Full manual text

1
OVERVIEW
We didn’t always know about
the river. When we first made
our camp at the base of the
Ever Tree, we stayed close, still
visitors in this strange land. As
the weeks went on, we ranged
further out, clearing trails
through the thick undergrowth
that ringed the valley. I began to chart out this
small domain we were shaping, mapping the
valley from a raised outcropping to the east.
The dense tree line to the west kept the land beyond
in mystery, and though I climbed as far as my
paws would take me, I could not clear the trees.
So, we formed a party to clear a path, and discover
more of the valley that had become our home.
Three days into our ranging, the rains came. For days
it fell upon us in stinging sheets, turning the earth
to mud under our paws. It was slow going as our fur
was heavy and damp. On the ninth day, the first clear
day, we finally broke the tree line, and found ourselves
looking down at a winding, swollen river. We yelped
with excitement and rushed to the banks, lowering
our mouths to the clear water and drinking deeply.
And then I saw it: something moving in the water
not far from where I knelt. I watched transfixed
as a spindly pink hand reached for a rock, followed
by the strangest head I’ve ever seen with feathery
spines, and a smooth pink body. We watched each
other in nervous curiosity for several moments before
the creature dove back into the water with a flourish,
but not before he pulled something from his small
pack and tossed it my way, where it landed with a
splash. When I rose and gazed down through the clear
water, there at my feet lay a perfect, shining pearl.
Passage from the Gilded Book
Arta Thistlemark, Royal Cartographer
Deep below the shimmering surface of the
Pearlbrook River, a mysterious civilization
of waterfolk are waiting. You will be
sending your amphibious Ambassador on
diplomatic journeys to trade information
and resources with the river dwellers. In
exchange, you will be gathering a new and
valuable resource: pearls. Collect enough
pearls and you can construct fabulous
Wonders and Adornments, to make your
city the pride of Everdell!
You will begin the game with a frog
Ambassador, which you can use to visit one
of the 4 River Destinations on the River
board. Before visiting, your city will need
to contain the listed requirements for that
location. The first player to visit a location
and reveal it will immediately gain 1 pearl,
and if they can fulfill the requirements of
the revealed card, have the potential to gain
another pearl.
You will also begin the game with 2
Adornment cards. Each Adornment costs
1 pearl to play and grants an immediate
ability, plus a unique end game bonus
based on different aspects of your city.
Note: Pearlbrook adds more cards to
the deck and additional complexity to
Everdell. When playing Pearlbrook, it is
recommended that you do not include
the Legends Expansion, any Extra!
Extra! cards, Rugwort cards, or any other
expansion material.

---

2
CONTENTS
1 River Board & 2 Board Overlays
4 3-D Wonders
24 3-Point Tokens
32 1-Point Tokens
25 Pearls
9 Frog Ambassadors
(1 for each color)
4 New Sets of Workers
Platypi, Axolotls, Otters, Starlings
Scorepad
22 Mini Cards
6 Event, 12 Adornment,
and 4 Forest Cards
32 Cards
20 Critter & Construction
12 River Destination Cards

---

3
SET UP
Follow the setup rules for the normal
game with these additions:
1) Place the River board to the side of
the main board. Place the pearl tokens
on the Shoal spot on the board.
2) Place the Wonder boards beneath
the Ever Tree, covering the costs for the
basic Events (the basic Events will not
be used with this expansion). Place the
Wonders on their spots on the boards.
3) Shuffle the River Destination Citizen
cards and set aside 2 of them, unseen.
Then do the same with the Location
River cards. Then shuffle those 4
together, unseen, and place 1 facedown
on each of the 4 spots on the River
board. Also place 1 pearl on top of each
of these facedown River Destination
cards. Place the remaining River cards
back in the box.
4) Shuffle the new cards with the
symbol into the deck before dealing out
cards.
5) Shuffle the Adornment cards and
deal 2 facedown to each player. Return
the rest to the box, unseen. Players may
look at these cards anytime. They do
not count against the card hand limit.
6) When setting up the Special Events,
use at least 1 Pearlbrook Special Event.
7) Give each player a frog Ambassador
that matches the color of their workers.
1
3
3
3
3
2
4
2
5 6
EACH PLAYER:

---

4
THE RIVER
Your amphibious Ambassador can
visit underwater locations and citizens
in Pearlbrook to establish diplomatic
connections with the waterfolk below.
Doing so will give you valuable bonuses,
most important of which are the precious
pearls that you will be able to use to create
Adornments and build magnicent Wonders
in your city.
To visit a River card, your city must first
contain the listed requirements.
River Destination card
You must have at least 3 green Production
cards in your city to visit this River Destination
card. This is an exclusive location.
Shoal
You may visit the Shoal instead of a River
Destination card to pay 2 of any resource
and discard 2 cards to gain 1 pearl. This is a
shared location.
Any location with this
symbol may only be
visited by an Ambassador,
not a worker. If visiting a
River Destination card,
your Ambassador is considered deployed
there, just like a worker. You will bring
back your Ambassador during the Prepare
for Season action with your workers. Your
Ambassador may not be used as a normal
worker.
River Destination cards
The first time a River Destination card is
visited, the visitor gains the 1 pearl on top
of it, then flips over the facedown card. If
you are able to meet the requirements on
the card, you may do so to gain the listed
reward(s).
You may visit any River Destination card,
revealed or undiscovered, so long as you meet
the listed requirements to visit and no other
player is already there with their Ambassador.
River Citizens will require you to discard
certain cards from your hand to gain a
point token and a pearl.
River Locations will require you to pay a
point token and a certain resource to gain
cards and a pearl.

---

5
ADORNMENTS
On your turn, you
may play one of the
Adornment cards
you were dealt at
the beginning of the
game. This counts
as your action on
your turn. Each
Adornment card
costs 1 pearl to play,
and does not take up
a space in your city.
When played, the
ability on the top
half of the card activates immediately.
The bottom half is how many points the
Adornment is worth at the end of the game,
based on different aspects of your city.
Adornment cards do not count toward your
hand limit. Do not draw a new Adornment
after playing one. You may play both
Adornment cards you were dealt, but
not both on the same turn.
WONDERS
On your turn, you may place one of your
workers on a Wonder spot to build the
Wonder. To do so, you must pay the listed
amount of resources, pearls, and also discard
the listed amount of cards from your hand.
You cannot use any card abilites of any kind
to assist in building the Wonders.
After paying the cost, take the model of the
Wonder and place it beside your city. You
will get your worker, that you placed to
build the Wonder, back when you prepare
for the season.
Any Wonders you have built are worth their
listed points at the end of the game. You
may build more than one Wonder. Only one
player may build a specific Wonder.
PEARLS
Any pearls you have remaining at the end of
the game are worth 2 points each.

---

6
SOLO RULES
Rugwort returns!
You succeded in chasing away that old
Rapscallion before, and Everdell enjoyed
a time of peace and tranquility. However,
tales of the new riches and beauty found in
Pearlbrook have lured him out from his dark
haunts, and once again he is trying to claim
Everdell for himself. You must stop him!
When playing the Pearlbrook expansion
solo, use the solo rules from the base game,
including the three years of difficulty, with
these additional rules.
Setup
In addition to setting up Rugwort’s crew,
you will also place his Ambassador. This
Ambassador is placed on a River Destination
during setup. Roll the die and place his
Ambassador according to the rolled number:
Rugwort immediately gains the pearl on
the River Destination. Flip over the River
Destination and give Rugwort another pearl.
This River Destination is now blocked.
Gameplay
Gameplay proceeds as normal according to
the solo rules in the base game with these
additions:
-Any time you play an Adornment card,
give Rugwort 5 point tokens.
-During Rugwort’s Prepare for Season
actions, move his Ambassador down one
space on the river (if in the last destination,
move him to the first destination). If the
new destination he is visiting is unrevealed,
Rugwort gains the pearl on the River
Destination. Then, flip over the card and
give him 1 more pearl. If the location is
already revealed, he only gains 1 pearl.
-After you have passed at the end of
the game, Rugwort will build Wonders.
Rugwort only needs to pay pearls to build
Wonders. He will always build the highest
point-valued Wonder. It is possible for him
to build more than one Wonder.
Example: Rugwort has 6 pearls at the end of
the game. You have built Starfall’s Flame for
25 points , but none of the other Wonders.
Rugwort spends 3 pearls to build Sunblaze
Bridge for 20 points, and the Mistrise
Fountain for 15 points. Rugwort scores the
listed points for any Wonders he builds.
-Any pearls Rugwort has left over are
worth 2 points each.
Optional additional challenges:
-Every Prosperity card Rugwort plays is
worth 5 points instead of 3.
-Rugwort scores 2 points for every space in
your city where you have not played a card.
-During Rugwort’s Prepare for Season
action, he will immediately achieve the
leftmost special Event.
1-2: Top River Destination
3-4: second down
5-6: third down
7-8: fourth down

---

7
INDEX
Bridge: Increase the amount of cards you may hold
in your hand by 1 for each pearl you have. Also, every
time you gain a pearl, draw 2 cards from the deck.
Ferry: You may place your Ambassador here to
copy any revealed River Destination, even if the
Destination is occupied, and even if you don’t meet
the requirements to visit that card. You gain 1 point
token if an opponent visits your Ferry.
Ferry Ferret: When played and during Production, if
you have at least 2 pearls, gain 2 point tokens.
Harbor: When played and during Production, if you
have at least 2 pearls, gain 2 of any resource(s).
Messenger: Must be played beneath a Construction.
Immediately when played, gain 1 point token and
draw 1 card. When visiting a River Destination, this
Messenger is considered the same color as the
Construction he is with. For any other aspect of the
game, he is considered a tan Traveler card. If the
Construction is removed for any reason, immediately
relocate the Messenger to a different Construction in
your city.
Pirate: Immediately when played, discard up to 4
cards from your hand, then draw and reveal an equal
amount of cards from the deck. If the total base value
of the drawn cards is 7 or more, gain 1 pearl. Either
way, keep the cards you drew. This Pirate does not
take up a space in your city.
Pirate Ship: Does not cost anything to play into your
city. On your turn, you may place a worker on this
Pirate Ship, then move this card with your worker
to any opponent’s city. Then gain from the supply 1
of any resource and 1 point token for each pearl that
opponent has, up to a max of 3. The Pirate Ship then
stays in that opponent’s city, and if your worker is
removed, that opponent may use the Pirate Ship.
Shipwright: At game end, worth 1 point for each card
with the Pearlbrook symbol in your city, including
this Shipwright.
ADORNMENTS:
Bell: Gain 3 berries, and draw 1 card for every Critter
in your city (including those that don’t take up a
space, like the Pirate). End game: Worth 1 point for
every 2 Critters in your city.
Compass: You may reactivate 2 different Traveler
cards in your city. If Ruins, play as though you were
just playing it for the first time. If Fool, you may
move the Fool into an opponent’s city. If Messenger,
you may move the Messenger. End game: Worth 1
point for every Traveler card in your city.
Gilded Book: Gain resources equal to the cost of
any Governance card in your city. Example: If you
had a Clock Tower in your city, you could gain 3
twigs and 1 pebble. End game: Worth 1 point for each
Governance card in your city.
Hourglass: You may take the action of any Forest
location, even if an opponent is there, plus gain 1
of any resource. End game: Worth 1 point for each
Destination card in your city.
Key to the City: Gain 2 of any resource(s), and draw 1
card from the deck for ever Construction in your city.
End game: Worth 1 point for every 2 Constructions in
your city.
Masque: You may play 1 card, either from your hand
or the Meadow, worth up to 3 base points for free.
End game: Worth 1 point for every 3 point tokens you
have. This includes any point tokens on cards like
Clock Tower or Chapel.
Mirror: You may copy any ability from an Adornment
card already played by an opponent. End game:
Worth 1 point for each unique colored card in your
city, so a maximum potential of 5 points. Do not use
this card in the solo game.
Scales: You may discard up to 4 cards from your
hand to gain 1 of any resource for each you discard.
End game: Worth 1 point for every card still in your
hand, up to a total of 5.
Seaglass Amulet: Gain 3 of any resource(s), draw
2 cards, and gain 1 point token. End game: Worth 3
points.
Spyglass: Gain 1 of any resource, draw 1 card, and
gain 1 pearl (you must pay the pearl at first to play
this Spyglass). End game: Worth 3 points for every
Wonder you built.
Sundial: You may activate Production for up to 3
of the Production cards you have in your city. End
game: Worth 1 point for every 2 Production cards in
your city.
Tiara: Gain 1 of any resource for every Prosperity
card in your city. End game: Worth 1 point for each
Prosperity card in your city.

---