Each player receives a player card and compass tokens of their chosen color. All cards are shuffled water/island side up and cards are removed based on number of players: 2P = 9, 3P = 5, 4P = 1. Cards are flipped (No. of players+1) from the remaining stack to the center of the play area. Randomly select a starting player (SP). Each player (clockwise from SP) selects one available card. The last player to draw refills the pool and selects one more card. Each other player (counterclockwise) selects one more card, gaining a total of 2 cards in this phase. Each card is tucked under their player card, covering one of the two available abilities/advantages. The 2 exposed abilities/advantages will be active for the remainder of the game. The last remaining card in play will be flipped and become the first card of the map. SP passes to the left.
The remaining cards are shuffled island/water side down and a number of cards equal to the number of players are flipped. Each player (beginning with SP, moving clockwise) will select one card to add to the map. When placing a new card, each location (island or water) must be placed adjacent to an existing location. SP passes to the left and play continues until no cards remain.
Beginning with the SP and moving clockwise, each player will place one of their compass tokens on any unoccupied island. On subsequent turns, each player may place one token orthogonally adjacent to one of their existing tokens. Each compass token placed is worth 1 renown point (RP). Abilities/advantages gained in the setup phase supercede normal placement and scoring rules, however a player can only place their token on an unoccupied island and may never place their token in open water. If a player is unable to place a token, play passes clockwise and continues until there are no moves remaining. The player with the most RP wins. If there is a tie, play again.
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Average Rating | 0 reviews |
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Publish Date | October 14, 2019 |
Edition | First |
Department | Games |
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