Full manual text
“The glacial meltwater forms giant lakes. From minuscule
spores in the deepest layers of the ice, life emerges. And
thus, the lakes become home to the Scyphoz.
The Scyphoz harbor vast knowledge and wisdom. We will
settle near their lakes to learn from them. We will bend
to their will to honor them. Complete the journeys they
prepare for us. We will serve and be gifted.
That is the call of the abyss.“
- Nàdair
4 PAWNS
(1 for each player)
9 CITIZEN
CARDS
16 SCYPHOZ
CARDS
4 TRIBE BOARDS
5 GATE
TILES
8 LEECH
MARKERS
1 LARGE
LOCATION TILE
1 CIRCADIAN
TILE
4 GADGET
TILES
18 JOURNEY
CARDS
3 LAKE TILES
9 SLOT
MODULE TOKENS
15 MACHINE
TOKENS
DEVOTION TRACK
(in 3 parts)
×5 ×5 ×5
COMPONENTS
1
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ADDITIONAL SETUP
RECOMMENDED ARTIFACT CARD VARIANT
MACHINE TOKEN VARIANT
SETUP HOW TO PLAY NEW TRIBES REFERENCE
BEFORE STEP 1 OF GENERAL SETUP:
Shuffle the new citizen cards, machine tokens, slot modules
and large location tile (all marked with a ) together with their
corresponding components from the base game.
Assemble the devotion track and place it along the edge of the game
board, parallel to the point track.
Each player places a pawn of their color on space 0 on the devotion
track.
Place a random large location tile next to the devotion track.
Shuffle the Scyphoz cards and place them in a facedown deck near
the game board.
Shuffle the journey cards and place them in a facedown deck. Reveal
the top 3 journey cards next to the deck to form a display.
STEP 2 OF GENERAL SETUP (placing area tiles on the game board):
After placing the 5 starting area tiles on the game board, return 3 of
the other area tiles to the game box (pick 3 at random). Then, shuffle
the 3 lake tiles with the remaining area tiles before proceeding with
setup as normal.
Note that the lake tiles are placed face up on the board and cannot
be adjacent to one another.
Lakes (similar to “Vast crystals”) block your path. If necessary,
rearrange the area tiles to ensure that a possible path can be traced
through non-blocked spaces from the chasm to each of the large
locations in the corners.
PLAYER SETUP:
The new tribe boards can be used in any combination with the tribes
from the base game. Return components for any unused tribes to
the game box.
If you want to reduce the unpredictability from scoring secret artifact cards, instead of dealing individual
artifact cards to players in step 7 of player setup, place one faceup artifact card above the artifact tiles on the
game board. At the end of the game, all players score points for their artifacts according to the categories on
this card.
Whenever you gain a machine token from the display, choose another machine token of the same color from
the display, and return it to the bottom of its stack. Then, replenish the display by drawing 2 new machine
tokens.
2
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THE DEVOTION TRACK
SCYPHOZ CARDS
SETUP HOW TO PLAY NEW TRIBES REFERENCE
When you gain devotion points , advance on the devotion track. If
you reach or pass a bonus space on the devotion track, you immediately
receive the shown reward:
–Draw the top 2 cards from the Scyphoz deck. Choose one to place in
your active area, and return the other card to the bottom of the deck.
–Following the normal rules for population, place a population figure
on the large location tile next to the devotion track. You do not have
to pay books for the technology or to other players who already have
a population figure on this location.
–Take any 1 major artifact from the game board.
You gain Scyphoz cards from advancing on the devotion track. You play them as
normal citizen cards in your card slots. Whenever you play a Scyphoz card, choose
the color it will count as (gray, green or yellow) throughout this turn (for triggering
slot modules, etc).
Each turn you may choose a color for each of your Scyphoz cards to count as
throughout that turn. At the end of the game, you may also choose a color for each
Scyphoz card to count as for end game bonuses. Example: Having reached the end of
the yellow and green track on your player board, you score 2 points for each yellow
and green card. You choose to treat all your Scyphoz cards as if they were yellow,
scoring 2 points for each.
CONVERTING POINTS:
Whenever you score devotion points or regular points during the game, you
may convert them 2:1 to advance on the other track instead.
Gain 1 CRYSTAL for
each lake that you
have built adjacent
to.
Activate the lower
effect of one of the
5 cards currently
in the common
display.
Pay one crystal to
set your inventory
of food, gears or
books to 6.
Move 1-3 cards from
your active area to
your resting area. Gain
the top effect of each
card.
Slide your switch
token to the top
(unused) position.
Then play another
card.
At the end of the game, your devotion points are added to your regular points. If you gain more than 25 devotion
points during the game, continue counting from space 26 along the regular point track (lay down the pawn to
distinguish it from your regular point tracker).
Instead of gaining 5 regular points, you
convert 4 of them to advance 2 spaces
on the devotion track and then 1 space
on the regular point track.
Example: A card allows you
to play another green card.
You have a Scyphoz card and
choose to play it as if it were
green. You will therefore
activate any green slot
modules in its target slot.
“The deeper we delve into the Scyphoz’ teachings, the greater their gifts” - Nàdair
“Scyphoz… superior organic data processors… we must seek incorporation…” – Ostarius
5 2+1
Note on the Kuniban tribe’s first technology: When you gain a Scyphoz card,
you can claim that it is green, gray, or yellow, gaining the corresponding reward.
3
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LAKES
NEW MACHINE TOKENS
SETUP HOW TO PLAY NEW TRIBES REFERENCE
Lakes are not considered water spaces with
regards to scoring and other game effects (e.g. the
Hofstadterian tribe cannot build their water temples
on lakes).
You cannot count range through lakes.
For each type of building, the first time you build
next to a lake, gain the building reward shown on
the lake (left column), depending on whether you
built a small or large building.
Important: You only gain the rewards from each lake
once per building type!
Hibernation: When you hibernate, for each
building type you have adjacent to a lake, gain the
hibernation bonus shown on the lake (right column).
• Use whenever you gain regular points or devotion points to convert as many as you want 1:1 to move
on the other track instead. Example: You explore and gain 4 regular points. You activate the machine
to advance 3 spaces on the devotion track and 1 space on the regular point track.
• Pay 1 crystal to move any 1 card from your resting area to your active area.
• Reset your switch token (move it up to its unused position).
• Gain 1 devotion point.
UNSTABLE MACHINES:
Machine tokens marked with are unstable and can only be used once during the whole game. When
you use such a machine, flip the machine token face down. The used energy marker remains on the tile
and can be regained as normal (for example when you hibernate). This machine now counts as 1 flask
symbol for scoring and game effects.
• Move all cards in your card slots to your resting area.
• Move all cards from your resting area to your active area.
• Regain all energy (including the one used to activate this machine).
Building a small building next to this lake immediately lets you
gain 1 devotion point. For a large building you would gain 3
devotion points.
Whenever you hibernate you gain 1 book for having a small
building adjacent to this lake. If you also have a large building
adjacent to the lake, you also gain another devotion point.
“Holy are the watery homesteads of the Scyphoz, and there we shall learn and worship – well, that’s the usual
Nàdair drivel. Observe and comply, and pounce when the time has come, that is what I say” – Kairos leader
4
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JOURNEYS
NEW LARGE LOCATION
SETUP HOW TO PLAY NEW TRIBES REFERENCE
When you use a switch action, you may choose to start a journey instead of
using of one of the regular switch action effects (gain any 1 basic resource or
copy the top effect of another player’s card).
To start a journey, return a citizen or Scyphoz card from your active area to the
game box. Then, take one of the three journey cards from the display and place
it above your tribe board. Then replenish the display. The color of the journey
card you take must match the color of the card you discard!
Scyphoz cards can be used to start a journey of any color; if none of the cards
in your active area match any of the available journey cards, you cannot start a
journey.
COMPLETING JOURNEYS:
Each journey card shows three different requirements. On any of your turns,
you may complete a journey card above your tribe board by choosing one
requirement that you meet on the card. Gain the reward shown beside it
and then place the journey card face down to the right of your player board.
Completing a journey does not count as an action.
Each completed journey counts as 1 flask symbol for scoring and other game
effects (as shown on the back of each journey card). You can only complete
one requirement on each journey card.
Gain 3 points for each of your Scyphoz cards.
Gain 2 points for each building type (small/large) you have adjacent to each lake.
Example: You have a small building adjacent to two lakes, and a small and a large
building adjacent to the last lake. You score 2 x 4 = 8 points.
To take this journey card you must
use your switch action and return
one green citizen card to the game
box.
If you have at least 2 loot crates you
may complete this journey at any
time: Score the indicated devotion
points and flip the card.
Have at least 2/3/4
visible flasks in your
playing area.
Place at least 2/4/6
of your population
figures.
Collect at least
2/3/4 loot crates.
Pay 3 FOOD,
3 CRYSTALS
or 6 BOOKS
Build at least 1/2/3
large buildings.
Build at least 2/4/6
buildings (of any
type).
Build adjacent to at
least 1/2/3 water
spaces (not lakes).
Build adjacent to at least
1/2/3 crystal symbols
(including vast crystals).
Build adjacent to at
least 1/2/3 lakes. Reach at least space 5/8/12
on the indicated machine
track (yellow/green/gray).
“Call it a pilgrimage, a journey, a trial. Or just a trade deal. In any case, we must go. Too much depends on it” – Gib’warks
5
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SETUP: Start the game with the 5 gate tiles.
You also begin the game with a special machine on your
tribe board that lets you flip one of your gates to its other
side.
SETUP: Start the game with the circadian tile. Place it in
front of you with the “Day” side face up.
SPECIAL RULE FOR THIS TRIBE: Your technologies’ effects
change depending on what side of the circadian tile is
currently face up.
Whenever you hibernate, you must flip the circadian tile to
its other side.
DAY: When you populate, immediately
advance on the corresponding machine
tracks for each terrain space that is currently
adjacent to the location you populate. Each
large corner location counts as one large
space and may therefore have several
adjacent terrains. Unlike buildings, you only
gain this bonus for terrain spaces that are
already revealed when you populate.
NIGHT: Whenever you explore, gain 1
additional regular point.
DAY: Before or after you populate or
build, you may move 1 used energy
marker from a machine back to your
storage.
NIGHT: Gain +1 range for all actions
The effect of this machine changes depending
on which side of the circadian tile is face up:
DAY: Spend 1 crystal to gain 2 devotion points.
NIGHT: Use whenever you gain regular points
or devotion points to convert as many as you
choose 1:1 to advance on the other track
instead.
TRIBE ABILITY: Flip the circadian tile to its other side, then
gain 1 devotion point and any 1 basic resource.
SPECIAL RULE FOR THIS TRIBE: Whenever you hibernate,
you must flip all gates on the board to their other side.
You may count range from your
closed gates.
You may count range through lakes.
Each lake counts as 1 large space.
When you hibernate, you may first
move two played cards from their slots
to your resting area. This means you
will gain these two cards back in your
active area during this hibernation.
Counts as 1 large space for counting range
(for all players).
No player (including you) may count range
through a closed gate.
TRIBE ABILITY: Pay 1 crystal (and for range) and place
a gate (open or closed) on any vacant sand or terrain
spaces on the board.
Range can be counted to any of the spaces covered by
the gate tile.
Advance on the corresponding machine tracks for each
terrain space covered.
OSTARIUS
KAIROS
SETUP HOW TO PLAY NEW TRIBES REFERENCE
Example: You gain 4 regular points. You activate the
machine to advance 3 spaces on the devotion track
and 1 space on the regular point track.
6
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SETUP: Start the game with 8 leech markers.
Give one to each other player.
SETUP: Start the game with these two
gadget tiles face up in front of you:
Put the other two gadget tiles aside.
SPECIAL RULE FOR THIS TRIBE: You may build buildings on
the same spaces as other players (you must pay for range
and building costs as normal).
Each time you build or populate on an occupied space,
give 1 leech marker to each other player occupying that
space.
Your tribe ability and technologies let you take back leech
markers to take advantage of some aspect of that player’s
tribe (this is referred to as “leeching the other player”).
SPECIAL RULE FOR THIS TRIBE: Whenever you use a switch
action, you may additionally flip one of your gadgets face
down to gain its effect (if all your gadgets are already face
down, simply carry out the switch action without gaining
any bonus).
When you hibernate, flip all your gadgets face up.
Whenever another player counts range through
a space with one of your population or buildings,
give them 1 leech marker and gain 1 .
This does not happen if someone counts range
from a space with both your figure and their figure.
Note that when counting range players do not
have to use the shortest path, they may choose to
count range through a longer path if they want.
At any time, take back a leech marker from
another player to count range from any one of
their buildings instead of your own. Note that
you cannot count range from their population
markers.TRIBE ABILITY: Take back a leech marker from another
player. Then, copy an effect (top or bottom) of a card in
the leeched player’s active area. The copied card remains
in place. You cannot copy an effect that activates a tribe
ability!
If no other player has a leech marker, your tribe ability
does not have any effect besides letting you move a
progress marker.
TRIBE ABILITY: You can only use your tribe ability if your
switch token is in the used position.
If you play a tribe ability while your switch token is in the
unused position, you do not gain any effect (and do not
move a progress marker).
When hibernating, gain for each
gadget that has been used (each
gadget you flip face up).
Unlock the shown gadget tile. Place the tile
shown in front of you on its unused side.
When using this gadget, return up to 2
used energy markers to your storage.
CORDYCEPHIANS
GIB’WARKS
SETUP HOW TO PLAY NEW TRIBES REFERENCE
Notes: Other players cannot build on the same space as you.
Do not give out a leech marker when someone populates a
location where you are present.
You may at any time take back a leech marker from another
player (for example if you run out of leech markers).
NOT
PLAYABLE IN
SOLO GAMES
1
Unlock the shown gadget tile. Place the tile in
front of you on its unused side. When using this
gadget, set your inventory of to 6.
At any time, take back a leech marker from another player
to temporarily use one of the unlocked technologies on
their tribe board. You cannot copy a technology with a
special machine or a “Once” effect (this includes all top
tier technologies that provide artifacts).
The timing of this effect should be apparent from the
technology in question. Example: When hibernating,
you take back a leech marker from the Gib’warks
player to temporarily use their base technology (“When
hibernating: Gain 1p for each used gadget”). You gain 1p
for each gadget that the Gib’warks player currently has
face down. The gadgets themselves remain unchanged.
7
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FINAL SCORING SUMMARY
SOLO GAME: NEW RULES AND ACHIEVEMENTS
CREDITS
SETUP HOW TO PLAY NEW TRIBES REFERENCE
Game design:
Kristian Amundsen Østby
Helge Meissner
Anna Wermlund
Eilif Svensson
Character and
Cover Art:
Martin Mottet
Game lore and universe:
Kristian Amundsen Østby
Helge Meissner
Anna Wermlund
Game Art and
Graphic design:
Gjermund Mørkved Bohne
Proof reading:
Van Willis
Thanks to everyone who has tested
the game, and in particular Morten
Pedersen, Marianne Ringås and Kjetil
Svendsen
Tinkerer
Gain 12 slot modules
Xenologist
Score 25+ devotion points and
10+ points from the devotion
track’s location tile
Seeker
Complete 5+ journeys
Pioneer
Reach all 4 corner locations
Architect
Reach the end of all three
machine tracks
Librarian
Place all 7
population figures
All rights reserved
©2023 Aporta Games
www.aportagames.com
“These believe they are in control. But their minds are ours” – Cordycephians
Who will you be? A revered Nàdair architect? A divine Ostarius seeker? Or something else?
In addition to advancing the
action cube each time you
take a card action or hibernate,
also advance the action cube
1 space every time you take a
switch action.
You can build maximum 1
building on each area tile.
Population figures and tribe-
specific markers are not limited.
Try to complete the
achievements to the right and
tick off the boxes once achieved.
Tick the Adept/Master/
Revered/Divine medal if you
also managed to score at least
100/130/160/200 points
in that game.
–Devotion points (convert all your devotion points
into regular points)
–Progress track
–Unlocked technologies
–Large locations
–Card bonus on machine tracks (if unlocked)
–End game tile and minor artifacts
–1 point per 5 remaining resources
–Artifact card/artifacts
N à dair
3 0x49 fi
Kuni ba n
Formica
Vu kunt ur
Gi b’Wa rks
Osta rius
Kairo s Hofstad-
teria ns
= 100+ pts.
Adept
DivineReveredMaster
= 200+ pts.= 160+ pts.= 130+ pts.
8
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