Full manual text

Instrukcja
Nie musisz czytać tej
instrukcji, obejrzyj
film prezentujący
zasady.
Rulebook
Don't want to read the rules?
Scan the QR code to watch
a video tutorial.
feeler
leg
abdomen

---

32
M
eadow: The Adventure Book expansion takes you on a hike with a beautiful cave as your final destina -
tion. You will discover places that challenge you to change your perspective. Each page of the book is
a different hike introducing new elements or changing the point scoring known from the base game.
Achievement Sheet
The hiking mode includes the achievement sheet that lets you track
your gained from victory points and achievements described in
each of the hikes.
The Adventure Book expansion has been prepared exclusively for
the base game of Meadow. This expansion is not to be combined
with the Downstream expansion.
Before beginning the game with the Adventure
Book expansion, add cards from Envelope U -
Big Encounters together with its goal token.
The hiking mode will involve playing through each hike from
this expansion. We recommend playing with the same players
throughout the campaign. The player with the most stars at the
end of the campaign is the winner. In case of a tie, the players
share victory.
Hiking mode is an additional gameplay option. All the hikes can be
played in any order, with different compositions of players. Even
after playing this mode, players can choose to play single plays of
their favorite hikes.
In hiking mode, after every hike, the players mark on their
achievement sheet the amount of stars earned through victory
points and acquired achievements.
After each hike, award:

 – to the player(s) with the most victory points;
 – to the player(s) with the second-most victory points.
The Adventure Book expansion consists of 6 hikes introducing
additional rules and game elements. The hikes may be played
individually or in the hiking mode.
Some of the hikes include new cards. Those are marked on the back
with letters N, W, S, and E. After finishing the given hike, these new
cards may be added to future games of the base game or with the
Downstream expansion.
Hiking Mode
...................
...................
...................
...................
.........
.........
.........
.........
...................
......................................
......................................
...................
...................
...................
In the event of a tie after any hike, each of those players receives the full amount of .
Moreover, during each of the hikes, you may earn additional for
acquiring the achievements described in each of the hikes. You can find information about the achievements in the table at the end of the description of each hike, and the icon reminders on the pages of the book of adventures.

---

32
Adventure Book
The adventure book includes boards to play each hike.
The adventure book replaces the campfire board from the base
game. Leave the campfire board in the box and instead place
the adventure book opened on the corresponding hike next to
the main board.
6 Boxes (to be assembled before your first game)
Assemble each of the boxes before your first game according to the drawing on the attached leaflet.
Note!
Before you take out the cardboard components from the punch-
boards, please check the symbols on the punchboards. This will
make it easier for you to place them in the corresponding boxes.
Components in boxes will be used when preparing certain hikes.
Each of the hikes includes a description with the summary of
components needed.
3 Notch Tokens
Place the corresponding amount of notch tokens, depending on the amount of players, on the last page of the adventure book. In a 1- and 2-player game, use the token marked as "1+". In a 3-player game, additionally use the token marked as "3+", and in a 4-player game, use all of the tokens.
4 Player Markers
The markers are used in the following hikes: Windmills, Balloons, Observation tower, and Cave.
Common Components
Adding notch tokens.
1+
3+
4

---

54
M09
M12
I
t's time for a hike. Just make sure to pay attention to
the sky. Sometimes you can spot clouds in unexpected
interesting shapes. At other times it'll be dark rain clouds
forecasting a weather change.
During this hike, you'll score points not only for exploring
the meadow area but also for observing the sky. This will
give you weather cards that in turn grant extra actions.
Hike Preparation
Follow steps 1-4 of setup from the base game rulebook (p. 4-5).
8 sunny weather cards
4 sunny weather tokens
(1 in each of the 4 player colors)
4 bonus tokens with a value of "5"
(1 in each of the 4 player colors)
8 rainy weather cards
4 rainy weather tokens
(1 in each of the 4 player colors)
2 weather indicators
(sunny and rainy)
5 extra tokens
Place the adventure book next to the main board and
open it as shown in the diagram below. Remember
to place the notch tokens according to the number of
players (see p. 3 of this rulebook).
Place the round marker
on the 1st umbrella of
the round tracker.
Shuffle the base game
goal tokens and place
them face up, one at
a time on each of the
revealed spots. Unused
goal tokens are returned
to the box.
Divide the weather cards
into sunny and rainy and
place them face down
next to the adventure
book. Next, place two
cards of each type on their
corresponding spots.
Hike 1.
Beginning
Components
1
2
3
4
M09

M10

M11

M12

M13

M14

M15

M16

M01

M02

M03

M04

M05

M06

M07

M08

1 eight-sided die

---

54
M01
M06
3
5
Give each player their components from the base game
(described in step 7 on p. 5 of the base game rulebook).
Each player additionally takes a bonus token with the
"5" value in their corresponding color.
5
Place the weather tokens that match the colors of the players on the starting spots of the corresponding tracks.
Place the weather indicators, extra tokens, and the die, next to the main board.
The player that was last soaked by rain receives the first player token and starts the game.
The game follows the rules of the base game with the following changes:
Start of the Round
Roll the die at the start of each round to determine where to put the weather indicators on the main board. The result of the roll determines the position of the weather indicator according to the diagram in the adventure book. Perform a roll for each of the weather indicators separately, starting with the sunny weather indicator. The two indicators cannot share a space. If the roll for both indicators is identical, repeat the second roll until a different result is reached.
Diagram of the
weather indicator
placement
Getting Weather Cards
The player that places their path token in the notch of the main
board (or in the notch of a weather indicator) and takes a card in
the row or column with the weather indicator, immediately moves
their token on the corresponding weather track by 1, as indicated
by the arrows. The sunny weather indicator moves you on the
sunny weather track, and the rainy weather indicator moves you
on the rainy weather track. If you choose a card that crosses the
paths of both weather indicators, you choose only 1 of the weather
tracks to move your token.
Rules of the Hike
6
7
8
Example 1. At the beginning of the round, the roll result for the sunny
weather indicator was 3, and for the rainy weather indicator 5.

---

76
M09

If the weather token reaches the last space and you would move
it again, gain 1 of the 2 visible weather cards (corresponding with
the track) and then move your token to the starting spot of the
given weather track. Refill the empty space with a weather card
of the corresponding deck.
If the weather card decks runs out, do not refill the empty spaces in
the adventure book. They remain empty until the end of the game.
From now on, instead of taking a weather card, you may play 1 card
from your hand.
Example 2. Steven places his path token and takes a card from a row
with the sunny weather indicator. After taking the card, he moves
his sunny weather token 1 space.
It's the last space on
the track, so he receives
1 face-up sunny weather
card as a reward and places
his weather token back on
the 1st space of the track.
Playing Weather Cards
You may play a weather card from your hand in the same way you
would play any other card in your hand. Weather cards are placed
under previously played landscape cards as shown below. You may
only play one weather card per landscape card.
Some of the weather cards that grant victory points also have
placing requirements or give you a chance to perform an additional
action. You must perform the additional action right after playing
the weather card.
M06
Actions of the weather cards
You may play a card into your meadow
or surroundings area.
You may play up to 2 cards into your meadow and/or
surroundings area.
Take the corresponding ground token as indicated on the card
and place it on any of your ground cards (next to its ground
symbol). Treat this card as if it included the symbols on
the token.
Take the corresponding token as indicated on the card and
place it on any of your observation cards (next to its symbol).
Treat this card as if it included the symbol on the token.
When covering the card, return the token back to the box.
You can't play this card on a landscape card that already has
a discovery card. After playing this card on a landscape card,
you can't place discovery cards on this card anymore (place
this weather card just like a discovery card as a reminder).
Discard any 1 card from your hand.
At the end of the game, this card is worth as many points
as the landscape card that it was placed on.
Take 1 road token.
Move your weather tokens on both tracks 1 space.
Take any the face-up W card from the main board.
Refill the empty spot with the topcard of the W deck.
Take the top 2 cards of the S deck.
Hike 1. Beginning

---

76
End of the Hike
Performing Special Actions and Optional
Goal Fulfillment
If you place your path token in 1 of the notches in the adventure
book, you perform its bottom action (as in the base game).
Additionally, you may fulfill a goal.
The pairs of symbols are goals. Just as in the base game, in order
to fulfill a goal, you have to have both symbols of the pair visible in
your meadow area. In the case of first 2 pairs, 1 of the symbols is
a weather card symbol. In order to fulfill those goals, you have to
have a corresponding card played and have the 2nd symbol visible
in your meadow.
Your bonus tokens are placed on the board next to the corresponding
pair you are scoring, starting with your 2-value token placed in the
leftmost empty spot.
Important! In this hike all players also have available a bonus
token with the value of "5". Additionally, there are 4 bonus token
spaces, 1 for each of the players. Each player has the possibility of
fulfilling each of the goals.
Placing a Path Token on the Common Space
Each of the players may place any of their path tokens on the space shown in the picture on the left. Placing a path token here lets you play a card into your meadow or surroundings area and fulfill a goal (as if you placed your path token in the notch of the adventure book).
End of Round
When all players have placed all their path tokens, the round ends. Then the players collect all their path tokens. Pass the first player token and move the round marker to the next spot (like in the base game). When the round marker passes the hourglass symbol, replace the S deck holder with the N deck holder and discard all
cards from the main board and refill it with new cards.
The game ends at the end of the 6th round (regardless of the
number of players). Players count their victory points from
the cards they played in their meadow and surroundings areas
(including weather cards), as well as their bonus tokens from
the adventure book.
Additionally, players receive victory points if their weather tokens
are on the spots marked with 1 or 2 points on the tracks.
The winner is the player with the most victory points. In case of
a tie, the players share victory.
Adventure Book Actions
Apart from the stars for 1st and 2nd place, you also receive
for the following achievements:
One  for each player who was the first to fulfill
at least 1 goal (they have at least one bonus token in the first column).
One
 for each player who played at least 1 sunny
weather and 1 rainy weather card.
Hiking Mode

---

Wetlands are the natural environment of many wild animals. It's difficult to observe nature in those hard-to-reach areas. However, thanks to footbridges, bridges, and natural stream passages, you will be able to discover the beauty of wild nature and maybe observe some huge animals. Each player's meadow area gets divided with a stream board; fulfilling goals will require placing the corresponding symbols on the correct sides of the bridges. In order to become the best observer, you must discover both sides of the meadow.
Hike 2.
Bridges
24 bridge tokens
(6 in each of 4 colors)
5 additional hike cards
with the symbol
4 stream boards
Components
Hike Preparation
Follow steps 1-4 of setup from the base game rulebook (p. 4-5).
Place the adventure book next to the main board and open it as shown in the diagram below. Remember to place the notch tokens according to the number of players (see p. 3 of this rulebook).
1
Place the additional five hike cards next to the board, visible to and within easy reach of all the players.
2
Shuffle the goal tokens and randomly place 6 of them on the marked spots. Unused goal tokens are returned to the box.
3

---

98
Place the round marker on the 1st
footbridge of the round tracker. 4
Give each player their components from the base game (described in step 7 on p. 5 of the base game rulebook). Each player additionally takes 1 stream board and 4 random bridge tokens (1 of each of the colors). The bridge tokens should be placed on the stream board according to color.
5
The player that last crossed a bridge by foot receives the first player token.
6
7
Before you start the game (but after drawing cards in the player preparation step), place your starting ground card (chosen side face up) to the left or right of your stream board. Place the ground card taken in the previous step (from the E deck) on the other side of the stream board.
The game follows the rules of the base game with the following changes:
Playing Cards into the Meadow Area
When playing a card in your meadow area, decide on which side of the stream board you want to place it. The symbols required for playing cards can be on either side of the stream board.
Important!
You can have up to 10 ground cards in your meadow area. You may
freely place them to the left or right of the stream board.
Rules of the Hike
Example 3. Will places the lone tree card. He has the cards with the
required symbols in his meadow area. He can choose to play the
card on each of the marked spaces.

---

1110
M17

Example 4. Meadow and surroundings areas during the Bridges
hike. Each of the areas is divided into the left and right side by the
stream board.
Bridge Tokens
Each bridge token has 2 symbols. If you have cards with both
symbols in your meadow area and they are on the correct sides
of the stream board, you immediately flip the token.
The flipped token gives you points at the end of the game
(as visible on the back side of the token).
Important! The bridge tokens don't have to be flipped in order.
You may first flip the tokens with higher point values (as long
as you fulfill their requirements) without flipping the ones with
lower values.
Example 5. In order to flip the following bridge token:
A card with a
symbol has
to be on the left side of your
stream board.
While a card with a symbol
has to be on the right side of your stream board.
Hike Cards
When you flip your second bridge token, you immediately take 1 of
the additional hike cards visible next to the adventure book.
Important! It doesn't matter which tokens have been flipped, you
always take the hike card after flipping your second bridge token.
Example 6. Caroline flips a bridge token with a value of "3" after
fulfilling its requirements.
Playing Cards into the Surroundings Area
As with playing cards into your meadow area, when playing
landscape cards you must decide on which side of the stream board
you want to place the card.
Keep your road tokens above the stream board. You decide where
to place the landscape card when playing the card.
Because it's her second flipped bridge token, she chooses 1 of the
hike cards and adds it to her hand.
Hike 2. Bridges

---

1110
Adventure Book Actions
Note the bridge between those symbols as it represents the stream
board. In order to fulfill that goal, the cards with required symbols
must be on the corresponding sides of your stream board.
Example 7. The above goals can be fulfilled in 2 ways:
1)  The symbol must be to the left of the stream board, and
the symbol to its right
OR
2)  the symbol must be on the left side of the stream board,
and the symbol to its right.
Placing a Path Token on the Common Space
Each of the players may place any of their path
tokens on the space shown in the picture on the left.
Placing a path token here lets you play a card into
your meadow or surroundings area and fulfill a goal
(as if you placed your path token in the notch of the
adventure book).
End of Round
When all players have placed all their path tokens, the round ends. Then the players collect all their path tokens. Pass the first player token and move the round marker to the next spot (like in the base game). When the round marker passes the hourglass symbol, replace the S deck holder with the N deck holder and discard all
cards from the main board and refill it with new cards.
End of the Hike
The game ends at the end of the 6th round (regardless of the number of players).
Important! During this hike, you count your points from the cards
you played in your meadow and surroundings areas separately,
for each side of the stream board (left and right). Your final
score is the amount of victory points you got from your meadow
and surroundings areas from the side where you scored the least
amount of points.
Additionally, you receive points for flipped bridge tokens and
bonus tokens placed in the adventure book.
The winner is the player with the most victory points. In case of
a tie, the players share victory.
Apart from the stars for 1st and 2nd place, you also receive for
the following achievements:
One  for each player who placed at least 2 bonus
tokens in the adventure book.
One  for each player who, at the end of the hike,
has each of the following symbols showing in their
meadow area:   , , .
Hiking Mode
Each area has only 4 bonus token spots, therefore each player may only place 1 token of their color in the given area. In order
to place all of your bonus tokens, you must fulfill 1 goal from each of the areas.
Performing Special Actions and Optional
Goal Fulfillment
If you place your path token in 1 of the notches in the adventure book, you perform its bottom action (as in the base game). Additionally you may fulfill a goal.
The pages of this hike in the adventure book include 3 areas
allowing you to fulfill a goal. They are marked with 1 of the
symbols: 
 , ,. Each of the symbols creates a pair with
2 goal tokens.

---

1312
T
ulip valley is one of the most beautiful stops in our
travels, especially if you walk there by stepping from
the western hills. Brick and wooden windmills contrast
with the red and yellow fields of flowers. When fulfilling
your nature observation plans, you might have a chance to
wander closer and see the beautiful blooms. It's definitely
worth spending some of your time here.
Hike 3.
Windmills
Hike Preparation
Follow steps 1-4 of setup from the base game rulebook (p. 4-5).
5 additional hike cards
with the symbol
4 windmill discs
(1 in each of the 4 player colors)
24 trail tokens (including 4 start, 16 middle, and 4 end)
16 windmill blade tokens
Components
Place the adventure book next to the main board and open
it as shown in the diagram below. Remember to place the
notch tokens according to the number of players
(see p. 3 of this rulebook). 1
Place the windmill discs
in the colors of the
players taking part in the
game on the designated
spots in the adventure
book (make sure the
magnets work). Then
attach (in any order) the
matching blades to the
discs. Set the discs so
they show a value of "0".
2
During this hike use player
markers from the common
components.
Place the round marker
on the 1st tulip of the
round tracker.
3
M26

M25

M24

M23

M22

---

1312
M26
M25
M24

M23

M22

Divide the trail tokens into start, middle, and end tokens.
Give each player their components from the base game (described
in step 7 on p. 5 of the base game rulebook) and player markers.
Each player creates a path from the received trail tokens under
their meadow area. The path must start with the start of trail token,
then followed by 3 middle of trail tokens placed so their numbers
go in ascending order, and then finished with the end of trail token.
Place the starting ground card (with chosen side face up) above the
start of trail token (as far to the left as possible) as shown below.
Place the player marker matching your color on the first
space of the trail.
symbol of the start of trail token
middle of trail tokens are marked with numbers
symbol of the end of trail token
5
6
Place the additional five hike
cards next to the board, visible
to and within easy reach of all
the players.
4
Shuffle all types of tokens separately and give each player a random
set consisting of 1 start of trail token, 3 middle of trail tokens, and
1 end of trail token. Unused tokens are returned to the box.
The player that last gave someone flowers receives
the first player token and starts the game.
7

---

1514
The game follows the rules of the base game with the following
changes:
Playing Ground Cards
When playing a ground card, place it to the right of your last played ground card. All played ground cards will be placed from left to right.
Note that you can only place 2 ground cards above each of the
trail tokens.
Rules of the Hike
Example 8. Caroline plays a ground card. She must place it on
the right side of her previously played ground card. The arrow
indicates where she must play the new ground card.
You can play observation cards following all the standard rules
from the base game.
Moving Player Marker on the Trail Tokens
Every time you play a card into your meadow area that matches 1 symbol from the trail token above which you just placed the card, you may move your marker on the matching symbol.
Important! The card must be played into the meadow area ABOVE
the trail token with the corresponding symbol.
If you move your marker, turn your windmill clockwise 1 space.
The windmill should now show the amount of times you've moved
your marker this game (not just the distance moved). The number
visible is the amount of additional victory points that you'll score at
the end of the hike.
You may skip symbols on the trail but you may never move your
player marker back to the skipped symbol.
Example 9. Caroline plays the European green lizard card. The
symbol on the card matches 1 of the symbols on the trail token
directly below the lizard card. Caroline decides to move her player
marker to the
symbol. This allows her to turn the windmill disk
of her color. The windmill now shows the value of "1".
Remember that Caroline will not be able to move her player marker
back to the space with the symbol.
Important! If you use the special action allowing you to play
2 cards or you play a card with 2 symbols, you may still move your
player marker only 1 time, even if the symbols on the played cards
would indicate that you could do it 2 times.
When your player marker reaches the last space on the trail,
it stays there until the end of the game.
Hike 3. Windmills

---

1514
Turning Windmill Blade Tokens
Each windmill blade token illustrates an action of the token. You
flip the windmill blade token and perform its action when your
player marker is moved to the next trail token.
Since you may skip spaces with symbols, it's possible that your
marker is moved not by 1 but by 2 or more trail tokens. This
situation is within the rules, however, you may only flip 1 windmill
blade token and use its action.
Placing a Path Token on the Common Space
Each of the players may place any of their path tokens on the space shown in the picture on the left. Placing a path token here lets you play a card into your meadow or surroundings area.
End of Round
When all players have placed all their path tokens, the round ends. Then the players collect all their path tokens. Pass the first player token and move the round marker to the next spot (like in the base game). When the round marker passes the hourglass symbol, replace the S deck holder with the N deck holder and discard all
cards from the main board and refill it with new cards.
Windmill Blade Token Actions
Take 1 road token.
Take 1 of the available additional hike cards
(marked with the symbol)
Take the top card of the E or W deck and add it to your hand.
Take any face-up card from the main board and refill the empty space with the top card of the corresponding deck.
After performing the windmill blade action, flip it to mark that it has been used. You may perform each of the actions only 1 time during the hike.
End of the Hike
The game ends at the end of the 6th round (regardless of the number of players). Players count their victory points from the cards they played in their meadow and surroundings areas.
Additionally, you receive the amount of victory points indicated by
the marker on the windmill disc on its outer circle (for the amount
of moves you performed with your player marker on the trail tokens).
The winner is the player with the most victory points. In case of
a tie, the players share victory.
Apart from the stars for 1st and 2nd place, you also receive for
the following achievements:
One
 for each player who, at any point in the game,
had 2 symbols visible (mark this achievement
during the game).
One  for each player who played an additional hike
card this game.
Hiking mode
Example 10. Caroline's player marker moves to the space marked
with the , symbol. This lets her flip a chosen windmill blade
token (in her color) and perform its action.

---

1716
H
ave you ever dreamed of observing wildlife from the
skies? Balloon flight seems to be a great idea then.
Note the direction of the wind, keep an eye on the compass,
and be prepared to fulfill your goals. Decide when to land to
perform special actions and thus gain extra points.
Hike 4.
Balloons
1 compass rose dial
24 balloon tokens
(6 in each of the 4 sets)
Components
Hike preparation
Follow steps 1-4 of setup from the base game rulebook (p. 4-5).
Place the adventure book next to the main board and open
it as shown in the diagram below. Remember to place the
notch tokens according to the number of players
(see p. 3 of this rulebook). 1
Place the compass rose dial
as shown (make sure the
magnet works). The dot on
the compass rose dial should
indicate the N direction.
Place each player's player
marker on the left track of
the balloon flight on:
• the space marked "4" in case of a 4-player game,

the space marked "1-3" in
other cases.
2
3
Shuffle the goal tokens and
randomly place 3 of them on
the marked spots. Unused goal
tokens are returned to the box.
During this hike use player
markers from the common
components.

---

1716
Give each player their
components from the base
game (described in step 7
on p. 5 of the base game
rulebook), and a set of balloon
tokens - 6 tokens marked with
letters from A to F.
The player that most
recently saw a hot air
balloon receives the first
player token and starts
the game.
5
6
Place the round marker on the 1st balloon of the round tracker.
4
The game follows the rules of the base game with the following changes:
Rules of the Hike
Adventure Book Actions
Performing Special Actions
If you place your path token in 1 of the notches in the adventure book, you perform its bottom action (as in the base game). Additionally, you may (both):
Fly in a balloon
If the number on the played token matches the number visible in
the opening in the compass rose dial, you may move your player marker in the adventure book by the correct amount of spaces.
If the value of your played path token matches the large number
on the compass rose, move your player marker 2 spaces on the
balloon flight track.
2 spaces
1 space
If the value of your played path token matches one of the smaller
numbers on the compass rose, move your player marker 1 space
on the balloon flight track.
When playing a ? token, it takes the numerical value of the token
which special action it copies. Both tracks are described in more
detail on the next page.
Fulfill a goal
During this hike, the goals are represented by balloon tokens (marked with letters from A to F). Each of the letters refers to the set of 2 symbols on the compass rose dial visible next to the balloon token icon.

---

1918
If you have both symbols assigned to the given balloon on the cards
in your meadow area, then after placing your path token in the
notch of the adventure book, you may flip this balloon token to the
side with visible game end scoring points.
Important! Symbols in the smaller openings in the compass rose
dial may change but you may fulfill each of the balloon tokens
(each goal) only 1 time .
Example 11. In order to fulfill the above symbol arrangement and
flip the balloon token, you must have the cards with the following
symbols in your meadow area:

A balloon token - visible symbols and ;
• B balloon token - visible symbols and ;
• C balloon token - visible symbols and ;
• D balloon token - visible symbols and ;
• E balloon token - visible symbols and ;
• F balloon token - visible symbols and .
Balloon Flight Tracks
There are 2 tracks that you may move your player markers on.
The left track shows additional actions.
Important! You perform these actions during a stopover
(see next page), not when you first reach the space.
Take the top card of the E deck and add it to your hand.
Take 1 road token.
Take the top card of the W deck and add it to your hand.
Look at the top 1, 2, or 3 cards
(depending on the space your player
marker reached) of the N deck. Add only
1 of these cards to your hand and put
the remaining cards on the bottom of
the deck.
Placing a Path Token on the Common Space
Each of the players may place any of their path tokens on the
space shown in the picture below. Placing the path token here
lets you perform up to 3 different actions:

play a card into your meadow
or surroundings area;
• fulfill a goal (flip 1 of the balloons
if you fulfill its requirements);
• move your player marker 1 space
on the balloon track.
The right track contains spaces for players' bonus tokens. When you reach a spot with such a space, place your bonus token on it - starting with the lowest valued one.
spaces for the 4-value
bonus token
spaces for the 2-value bonus token
spaces for the 3-value bonus token
Hike 4. Balloons

---

1918
1
2
3
Stopover
When you would move your player marker on the left balloon
flight track, you may decide to do a stopover before or after
the movement.
You may then perform all of the additional actions available next
to the space that you are at and all actions from the spaces below.
Then you move your player marker to the starting player space on
the right track corresponding to the number of players.
Important! Stopover is not considered to be player marker
movement. You perform it before or after a single marker
movement. If you would move twice, you may move 1 space, then
perform a stopover, then move 1 more space on the right balloon
flight track.
End of Round and Compass Movement
When all players have placed all their path tokens, the round ends.
First, move the compass rose. In order to determine the direction
of the compass rose movement you must check which player is the
furthest along (or, the highest) on either of the tracks. The symbol
there determines the direction of the movement.
Example 12. Steven may move his player marker 2 spaces. He moves
1 space on the left track, finishing his movement on space marked
with "1". He then decides to perform a stopover. He performs all
additional actions from the left track, up to the space he reached
- takes 1 card from the E deck, 1 road token, and 1 card from the
W deck. Then he moves his player marker to the starting space of
the right track (marked with "2"). He has 1 movement point left so
he moves his player marker to the space marked with "3".
Move the compass rose 90 degrees clockwise.

Move the compass rose 90 degrees counterclockwise.

Important! It's crucial to move the compass rose by exactly
90 degrees. The big hands of the rose have to match the hands in
the picture in the adventure book.
Then the players collect all their path tokens.
Pass the first player token and move the round marker to the next
spot (like in the base game). When the round marker passes the
hourglass symbol, replace the S deck holder with the N deck
holder and discard all cards from the main board and refill it
with new cards.
End of the Hike
The game ends at the end of the 6th round (regardless of the number of players). Players count their victory points from the cards they played in their meadow and surroundings areas, as well as their bonus tokens from the adventure book.
Additionally, you receive points from the flipped balloon tokens.
The winner is the player with the most victory points. In case of
a tie, the players share victory.
Apart from the stars for 1st and 2nd place, you also receive
for the following achievements:
One
 for each player who reached the last space
of any of the tracks (mark this achievement during
the game).
One  for each player who flipped all of their
6 balloon tokens.
Hiking Mode

---

2120
T
he observation tower allows you to watch the
surroundings from above but it also presents some
curiosities of nature. It's worth spending some of your time
here and checking all of its floors to learn more about local
flora and fauna. The binoculars that you get during the
game will allow you to observe new species, fulfill goals,
or perform additional actions. By playing cards in your
meadow, you build it up to reach higher floors of the tower.
Hike 5.
Observation Tower
Components
6 special path tokens
12 additional hike cards
with the symbol
16 horizon tokens
(6 in "1" value and 5 in
each of "3" and "5" values)
20 tower tokens
(5 in each of the 4 player colors)
M27

M28

M29

M30

M31

M32

M33

M34

M35

M36

M37

M38

Hike Preparation
Follow steps 1-4 of setup from the base game rulebook (p. 4-5).
Place the adventure book next to the main board and
open it as shown in the diagram below. Remember
to place the notch tokens according to the number of
players (see p. 3 of this rulebook).
1
Place 2 horizon tokens
with the value of "5" on
the indicated spaces.
Place 2 horizon tokens
with the value of "3" on
the indicated spaces.
Place the remaining
horizon tokens with
the values of "3"
and "5" in separate,
face-down piles next
to the adventure book.
2
3
4
Place all of the horizon
tokens with the value of
"1" in a face-up pile on
the marked space.
5
6
Shuffle the goal tokens, randomly draw 6, and
place them on the indicated spots. Unused
goal tokens are returned to the box.
During this hike use player
markers from the common
components.

---

2120
M28

M32

M33

M37

Place the round marker on the 1st floor of the
minitower round tracker.
Shuffle and place the additional
12 hiking cards face-down in
a deck next to the adventure
book. Then flip and place 4 of
them face-up.
7
8
Place the 6 special path tokens next to the adventure book.
9
Give each player their components from the base game (described in step 7 on p. 5 of the base game rulebook) and player markers, as well as a set of 5 tower tokens in their player color.
The player that last used binoculars receives
the first player token and starts the game.
10
11
The game follows the rules of the base game with the following changes:
At the Start of Each Round
Important! Skip this step in the 1st round of the game.
At the start of 2nd and each following round of the game, each player (in turn order) must do the following:
Place a tower token
Each player places a tower token under 1 chosen card column in their meadow area. The column being a ground card and all observation cards played on the card. The placed tower token stays under the chosen column until the end of the game. The next tower token may not be placed under a column that already has a tower token.
Then each player places their player marker on a floor of the tower
that matches the number of cards in the chosen column (including
the ground card).
The player markers need to be placed on the
dedicated space - the terrace shown here.
Rules of the Hike

---

2322
Binoculars
When you are allowed to perform binoculars actions, you may
choose 1 of the options from the floor you are on or any of the
lower floors.
Important! If you perform 2 binoculars actions, you must
perform 2 different actions.
Binoculars actions
1st floor binoculars actions: Choose 1 action:

play up to 2 cards;
• take 2 road tokens;
• look at the top 3 cards of any deck on the
board, and add 1 to your hand, and put
the remaining 2 on the bottom of the deck;
• take any face-up card from the main board
to your hand (and refill the empty spot).
1st, 3rd, and 6th floor
binoculars action:
Take 1 horizon token of the correct
value (1 point for 1st floor, 3 points for
the 3rd floor, 5 points for the 6th floor).
2nd floor binoculars action:
Add 1 hike
card to your hand. Refill
the empty spot with a card from the hike deck.
2nd, 3rd, and 4th floor action: If you fulfill the goal requirements
(2 visible symbols in your meadow
area), place a bonus token with the
value corresponding to the given floor.
5th floor action:
Add 2 additional hike
cards to your hand. Refill
the empty spots with cards from the hike deck.
Symbols on the special path tokens
You may play a card from your hand into your meadow
or surrounding area.
You may play up to 2 cards from your hand into your
meadow and/or surrounding area.
Take any card from the indicated row or column.
Take 2 different cards from the indicated row or column
(refill the empty spots after taking the 2nd card).
Take the top card of the N deck.
Take any 1 face-up card from the main board and refill the
empty spot with the top card of the corresponding deck.
Take 1 road token.
Perform a binocular action.
Important! Each special path token allows you to perform
2 different binoculars actions.
Replace path tokens
Shuffle and draw as many special path tokens as there are players.
Place the tokens face up within easy access of each player.
Beginning with the starting player, each player chooses 1 of their
path tokens, places it to the side (next to the unused path tokens),
and replaces it with 1 of the special path tokens.
You may use the special path token just as any other path token
in your color. The actions indicated on the path tokens should be
performed in order.
Example 13. At the start of the 3rd round, Will decides to place
the tower token under a column that has 2 cards. He may not place
the token under the highest column (including 3 cards) because
it already has a token. Therefore, he places his player marker on
the 2nd floor of the observation tower.
Hike 5. Observation Tower

---

2322
Horizon tokens
Place these tokens in your surroundings area:
Tokens with value of "1" are worth 1 victory point at
the end of the game.
Tokens with value of "3" and "5" are worth the full amount
of points (respectively 3 and 5) if at the end of the game you
have the symbols indicated in your meadow area. Otherwise
they are worth less points (respectively 1 and 2 instead).
M37
Placing a Path Token on the Common Space
Each of the players may place any of their path
tokens on the space shown in the picture on the left.
Placing a path token here lets you play a card into
your meadow or surroundings area.
End of Round
When all players have placed all their path tokens, the round ends. Then the players collect all their path tokens (including the ones put aside at the beginning of the round). Then collect all the special path tokens, shuffle them with the unused ones from earlier, then prepare new choices for the next round equal to the number of players.
Pass the first player token and move the round marker to the next
spot (like in the base game). When the round marker passes the
hourglass symbol, replace the S deck holder with the N deck holder
and discard all cards from the main board and refill it with new
cards.
End of the Hike
The game ends at the end of the 6th round (regardless of the number of players). Players count their victory points from the cards they played in their meadow and surroundings areas, as well as horizon tokens and their bonus tokens from the adventure book.
Additionally the players score victory points for:
each card above the 6th card played in a single
column scores 1 point (e.g. 9 cards in a single
column is worth 3 points);
placing all 3 bonus tokens scores 3 points.
The winner is the player with the most victory points. In case of
a tie, the players share victory.
Apart from the stars for 1st and 2nd place, you also receive
for the following achievements:
One
 for each player who placed all of their
bonus tokens in the adventure book.
One  for each player who has a column
of 7 or more cards in their meadow.
Hiking Mode

---

2524
T
his was a long journey but we finally reached the
entrance to the cave. Will the gathered experience
help us with its exploration? Will we reach the famous cave
paintings? Put on your headlamps, pack the backpacks,
take the last look at the sky, and go in! It's not as dark as we
expected. We slowly proceed forward, ready to meet many
new animal and plant species that you'll never encounter
above ground.
Hike 6.
The Cave
32 additional hike cards marked with the
symbol
(8 cards per N , W, S, and E decks)
20 paintings tokens
(4 in each of the 5 designs) 4 cave discovery cards
Components
M71

M72

M73

M74

M39

M40

M41

M42

M43

M44

M45

M46

M46

M47

M48

M49

M50

M51

M52

M53

M54

M55

M56

M57

M58

M59

M60

M61

M62
M63

M64

M65

M66

M67

M68

M69

M70

Hike Preparation
Follow steps 1-4 of setup from the base game rulebook (p. 4-5).
Place the adventure book next to the main board and
open it as shown in the diagram below. Remember
to place the notch tokens according to the number
of players (see p. 3 of this rulebook).
1
M71
M72
M73
M74
Shuffle the goal tokens, then
draw 8 and randomly place
them on the marked spots.
Unused goal tokens are
returned to the box.
Place the round marker
on the 1st mineral of the
round tracker.
Place the player markers
at the cave entrance.
Place the 4 cave discovery cards
next to the adventure book.
3
2
4
5
During this hike use player
markers from the common
components.

---

2524
In a 4-player game, place the
tokens on all of the spaces.
In a 3-player game, place the
tokens on spaces marked with
"1+"and "3+".
In a 1- and 2-player game,
place the tokens on spaces
marked with "1+".
Unused tokens are returned
to the box.
Place the additional hike
cards in 4 face-down
stacks (creating N, W, S, and E decks). Take each of the
base game decks and divide them into 2 equal halves. When you divided each deck into 2 halves, add the corresponding hike
decks to the 1st half of each
deck. Shuffle the 1st half and place it on top of the second half, then place the decks in their matching holders.
Decks created in this way should have all of the additional
hike
cards shuffled in their top half. This ensures
that there will be enough cards to play this hike.
7
The player who held a shovel last receives the first player token and starts the game.
8
6
The game follows the rules of the base game with the following changes:
Rules of the Hike
Adventure Book Actions
Performing Special Actions and Optional
Painting Acquirement
If you place your path token in 1 of the notches in the adventure book, you perform its bottom action (as in the base game).
Additionally, you may take 1 of the paintings tokens, if you have
the required symbols in your meadow area.
Each of the paintings tokens have a symbol requirement equal
to the symbol above the column and at the beginning of the row
where the token is.
Place the acquired paintings tokens in your surroundings area.
Important!
You can't have more than 1 painting with the same design.
Create a pile of cave paintings tokens.
In a 1- and 2-player game, take 2 sets of tokens
in 5 different designs (10 tokens total).
In a 3-player game, take 3 sets of tokens
in 5 different designs (15 tokens).
In a 4-player game, take all cave paintings tokens
(20 tokens).
Shuffle the tokens and then
randomly place them face up
on the spaces corresponding
to the number of players in the
adventure book (as shown below).
1+ 3+ 1+ 4 3+
3+ 1+ 4 1+ 1+
1+ 4 3+ 1+ 4
3+ 1+ 1+ 4 1+

---

2726
pionki
Place the bonus token with the value corre-
sponding to the amount of additional hike
cards you played in your meadow
area. If you have played 4 or less cards, place the 2-value bonus token. If you have
5 or 6 cards, place the 3-value token, and in case of 7 or more cards played place the 4-value token.
Important! Each space may contain only 1 bonus token. You may
not move your player marker into the cave corridor with a bonus
token already there.
Take the top card of the N deck and then play any
card from your hand.
Example 14. In order to take the indicated paintings token, you
must have and symbols in your meadow area.
After taking the paintings token, move your player marker on the next spot deeper into the cave. You may only move your player marker to the right and you are not allowed to go back.
Placing a Path Token on the Common Space
Each of the players may place any of their path tokens on the space shown in the picture on the left. Placing a path token here lets you play a card into your meadow or surroundings area and take
a paintings token (if you have both required symbols in your meadow area and you don't have a token with this design yet).
The Cave and its Actions
Every time when you take a paintings token and move your player marker to the next spot in the cave, you activate its effect or action.
Action of the cave spaces
Take the top card of the N deck.
Take the top card of the E deck and then play any
card from your hand.
Take a cave discovery card.
The values visible next to the spaces are granted as
victory points at the end of the game. When scoring
points, count only the highest valued space that your player moved
through or is on currently.
End of Round
When all players have placed all their path tokens, the round ends. Then the players collect all their path tokens. Pass the first player token and move the round marker to the next spot (like in the base game). When the round marker passes the hourglass symbol, replace the S deck holder with the N deck holder and discard all
cards from the main board and refill it with new cards.
End of the Hike
The game ends at the end of the 6th round (regardless of the number of players).
Players count their victory points from the cards they played in
their meadow and surroundings areas, as well as their bonus
tokens in the cave and the points for the highest valued space their
player marker is on or has passed. The winner is the player with
the most victory points. In case of a tie, the players share victory.
Apart from the stars for 1st and 2nd place, you also receive
for the following achievements:
One
 for each player who played a cave
discovery card.
One  for the player who played the most
additional hike cards. In case of a tie,
all tied players receive a .
Hiking mode
Hike 6. The Cave

---

2726
Points and
Rules of acquiring in the solo variant of the Hiking mode are
different than in the multiplayer one. Therefore, ignore the descrip-
tions of the Hiking mode at the end of the given hike.
At the end of a hike, score as described in this chapter. After
finishing all hikes, compare the amount of scored with the table
below in order to see how well you did against Rover.
If you decide to play a single hike, your result will be the gathered
(scored according to the rules of this chapter). If you score 3 or
more , you may announce your victory over Rover.
Changes to the Setup
This variant is based on the rules described on p. 14 and 15 of the
base game rulebook. In the adventure book you'll face a dummy
player called Rover. In this variant you may play a single scenario
or in the Hiking mode.
Solo
Variant
Setup
Prepare the hike as described in the Hike preparation part.
Place the solo play game token next to the main board.
Shuffle the path tokens (including the ? tokens) of all of the other
colors and form a face-down pile. Place them next to the solo play
game token.
Take 1 color marker of each of the other colors and randomly place
them uncovered on 3 spots around the solo play game token.
Rover does not have their own meadow or surroundings areas, and
the cards they collect during the game are placed in a face-up deck
above the solo play game token.
Important! During some hikes, the symbol on the top card of the
deck will be important at the end of the round - it'll be described
in the scenario.
When you start each hike take your starting cards and refill the
empty slots on the board with cards from the corresponding deck.
Then take all of the cards from the 1st row under the deck holders
and 1 card from the N deck and place them in Rover’s deck. Refill
the board again.
Changes to Gameplay, End of Game and Scoring
During gameplay, follow all the changes described on p. 15 of the base game rulebook. In the base game rules we refer to notches in the campfire board. For the games with Adventure Book expansion, treat the notches in the adventure book as if they were in the campfire board.
The additional changes to each hike have been described on the
following pages.
Solo scoring table
<14 The hike was nice but your sketchbook leaves much
to be desired.
15–18 You reached your goal but you feel that you missed some
precious specimens.
19–22 You managed to capture many beautiful sketches and perform
some very notable observations. Congratulations.
23–24 Such a wonderful sketchbook can only be envied!

---

2928
In this hike, Rover will use a set of bonus and weather tokens in
one of the unused colors. Place Rover's weather tokens on the
board next to the player's tokens, and their bonus tokens, next to
the solo play game token.
At the end of each round, check if the top card of Rover's deck
matches any of the goal symbols. If yes, place Rover's bonus token
(starting with the lowest valued one) on the 1st free space on the
given goal. Note that Rover fulfills their goal if 1 out of 2 required
symbols is visible in their deck. Therefore, they take the 1st place
needed for a player to score a for this achievement.
If Rover takes a card indicated by the weather indicator, move the
corresponding weather token by 1 space on the given track. If they
take a card indicated by both indicators, move both weather tokens
1 space on each of the tracks. If Rover's weather token reaches the
last space of the track, place one of the weather cards face down
next to their deck. Rover always takes the bottom card from the
adventure book.
Regardless of the card's value, the weather card is always worth
2 victory points for Rover at the end of the game.
You take the hike
card every time you flip a bridge token. At the
end of the game, each card that you didn't get goes to Rover's deck.
Rover doesn't move on the trails and they don't have their
own windmill.
Every time that Rover takes a card from the board, they
immediately play another turn (if during this extra turn they take
another card - they don't get another turn).
At the end of the game count all of the points scored by Rover and see how many
ground cards they have. Each of those symbols
is worth 1 additional victory point for Rover.
Hike 2. Bridges
Hike 3. Windmills
Hike 1. The Beginning
• You get 1 if you have more victory points at the end
of the hike than Rover.
• You get 1 if you have at least 65 victory points at the
end of the hike.
• You get 1 if you were the first to fulfill at least 2 goals
(you have at least two bonus tokens in the first column).
• You get 1 if you managed to play at least 1 sunny
and 1 rainy weather cards.
• Get 1 if at the end of the hike you have more victory
points than Rover.
• Get 1 if you have at least 35 victory points at the end
of the hike.
• Get 1 if at the end of the hike you have placed at least
2 tokens in the adventure book.
• Get 1 if at the end of the hike you have the following
symbols visible in your meadow area: , , .
• Get 1 if at the end of the hike you have more victory
points than Rover.
• Get 1 if you have at least 60 victory points at the end
of the hike.
• Get 1 if at any point in the game you have 2 symbols
visible in your area (mark this achievement during the game).
• Get 1 if you played an additional hike card this game.
Rover doesn't fulfill goals during this hike.
At the end of the game, count all of the points in Rover's card deck
and then divide the result by two, round down.
Solo Variant

---

2928
During this hike, Rover will use a player marker and bonus tokens
in one of the unused player colors. Place the marker on the 1st
space of the right track.
Every time Rover plays the "?" path token, they move their player
token 2 spaces. When Rover reaches the space with a bonus token,
place their bonus token on the given spot. At the end of the game
add the bonus token points to the points scored by their deck.
During this hike, Rover will use bonus tokens in one of the unused
player colors.
Place the additional hike cards in a row so it's easily visible which
card has been placed first. After taking hike cards from this row,
slide the cards to the left and refill only the righmost spaces.
At the end of each round, check if the symbol of the top card of
Rover's deck matches any of the goal symbols. If it does, place the
bonus token corresponding to the value of the tower floor number
on the designated space on this floor.
After checking if Rover fulfilled their goal, place the leftmost card on
top of their deck and refill the row.
During this hike Rover doesn't collect paintings tokens.
At the halfway point of the game - before replacing cards on
the board - take all revealed hike
cards and place them
on Rover's deck.
At the end of the game, add all remaining cave discovery cards
to Rover's deck.
Each hike card in Rover's deck is worth an additional
1 victory point.
Hike 4. Balloons
Hike 6. The Cave
Hike 5. Observation tower
• Get 1 if at the end of the hike you have more victory
points than Rover.
• Get 1 if you have at least 65 victory points at the end
of the hike.
• Get 1 if you managed to reach the last space on any
of the tracks (mark this achievement during the game).
• Get 1 if you managed to flip all 6 of the balloon tokens.
• Get 1 if at the end of the hike you have more victory
points than Rover.
• Get 1 if you have at least 65 victory points at the end
of the hike.
• Get 1 if you have a column of at least 7 cards in your
meadow area.
• Get 1 if you managed to place all 3 of your bonus tokens
in the adventure book.
• Get 1 if at the end of the hike you have more victory
points than Rover.
• Get 1 if you have at least 65 victory points at the
end of the hike.
• Get 1 if you managed to play a cave discovery card.
• Get 1 if you have played more hike cards
than Rover does in their deck.

---

3130
Card index
M01–
M08
Storm cloud Tens of thousands of storms take place on earth every hour, particularly above tropical lands and islands.
M09–
M16
Sunny cloud
Even though the rainbows that we see seem to be arch shaped, in truth they are circular. You may
sometimes observe that from an airplane.
M17Least weasel
Mustela
nivalis
Some weasels change the color of their fur in winter to white, which helps them camouflage if there is
snow, however if there is none - they become an easy target.
M18
Domesticated
apple
Malus pumila
The cultivated apple is perfect for garden decoration. It's worth having more than one species of the tree,
so you'll have them bloom longer and have more fruit thanks to cross-pollination.
M19Bird's-nest orchid
Neottia
nidus-avis
The bird's-nest orchid doesn't photosynthesize. It takes all the nutrients it needs from mycorrhizal fungus
to obtain the nutrients it needs to survive
M20Anthill
Ants form hierarchical communities where all of them fulfill certain roles so they can all survive.
Most tasks are done by the workers, while the queen lays eggs.
M21Blue tooth
Hydnellum
caeruleum
It's a saprotrophic mushroom that takes all of its nutrients from the dead organic materia.
M22Floodgate
Contemporary land reclamation activity is planned by taking into consideration not only the economical
efficiency of the terrain but also the natural environment.
M23Hedge As early as the Bronze Age, strips of plants were used to mark the borders of areas.
M24Wild tulip
Tulipa
sylvestris
Tulip cultivation probably started in the X century in Persia. Tulips came to Europe in the XVI century
from Turkey.
M25
Landscape with
a Dutch windmill
The Dutch windmills were created in the XVII century. They are distinguished by their unmovable frame
and rotating head.
M26Clogs (discovery)
Clogs protect feet from mechanical injuries, that's why they were commonly used by men and workers
in medieval Europe.
M27Norway spruce Picea abies
One of the oldest known trees in the world is a Norway spruce. It grows in Sweden, it's 9550 years old,
and is called Old Tjikko.
M28
Fairy ring
mushroom
Marasmius
oreades
The fairy ring mushroom is a hygrophanous mushroom - it changes its color as it loses or absorbs water.
M29
Bohemian
waxwing
Bombycilla
garrulus
The bohemian waxwing is able to eat twice as much of its weight in one day.
M30Roe deer
Capreolus
capreolus
Roe deer make sounds similar to a dog's bark.
M31
Violet
carpenter bee
Xylocopa
violacea
Just like regular bees, violet carpenter bees are crucial for the ecosystem as they pollinate plants. Bees are
responsible for the breeding of 80% of all plants in the world, and those in turn are crucial for the survival
of animals.
M32Wolverine Gulo gulo
Wolverines behave very similar to weasels when it comes to hunting. They often hunt for larger prey and
kill several animals in a short time to gather supplies.
M33Forest hut
Building a brick ground floor and a wooden first floor has many benefits: a brick ground floor gives
stability, cumulates warmth, and protects against water, while the light floor construction allows the
creation of wide eaves, balconies or bay windows.
M34
European
honey buzzard
Pernis
apivorus
Apivorus also means bee eater. The main food source of this bird is the larva of wasps, hornets and bees,
but it also eats other insects and small vertebrates.
common
name
scientific
name
interesting
fact
place and date
of observation

---

3130
M35
Pine-tree
lappet (larvae)
Dendrolimus
pini
After hatching, the caterpillars eat the egg casing. Then they move to pine needles: they start by taking
just small bites until they can eat them in whole.
M36
Common
raccoon dog
Nyctereutes
procyonoides
Raccoon dogs originate from Eastern Asia. They were brought to Europe for fur farming. Currently
they are established as an invasive species in the European Union.
M37
Landscape
with a river
All the oldest civilizations in the world started near rivers.
M38
Landscape
with a deer, hawk,
and a wolf
Predators play an important role in the food chain because they regulate the herbivore population. When
herbivores don't have natural enemies, the balance might be disturbed and the food can become scarce.
M39Venus of Oblazowa
The age of the figure of a woman found in Oblazowa cave is estimated to be 15,000 years old. Other traces
of residence were also found in the cave, among them, tools used by Neanderthals 100,000 years ago.
M40Flint hand axe Hand axes were made from stone, usually flint, by knapping pieces of stone. They were used for cutting.
M41
View with cave
in sandstone
Sandstone is a stone consisting mostly of silicate. Depending on its constitution, it might cover all sorts
of colors: from white to yellow, red and grey-green, to almost black.
M42View with a cave The longest cave in the world is the Mammoth Cave in the United States of America. It's 686km long.
M43
View with houses
in a cave
Located in Jordan, rock-cut Nabataean city is now called Petra (Greek: Rock) originally known to its
inhabitants as Raqmu (multicolored) because depending on the time of the day, the rock seems to
change color.
M44
Campfire in front
of a cave
Mastery of fire by homo erectus was one of the most crucial moments in the prehistoric history of the
human kind. Through thousands of years, many cultures gave mystical meaning to fire, relating to security
and life energy but also destruction. The meaning of mastery of fire also found its reflection in the Greek
myth of Prometheus.
M45House on a rock
Taung Kalat in Birma and the monastery on Katskhi pillar in Georgia are examples of religious buildings
on rocks that make use of solitude and seclusion from the world to bow in reverie.
M46House in a rock Rock-cut residential buildings can be seen in the town of Uçhisar in Turkey.
M47Pseudoscorpion
Chelifer
cancroides
Pseudoscorpions are actually very beneficial to humans. They feed on pests dangerous for beehives
and book eating moths that destroy library collections.
M48
Plectogona
sanfilippoi
Plectogona
sanfilippoi
Myriapods of this species live between 525-836 meters above sea level. Those species, unique for such
habitats, are called endemic species.
M49Alpine marmot
Marmota
marmota
When they hibernate, the body temperature of marmots drops from 36°C to 8-10°C. The oxygen usage
lowers by thirtyfold, and the number of heartbeats decreases from 220 to 30 per minute.
M50
Maidenhair
spleenwort
Asplenium
trichomanes
It was used in folk medicine as an expectorant (removal of mucus from airways).
M51Stalactites The maximum annual increase in the length of stalactites comes to approx 0.25 to 3 mm.
M52Stalagmites
One the tallest known stalagmites on Earth can be found inside Son Doong Cave in Vietnam and are
over 70m tall.
M53Alpine newt
Ichthyosaura
alpestris
After laying eggs, the female wraps them in water plant leaves.
M54Olm
Proteus
anguinus
Olms live in the caves of the Dinaric Alps. It's even possible to find them 300 m below ground level.
M55Herald
Scoliopteryx
libatrix
They overwinter in caves. If they can't find any, they move to basements and other cool, man-made
constructions.
M56
Speleothem
formations
Speleothem formations come to existence when water drops through cracks in the rock of the cave.
The water melts the rock and precipitates calcium carbonate, which leaves behind sediment where
the water travels.

---

M57Pillars
Stalagmites form under stalactites. Eventually they get closer to each other and, if nothing stops it,
they become pillars.
M58Rosalia longicorn
Rosalia
alpina
The biggest danger for the rosalia longicorn population is cutting and destroying trees that they use
to lay their eggs.
M59Schreiber's bat
Miniopterus
schreibersii
In many bat species the mother carries the young. However, some species, like the Schreiber's bat,
create breeding colonies where the young bats wait together for the mothers to come from hunting.
M60
Lesser
horseshoe bat
Rhinolophus
hipposideros
The lesser horseshoe bat's nostrils are surrounded by skin growth that is used for focusing sound waves
for echolocation.
M61
French cave
salamander
Speleomantes
strinatii
The species is endangered to become extinct in the next five generations because of the fungus infection
batrachochytrium salamandrivorans from Eastern Asia, probably brought to Europe through trade
of salamanders.
M62Hohle Fels flute
This flute found in Germany is at least 35,000 years old. It proves that even the earliest Europeans
cultivated musical traditions.
M63
European
cave spider
Meta menardi
It lives in dark, moist environments and hates dry terrain. Because of its surrounding preference,
it hunts for snails among other things.
M64Porrhomma egeria
Porrhomma
egeria
This species belongs to the linyphiidae family - also known as sheet weavers . It is the second largest spider
family after salticidae.
M65
Travunijana
djokovici
Travunijana
djokovici
This species of aquatic snail was named after the famous Serbian tennis player Novak Djokovic.
M66Herald (larvae)
Scoliopteryx
libatrix
Herald's larvae feed on willow and poplar trees.
M67
Entrance to
a sandstone cave
The longest sandstone cave is the Krem Puri Cave in India. It is 24.5 km long and contains dinosaur fossils
from over 70 million years ago.
M68
Cave entrance
in the meadow
Currently, the deepest known cave on Earth is Veryovkina Cave in Georgia at 2,223 meters (7,257 ft) deep.
M69Fairy inkcap
Coprinellus
disseminatus
They usually grow on dead, decaying trees but sometimes their fruitbodies may also be found on living
ones. It can grow underground.
M70
Round-headed
rampion
Phyteuma
orbiculare
Grows in European mountains. The danger to the species comes from accidental damaging by tourists
of the plants growing on the rocks.
M71Cave lion's skull
Cave lions became extinct about 13 000 years ago. Their paintings have been found in Chauvet Cave
and in Lascaux.
M72Vimose Comb
Found in the Danish bog of Vimose, the comb comes from the 2nd century. It's suspected that the runic
inscription "Harija" means the name of the owner.
M73
Fragment of
ceramic dish from
Neolithic age
Because of it's incredible resistance to time, ceramic is very important for archeology. Its research allows
us to gather information about migration and ancient customs relating to food preparation, decoration,
and burials.
M74
Pyrite crystallite
on a rock
Starting a fire with pyrite or flint is one of the oldest flinting techniques. They were used in the XVI century
in firearms known as the snaplock.
Credits
Game designer: Klemens Kalicki
Illustrations: Karolina Kijak
Graphic design: Karolina Kijak, Rebel Studio
Game development: Andrzej Olejarczyk, Przemek Wojtkowiak
Rulebook: Andrzej Olejarczyk, Michał Szewczyk, Przemek Wojtkowiak
Translation and editing: Paulina Wierzbińska, Tabletop Polish, Bryan Gerding
Production coordination: Sławomir Gacal
Layout: Wydawnictwo Rebel
FB: Rebel Studio
IG: @rebelstudio.eu
YT: Rebel Studio
www.rebelstudio.eu Rebel Sp. z o.o.
ul. Budowlanych 64c
80-298 Gdańsk, Polska
wydawnictwo@rebel.pl
www.wydawnictworebel.pl

---