Play sets of matching ruins and try to go out first.
SETUP OVERVIEW START OF ROUND PLAYER TURNS
RUINS Each discovery added to a ruin makes it stronger —
so try to claim the best ones! Your goal each round is to play all ruin cards in your hand before your At the start of each round, each The first player takes the first
FIRST GAME: Insert all 50 game cards into sleeves with the day side player may secretly choose 1 ruin in turn of the round. They must lead
opponents do. Add upgrades to ruins and play sets of the same rank to
faceup. An extra 10 sleeves are included. empty your hand faster. The earlier you go out, the more victory points their hand to permanently flip from by playing any 1 ruin card or any
2-5
(VP) you score! the day side to night side . set of 2 or more ruin cards of the
1 Shuffle all discovery cards and 3 Each player takes a player aid, same rank from their hand.
30’ Flipping a ruin changes its rank and
b
place the deck facedown in the 2 matching claim cards, and 3 CRAFTING CARDS may add a new discovery effect The next player clockwise then
c middle. Place the 4 market tokens torches on the lit side. Place each (see pg. 5). It keeps all previously decides whether to follow or
13+ k A
to the right of the deck, as shown. player’s score track marker on 0. During the game, you can
permanently upgrade ruin cards added upgrades. pass. To follow, they must play
d Deal 1 discovery faceup under 4 Make sure all ruin cards start the exact same number of ruin
by sleeving transparent claim and Day Rank
Day side
j
each token. on the day side . Remove cards of a single equal or higher
H discovery cards on top of them. rank. If they can’t or don’t want to
2 Flip the scoreboard to the side cards from the deck based on
Each ruin can have a max of 1 claim follow, they must pass.
for your player count and place your player count (see table).
and 3 discoveries (1 in each position). Players continue taking turns to
e it nearby. Place the round track Shuffle and deal a hand of 9 to Once added, an upgrade can’t be
Night side
f marker on round 1. With 2-3 each player. Place the deck in follow or pass clockwise until all
G removed or covered by another players but 1 pass consecutively.
I players, cover up the scoring chart the middle. upgrade for the rest of the game.
at the top with the scoring tile. When this happens, gather all
5 Whoever last lit a flame is the faceup ruins and shuffle them
COMPONENTS first player. back into the deck.
A 1 Scoreboard G 10 Claim Cards (2 per player)
b 1 Scoring Tile (for 2-3 players) h 60 Card Sleeves 2 Players 3 Players 4 Players 5 Players The player who did not pass
c 1 Round Marker i 50 Ruin Cards (5 each of ranks 1-10) then leads a new ruin or set.
5 Score Markers 39 Discovery Cards (13 top, Ruins 20 (Remove 3 30 (Remove 2 40 (Remove 1 All 50 Players continue to follow or pass
d j Night Rank
Used of each rank) of each rank) of each rank) clockwise, as before.
e 5 Player Aids 13 middle, 13 bottom) & Effect
f 15 Torch Tokens (3 per player) k 4 Market Tokens 1 2 3 4
UPGRADING RUINS DISCOVERY EFFECTS ROUND END GAME END CLARIFICATIONS & TIPS
Whenever you play 1 or more ruin cards, you may upgrade any number Each discovery added to a ruin SKIPPING When only 1 player has cards left, The game ends when someone ♦ You can add multiple discoveries ♦ If a ruin has multiple discoveries
of them with claims and/or discoveries. You may only upgrade ruins gives it a new permanent effect. AN OPPONENT’S TURN the round ends. The remaining wins. There are 2 ways to win: to the same ruin in one turn (if you of the same type, they stack
you play, not ruins left in your hand. These effects are listed on your player scores VP for last place. can afford them, and there’s space). together. There is no upper limit
When you follow with a ruin • Instant Win: If you start any
player aid. ♦ You can use both of your claims in to a ruin’s rank or the number of
or set of the exact same rank Take these steps to set up the round with 9 or 10 VP and go out
a ADD CLAIM b ADD DISCOVERIES All discovery effects are active that was last played, the next next round: one turn (on different ruins). cards in a set.
first, you immediately win! Other ♦ Effects that change a ruin’s rank ♦ When you force opponents
You may claim up to 2 ruins during You may spend lit torches to immediately. Adding certain player in turn order must pass
All players flip all extinguished players do not finish the round. are mandatory. Ruins you play as a to draw ruins, if there aren’t
the game by adding your claim take 1 or more discovery cards discoveries can allow you to (even if they could follow).
1
cards to them. Once you’ve claimed from the market and add them play ruins or sets that otherwise torches to the lit side. • Showdown: If no one has won by set must have the same rank after enough in the deck, they draw
a ruin, any opponent who is dealt to your ruins. Each discovery’s wouldn’t be legal. 2 Shuffle all ruin cards and deal the end of round 4, the player(s) you add discoveries to them. in clockwise order (starting from
that ruin at the start of a round must market token shows its cost. GOING OUT each player a new hand of with the most VP and the player ♦ When you play a wild rank ruin your left).
give it to you (see pg. 7). Flip the torches you spend When you play the last card in 9 ruins. who went out first in round 4 play with other ruins, ignore any added ♦ When you use a single discovery
to the extinguished side and your hand, you are out! Score 3 If any player was dealt a ruin 1 more round together. Whoever ranks it has. When you play it to light 2 torches, you must light
immediately add the chosen the VP shown at the top of the with an opponent’s claim, goes out first in round 5 wins alone, use its printed rank plus both at once (you can’t light 1
discoveries to ruins you played. scoreboard based on whether they must give the ruin to that (regardless of score). added ranks. torch, use it, and light it again).
you went out 1st, 2nd, etc. opponent. They do not draw a
CREDITS
If there are at least 2 players replacement. THE SCORE TRACK
Design: John D. Clair
still in the round, they continue Whoever has the fewest VP is If you have 0 VP, ignore any
4
Illustration: Jake Morrison
playing. They may follow the last the new first player. Ties go to negative VP for going out last.
ruin or set you played. If no one Graphic Design: Matt Paquette & Co.,
At the end of your turn, slide the the player furthest clockwise If you have 10 VP, you can’t
follows, the lead passes to the Anca Gavril & Co.
discoveries in the market right to from the previous first player. gain any more — you have to
fill any gaps, then refill it up to 4 Playing these ruins and adding a player closest to you clockwise Development: John Brieger
go out first and win!
cards from the deck. +3 rank discovery makes a set of who has cards left. 5 Advance the round marker and Rules Editing: Jeff Fraser
5 three 5s. 6 start the next round! 7 3D Artist: Filip Gavril 8