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In Feya’s Swamp, you will play as a clan of swamp dwellers
striving to be the most prosperous group. To do this,
you must adapt well to the environment, find the best
places to fish and to settle, as well as partners with
whom to trade. You must also undertake adventures
in the abandoned temples around the swamp, where
powerful deities are waiting to be awakened. Get ready
to explore this magical swamp and to organize majestic
celebrations to pay tribute to the gods.
Try to achieve the most victory points over the 4 rounds
that the game lasts, since whoever gets the most points
at the end of the game will be the winner.
Game design
Helge Ostertag and Anselm Ostertag
Illustration
Mihajlo Dimitrievski
Editing and Development
José Manuel Álvarez and Jorge Larraín
Graphic Design
Laura Mena
Rules Writer
José Manuel Álvarez
Rules Revision
Jorge Larrain, Simón Weinstein and Andrew Campbell
Rules Translation
Andrew Campbell
THE GOAL OF THE GAME
COMPONENTS
1 Double sided Swamp Board
12 Boat pieces
(3 for each clan)
1 Island
totem
1 Blocking
piece
4 Double sided Clan Boards
8 Neutral
Worker pieces
(White Axolotls)
4 Turn Order pieces
(1 for each clan)
4 Score markers
(1 for each clan)
8 Race cards
5 Special Salamander
Clan tiles
21 Worker pieces
(5 from 3 clans and 6 from 1 clan)
1 Rounds Board
80 Settlement tiles (20 for each clan)
10 Spirit tiles 80 Fish pieces
4 Sailing pieces
(1 for each clan)
10 Guide cards
12 Objective pieces
(3 for each clan)
4 100/200 VP tiles
(1 for each clan)
6 Score cards
52 Gold pieces
(20 worth 1, 16 worth 5, 10
worth 10, and 6 worth 20)
4 Reference
Cards
20 Temple tiles
1 Rulebook20 Round Bonus
tiles
40 Mana Gems
6 Fish cards
It has been three years since the expedition came back
from the west with news of the discovery of Feya’s Swamp,
our new home.
We established our first settlements, and peace has held
between the four clans. Overflowing with life and mana,
the swamp offers us a promising future, and the ancient
temples surrounding it invite us to explore beyond what
is known to find the treasures of our ancestors.
We live in a time of great opportunity, when each clan
can write its own destiny and develop to the utmost of its
potential. The guide of the four clans have done excellent
work guiding our growth, in harmony with the rest of the
clans, and soon we will be able to overcome the dark times
that marked the past.
While continuing these times of peace, we do want our
clan to be the best and to develop our new home as much
as possible. After all, nobody can take away our pride…

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A Place the Swamp board in the center of the table. Use the side appropriate
to the number of people playing.
B Mix up the Spirit tiles and randomly select 2 of them. Place them in the
space matching the number on the back side on the Swamp board. If a tile
that cannot be placed is selected, ignore it and choose a new tile instead.
C Place the Rounds board near the Swamp board.
D Shuffle the 6 Fish cards and place them randomly deal them face
down to the Rounds board placing them in the spaces for this purpose.
Put the rest of the cards back in the box, as they will not be used anymore
in this game.
E Shuffle the 6 Score cards, and place 2 of them face up on the Rounds
board in the spaces for this purpose. Put the rest of the cards back in the box, as they will not be used anymore in this game.
F Split up the Bonus tiles by round and them mix them separately. Then
place as many tiles as there are players face up on the Rounds board for
each of the 4 rounds in the spaces for this purpose. Put the rest of the tiles
back in the box, as they will not be used anymore in this game.
G Place a Spirit tile in each round space on the Rounds board.
H Shuffle the 8 Race cards and lie 3 cards face up onto the table next to
the Rounds board. Put the rest of the cards back in the box, as they will not be used anymore in this game.
I Place the Temple tiles needed for the number of players in the
corresponding Temple areas on the Swamp board. Stack the tiles for
each temple so that the tile that grants the most VP is at the top and the
successive tiles proceed in decreasing order of VP.
J Shuffle the 10 Guide cards and place 7 of them
face up on the table near the Swamp board. Put the rest of the cards back in the box, as they will not be used anymore in this game. If the Leader card appears among those placed, then put the Blocking piece next to it. Otherwise, put it back in the box as well.
K Place the Neutral worker (Axolotl) pieces, the Island totem, and the
remaining Spirit tiles in the corresponding spaces on the Swamp board.
L Create a common reserve of pieces near the Swamp board with the
Fish pieces, Gold pieces, and Mana Gems. These resources are considered
as unlimited, and you can replace them with any piece to stand in for
them if needed.
GAME SET UP Common Area GAME SET UP Personal Area
A Choose a Clan board from among the 4 available (Crocodiles (blue),
Turtles (green), Frogs (red), and Salamanders (yellow)) and place it in front of you. For the first few games, we recommend using the normal side of the board, which is the same for each of the clans. Once you are ready for more advanced games, you can use the
asymmetric side of the board, bearing the symbol of the lotus leave (),
which works slightly differently for each clan (see page 16). There is no
need for everyone in your game’s group to play the same side (Normal or Advanced) on the personal board.
B Take the Settlement tiles matching your board’s color and place them
in the 20 available spaces of your Clan board.
C Take the workers belonging to your Clan. Leave 3 of them in your
personal reserve, which will be available as of the start of the game. The
other 2 are placed on top of the 2 Settlement tiles that are beside the spaces
that grants 1 new Worker to your Clan board when they are constructed.
*For the Crocodile Clan, the sixth worker can only be put on the advanced side
of the board ( ) Put it back in the box if you are playing using the normal side.
D Take your Clan’s Boat pieces and place them on the 3 Settlement tiles
that are beside the space that grants 1 new Boat to your Clan board when constructed.
E Take your Clan’s Sailing piece and put it on the Sailing track of your
Clan board.
F Put your Clan’s Turn Order piece on the Rounds board.
G Take your Clan’s 3 Objective pieces and put them in your personal reserve.
H Put your Clan’s Score marker on the 0 VP space of the Swamp board.
I Your reserve is granted 20 Gold, 1 Mana Gem, 3 Fish pieces, and 1
Reference Card.
A
B
B
I
I
I
I
K
I
C
D
G
F
F
F
F
H
H
J
H
D
G
D
G
D
L
A
B
H
C
G
C C D
F
D D
E
G
K
I
K
E E

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Feya’s Swamp is a good place to settle and invites us to develop our clan freely.
However, each clan has its own inclinations and taking advantage of these
could allow our clan to stand out from the rest.
The guides offer us their experience and support in this growth and choosing
who to listen to at all times will be key to achieving victory.
A game of Swamp of Feya is played over 4 Rounds, and each round has
3 Phases:
I. INCOME PHASE
II. TURNS PHASE
III. MAINTENANCE PHASE
You can achieve victory points during that game that you will keep track of
on the score track around the Swamp board. Additionally, once all 4 rounds
have been concluded, there is a final score count of the victory points.
I. INCOME PHASE
At the start of every round, each player will receive the resources
and skills matching the income shown on their Clan board and,
in some cases, on their Guide card. These indications are marked
with the Sun icon.
In order to receive the income from the Clan board, a Settlement tile
must have been built over the entrance in a prior round. At the start of
the first round, you only receive 1 Mana Gem from the Starting settlement
that was built.
This phase can be carried out simultaneously by each player on their own.
Example: the Salamander clan has the following spaces on their board
unlocked, so it gets 2 Mana Gems in the income phase. It also receives 8
Gold since it has the Merchant guide.
Before starting the game, it is important to carry out the following set up
steps to define your starting guide, the turn order of the first round, and
your starting positions on the Swamp board.
I. Choosing the Starting Guide
Starting with the last person who played in the mud, and going clockwise
around the table, each player must choose and take 1 of the 7 Guide cards
that are face up next to the Swamp board and put it in their reserve. This will
be the guide that that player will play in the first round of the game. Then,
put a Fish piece on top of the cards that were not selected by any player.
LAYOUT OF THE GUIDE CARD
To do so, players must follow these placement rules:
1. They may be placed in any water space that is adjacent to a Spirit space
(including the printed spaces and tiles).
2. You cannot place a Starting settlement tile on an island where you
already have a presence. Your 3 Starting settlement tiles must be placed
on 3 different islands.
3. You cannot place a Settlement tile if it causes two separate islands to
join into a single island.
4. If the tile you are placing comes with a Boat piece, you must place the
Boat on top of the tile on the Swamp board. This will be the starting position
of the Boat when you begin the game.
There is not any problem if another player places a Starting settlement
on the same island, or adjacent to the same Spirit space.
Example: In this 3-player game, this is how the Starting settlement tiles
have been placed.
IV. Asentamientos neutros (sólo en partidas de 2 Participantes)
GAME SET UP
Starting positions
Initiative
this defines the turn order in the round
Special Ability
this is the special ability that your clan will have during the round (see the Guide Cards Appendix on page 15)
Sailing Range
this defines the base value of the number
of spaces that you can move with one of your boats during the round
Settlement Value
this defines the construction cost for each
of the Settlement tiles during the round
II. Define the turn order
Each player must put their Turn Order piece in the Round 1 sector of
the Rounds board. Whoever chooses the guide with the lowest initiative value will be the first person to play this round, and their marker will go first. Whoever chooses the guide with the second lowest initiative will go second, and so on and so forth.
III. Starting settlements
In accordance with the turn order that is shown on
the Rounds board, all the players take turns placing
one of their 3 Starting settlement tiles from their
Clan board (those bordered in a darker color) on
the Swamp board, until each player has placed all
of their starting tiles.
In 2-player games, each player must alternate placing settlement tiles in
an unused color following the turn order and the rules from above. These
neutral settlements are to be used with the TRADE action (page 8) and
CELEBRATE action (page 10).
HOW TO PLAY A) Boat Action, place a worker B) Ground Action, place a worker C) Pass
In addition to the action, at any time during your turn you may perform the permitted exchanges:
a) Exchange 2 Mana Gems for 1 Neutral Worker (Axolotl) (if there are any available). b) Exchange 1 Worker (any) for 1 Mana Gem.
Before finishing your turn, check whether you have achieved one of the
Race Objectives (see Race Cards on page 14) lying next to the Rounds board.
If so, place one of your Objective pieces on the card in the available space
with the highest value, and immediately mark those Victory Points on the
track around the Swamp board.
A) Boat Actions
To perform these actions, you must place
one of your available workers (either
from your clan or a neutral worker) in
an available Boat Action space. These
are indicated with this symbol:
You may never place a worker in a space
that is already occupied by another worker.
Some spaces can grant resources or extra Victory Points to whoever occupies
them. Sometimes, you must spend Mana Gems in order to be able to occupy
certain spaces.
All of the Boat Actions involve your Boat pieces. When placing a worker in
one of these spaces, you will be able to perform the corresponding action
with each available boat you have on the Swamp board.
Each Boat piece can move up to the number of spaces indicated on the Sailing
Range of your Guide card, plus the bonus that you have on your Sailing track
on your Clan board and any other bonuses. After movement, the boat must
perform the corresponding action where it completed its movement. You
cannot move a Boat piece if the corresponding action is not performed.
This means that, in order to move a Boat piece, it is obligatory that you
also carry out the action selected with the worker.
II. TURNS PHASES
In the turn order on the Rounds board, each player will carry out their turn by choosing one of the following actions:
Boat pieces can only move through water spaces, and can never end their movement on top of another Boat piece. However, it is allowed for boats to move through water spaces that are occupied by other Boats.
You can see the boat actions in the next page.

boat must perform the corresponding action where it completed its movement You cannot move a Boat piece if the corresponding action is not performed This means that in order to move a Boat piece it is obligatory that you also carry out the action selected with the worker II TURNS PHASES In the turn order on the Rounds board each player will carry out their turn by choosing one of the following actions Boat pieces can only move through water spaces and can never end their movement on top of another Boat piece However it is allowed for boats to move through water spaces that are occupied by other Boats You can see the boat actions in the next page

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8 9
FISH
Depending on your movement capacity, you
can move each of your available boats onto
a space that has a fish of the season. These
fish are those that are shown on the Fish tile
of the current round on the Rounds board
Then, for each boat that performed the action, take as many Fish pieces
from the common reserve as the fish capacity allows and put them in
your personal reserve.
Your fish capacity is represented by this icon
, which you can find you
your Clan board or on the Fisherman Guide Card. Each available icon
you have corresponds to the granting of 1 Fish piece per each Boat that
performs the action. You can also increase this capacity for one turn by
spending the corresponding Bonus tile (page 14).
Remember, you cannot move a Boat unless that boat performs the Fish Action.
Example: In this round, only purple fish can be caught A. The Salamander
clan has 2 Boats on the Swamp and a sailing range of 5 (Guide + Sailing
Track) B. It fishing capacity is 2 – one for having unlocked the capacity on
their board, and another for using the Fisherman guide C. The first boat
D only moves 4 spaces onto a Purple fish, which gets the clan 2 Fish pieces.
The second boat E, is unable to reach a space with a purple fish, so it cannot
move since it would not be able to execute the action.
BUILD SETTLEMENT
Depending on your movement capacity, you can move
each of your available boats to a free space adjacent to
a space where a Settlement can be constructed. These
spaces are next to an Island (Settlement tile or Spirit tile).
Each boat can build just one Settlement tile in that free
adjacent space, so long as building it will not join 2 or more islands A or
completely block access to a Boat B C or a Temple space D.
SAIL
Depending on your movement capacity, you can
move each of your available boats to a free space
in the swamp. This is the only way to move boats
without being forced to perform another action too.
Note: on the 3-4 player map, you add 2 additional spaces of movement
for each of your boats. Also, it is only with this action that you can reach the spaces in which the
Temple tiles are located, at the edges of the swamp. When you reach these
spaces, your movement ends immediately, and you take the Temple tile
that is at the top part and receive the reward on it at that moment. There can be more than one boat in that space.
You can only take one of each type of Temple tile during the game.
Example: The Salamander clan has 3 Boats on the Swamp and a Sailing
range of 4 (Guide + Sailing Track). When this action is chosen, the player adds
2 extra movements to each boat, as it is a 3 players game. The first boat
A
moves 5 spaces to the right. The second boat B moves 3 spaces towards the
and collects the top temple tile C that grants 5 Victory Points. The third
boat D moves 4 spaces to a space with a yellow fish.
A
B
B
C
C
TRADE
Depending on your movement capacity, you can move
each of your available boats to a free space next to at
least one Settlement tile. It is allowed to finish your
boat’s movement in a free space that is adjacent to
more than one Settlement tile.
Then you can place Fish pieces from your personal reserve on any Settlement
tile that is adjacent to the Boat piece as per the following rules:
1. The Fish pieces are placed on the corresponding Settlement tile, and
they can be placed on an empty tile or on top of another Fish piece that
is already on that tile.
2. Each Settlement tile can hold up to a maximum of 3 stacked Fish.
3. If it is a Settlement tile that belongs to a clan other than your own, each
Fish piece you place will grant you Gold from the common reserve in
accordance with its position on the Tile. If it is the first Fish piece on the
pile, it will give you 4 Gold, if it is the second Fish piece it will give you 3
Gold, and if it is the third Fish piece it will give you 2 Gold.
If the Settlement is in your color, placing the Fish pieces will not give
you any Gold, but they will become Victory Points later on (see Celebrate
Action on page 10).
4. If the Settlement tile is part of an island that contains the Island Totem,
each Fish piece that you place on the tile of a Clan other than your own
will grant you one extra Gold.
Remember, you cannot move a Boat unless that boat performs the Trade Action.
Example: The Frog clan has 2 Boats on the Swamp and a Sailing range of
4 (Guide + Sailing Track). The first boat A moves 3 spaces and sells 2 fish
at the first settlement B, placing the first Fish piece on the settlement tile
and the second stacked atop the first, which gives the Frog clan 7 Gold; and 2
fish on the second settlement C which does not give them any Gold because
it belongs to the Frog clan. The second boat D sells one fish, which is the
second in the stack, and therefore gives the clan 3 Gold.
In order to build a settlement, you must pay the following for each
Settlement tile:
1. 3 Gold for each Spirit space or tile present on the island in question.
2. As much Gold as is indicated by your Guide card’s Settlement Value.
Then, in the space chosen, you have to place the first Settlement tile
available in any of the 4 Tracks on your Clan board. If there is a bonus on the
space of the tile you just constructed, this is given to you immediately (see
page 16). If the tile comes with a Boat piece, the Boat piece is immediately
placed on top of the tile you just built.
Remember, you cannot move a Boat unless that boat performs the Build
Settlement Action.
Note: some Fishing spaces can also disappear from the game board when
a Settlement tile is built on top of them.
Example: The Frog clan has 3 Boats on the Swamp and a Sailing range of
6 (Guide + Sailing Track)
A. The first boat B moves 3 spaces and builds a
new settlement on the Central Island, taking the first tile of their top left track
C, and placing it in the island D. Since the Central Island contains 2 Spirit
spaces, and its Guide (Monk) Construction value is 4, it costs 10 Gold to build
there. Since there is no more Gold, the rest of the boats do not move or build.
A
A
E
+
+
+
+
+
AB
C
D
B
C
D
A B C D
A
B
C
D
-
D

when a Settlement tile is built on top of them Example The Frog clan has 3 Boats on the Swamp and a Sailing range of 6 Guide Sailing Track A The first boat B moves 3 spaces and builds a new settlement on the Central Island taking the first tile of their top left track C and placing it in the island D Since the Central Island contains 2 Spirit spaces and its Guide Monk Construction value is 4 it costs 10 Gold to build there Since there is no more Gold the rest of the boats do not move or build A A E AB C D B C D A B C D A B C D D

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10
B) Ground Actions
To perform these actions, you must first
position one of your available (either
from your clan or a neutral) workers in
an available Ground Action space. These
spaces are indicated with this symbol:
You may never place a worker in a
space that is already occupied by another worker.
Some spaces can grant resources or extra Victory Points to whoever
occupies them. Sometimes, you must spend Mana Gems in order to be
able to occupy certain spaces.
The different Ground Actions are:
IMPROVE SAILING
Move your Sailing piece on your Sailing track of your
Clan board one space to the right and you immediately
get the Victory Points for this move.
From that point on, you can always add this new Sailing value to your
Sailing Range provided by your Guide card.
Example: The Salamander clan chooses this action and moves its piece on
the Sailing track forward one space. Now the clan has a base sailing range
of +3 and immediately gets 4 Victory Points.
CELEBRATE
Choose an island on the Swamp board on which to
throw a festival for the gods. For each settlement
tile that is on the island with Fish pieces on top of it,
regardless of the settlement’s colors, you immediately
receive 1 Victory Point. Also, if you held a celebration
on the Island that contains the Island Totem, you get 3 extra Victory Points.
Then, each player, including the player whose turn it is, gets 1 Victory Point
for each fish they have on Settlement tiles in their own color. Finally, put
all the Fish pieces on the island back into the common reserve.
Example: The Frog clan decides to hold a Festival on this island. Since there
are 5 Settlement tiles that have fish, the clan gets 5 Victory Points. Then,
remove all the fish from these tiles.
ADD SPIRIT WORSHIP
Take a Spirit tile from the common reserve and add
it to an empty space on the Swamp board according
to the placement rules below:
1. It must be adjacent to a Settlement tile or a Spirit tile.
2. You cannot place it on an island that already has the Island Totem on it.
3. You cannot join 2 or more islands by placing the tile.
4. You cannot completely block access to a Settlement tile or a Temple
by placing it.
Then move the Island Totem to the Spirit tile that was just placed.
Note: some Fishing spaces can also disappear from the game board when
a Spirit tile is built on top of them.
Example: The Frog clan decides to add Spirit Worship to this Island. It takes
the Spirit tile from the action space and puts it on a valid space on the
island
A. Then, the Totem is taken from the other island it is on and placed
on the island where the new Spirit tile was placed B.
C) Pass
You can choose to pass. This might be because you do not have any more
workers to use, or for another reason of your choosing. If you choose this
action, you cannot play for the rest of that round.
In order to pass, follow these steps:
1. Take one of the Round Bonus tiles from the corresponding round that are
available on the Round board (see the effects of these tiles on page 14).
2. If your Guide card has a bonus for Passing, collect this reward.
3. Put your Guide back to those that are on the table next to the
Swamp board
4. Take a new Guide card (different from the one you just put back) for the
next round. If it has Fish pieces on it, then you take those as well.
5. Turn over the new Guide card in front of you as a reminder that you
cannot play anymore in that round.
Only in case that you are the last person in this round to pass go on to
this final step:
6. Take the Spirit tile for the round in play from the Round board and put
it on the Swamp board following the rules from the ADD SPIRIT WORSHIP
action.
Note: the last person can play several turns alone during a round so long as
they have workers available and all the other players have passed.
4 fish were taken from the blue tiles, so the Crocodile clan get 4 VP. 5 fish
were taken from yellow tiles, so the Salamander clan gets 5 VP. Then 2 fish
were taken from the red tiles, so the Frog clan gets 2 VP.
4
5
2
A
B
11

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12 13
8
III. MAINTENANCE PHASE
Once all the players have opted to pass, the following steps of the Maintenance
Phase must be carried out in order to start the next round. This phase is
skipped after Round 4, and instead the game goes straight to the End
of the Game.
1. Each player collects their workers from the Swamp board.
2. Place the Neutral Workers that were on the Swamp board in the common
reserve.
3. Turn over the Fish card for the current round. This will help indicate
that the round has been concluded.
4. Place a Fish piece on each unselected Guide card.
5. Each player shows their new Guide card, and then, based on these new
cards, the turn order for the new round is defined. Put the pieces in the
turn order on the Round board based on the initiatives shown on the new
Guide cards.
After carrying out each of these steps, play the new round, starting again
with the Income Phase, then the Turn Phase, and finally the Maintenance
Phase.
END OF THE GAME
Now our people have a new home, and the Swamp Age has begun. The
guides of our grandchildren’s grandchildren will tell us how the four clans
built our home here, working together and finding their place in harmony
with the spirits of Feya. Now that the settlements are built, which clan will
be most present in the songs of our descendants?
Once the Turn Phase of the fourth round is concluded, the game moves
onto the final score, in which the victory points earned throughout the
game are added up:
1. The Victory Points for each of the Islands on the
Swamp board are counted. To do so, on each island,
each player counts how many Settlement tiles
they have on the island in question and multiplies
that sum by the number of Spirit spaces that are
on the same island.
Players get as many Victory Points
as the square (x2) of the number of
Settlements of their color that is in
the clan’s largest group on the Swamp.
Players get 5 Victory Points for each
of their Settlements that is next to a
Temple space.
Players get 3 Victory Points for each
Island on which their clan as the most
Settlements (including where they
are tied for first).
Players get 5 Victory Points for each
Island on which they have exactly 1
Settlement (and no more)
Players get 4 Victory Points for each
of their Settlements on the largest
Island(s).
Players get 4 Victory Points for each
of their Settlements on the smallest
Island(s).
SCORING CARDS
Example: on this island, the Salamander clan has
4 settlements in their color that are connected
A so they get 16 (4x4) Victory Points.
Example: the Crocodile clan has 3 settlements next
to Temple spaces A, so it gets 15 Victory Points.
Example: the Crocodile clan has 2 islands where their color predominates
A, and another where
they tie another clan B, so they get 9 Victory Points.
Example: the Salamander clan has two islands
on which is has just 1 settlement A, so it gets 10
Victory Points.
Example: the Frog clan has 2 settlements in
the largest island in the Swamp
A, so it gets 8
Victory Points.
Example: in the final board there are 3 islands of
3 spaces A, that are the smallest of the swamp.
The Frog clan has 1 settlement in 2 of them B, so
it gets 8 Victory Points.
A
3
3
3
A
A
B
5
5
A
5
5
5
A
A
A
A
A
A A
A
4
4
B
B
Example: On this island, the Crocodile clan has built 4 settlements. Since this
island has 2 Spirit spaces on it, the Crocodile clan player receives 8 Victory Points.
2. Each player adds up how many Victory Points they get
from the 2 Score cards on the Round board (see Score
cards on page 13).
3. Each player gets 1 Victory Point for every Fish piece
that is still on their Settlement tiles on the Swamp board.
4. Each player gets 1 Victory Point for every Mana Gem
that they have in their personal reserve.
5. Each player gets 1 Victory Point for every 10 Gold they
have in their personal reserve.
Whoever has the most victory points is the winner. If there is a tie, the
tied players share the victory.
Congratulations! You were the clan who best
settled the Feya’s Swamp. Songs will be sung
and stories told of your achievements for
many generations to come.

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14 15
LEADER
Initiative: 1 / Settlement Value: 7 / Sailing Range: 5
Skill: during the Income Phase, you can place the blocking
piece on top of one specific action space on the Swamp
board, which is then reserved solely for you during the Turn
Phase of that Round.
BUILDER
Initiative: 6 / Settlement Value: 3 / Sailing Range: 3
Skill: you are granted an action space exclusively for you to
perform the BUILD SETTLEMENT Action (page 9) during
the Turn Phase.
GUIDE CARDS
SAILOR
Initiative: 2 / Settlement Value: 6 / Sailing Range: 5 Skill: during the Income Phase, move your marker 1 space
forward on the Sailing Track of your Clan board, and
immediately receive the Victory Points corresponding to
the move.
WARRIOR
Initiative: 7 / Settlement Value: 3 / Sailing Range: 2
Skill: during the Income Phase, you receive 2 Neutral Worker
pieces from the common reserve.
FISHERMAN
Initiative: 3 / Settlement Value: 5 / Sailing Range: 4 Skill: increase the Fishing capacity of each Boat piece you
have during the FISH Action (page 8) in the Turn Phase.
MERCHANT
Initiative: 8 / Settlement Value: 2 / Sailing Range: 2
Skill: during the Income Phase, you get 8 Gold from the
common reserve.
MONK
Initiative: 4 / Settlement Value: 4 / Sailing Range: 4
Skill: during the Income Phase, you receive 2 extra Mana Gems.
ARTIST
Initiative: 9 / Settlement Value: 2 / Sailing Range: 1
Skill: when you Pass, you immediately get 3 Victory Points,
and then you perform a CELEBRATE Action (page 10).
STORYTELLER
Initiative: 5 / Settlement Value: 3 / Sailing Range: 3
Skill: when you Pass, you immediately get 3 Victory Points
for each Temple tile you have.
WISEMAN
Initiative: 10 / Settlement Value: 1 / Sailing Range: 1
Skill: when you Pass, you immediately get 3 Victory Points
for each Island where you have the most (including tied for
first place) Settlement tiles.
These tiles are achieved when you Pass in each Round (page 11) and can
be used only one time in any round after the one you received them. You
may use more than one of these tiles in a single turn.
ROUND I
You can spend these tiles on an action during the Turn Phase. They can
be used in Rounds 2, 3, or 4.
ROUND BONUS TILES
Have at least 1 Settlement
tile on each island.
Have at least 5 Settlement
tiles on one island.
Have at least 2 Settlement
tiles on 5 islands.
Reach the +4 space on your
Sailing Track.
Have at least 3 Settlement
tiles on 3 islands.
Unlock 2 Workers on your
Clan board.
Fish at least 7 fish in one
turn during the FISH action.
Obtain at least 30 Gold in one
turn during the TRADE action.
RACE CARDS
Add 3 to your sailing range for one turn.
BUILD Action
1 Mana Gem for 1 Neutral Worker
Add 2 to your sailing range for one turn.
FISH Action
4 Gold for 1 Neutral Worker
Add 1 to your Fishing capacity for each Boat for one turn.
TRADE Action
6 Gold For 2 Mana Gems
Pay 3 coins less to build each Settlement tile for one turn.
CELEBRATE Action
2 Mana Gems for 4 Fish pieces
Pay 2 coins less to build each Settlement tile for one turn.
IMPROVE SAILING Action
3 Mana Gems for 16 Gold
ROUND II
These tiles allow you to perform a special action in your turn during the
Turn Phase without having to place the corresponding worker. They can
be used in Rounds 3 and 4.
ROUND III
You can use these tiles at any time during your turn to make the exchange
in question. They can be used in Round 4.
ROUND IV
When you acquire these tiles they give you the stated amount
of Victory Points.

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16
CRODODILE CLAN
Includes an extra worker piece that can be unlocked.
Details of
THE ADVANCED CLAN BOARD
Symbology on the Clan boards:
Increase the fishing capacity of all your boats.
Immediately get 3 Victory Points and perform the CELEBRATE
action (page X).
Receive 3 Victory Points in the Income Phase.
Immediately place a new Boat piece on the Settlement tile
that was just built. You can use it starting in the next turn.
Receive X Gold in the Income Phase.
Receive 1 Mana Gem in the Income Phase.
Receive 1 new Worker piece. You can use it starting in the
next turn.
APPENDIX
TURTLE CLAN
Unlocks up to 2 extra Mana Gem income, and it has fewer spaces without
benefits.
FROG CLAN
Unlocks the entrance on the Sailing Track and improves Fishing capacity
before any other clan, but it has more spaces without benefits than any
of the other clans.
SALAMANDER CLAN
Includes 5 Special Salamander tiles that allow you to adapt to the development
of the game better. When a space with this symbol
, is unlocked, it
adds one of the tiles in that space so that you can get the benefit.
Immediately get one move forward on the Sailing Track and the corresponding VP as well.
Move forward one space on your Sailing Track and obtain the
corresponding VP as well in the Income Phase.
Symbology in Temple Tiles and Action Spaces:
Get X Victory Points
Get X Mana Gem
Get X Fish piece
Pay X Mana Gem.
Get +2 Movement for each Boat for this turn.

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