Objective of the Game
In Lost Ruins of Arnak: Expedition Leaders, players take on the roles of unique Expedition Leaders, each possessing distinct strategies and abilities for exploring the island of Arnak. Your goal is to lead your expedition to uncover the secrets and unlock the doors of the ancient ruins. The game involves managing resources, discovering sites, and utilizing unique leader abilities to navigate the challenges of the expedition.
Preparation (Setup)
To set up the game with the expansion, follow these steps:
- Mix Components: Mix the new expansion components in with the existing base game components.
- Leader Boards: Each player takes the player board and the starting cards that belong to their chosen Expedition Leader.
- Replace Components: When playing with Expedition Leaders, replace the Stone Key artifact and the miner assistant with the new versions provided in the expansion.
- Research Board: The new research board includes two new research tracks, which can be used with or without the Expedition Leaders.
- Supply Board: Place the new idols on the supply board. For the Snake Temple, place two stacks of idols and one stack of idols (of a specific type).
- Lizard Temple: If playing with the Lizard Temple, shuffle the remaining idols into a face-down stack and place it beside the row. Place one unknown guardian face down on the designated space.
- Starting Resources: Determine play order and starting resources normally.
- Leader Selection: Players choose leaders using any method (e.g., drawing random role tokens).
- Special Setup: Some leaders have specific setup rules. For example, the Falconer requires placing the eagle token on its starting space. The Baroness requires placing coins on specific spaces above the card row. The Professor requires placing tokens on specific spaces above the card row. The Explorer requires placing snack tokens on the board.
Game Flow
The game proceeds in rounds. While the core structure follows the base game, the Expedition Leaders expansion introduces unique mechanics that interact with the flow of play:
- Round Structure: The game follows the standard round structure of the base game.
- Leader Abilities: Each leader has unique abilities that can be used during their turn. Some abilities, like the Falconer's eagle, advance automatically at the beginning of each round.
- Special Deliveries: Certain leader abilities (like the Baroness) involve cards that return to the player's hand at the beginning of each round.
- End of Round: At the end of the round, certain effects occur, such as snack tokens returning to the player's board or the eagle remaining in flight until used.
Actions and How to Play
Players use their Expedition Leaders to perform various actions. Each leader has unique abilities that replace the standard player board and basic cards. Key actions and abilities include:
Leader-Specific Abilities
- The Captain: Has - archaeologists. Depending on the number of placed archaeologists, the player can choose between different actions.
- The Falconer: Uses an eagle token to perform actions. The eagle advances along a track. The player can use the effect of the eagle's current space or any previous space.
- The Baroness: Gains regular income from investments at the beginning of rounds II, III, IV, and V. Can use Special Delivery when buying or gaining an item to put it directly into their hand.
- The Professor: Can draw artifacts from an archive (a collection of cards kept near the player board) instead of the card row.
- The Explorer: Only has one archaeologist, but it can be used multiple times per round by using snack tokens to relocate the archaeologist.
- The Mystic: Can exile Fear cards to perform a ritual. This uses a ritual pile on the player board.
General Actions & Mechanics
- Research: Players can advance along research tracks. In the Money Temple or Lizard Temple, players can research for temple tiles instead of advancing the track if their magnifying glass is close enough.
- Overcoming Guardians: Guardians can be overcome using archaeologists, Revolver, War Club, or Bear Trap.
- Idol Slots: Leaders have unique idol slot effects. Some blue slots can be used even before normal slots are filled.
- Snack Tokens: Used by the Explorer to relocate their archaeologist.
End of Game and Scoring
The provided text does not explicitly state the specific trigger that ends the game (the "end game trigger"). However, it mentions that Fear cards are used for scoring and that exiling Fear can be used for rituals. Consult the manual for details on this section.
Scoring Criteria:
- Fear: Fear cards (or fear tiles if the deck is empty) can result in negative points.
- Idols: The first idol of a rival is worth -5 points.
- Artifacts/Items: Scoring is related to the items and artifacts collected.
Tips for Victory
- Leader Selection: For players new to Arnak, it is recommended to choose a leader from the top of the provided list (e.g., The Captain).
- Resource Management: For the Baroness, do not overlook the fact that two of your starting cards have a travel value.
- Strategic Research: When using the Lizard Temple or Money Temple, pay attention to the research tracks, as you can potentially buy tiles instead of advancing the track.
In English
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Game in a Nutshell - Lost Ruins of Arnak: Expedition Leaders (how to play)
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How to Play and Tips for Lost Ruins of Arnak: Expedition Leaders
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Expedition Leaders (Arnak expansion) - Part 2: how to play [JLTEI]
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Expedition Leaders (Arnak expansion) - Part 1: game set up [JLTEI]
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Arnak Tips & Tricks #3 - The Baroness
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Arnak Tips & Tricks #4 - The Professor
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Snapshot - Lost Ruins of Arnak Expedition Leaders