Manual in English

Terra Mystica: Fan Factions — Rules Manual

Feuerland Spiele, Capstone Games, Cranio Creations · Board game · 2025
1–2 Solo Weight 3.8/5 Official PDF 8 pages
9.1 rating Ludopedia
8.7 rating BGG

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8 pages
Full manual text available to read Open text

1 Pyro token for the
Firewalkers faction
3 Magic lamp tokens for
the Djinn faction
7 Glowing Rock tokens
for the Geologists faction
3 Time Travel Device tokens
for the Time Travelers faction
12 Treasure tokens
for the Goblins faction
10 double-sided Faction tokens
COMPONENTS
10 double-sided
Faction boards
Fan Factions
INTRODUCTION
We are happy and
proud that Terra
Mystica has so many
inventive fans all over the
world who have created new
factions for one of their favorite
games. Many of those have been
posted on Boardgamegeek.com and
elsewhere over the years. In February 2021,
Feuerland Spiele started a competition to collect the
most interesting of these ideas and publish them for
all  fans of Terra
Mystica to play.
We would like to
thank everyone who
took part in this
competition, regardless of
whether their entry was
chosen or not. The new factions
have since been tested, illustrated
by Dennis Lohausen, tested even more
on BoardGameArena.com and tweaked
accordingly. The final result is now in your hands. We
hope you enjoy the Fan Factions as much as we do.

---

22
FAN FACTION: ALEXANDER BOBROV
ARCHITECTS
ABILITY: Each of your Bridges contributes 1 Power
toward founding a Town. The Bridges do not count
as Structures, though, so they don’t help with the
minimum number of Structures for a Town. Also, you
don’t get Power for a Bridge when another player builds
next to it, and no other player gets Power when you
place a Bridge.
As an action, you may build 1 Bridge for 1 Priest.
Whenever you take the “Transform and Build” action
to build a Dwelling on a terrain that is connected by
at least 1 of your Bridges, you need 1 Spade fewer to
transform the terrain for each Bridge connecting that
terrain to one of your Structures. You may not use this
ability to just transform a space without building a
Dwelling on it.
STRONGHOLD: After building the Stronghold, take an
Action token. As a Special action, you may move 1 of
your Bridges on the map to a new location and gain
3 Victory points. It must be a location where you would
be able to build a new Bridge.
You may not use this action in a way that would leave
a Town marker without meeting the two conditions
for founding a Town: having enough Structures and
Power value for a Town. So, after moving the Bridge,
each Town marker must still be connected to
at least 4 Structures (3 with your Sanctuary) and
7 Power value (6 if you have the Fire-2 Favor tile).

FAN FACTION: EDUARDO ANDRADE
ARCHIVISTS
During Setup, place 1 additional random Bonus card on
the Archivists board. When the Archivists are chosen to
be in the game (depending on how you select factions),
place that Bonus card with all the other Bonus cards, so
that there are 4 more Bonus cards than players.
ABILITY: You do not receive Cult bonuses in Phase III of
any round. Whenever you pass and select a new Bonus
card, gain 2 Power for each Coin on that Bonus card.
STRONGHOLD: After building the Stronghold, whenever
you pass and return your Bonus card(s), you may select
2 new Bonus cards out of those available to you. You still
cannot take a Bonus card you just returned.
FAN FACTION: JAMEY STEGMAIER
ATLANTEANS
ABILITY: You start the game with your Stronghold
instead of 2 Dwellings. Place it after all other players
have built all of their Dwellings. If the Chaos Magicians
are also in the game, place your Stronghold before they
place their 1 Dwelling if your position in turn order
is before the Chaos Magicians, otherwise they place
their Dwelling first. Your Stronghold is directly a Town
at the start of the game, and you start the game with
INTEGRATING THE NEW FACTIONS INTO YOUR GAME
NEW FACTIONS (in alphabetical order)
This expansion includes 14 new factions for the base game and 6 new factions for the Fire & Ice expansion.
All of these factions are compatible with the Merchants of the Seas expansion,
but do not have their own Shipyard board. When playing with the Merchants expansion, use an existing
Shipyard board for their color (for yellow and grey: use the Ships side, not the Merchants side)
and ignore all special abilities the board may have.
The first time you pass after building the Stronghold,
you take 2 Bonus cards.
Because there are 3 Coins on them, you gain
6 Power. For the rest of the game, there are again
only 3 Bonus cards to choose from instead of the 4
before you built your Stronghold.
Select and take
2 other Bonus cards
Return
1 Bonus card
Transforming the hex
on the other side of this
Bridge to their home
terrain only costs the
Architects 1 Spade if they
build a Dwelling there.
They may not transform
the space to mountains
for free because they
can’t build then.

---

33
ABILITY: Whenever you build a Dwelling, build it on the
terrain matching its color.
Whenever you upgrade a Structure, both the Structure
you place and the Structure you return to your Faction
board have to be of the same color. You still have to
take your newly built Structures from left to right from
your Faction board. Place the returned Structure on
the rightmost open spot for this Structure type on your
Faction board. It no longer matters which letter is on
that spot, you only use the letters at the start of the
game.
STRONGHOLD: After building the Stronghold, whenever
you build a Dwelling, you may either build the leftmost
Dwelling in the bottom row of your Faction board
or the Dwelling next to your Stronghold. Whenever
you upgrade a Dwelling to a Trading Post, you may
either return the Dwelling to the bottom row of your
Faction board or to the 9th Dwelling spot next to your
Stronghold (if it is currently empty).
   FAN FACTION: DAVE EDWARDS
CHASH DALLAH
ABILITY: Instead of being able to lower the exchange
rate for Spades, you have an additional Income track. As
an action, you may advance the marker on your Income
track 1 space. The cost to take this action is 2 Workers
and 2 Coins. As a reward for taking this action, get the
number of Victory points depicted on the Income space
you moved to.
In Phase I “Income”, gain all of the additional Coins and
Workers depicted on your current Income track space
and all spaces to its left.
1 Town tile of your choice. Gain the tile and its rewards
at the end of placing the first Structures. Place the tile
underneath your Stronghold. You may not gain another
Town tile for this Town.
As an action, you may build a Bridge for 2 Workers.
STRONGHOLD: As soon as the Town with the Stronghold
reaches or surpasses the following Power values,
immediately gain the following rewards:
7 Power: Advance 1 step on the Shipping track for
free. Gain the Victory points indicated on the space
you advance to, just as if you took the “Advancing on
the shipping track” action. (You do not get a Town tile,
because you already have one.)
10 Power: Move 2 spaces forward on each of the 4 Cult
tracks.
16 Power: Gain 20 Victory points.
FAN FACTION: RAPHAEL HOHL
CHANGELINGS
When choosing the Changelings, you must immediately
choose a Home terrain. You may not choose the Home
or Starting terrain of another Faction already in play
and no following player may choose a Faction with that
type of Home terrain. Use all of the Priests, Bridges, and
markers according to this Home terrain. Also, for all
Structure spots on your Faction board marked with the
letter A, use and place the Structures according to your
Home terrain on the Faction board.
After all players have chosen a Faction and after any
Volcano Faction has chosen their Starting terrain,
choose 2 more terrains that have not been chosen as the
Home or Starting terrain of another Faction. Designate
1 of those terrains as B and the other as C. Then, for all
Structure spots on your Faction board marked with the
letter B and C, respectively, use and place the Structures
according to the chosen terrain.
Because the leftmost Trading Post on your Faction
board is yellow, you have to upgrade a yellow
Dwelling if you want to place a Trading Post.
Return the yellow Dwelling to your Faction board.
That means that the
next 2 Dwellings you
place have to be yellow,
unless you upgrade
your green Dwelling to
a Trading Post first.
chAngelingschAngelings
FAN FACTION: RAPHAEL HOHL
chAngelingschAngelings
FAN FACTION: RAPHAEL HOHL
If you choose Desert as your Home terrain when you
choose the Changelings, place yellow Structures on
all spots marked with the letter A.
If you choose Swamp and Forest as your secondary
terrains after all Factions have been chosen, place
black Structures on all spots marked with the letter
B and green Structures on all spots marked with the
letter C (or vice versa).
chAngelingschAngelings
FAN FACTION: RAPHAEL HOHL

---

44
  FAN FACTION: HERSHIL & RAJ PATEL
CONSPIRATORS
ABILITY: Whenever you take a Favor tile, gain
2 additional Coins.
STRONGHOLD: Immediately after building the
Stronghold,
take a Favor tile and an Action token. As a
Special action, you may put 1 of your Favor
tiles back
into the Supply to take a different Favor tile. For
the Favor
tile you put back, move your matching marker on the
Cult board down as many spaces as depicted on the
Favor tile. If this causes your marker to cross the Power
icons on the Cult track, you neither gain nor lose Power
nor do you lose anything you gained from the Favor tile
you put back. (For the Favor tile you gain, gain the usual
Cult steps, Power, and Coins from your ability.)
   FAN FACTION: LUKE MCKINNES
DJINN
ABILITY: You start the game with 3 Magic Lamp tokens.
As an action, you may spend 1 Magic Lamp token to
have 2 of your markers on the Cult board switch Cults
with each other, keeping their current levels.
For example, if your marker on the Air Cult is on level 6 and
your marker on the Fire Cult is on level 1, by spending a
Magic Lamp token you can move your Air marker to Level 6
of the Fire Cult and the Fire marker to Level 1 of the Air cult.
You may not switch to level 10 of a Cult if another player
already has a marker there.
STRONGHOLD: After you build the Stronghold, when
you pass each round, get 1 Victory point for each of
your Priests on the Cult board.
   FAN FACTION: DAVE EDWARDS
DYNION GEIFR
ABILITY: You start the game with the Fire-2 Favor tile
(including advancing 2 steps on the Fire cult).
Whenever you convert a Priest, you get 2 Workers and
2 Coins (instead of the normal 1 Worker). All your
Structures have a Power value of 2.
STRONGHOLD: Immediately after building the
Stronghold, get 2 Priests. To found a town including
your Stronghold, only 3 Structures are required instead
of the normal 4.
   FAN FACTION: PASCAL AMBERG
THE ENLIGHTENED
ABILITY: You use Power instead of Workers to transform
terrain.
Anytime during your turn, on top of your Action, you may
spend 1 Coin to gain 1 additional Power token in Bowl I.
STRONGHOLD: After building the Stronghold, whenever
you do a Conversion to convert Power into a Priest,
Worker, or Coin, you gain 2 Priests/Workers/Coins
instead of 1, and you take an Action token. As a Special
action, you may gain 4 Power.
STRONGHOLD: After building the Stronghold, whenever
you use a Power action on the Game board, you may
pay with Coins instead of Power. For each Power token
you would have to move from Bowl III to Bowl I, you
may pay 1 Coin instead.
   FAN FACTION: DAVE EDWARDS
CHILDREN OF THE WYRM
ABILITY: Whenever you gain Power because of another
player building a Dwelling or upgrading a Structure
next to (one of) your Structures, you have to pay 1 less
Victory point than usual.
When sacrificing Power from Bowl II, for each Power
token you sacrifice, you may move 2 Power tokens
(instead of the usual 1) from Bowl II to Bowl III.
The Coin cost of all your Structures (not just your
Trading Posts) depends on whether there is at least one
opponent’s Structure directly adjacent to the Structure
you upgrade / the terrain space you build your Dwelling
on.
STRONGHOLD: Immediately after building the
Stronghold, take and place as many Power tokens into
Bowl I as you removed from the game so far (so that
you have a total of 12 Power tokens again). Also, take an
Action token. As a Special action, you may place up to
2 Power tokens from any of your Bowls (one or more)
onto the Game board. Place them one after the other.
Place each Power token on a River space that is directly
adjacent to 1 of your Structures or another Power
token of yours. All terrain spaces and Structures (of all
players) that are either connected by 1 of your Power
tokens or an unbroken chain of your Power tokens count
as directly adjacent to each other for you only.
Your Power Tokens do not count for indirect adjacency,
your Shipping value only counts starting from a
Structure. Your Power tokens do not prevent other
players from using those River spaces.
All of your Structures, Yellow’s Structure, and the
spaces A and B count as directly adjacent for you.
That means that:
1. You may transform and build a new Dwelling
on space A.
2. This would cost only 1 Coin (but Yellow does not
get Power from your Building action).
3. You would found a Town if you build there.
A
B

---

55
At this time, you may
only build a Dwelling
on a Forest terrain.
If you do, you remove
all Glowing Rock tokens
afterwards.
For your next Dwelling,
you would have to build
it on a Desert terrain.
After that, you will have
2 different terrains to
choose from again.
Back to the first
illustration, if you get a
Spade before building
on a Forest terrain, you
could either cover the
Forest terrain, which
would have you remove all 7 tokens and build on Desert
terrain next. Or you could remove the Glowing Rock
token on the Lakes
A (or Mountains B) terrain,
which would have you build on A either Forest or
Lakes (or B either Forest or Mountains) terrain next.
   FAN FACTION: KITANO MASASHI
GEOLOGISTS
When choosing the Geologists, you must immediately
choose a Starting terrain. You may not choose the Home
or Starting terrain of another Faction already in play
and no following player may choose a Faction with that
type of Home terrain. Indicate your choice with the
Shapeshifter ring, and cover that terrain type on your
Transformation cycle with a Glowing Rock token. Also,
use the playing pieces according to the chosen terrain
and place your initial 2 Dwellings on that terrain. You
do not have a Home terrain.
ABILITY: You may not transform a terrain into a
different terrain. When using the “Transform and Build”
action, you may build a Dwelling on a terrain type that
is not covered by a Glowing Rock token on your
Transforma tion cycle, but is either marked by your
Shapeshifter ring or adjacent to a terrain type covered
by a Glowing Rock token. Afterward, place a Glowing
Rock token on your Transformation cycle to cover the
terrain type on which you built.
If at any time all 7 terrains on your Transformation
cycle are covered with Glowing Rock tokens, remove all
7 tokens (but leave the Shapeshifter ring where it is).
When you get a Spade at any time (for example as
Cult bonus, Power action, or Special action), do not
transform any terrain. Instead you may either
a) place 1 Glowing Rock token on your Transformation
cycle to cover a terrain type that is not covered
, but is
either marked by your Shapeshifter ring or
adjacent to
a terrain type covered by a Glowing Rock token
or
b) remove 1 Glowing Rock token from a terrain type
on your Transformation cycle that is adjacent to an
uncovered terrain type on your Transformation cycle.
  FAN FACTION: CHRIS HARRIS & FADI EL-RIACHI
FIREWALKERS
ABILITY: You start the game with your Pyro token
4 points behind your marker on the Victory point track
(if you are auctioning Factions and start with fewer than
4 points: place your Pyro token on 0 Victory points).
This token does not count Victory points for you, but
instead serves as a blocker for your Victory point
marker. When moving your Pyro token or your marker
on the Victory point track, your Pyro token may never
be ahead of the marker. It must always be behind or on
the same space as the marker. If any of the following
actions would cause your Pyro token to be ahead of
your marker on the Victory point track, you may not
take that action. When gaining Power for other players
building or upgrading directly adjacent to your
Structures, you can gain as much Power as you can
afford so that your Victory point marker is on the same
space as your Pyro token.
Anytime during your turn, on top of your Action, you
may move your Pyro token 1 space forward on the
Victory point track to gain 1 Power.
You must lose Victory points to transform terrain
(move your marker back on the Victory point track).
Lose 6 points to transform the Home terrain of another
faction into Volcano. Every other terrain type costs
4 points.
You cannot use Spades to transform terrain, regardless
of how you gain them (for example as Cult bonus,
Power action, or Special action). Instead, move your
Pyro token 4 spaces back on the Victory point track for
each Spade you get.
STRONGHOLD: After you build the Stronghold, when
you pass each round, get 1 Victory point for each of
your groups of Structures on the Game board. A group
of Structures is either
a) a single Structure with no other directly adjacent
Structure of yours
or
b) multiple Structures of yours, where each Structure is
directly adjacent to at least 1 other of your Structures
in that group.
It does not matter if any of those Structures are
indirectly adjacent to each other.
With your Pyro token 4 spaces behind your
Victory point marker, you may not transform the
Home terrain of another faction at the moment.
You could transform any other terrain by moving
your Victory point marker back to 22 points.
Or you could gain up to 4 Power by moving your
Pyro token forward on the Victory point track. GeoloGisTsGeoloGisTs
FAN FACTION: KITANO MASASHI
GeoloGisTsGeoloGisTs
FAN FACTION: KITANO MASASHI
A
B

---

66
• If the terrain on the new space is the Home terrain
of another faction or if that space is a River space,
you must immediately remove 1 Volcano tile from
underneath the Structure. If that would remove
the last Volcano tile underneath the Structure, you
cannot move to that space.
• If the new space is a terrain space, you may end the
lava flow on that space. Alternatively, if your
Structure still has multiple Volcano tiles underneath
it, you may continue moving the Structure and all
but 1 Volcano tile according to the same rules as
before.
• If the new space is a River space, you may not end
the lava flow on that space. Continue moving the
Structure and all Volcano tiles underneath (so
you do not leave a Volcano tile on the River space)
according to the same rules as before. When you
end the whole lava flow, you may build a free Bridge
over that River space (on either side) if you have
a Structure on at least one of the terrain spaces
connected by the Bridge.
STRONGHOLD: Immediately after you build the
Stronghold, take an Action token. As a Special action,
you may either place or remove 1 Glowing Rock
token, just as if you would for a Spade (see above).

FAN FACTION: ALEXANDER BOBROV
GOBLINS  
ABILITY: You start the game with 1 Treasure token.
As an action, you may spend 1 Treasure token to get a
reward.
Choose 1 type of Structure and then get a reward
depending on the number of those Structures of yours
on the Game board:
• if you choose Dwellings, get 1 Power for each
of your Dwellings
• if you choose Trading Posts, get 2 Coins for each
of your Trading Posts
• if you choose Temples, get 1 Worker for each
of your Temples
• if you choose Big Structures, get 1 Cult step for
your Stronghold and 2 Cult steps for your Sanctuary
Whenever you build a Temple or Sanctuary, get
1 Treasure token in addition to the Favor tile.
STRONGHOLD: After building the Stronghold, whenever
you found a town, get 1 Treasure token in addition to
the Town tile.
   FAN FACTION: KITANO MASASHI
KINGDOM OF EMBER  
ABILITY: The only way for you to transform terrain is to
let the lava flow (see below).
You cannot use Spades to transform terrain, regardless
of how you gain them (for example as Cult bonus, Power
action, or Special action). Instead, place 1 additional
Volcano tile underneath 1 of your Dwellings for each
Spade you get (so that there are now multiple Volcano
tiles under that Dwelling).
Whenever you upgrade a Structure, get 1 Power and
place 1 additional Volcano tile underneath 1 of your
Dwellings.
You may not upgrade a Dwelling with more than
1 Volcano tile underneath it.
When founding a town, you must place the Town tile
underneath one of the Structures in that Town with the
highest Power value.
For example, if you found a town with 1 Temple,
2 Trading Posts, and 1 Dwelling, you may not place the
Town tile underneath the Dwelling. If you found a town
with your Stronghold, 1 Trading Post, and 2 Dwellings,
you have to place the Town tile underneath the
Stronghold.
As an action, you may “let the lava flow”: Choose
1 Structure with multiple Volcano tiles but no
Town tile underneath it and move both the Structure
and all but 1 Volcano tile to a directly adjacent
non-Volcano space.
With 3 Volcano tiles
underneath your Dwelling,
you decide to let the lava
flow. You leave the bottom
Volcano tile on the space
and move your Dwelling
and the other 2 Volcano tiles
underneath to a directly
adjacent space.
Because the space you moved
to is a River space, you
have to remove 1  Volcano
tile from underneath your
Dwelling. That leaves
1 Volcano tile remaining
under your Dwelling. You
may not stop the lava flow
on a River space, so you
have to keep on moving.
You may build a free Bridge
connecting the Dwelling
to the Trading Post on the
other side of the crossed
River space. You may not
build a Bridge on the other
side of the River space you
crossed, because you have
no Structures at either end
of it.
Because the Witches are in the game too, you may
not move your Dwelling to the Forest
A . It’s the
Home terrain of another faction, so you would have
to remove the last Volcano tile from underneath your
Dwelling, which is not allowed. Lakes B are not the
Home terrain of another faction, so you move your
Dwelling to that space. With only 1 Volcano tile under
your Dwelling, you must end your movement there.
A
B

---

77
   FAN FACTION: KITANO MASASHI
SNOW SHAMANS  
ABILITY: Each round, when passing, you advance 1 step
on your Shipping Track or on your Conversion track.
You do not need to pay any resources to do so and you
do not gain any Victory points for that. You cannot
advance on these tracks as an Action by paying resources.
STRONGHOLD: Immediately after you build the
Stronghold, place 1 free Dwelling on each mass of ice
with at least 1 unoccupied Ice landscape. A mass of ice
is either
a) a single Ice landscape with no other directly adjacent
Ice landscape
or
b) multiple Ice landscapes, where each one is directly
adjacent to at least 1 other Ice landscape in that mass.
It does not matter if any of those masses are indirectly
adjacent to each other.
STRONGHOLD: Immediately after you build the
Stronghold, place 2 additional Volcano tiles underneath
any of your Structures (you may place both tiles
underneath the same Structure or one each under
different Structures). This is the only way to place a
Volcano tile underneath a non-Dwelling Structure.
FAN FACTION: MARIO RUHMANN &
THE YETI KNIGHTS FEAT. RICHARD SIVÉL
PROSPECTORS
ABILITY: You must use Golden Spades to transform terrain.
You cannot use regular Spades to transform terrain,
regardless of how you gain them (for example as Cult
bonus, Power action, or Special action). Instead, gain
1 Priest for each regular Spade you get.
When using the “Transform and Build” action, buy
Golden Spades for each transforming step you take.
A Golden Spade costs 4 Coins. In addition to being able
to transform terrain with it, you get 1 Victory point and
1 Power for each Golden Spade you buy.
STRONGHOLD: After you build the Stronghold, take an
Action token; from now on, buying a Golden Spade costs
3 Coins (instead of 4). As a Special action, you may
take 1 Coin for each Trading Post on the Game board
belonging to other players.
  FAN FACTION: LUKE MCKINNES
SELKIES
ABILITY: When using the “Transform and Build” action,
you may build a Dwelling on a River space, if you have
at least 2 Structures directly adjacent to that River
space and those 2 Structures are not directly adjacent
to each other. Building a Dwelling on a River space
costs 1 additional Worker and you get 2 Victory points
for it. You may not upgrade a Dwelling on a River space.
You do not transform the River space into Ice. Your
Dwelling does not prevent other players from using that
River space.
STRONGHOLD: After you build the Stronghold, take
an Action token. As a Special action, you may take a
“Transform and Build” action with 1 free Spade. For
this action only, your Shipping value is increased by 1.
Because your Dwelling
and your Trading Post
are directly adjacent to
River space A and not
directly adjacent to each
other, you are allowed to
build a Dwelling on that
River space. The fact that
there is a third Structure
of yours, which is directly
connected to the other
2 Structures, is not
important. You can’t build on River space B , as the
Dwelling and the Temple are adjacent to each other.
A
B
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STRONGHOLD: After you build the Stronghold, take an
Action token. As a Special action, you may move up to
4 Power tokens from Bowl I to Bowl III.
  FAN FACTION: ISAAC CHILDRES
TREASURERS
ABILITY: In Phase I “Income”, you may choose to put
any resources (Coins, Workers, and Priests) you receive
as Income into your Treasury (place them next to
your Faction board, separate from any other resources).
For each single resource, you can choose whether to put
them into your Treasury . You may not use the resources
in your Treasury .
At the beginning of each round, just before you
receive Income, take all resources from your Treasury ,
double them, and put them onto your Faction board
(for each resource taken from your Treasury add
another resource of the same kind from the supply).
This does not count as “receiving resources” for your
Stronghold ability.
STRONGHOLD: After you build the Stronghold, you may
put resources into your Treasury whenever you receive
them, not just in Phase I (for example, that also includes
resources you receive from Power Actions, Power Con
version, Town tiles, Cult bonuses, and even Shipping
benefits when playing with the Merchants expansion).
You may only put resources into your Treasury the
moment you receive them. You cannot, for example, put
any leftover resources into your Treasury when you pass.
FAN FACTION: MATTHEW & JESSICA LARSEN,
CRAIG ATKINS
WISPS
ABILITY: Whenever you build a Trading Post, you may
immediately transform 1 directly adjacent terrain space
with exactly 1 free Spade. You may not buy additional
Spades with workers to immediately transform this space
further. You may not immediately build on that space.
STRONGHOLD: Immediately after you build the
Stronghold, get 7 Victory points and place 1 Dwelling
on an unoccupied Lakes space. Neither pay 1 Worker
nor 2 Coins for this Dwelling. For this build only, ignore
the adjacency rule. You may build on any empty Lakes
space as long as it was a Lakes space at the beginning of
this Action. (Thus, you may not transform a terrain space
beforehand.)
design: Pascal Amberg, Eduardo Andrade, Craig Atkins,
Alexander Bobrov, Isaac Childres, Dave Edwards,
Fadi El-Riachi, Chris Harris, Raphael Hohl, Jessica Larsen,
Matthew Larsen, Kitano Masashi, Luke McKinnes,
Hershil Patel, Raj Patel, Mario Ruhmann et al.,
Jamey Stegmaier
artwork: Dennis Lohausen
editing: Stephan Rink, Bastian Winkelhaus
english translation: Bastian Winkelhaus
rulebook layout: Ursula Steinhoff
proofreading: Nathan Morse
Capstone Games
2 Techview Drive, Suite 2
Cincinnati, OH 45215,
USA
www.capstone-games.com
Version 1.1
© 2025 Feuerland
Verlagsgesellschaft mbH
Nassaustraße 3
65719 Hofheim am Taunus
www.feuerland-spiele.de
  FAN FACTION: LUKE MCKINNES
TIME TRAVELERS
ABILITY: You do not get Victory points for the Scoring
tile of the current round. Instead you get Victory points
for both the Scoring tile from the previous round
and the one from the next round. For this purpose, in
round 1 the Scoring tile from round 6 is considered
“the previous round’s tile” and in round 6, the Scoring
tile from round 1 is considered “the next round’s tile”.
If both Scoring tiles reward you for the same action,
you get both rewards. You still gain Cult bonuses in the
usual way (from the current round’s Scoring tile).
Use the Time Travel Device tokens to mark the current,
next, and previous rounds’ tiles. At the beginning of the
game, place the central Device token next to the Scoring
tile from round 1 and the other tokens next to the
Scoring tiles from round 2 and 6. In Phase III of each
round, do not turn any Scoring tiles face-down. Instead,
move the central Time Travel Device token to the next
round and move the other tokens accordingly.
In the first round, you
do not gain points for
building a Stronghold or
Sanctuary like the other
players. Instead, you gain
6 Victory points for each
Trading Post you build.
At the end of the first
round, do not flip the
Scoring tile from the
first round, but instead
move all 3 Time Travel
Device tokens to their new
position.
In the second round, you
now gain 5 Victory points
when building a Stronghold
or Sanctuary and 2 Victory
points when building a
Dwelling, but you gain no
Victory points for building
a Trading Post.

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