Full manual text
EXPLORERS OF
NAVORIA
FORGOTTEN LANDS
An expansion for Explorers of Navoria
RULEBOOK
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COMPONENTS
TABLE OF CONTENTS
Components
2
Setup
3 - 4
New Rules
5 - 7
Solo rules
8 - 12
1 location tile
9 faction tiles
9 skill tiles
3 action tokens
12 townsfolk cards
6 goal cards
1 turn-order compass
overlay tile
18 additional goods
tokens (6 each of 3
different types)
18 contract tokens
6 exploration tiles
4 species tokens
(1 of each type)
6 'x3' contract tokens
x4
x3
A) RECRUIT
B) GATHER
5th player components: 1 score marker, 9 trading post
tokens, 4 favour markers, 1 turn-order marker, 3
exploration markers, 1 player board, 1 reference card
5 solo
difficulty cards
8 solo
side quest cards
!
solo
!
solo
!
solo
10 solo mode tokens
2
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SETUP
EXPANSION SETUP
Follow the setup instructions in the base
game rulebook, then carry out these
additional setup steps.
1. Shuffle all the goal cards and draw 3,
placing them beside the board in a random
order. Return all the unused goal cards to
the box.
2. Shuffle all the exploration tiles and draw 3,
placing them face up over the exploration
bonus areas on the three continents at
random. Keep the others in a stack
nearby.
3. Shuffle the deck of grey townsfolk cards.
Place them below the main board. Reveal
the top 3 cards from the deck to create a
display below the base game cards.
4. Place the new location overlay tile in the
space to the bottom right of the town area
of the board.
5. Place the grey action tokens in the bag.
Note: If playing with 2 players, only place 2
grey tokens into the bag and remove one
of each other colour token from the bag.
6. Randomly select three species tokens and
place one on the final space of each
exploration track. Return the unused
token to the box.
5
Note: If playing with
5 players, place the
turn-order compass
overlay tile over the
turn-order compass.
1
2
6
4
6
3
7
7. Place the contract tokens in a pile near the
game board within easy reach of all
players.
3
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PLAYER SETUP
8. Randomly select a number of faction tiles
and skill tiles equal to the number of
players plus one. Return unused tiles to
the box.
Starting with the first player and
continuing in turn order, each player
picks a faction tile and places it next to
their player board, immediately receiving
any bonuses (if applicable).
When everyone has chosen their faction
tile, starting with the last player and going
in reverse turn order, each player picks a
skill tile and places it beneath their faction
tile. The remaining tiles are returned to
the box.
FACTION BONUSES
Some faction bonuses are taken immediately, others
take effect throughout the game as explained below.
Draw a card from the matching coloured deck and add
the card to your player area. Gain any immediate effects
from the card as if you had recruited it.
This counts as having an
additional icon of each species.
In final scoring, each card that matches the
favour tile gives you an additional point.
In the income phase, if any of your
exploration markers are tied with another
player's, you win the tie.
Each time one of your explorers gets the
treasure bonus for reaching the end of an
exploration track, score an additional point.
Gain a contract token.
EXAMPLE
In a three player game, four factions and skill tiles
are revealed.
The first player chooses the Peace faction 1 and
places it by their board. The second player chooses
the Construction faction 2, placing it by their
player board. They draw a yellow card from the
deck and add it to their player area. The third player
chooses the Explorer faction 3, placing it by their
player board. They draw a purple card from the
deck, adding it to their player area and getting the
immediate effect as if they had just recruited it.
They also receive a contract token.
The third player will then choose their set of skills
and place it under their faction tile 4 followed by
the second player 5 and then the first player 6.
Remaining tiles are returned to the box.
4
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NEW RULES
USING THIS EXPANSION
2- to 5-player games:
Use all of the expansion elements
explained throughout pages 5 and 6.
4-player game rules change (when
playing with the expansion):
In a 4-player game, the recruitment phase
ends when all players have taken 4 cards.
5-player game:
In a 5-player game, the recruitment phase
ends when all players have taken 3 cards.
Note! To play with a 5th player you must
play with the expansion.
Solo mode:
The solo mode only uses some of the
expansion elements. The solo mode rules
are explained from page 7 onwards.
COLLECTOR CARDS (GREY)
The Collector's artefacts provide powerful benefits. The
artefacts help two different trades (colours) at the same
time but they don't give favour with any of the species!
Collector (grey) cards are
multi-colour cards. When
scoring abilities that count
card colour, count both
colours shown at the
bottom of the card.
EXPLORATION TILES
Exploration tiles work in the same way as
the base game exploration rewards, but
they give new rewards.
1ST PLACE → 1 🗃️: 🗃️, 🗃️
2ND PLACE → 2 🗃️: 🗃️, 🗃️, 🗃️ ← 3+ PLAYERS
3RD PLACE → 3 🗃️: 🗃️, 🗃️, 🗃️, 🗃️ ← 4+PLAYERS
🗃️: 🗃️ For each soldier (red) card in
your tableau gain 1 🗃️.
🗃️ Gain a contract token.
Contract tokens can be used to activate skills
(see page 6). Unused contract tokens are worth
1 🗃️ at the end of the game.
During the return phase, all exploration tiles are
removed from the board and shuffled together.
Then, 3 are randomly placed out on the board to
prepare for the next round.
🗃️ Grey Town area: During the
gather phase, grey action
tokens act in the same way
as the other action tokens.
Contract tokens obtained in
this phase can be used
immediately.
5
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CONTRACT TOKENS & SKILLS
Spend contract tokens you have gained to
use your skill(s). Skills can be use once per
round in the phase(s) shown above the skill.
COST
PHASE
ABILITY
A Recruit phase
B Gather phase
C Income phase
Note! Each skill on a skill tile can only be used once per
round so when using a skill, place one of the used
contract tokens on the tile to cover the skill. Remove
them in the return phase to reveal the skill for use
again in future rounds.
? <-> ?
+1
Swap one of the cards in your
tableau with any card left on
display, placing the card from your
tableau into the row you took
from, regardless of colour. Do not
gain any 'immediate' effects from
cards taken through this action.
Draw an additional action token
from the bag. You may still use only
1 action token and you will place the
2 unused action tokens in the town.
SPECIES TOKENS
GOAL CARDS
The leftmost face up goal card is scored at
the end of the income phase. Once scored,
flip the card over.
Each player can score the goal based on
their own performance but each player can
only gain once from each goal card.
Cards of the same
colour in your tableau.
The number of favour tiles
your favour markers are on.
An exploration marker that is
furthest on an exploration track.
The number of flags your
exploration markers have
reached or passed.
The number of trading
posts you have built.
The number of sets of all 4 species
on the cards in your tableau.
x3
x3
Example: if you have at least 3 cards of the
same colour in your area then you gain 3. If
you have 3 of one colour and 3 of another, you
would still gain 3.
Each species wishes to reach the far reaches of each continent.
Reach the treasure in each territory first and they will surely be
impressed with your accomplishment!
If you are the first player to reach the final space of
a territory's exploration track, take the species
token from there. It will count as an extra icon of
that species for the rest of the game and you
immediately gain 1 contract token.
6
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SOLO MODE
The solo mode is played using the base game rules, with the
addition of some of the expansion modules. Follow the
setup instructions in the base game rulebook. Then, follow
steps 3, 4, 5, 6, and 7 outlined for the expansion setup (page
3). Then carry out these additional setup steps:
1. In chapter 1-4, return 1 action token of each colour to the
box, they will not be used in these chapters. You should
now have 2 of each colour action token in the bag.
2. Randomly select a side quest card,
placing it next to your player board.
3. Randomly select a solo difficulty card,
placing it next to your player board. Choose
a difficulty level and gain the rewards.
Each solo difficulty card shows a
difficulty level, which you will
choose in step 3 of the solo mode
setup; a skill, which can be used any
number of times in the specified
phases by spending the required
number of contract tokens shown
on the skill; and an additional end
of game scoring condition.
If you choose easy difficulty, draw a
card from the matching coloured
deck and add the card to your
player area as if you had just
recruited it, gaining any immediate
effects from the card. If you choose
medium difficulty, immediately take
the goods and/or actions depicted.
4. Follow the additional setup
instructions and rules
explained in each chapter.
5. You must complete the
chapter objective for each
chapter and gain at least
110 to be successful. If
you gain more, you will
be awarded a higher rank.
You do not gain exploration rewards in the solo mode.
Throughout the solo mode you will collect solo tokens.
Resolve these one at a time, individually and separately,
gaining the rewards in the order they were collected.
All unused contract tokens are worth 1 at the end of the
game.
? ↔ ? Shuffle any number of cards of one
colour from the display back into
their deck(s) and redraw the same
number of cards to replace them.
? ↔ ? Swap one of the cards in your
tableau with any card left on
display, placing the card from
your tableau into the row you took from,
regardless of colour. Do not gain any 'Immediate'
benefits from cards taken through this action.
↔ An action token can be used
as any colour action token.
Collect 1 good
of any type.
? Advance any of your
exploration markers by 1 step.
Side
Quests
1
2
3
4
5
6
7
8
2
DIFFICULTY LEVEL
AND REWARDS
3
SKILL
GAME END
REWARDS
4
ADDITIONAL SETUP
Place a solo token on each
exploration track space with a flag.
ADDITIONAL RULES
When one of your exploration
markers lands on or passes a space
with a solo token, collect it and gain
the benefit.
5
170 140 110
For each food/mineral/
weapon you use to fulfill
an order, gain.
x5
When you have used 5 food/minerals/weapons to fulfill
orders, advance your exploration marker on the
desert/forest/glacier track by 1 step.
Keep a track of this by placing used goods on the card
and then discarding them once you gain this reward.
When you collect a card of
each colour, gain 2 goods of
any type and 3.
If you gain 2 cards of each
colour, gain this bonus again.
When you pass a flag, gain.
When you gain treaure, gain +1.
When you build a trading post on the
forest/desert/glacier territory, gain a
food/mineral/weapon.
When you gain a set of
each species, advance
your exploration marker
on any track 1 space.
► ?
When you claim the favour of a species,
either advance your exploration marker on
any track 1 space or gain 1 good and
7
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CHAPTER 1
Solo
Beyond the realm of Navoria lies the forgotten lands. Perhaps this
province, inhabited by the reclusive but welcoming Anglins, holds
the key to the mystery of the strange new continents that have
risen from the ocean. Your adventure begins as you set off to
establish contact with the Anglins and ask for their wisdom.
ADDITIONAL SETUP
Place a solo token on each
exploration track space with a flag.
ADDITIONAL RULES
When one of your exploration
markers lands on or passes a space
with a solo token, collect it and gain
the benefit.
!
solo
CHAPTER OBJECTIVE
All exploration markers must be on
space 3 or further on each
exploration track by the end of the
income phase in round 3.
Claim at least 6 of the solo tokens
from the exploration tracks.
170
140
110
8
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CHAPTER 2
Solo
The Anglins have welcomed you with open arms. Some time after
establishing a rapport, you are joined by The Mayor's Assistant,
who invites the Anglins to return to the Navorian mainland for a
meeting. Before you go, the Anglins ask for your help to prepare for
their departure. Happy to assist, you get to work on their tasks.
ADDITIONAL SETUP
Gain 1 species token at
random. Gain the
contract token reward
from the species token
as usual.
Randomly place
2 solo tokens
face down on
each favour tile.
ADDITIONAL RULES
At the end of the game, gain 3
points for each set of all 4 species
icons you have.
When you claim favour with a
species, take the solo tokens from
that favour tile and gain the
rewards from the solo tokens.
CHAPTER OBJECTIVE
Claim at least 2 of the species
tokens from the end of the
exploration tracks.
At least 1 exploration marker must
be on the final space of an
exploration track by the end of the
income phase in round 3.
170
140
110
9
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CHAPTER 3
Solo
The invitation was a trap! The Assistant plans to seize the forgotten
lands with his army and falsified documents to rule over his own
province in Navoria. You and the Anglins are captured and held
hostage, but you manage to escape. You must return to the town
and spread the word of the Assistant's betrayal!
ADDITIONAL SETUP
Randomly place a solo
token face up on the
bottommost space of
each type in the town.
Randomly place
1 solo token face
down on each
favour tile.
ADDITIONAL RULES
When you claim favour with a
species in round 1, claim the
topmost space. In rounds 2 or 3,
claim the bottommost space.
In the gather phase, when using the
bottommost space of each type in
the town, take the solo token and
gain the solo token benefit instead
of the usual reward.
CHAPTER OBJECTIVE
All solo tokens must be removed
from the town.
Each exploration track must have
at least one trading post.
170
140
110
10
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CHAPTER 4
Solo
The Mayor is furious
to learn of his
Assistant's plans and
calls for all Navorians
to take up arms
against the Assistant.
You are sent to town
to raise an army and
lead them to rescue
the Anglins.
ADDITIONAL RULES
Town spaces with swords cannot be
used. The bottommost space of
each area can be reused any
number of times.
Remove the swords to make the
town spaces useable. Swords must
be removed in order from bottom
to top. Remove 1 sword by taking
the following actions:
Claim a solo token
Gain favour with a species.
ADDITIONAL SETUP
Place a solo token
on each exploration
track space with a
flag.
!
solo
In each town area:
place 2 sword
tokens in the
topmost space and
1 sword token in
the middle space.
CHAPTER OBJECTIVE
1 exporation marker must be on the
final space of an exploration track
by the end of the income phase in
round 3.
Each exploration track must have
at least one trading post.
170
140
110
11
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CHAPTER 5
Solo
With an army of townsfolk by
your side, you march forth and
free the captured Anglins. Now,
one last challenge remains...
onwards to save the forgotten
lands from the Assistant's coup!
ADDITIONAL SETUP
Use all of the action tokens in this
chapter.
Place a food on all flag spaces of
the forest territory, a mineral on
all flag spaces of the desert
territory, and a weapon on all flag
spaces of the glacier territory.
Randomly place 3 solo tokens face
down in each dock of the player
board.
!
solo
!
solo
!
solo
Instead of placing action tokens
inside the bag, place them beside
the board.
ADDITIONAL RULES
In the Recruit phase, use any 4
tokens from the side of the board to
recruit townsfolk cards.
Exploration markers collect goods
they land on then immediately
reset their position to the previous
flag (or the starting point if
collecting goods from the first flag).
Additional movement is taken from
that flag (or the starting point).
If a dock has one or more solo
tokens when you complete an
order, remove a solo token and gain
its rewards alongside any normal
rewards. Then, reveal 2 new
townsfolk cards from a deck of
your choice.
Always skip the return phase (do
not return exploration markers,
remove action tokens from the
town, discard townsfolk cards from
the display, or reveal new cards).
170
140
110
CHAPTER OBJECTIVE
All solo tokens must be removed
from the docks by the end of the
game.
12
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