each player. Shuffle the cataclysm cards into the action deck and set the deck to the side. The youngest player goes first. The island is divided into three regions: Scarside, The Summit, and Beachside. Paths run along the island, divided into spaces. Spaces with this symbol are treasure spaces, where you can collect a nearby treasure. The Scar stores fireballs and is perfectly safe. The Scar can hold up to 4 marbles. Spaces where players walk are a light sandy color. These spaces are connected to each other with brown muddy sections. Players can pass over but not stop on the brown muddy part of the paths. "Your adventure starts and ends at the Hello-copter" SETUP HOW TO WIN A TOUR OF THE ISLAND COMPONENTS 1 Island (consisting of 3 separate island trays) 1 Vul-Kar figure 4 player visitor figures 1 ladder 2 bridges 7 trees 1 Heart of Vul-Kar crystal 1 die 30 action cards 12 souvenir cards 15 snapshot cards 36 Treasure tokens 7 ember marbles 5 fireball marbles “Our Spark Rangers have spent years getting the island ready for your trip! Use the map to get the lay of the land.” We’ll need a few images for our social media feed, so the Hello-Copter won’t come back until one of you grabs three photos. This was in the user agreement you signed. 1x 6x N O T F I N A L A R T V U L - K A R H A S N O T A P P R O V E D Ember marble Fireball marble Scar Treasure tokens Treasure slab Heart of Vul-Kar Heart of Vul-Kar space Snapshot space Cave

Upload: vukien

Post on 16-May-2018

215 views

Category:

Documents


2 download

TRANSCRIPT

Players must get one snapshot from the three di�erent regions and return to the helipad. The player who has the most points when the helicopter arrives wins the game.

Build the island as shown.

Place Vul-Kar in his rightful spot atop the island, facing the helipad.

Put the two bridges and the ladder in their designated spots.

Put the 7 trees into their sockets with their roots turned toward the power of Vul-Kar.

Put the 6 orange ember marbleson the summit and1 �reball marble in the Scar.

Put the Heart of Vul-Kar in the looming shadow of Vul-Kar.

Shu�e the Treasure Tokens and randomlyplace them face up on the treasure slabs.

Each player takes a visitor �gureand places it on the helipad,gazing warily at Vul-Kar.

Set the snapshot cards face upto the side of the island.

Shu�e the souvenir cards and deal one face down to each player. Set the rest to the side.

Remove the cataclysm cards from the action cards. Shu�e the remaining action cards and deal two face down to each player.

Shu�e the cataclysm cards into the action deck and set the deck to the side.

The youngest player goes �rst.

The island is divided into three regions: Scarside, The Summit, and Beachside. Paths run along the island, divided into spaces. Spaces with this symbol are treasure spaces, where you can collect a nearby treasure. The Scar stores �reballs and is perfectly safe. The Scar can hold up to 4 marbles.

Spaces where players walk are a light sandy color. These spaces are connected to each other with brown muddy sections. Players can pass over but not stop on the brown muddy part of the paths.

"Your adventure starts and ends at the Hello-copter"

SETUP

HOW TO WIN

A TOUR OF THE ISLAND

COMPONENTS1 Island (consisting of 3 separate island trays) 1 Vul-Kar �gure 4 player visitor �gures 1 ladder 2 bridges 7 trees 1 Heart of Vul-Kar crystal 1 die

30 action cards 12 souvenir cards 15 snapshot cards 36 Treasure tokens 7 ember marbles 5 �reball marbles

“Our Spark Rangers have spent years getting the island ready for your trip! Use the map to get the lay of the land.”

We’ll need a few images for our social media feed, so the Hello-Copter won’t come back until one of you grabs three photos. This was in the user agreement you signed.

1x

6x

NOT FINAL ART

VUL-KAR HAS NOT APPROVED

Embermarble

Fireballmarble

Scar

Treasuretokens

Treasureslab

Heart ofVul-Kar

Heart ofVul-Kar space

Snapshotspace

Cave

ON YOUR TURN

Each turn, do these in the following order:

You must move the exact number of spaces shown on the card (unless you come to an obstacle that stops you).

You may start moving in either direction, but you may not change direction.

You may never end your turn on a space with another player. Instead, move into the next available space in the direction you were headed.

You may not move into a cave another player occupies.

Souvenir Cards“Various souvenirs are scattered around the island, dropped by guests who were in an unexpected hurry.

Souvenir cards tell you when you can play them. After you play one, put it on the souvenir discard pile. If the souvenir deck runs out, shu�e the discard pile to make a new deck. There is no limit to the number of souvenir cards you can play on your turn or between your turns.

Cataclysm Cards “This is an active island and sometimes our little friend on the peak likes to put on a show. We assure you that this is completely harmless provided you follow our safety guidelines.”

Take all the �reball marbles in the Scar and drop them into Vul-Kar’s head. Do not turn Vul-Kar or adjust anything else. Do not reset anything on the island in between �reballs.

Put the cataclysm card near The Scar.. If this is the fourth cataclysm card near the Scar, add a �reball marble to the Scar, then reshu�e all action cards in the discard pile (including the four cataclysm cards) back into the action deck. If the Scar has four marbles, do not add any more.

Picking up Treasures

If you enter a treasure space during your move, you may choose one of the treasure tokens on the treasure slab connected to that space. Keep your treasures face down in front of you. You may collect treasures from multiple treasure spaces on your turn if you pass through more than one treasure space.

Grabbing the Heart of Vul-Kar

The Heart of Vul-Kar is picked up like any other treasure.

When you take the Heart of Vul-Kar from its location, immediately add a �reball to the Scar!

Stealing the Heart of Vul-Kar

If you pass by the player carrying the Heart of Vul-Kar, you may take it from them.

ObstaclesObstacle spaces stop movement. When you enter one … stop moving. If there is already a player on that obstacle, skip ahead to the �rst available space and then stop moving. Obstacles spaces are the ladder, bridges, snapshot spaces, the helipad, and caves.

When you play an action card, you must move your �gure and then you may do the action.

IMPORTANT:

1

2

3

If you are knocked over, stand your �gure back up on its space. If you are on more than one space, choose one of them. If you are not on any spaces, choose the closest one.

Play an action card from your hand, move the full amount shown, and do its action (if any).If you have fewer than two action cards, draw new cards until you get back to a hand of two. When drawing, if you draw a cataclysm, follow the cataclysm rules and then draw another card. (If you draw another cataclysm card, repeat this step until you have two action cards.)

At the end of your turn, return all marbles to their preset spots. Ember marbles go onto the summit, and �reballs go into the Scar. Reset any bridges or the ladder. Do not stand up any �gures (they stand up at the start of their next turn).

Bridges and the Ladder

Bridges and the ladder count as a single space. Place yourself in the middle of the bridge for the best views. The ladder has a handy shelf.

SnapshotsIf you enter a snapshot space, stop and take the matching snapshot card. If all snapshots from that space have been taken by other players or if you already have a snapshot for that region, you don’t need to stop. You may not stop to get a snapshot if another player is in the snapshot space.

The Helipad

The helipad is the only space on the island that can hold more than one visitor. If you enter the helipad, your movement stops immediately. You are always safe on the helipad. If you get knocked over, immediately stand yourself up and do not lose a treasure.

CavesIf you move into a cave, roll the die. Place yourself in any cave whose number matches the die roll. If all caves with that number are occupied, you do not move.

“As you know, we are still working to make the island fully accessible. In the meantime, you’ll have to navigate the rickety structures built years ago.”

“Remember, you aren’t just a guest, you are our eyes on the island. You must get pictures from three regions!”

ACTION CARDS: MOVING

Treasure spaces are marked with a line of helpful red triangles!

“Our island has a network of tunnels and caves. Please don’t enter those as we’re always �nding uncharted new areas they lead to.”

“You have our assurance that guests will have a safe and fun day on the island. But, just in case, here are a few rules to keep in mind. “

Rotating

Ember Marbles

Awakening!

Island Safety

Many cards have the [rotate] symbol, which allow you to rotate something on the island. If you are rotating Vul-Kar, you may turn his �gure once in either direction — anything more than that risks incurring his wrath.If you rotate a tree, you can set it to any orientation.

When you launch an ember marble, you may only use one �nger to push it. You cannot �ick it with a thumb/�nger combo. You may push the marble as hard as you like but, if it leaves the island, you must discard a treasure for your insolence.

Moving Someone ElseWhen you move someone else you cannot use a cave but follow all other movement rules.

If you play an Awakening card, you may rotate Vul-Kar once in either direction. Then take all the �reballs in the Scar and drop them into his head. Do not reset anything on the island until all the �reballs have �nished rolling.

Getting Knocked OverYour �gure is knocked over when any part of your �gure other than the base is touching the island. When your �gure gets knocked over, you lose a treasure of your choice.

Getting Knocked Off the Board, Leanersand Other Weird StuffIf it is ever unclear where a �gure is, whether it is knocked over or just leaning against a path, or any other ambiguity, use your best judgment. If you (or your cat) bump the island in such a way that a marble rolls or a �gure is knocked over, ignore its e�ects and put everything back where it belongs.

“Our friendly island mascot is playful on some days.”

If another player knocked you over, they get the treasure. If you have no treasures, they may take one from anywhere on the island. Draw a souvenir card!

If you were knocked over by a cataclysm, put the treasure out of play. Draw a souvenir card!

If you knocked yourself over, put the treasure out of play.

END OF THE GAMEOnce a player has grabbed one snapshot from three di�erent regions, that player may summon the helicopter by reaching the helipad, triggering the end of the game. That player immediately discards their remaining action cards. All players, including the player who reached the helipad, now have two more turns!

Once a player has triggered the end of the game: Players no longer draw cards at the end of their turn.

Players who reach the helipad discard any remaining action cards (players may reach the helipad even if they don't have three snapshots).

If a player starts their turn on the helipad, they activate Vul-Kar, as if they had played an an Awakening card.

The game ends when all players have either reached the helipad or or all players have had two turns.

“Your day will �y by, and you will �nd yourself screaming more than once! It’s that fun!”

The player with the highest score wins! If there is a tie, the player who made it to the helipad �rst wins. If neither tied player made it to the helipad, the player nearest to the helipad wins!

Scoring

ACTION CARDS: ACTIONS!

10 points for having the most red treasures. If tied, all players receive 0 points.

2 points each

Score 1/3/6/10/15/20 points for 1/2/3/4/5/6 treasures. Max 20 points.

If you have at least one red, gold, and gray token, get 5 points.

7 points

5 points each, only if you reached the helipad before the game ended.

Jeweled Eyes (Red)

Coins (Gold)

Snake Opals (Grey)

Matched Set

Heart of Vul-Kar

Snapshots

After moving, you may do the action shown on the card. Here are the different actions.