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Darwin's Journey: Fireland Expansion Guide

This document provides setup instructions for the Fireland expansion of the board game Darwin's Journey. It introduces time management as a new mechanic, with players spending time to perform actions and managing their progress on the time track. The expansion includes a new Fireland map, time track board, adventure cards, objective tiles and other components. It also describes using optional scenario cards that customize the game experience with focused setups utilizing specific game components.

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0% found this document useful (0 votes)
1K views12 pages

Darwin's Journey: Fireland Expansion Guide

This document provides setup instructions for the Fireland expansion of the board game Darwin's Journey. It introduces time management as a new mechanic, with players spending time to perform actions and managing their progress on the time track. The expansion includes a new Fireland map, time track board, adventure cards, objective tiles and other components. It also describes using optional scenario cards that customize the game experience with focused setups utilizing specific game components.

Uploaded by

andres.gc90
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Game Design: Simone Luciani and Nestore Mangone

Illustrator: Paolo Voto


Solo mode imagined by: Dávid Turczi
Publisher: ThunderGryph Games
PM: Gonzalo Aguirre Bisi
Art Direction: Pierpaolo Paoletti
Rulebook Author: Jonathan Cox
Rules Proofing: Jessica Longhurst and Cristina Aguirre Bisi
Graphic Design: Daniel Tosco
Mockups: Erick Tosco
Rules Layout: Guido Vitabile
Thanks to the Support of: Cristina Bisi and Luis González

www.thundergryph.com
Thundergryph SLU, Avda. República Argentina, 24 - 2º, 41011 Sevilla, España - [email protected]
© 2022 ThunderGryph Games, All rights reserved.
Looking back at our exploration of Tierra del Fuego, time became hazy as we discovered
the bountiful wilderness of the archipelago.
The days of our new adventure felt infinitely long, arduous, and sometimes surreal,
but time was slipping through our fingers faster than we realized.

In the Fireland expansion of Darwin’s Journey, players retrace


Charles Darwin’s expedition across the territories of Tierra del Fuego.
Fireland introduces time management and an exciting new map. Players can go on
adventures to gain fruitful rewards, but they must be careful to spend their limited time wisely!

COMPONENTS

12 Objective Tiles
1 Fireland Map Board 10 Ocean Adventure Cards (6 silver, 6 golden) 8 Ships (2 per player color) 10 Ocean Adventure Tokens

1 Time Track Board 12 Land Adventure Cards 3 Beagle Goal Tiles 8 Explorers (2 per player color) 12 Land Adventure Tokens

8 Time Penalty Tokens 4 Cubes (1 per player color) 4 Elude Time Tokens
4 Crew Cards 9 Special Action Tiles

4 Adventure Scoring
Aid Cards 4 Fireland scenario cards 2 Correspondence Tiles 8 Time Wax Seals 6 Viewpoint Tokens
Standard Setup
1. Place the Fireland map board on top
of the game board, covering the Island
and Ocean tracks from the base game.

2. Place the Time Track board near the main board.

3. Shuffle the Fireland Crew cards, Objective


tiles, Beagle Goal tiles, Correspondence
tiles, Special Action tiles, and Time Wax
Seals into the base game sets for each
component. The backside of base and
11
expansion components should match.

Note: Time Wax Seals have a purple front


side and a black backside to help with sorting.

4. Follow the base game setup procedures.

Note: When playing with a Scenario card,


it will indicate specific components to add 3
3
instead of choosing randomly during setup. 10
Scenario cards are explained on page 6.

5. Place 1 Land Adventure token on


each matching golden ribbon icon on the
Land tracks at the bottom of the board. 7
Only cover icons with a player count
symbol when the game is played at the 5
indicated player count or higher.

11 3

4
6. Place 1 Ocean Adventure token on
each matching golden ribbon icon on the
Ocean tracks at the bottom of the board.
Only cover icons with a player count
symbol when the game is played at the
indicated player count or higher.

11 7. Shuffle the Viewpoint tokens. Place 1 token


face down on each matching location
at the end of the Land and Ocean tracks.
Once all Viewpoint tokens have been
3 placed, flip them all to their face-up side.

8. Shuffle the Time Penalty tokens and


randomly place 3 of them face up onto
9 the pocket watch icons on the Time Track
board. Place the unused Time Penalty
tokens back into the box - they will not be
8 2 used for the remainder of the game.

1 9. Place 1 cube (from now on called Time


Track marker) of each player’s color on
the 0 spot of the Time track.

10. Shuffle the Land and Ocean Adventure


decks separately and place them face down
11
to the side of the main board.

11. Each player places 1 Adventure Scoring aid


card near their personal board.

12. Each player places their extra Ships and


Explorers near their player board. They
should now have a total of 4 Explorers
and 2 Ships.

5
Scenario Setup Time Track Time Track Penalties
Each player has a Time Track marker on the Time Each penalty on the Time Track applies to
Overview track indicating their Time spent in the game. all players whose Time Track marker is on or
Each Scenario card provides the players below that penalty’s row. This means
with a crafted game experience. Instead of the first penalty applies to all markers at three
randomly choosing components during setup, or more Time, the first and second penalties
players will use specifically designed sets of apply to markers at six or more Time, and all
components which will lead the experience in three penalties apply to markers at nine
a particular direction. or more Time. Time penalties impose extra
costs or reduce the effects of various actions
in the game. These penalties are added to any
Scenario Descriptions other costs associated with those actions.
Use the reference identifier in each card’s
bottom RIGHT to learn about how that 2 Coins must be spent for
Scenario will affect the game: each Museum Delivery action.
F1: Focused on giving players opportunities
to gain and spend Time. 1 Coin must be spent for
F2: Exploring and Navigating are a primary each Gain Scroll action.
focus, but managing heavy Time expenditures
also becomes a priority. Spending & Gaining Time An additional 2 Coins must
F3: Maximizing Beagle Goal tile scoring be spent to place a worker in
becomes the priority, and they will pull Players must spend Time to an occupied Diary Section.
the players in several interesting directions. perform an action when the
F4: An expert level Scenario where Correspondence action shows a closed pocket Each Museum Delivery action
and Special actions do little to help the players watch icon. Players spend Time has its Theory of Evolution track
and Coins are hard to find. by moving their Time Track advancement reduced by one.
marker down the Time track
the number of spaces indicated Each time an Objective is
Setup on the pocket watch icon. achieved, the player loses 2
Only Fireland scenario cards may be used, If the player’s Time Track marker victory points on the victory
they have a golden banner icon. Players may would pass the eleventh space, point track. If the player doesn’t
select the Scenario card that fits their desired they stay on the eleventh space and have 2 victory points to lose,
play experience or randomly select one from the instead lose 3 victory points the Objective cannot be achieved.
stack. During base game setup, place specific for each remaining Time they
components instead of choosing them randomly. must spend. Each Correspondence
Use the reference numbers shown on the Scenario action earns one fewer Stamp
card to place the specific Special Action tiles, Players gain Time when an than indicated on
Correspondence tiles, Beagle Goal tiles, and Time action shows an open pocket the Correspondence icon.
Penalty tiles onto their associated board areas. watch icon. Players gain Time
Note that the Correspondence tiles and Time by moving their Time Track Each Navigation action
Penalty tiles shown left to right are placed top marker up the Time track has its Ship advancement
to bottom in their areas. the number of spaces indicated reduced by one.
on the pocket watch icon. If
the player’s Time Track marker Each Exploration action has
would pass the zero space, they its Explorer advancement
stay on the zero space and any reduced by one.
remaining gained Time has no effect.

6
Adventures Adventure Costs Adventure Rewards
Each time a player moves their Explorer or Ship Spend the indicated amount of Reward Actions are shown to the right of the
across a golden ribbon that has an Adventure time. Any new Time Track penalties costs on the Adventure Card. The player may
Token, they must go on an Adventure. resulting from this movement come perform the actions in any order.
There are two types of Adventure tokens and into effect immediately.
Adventure cards: Land and Ocean. When the
player’s Explorer or Ship crosses one of the Spend the indicated number of Coins.
tokens, the player draws a card from the deck
that matches the Adventure type (Land or Ocean). Spend the indicated amount of One of the reward options will always have a
Time and Coins. Any new Time Land or Ocean Adventure token icon. When
Each Adventure card has two reward Track penalties resulting from the this reward is chosen, the player removes the
options listed at the bottom. The player must Time marker movement come into Adventure token they crossed on the Main
immediately choose one of these options, effect immediately. Board. The player should keep this token in
pay its associated cost, and gain the listed their player area next to their Adventure
rewards. After a player gains a reward, Lose the indicated number of Scoring aid card.
the drawn Adventure card is discarded into the victory points. Removing this token means no future players
discard pile of the corresponding type will be able to perform an Adventure when
of Adventure (Land or Ocean). crossing that golden ribbon.
Move back the indicated number of
Note: In the rare event that the player cannot spaces on the Theory of Evolution track. Example:The player has two cost/reward
pay the costs associated with either action, options (A and B). If the player chooses
they discard the Adventure card without Move one of that player’s Ships the option A, they will pay 1 Time and 2
gaining any benefits and leave the Adventure indicated number of spaces backward Coins in exchange for performing an
token on the board. on the associated Ocean track. Exploration action of up to 2 steps and
collecting the Land Adventure token.
Do not perform any actions on If the player chooses option B, they will
the location where the Ship landed. pay 3 Time in exchange for performing
a Navigation action up to 2 steps and
Spend the indicated amount of gaining 2 Temporary Knowledge tokens.
Temporary Knowledge tokens. Since option B doesn’t show the token
icon, the Land Adventure token remains
on the board and another player may use
it for an Adventure later in the game.

7
Time Wax Seals Viewpoints Exploring the Island
Time Wax Seals are shuffled At the end of each Land and Ocean track, The Fireland Expansion map has 5 different
in with the RegularWax Seals there is a Viewpoint token that was randomly exploration tracks. All but the first track must
during setup, which means they chosen and placed during game setup. be unlocked in the same manner as the base
might appear on the Academy The first player to reach a Land or Ocean spot game. Explorers are never allowed to move from
scrolls during the game. with a Viewpoint token removes that token one track to another. Once an Explorer reaches
and immediately performs the indicated a Viewpoint ,it cannot proceed any further.
When purchased, Time Wax Seals have an action. If the player cannot pay the costs Note that one of the tracks has a forked path
additional cost of 1 Time on the Time track. associated with that action, the action is forfeited. that leads to two different Viewpoints.
Once placed, Time Wax Seals act like Special The player should keep the Viewpoint token
Wax Seals, meaning they act as any color for in their area.
the associated worker. Unlocking Ocean Tracks
Note that several Viewpoints are shared The Fireland expansion has three Ocean tracks.
between multiple Land and Ocean tracks. At the beginning of the game, players only have
access to one of the Ocean tracks. The other
two Ocean tracks are unlocked by exploring
the Land tracks.

When a player’s Explorer crosses a


silver ribbon with a Ship icon, they
unlock the indicated Ship.

Place a Ship of that player’s color


on the starting location of the
Ocean track that matches the
shape on the Ship icon.

When players perform Navigation


actions, they may only move a single Ship.
Navigation advancement steps may not be split
between multiple Ships unless this is expressly
permitted by a Special Action tile.

8
Endgame Scoring New Crew Cards New Objective
In addition to standard endgame points, Requirements
players modify their score based on how much
Time they spent and how many Adventure The player must have spent at least
Tokens they gained. the indicated Time on the Time track.

Time Track Victory Points


Each player loses the victory points indicated
on the icon under their Time Track marker’s
current position. Only the 0,1, and 2 spots
don’t have a victory point penalty.

Adventure Token
Victory Points When these Crew cards are achieved, the
player goes on an Adventure. The type of
Each player counts their combined Land and Adventure is indicated with a Land or Ocean
Ocean Adventure tokens. They gain or lose icon on the card.
victory points as indicated on their Adventure
Scoring aid card. A player loses victory points If the player chooses the Adventure reward with
when they have 3 or fewer Adventure tokens the Adventure token icon, the player takes an The player must have gained at least
and gains points when they have 5 or more. Adventure token of that type (Land or Ocean) the indicated number of Adventure
from anywhere on the Fireland Map Board. tokens of the specified type.

The player must have achieved one


or more Crew cards. They must
also have their Evolution marker
on, or past, the fifth position on the
Theory of Evolution Track.

9
New Beagle Goal Tiles New Special Action Tiles
Each player gains 4 victory
points for every Land
Adventure token they have
gained.
Gain 2 Time. All other players must spend 1
Each player gains 6 victory Go on a Land Adventure. The player does not Time immediately.
points for each Ocean spend any Time when gaining the chosen reward.
Adventure token they have
gained. If the player chooses the reward with the
Adventure token icon, they take a Land Adventure
Each player gains 2 victory token from anywhere on the Fireland Map Board.
points for every Time they
have spent at the moment this Gain 3 Time.
is scored.

New Correspondence
Rewards Go on an Ocean Adventure. The player does
The activating players gain not spend any Time when gaining
2 Coins each. All other players the chosen reward. Immediately perform the top reward option
must spend 1 time. from a Correspondence tile on the game board.
If the player chooses the reward with the Any costs associated with that action must be
Gain 2 Coins. Adventure token icon, they take an Ocean paid or the reward is forfeited.
Adventure token from anywhere on the
Fireland Map Board.

Gain 2 Time.

Gain 1 Time.
Place a single Stamp onto each of the 3 Envelopes.

If, during setup, this Special Action Tile is


drawn, place all 4 Elude Time tokens next
to the game board.

When a player performs this action, they take 1


Elude Time token and ignore all Time penalties Advance up to 4 Land or Ocean steps.
for the remainder of the round. All other The movement may be split between 2
players must spend one Time immediately. different Explorers or 2 different Ships. If the
During the Cleanup Phase, all Elude Time movement is split between two tracks, both
tokens must be discarded back to the supply. landing actions may be performed.

10
Solo Mode Rules Ship Movement
The Fireland solo game is a more complex When Alfred performs Navigation actions,
experience than the base game, so first playing they must select one Ship to move for the
several solo games without the Fireland entire action. If their Ship on the main Ocean
expansion is strongly recommended. track is behind the HMS Beagle, they will
Advance up to 2 Explorers one step each and select that Ship for the Navigation action.
advance up to 2 Ships one step each on the Land Use the base game solo ruleset along with Otherwise, they will select their most recently
and Ocean tracks. Each movement must be the modifications explained below. unlocked Ship.
performed by a different piece. The landing action
may be performed for each piece that is moved.
Adventure Tokens Time
Whenever Alfred reaches or passes an Alfred gains Time, spends Time, and is
Base Game Adventure token, they will collect it from affected by Time penalties in the same way as
Compatibility the board. Alfred will not draw an Adventure other players.
The following components are fully compatible card; instead they spend 2 Time and advance
with the base game and can be used when not 2 spots on their Bonus track.
playing with the Fireland expansion.
Endgame Scoring
Important Note: If Alfred collected Alfred scores points for their Adventure tokens
an Adventure token while Exploring, they will and Time track position in the same way as
only perform the action where their Explorer other players.
ended its movement (instead of performing
two actions). Alfred will still research all
Fireland Specimens they reach or pass
on the track. If Alfred collects an Adventure
token and their Explorer ends on a Research
Specimen action, Alfred does not
perform any further actions.

Explorer Movement
When Alfred performs Exploration actions,
they will move their Explorer if it is
unlocked and it is not at the end of its track.
Otherwise, they will move their most recently
unlocked Explorer.

If Alfred’s Explorer has multiple path options,


it will take the longest path (the path with
the greatest number of spaces to its endpoint).

11
Adventure Cards Mirage
You lost your route following what turned out
Cold
You’ve caught a cold and the locals have offered you
to be a mirage. some of their medicine.
A. Focus on studying your gathered materials A. Use their medicine and continue on with your journey.
while you get back on track. Spend 4 Time to unlock a Lens Location without
Spend 1 Time to perform an Academy action and collect Coin penalties.
Ocean Adventures the Ocean Adventure token.
B. Hire a local guide to quickly get back on your route.
B. Return to your ship to use your own medicine and rest.
Spend 3 Time to gain an Objective, 3 victory points, and
Spend 2 Coins to gain 2 Time. collect the Land Adventure token.

Seasickness Rough Sea Donkeys


A rare specimen is spotted on a reef, Upon returning from a walk you’ve found
You feel clammy, lethargic,
but conditions make it hard to approach. that your donkeys are missing.
and nauseous.
A. Push on and collect the specimen despite the risk. A. Call out for the donkeys and wait for them to return.
A. Get some fresh air on the ship’s deck.
Spend 3 Time to research a Specimen Spend 2 Time to gain 6 Coins.
Spend 3 Time to gain 2 Temporary Knowledge
on the same track as the player’s Explorer. B. Purchase new donkeys from locals and continue with your journey.
tokens and 2 Coins.
B. Leave the specimen and make careful notes Spend 3 Time and 3 Coins to advance 2 steps
B. Push through it and focus on your work.
describing it from afar. on the Theory of Evolution track, gain 5 victory points,
Spend 3 Time to perform 2 Correspondence actions
Spend 2 victory points to perform and collect the Land Adventure token.
of 2 Stamps each and collect the Ocean Adventure token.
a Correspondence action of 1 stamp Bandits
Sickness and collect the Ocean Adventure token. You’ve been stopped by bandits and they won’t let you
You are too weak and exhausted to get out of bed.
A. Close your eyes and get some rest. Another Ship leave until you’ve paid them.
Your lookout spots another ship that appears A. Meet their demands and hand over your coins.
Spend 2 Time to gain 4 victory points and collect Spend 3 Coins to gain 1 Temporary Knowledge token and
the Ocean Adventure token. to be asking for help.
A. Change course towards the ship to provide assistance. 2 victory points.
B. Study your books from bed. B. Negotiate with them.
Spend 4 Time to perform 2 Academy actions Spend 3 Time to gain 4 Coins and 4 victory points.
B. Continue on your way and ignore the ship. Spend 4 Time to gain 4 Coins, 4 victory points,
discounted by 2 Coins each. and collect the Land Adventure token.
Spend 3 Coins to gain 2 Time and collect
Thunderstorm the Ocean Adventure token. Landslide
The weather is crashing a lifeboat against the hull. Your path has been destroyed by a landslide.
A. Cut the ropes of the lifeboat to preserve the hull A. Carry all your expedition equipment up and over it.
and keep your belongings safe. Spend 3 Time to advance 3 steps on the Theory
Spend 3 Time to advance 3 steps on the Theory of of Evolution track and collect the Land Adventure token.
Evolution track and collect the Ocean Adventure token. Land Adventures B. Proceed along a different route.
B. Focus on other tasks and wait for the storm to end. Spend 1 Time to gain an Objective and 2 victory points.
Go back 2 steps on the Theory of Evolution track
to gain 3 Time. Secret path
Riot A local shows you a shortcut towards your destination.
Cannons Your expedition is overtaken by a riot of locals. A. Proceed with your originally planned route.
A coastal fort has fired its cannons towards our ship. A. Fight the riot to protect your scientific materials. Spend 4 Time to advance 2 steps on the Theory
A. Proceed onward, avoiding the coastal attack. Spend 4 Time to gain 2 Temporary Knowledge tokens of Evolution track, gain 4 victory points, and collect
Spend 4 Time to gain 8 Coins and 2 victory points. and 4 victory points. the Land Adventure token.
B. Stop and raise the white flag to surrender. B. Retreat and write to the local authorities for assistance. B. Follow their instructions and use the secret path.
Spend 1 Time to gain 2 Coins and collect Spend 1 Time to perform a Correspondence action Spend 2 Time to advance 3 steps on the Theory
the Ocean Adventure token. of 1 Stamp and collect the Land Adventure token. of Evolution track.
Iceberg Lost Specimens Earthquake
An iceberg is floating towards a manned lifeboat. Some of your collected specimens A strong earthquake strikes the region, breaking
A. Stay the course and maneuver around it. have rolled off a cliff and into a ravine. the ground and damaging your camp.
Spend 3 Time to gain 2 victory points and advance A. Carefully climb down into the ravine to retrieve them. A. Continue with your route while being careful to avoid any risk.
3 steps on the Theory of Evolution track. Spend 3 Time to advance 3 steps on the Theory Spend 4 Time to advance 3 steps on the Theory
B. Veer the ship and change route, it’s too dangerous. of Evolution track and collect the Land Adventure token. of Evolution track and gain 4 victory points.
Go back 3 steps with your ship on the HMS Beagle B. Leave the specimens where they are and continue on B. Return to the ship and sail to a different area to explore.
Ocean track to gain 2 Time and collect the Ocean with the journey. Spend 1 Time to perform a Navigation action
Adventure token. Go back 2 steps on the Theory of Evolution track of up to 1 step and collect the Land Adventure token.
to perform a Navigation action of up to 3 steps.
Ice Lost
The ocean is freezing over and the ship may become stuck. Fire You realize your compass is no longer functioning
A. Forge onward by finding ways through the ice. Your current shelter has burst into flame! correctly and you’ve lost your way.
Spend 3 Time to gain 5 victory points and perform A. Attempt to extinguish the fire. A. Retrace your steps until you reach where you started.
a Navigation action of up to 2 steps. Spend 4 Time to gain 8 victory points and collect Spend 1 Time to perform a Navigation action
B. Return to the coast and spend the winter researching the Land Adventure token. of up to 1 step and collect the Land Adventure token.
with the materials you have on board. B. Flee the shelter and call out for help. B. Continue on, attempting to find your way back to the correct route.
Spend 1 Time to gain an Objective and collect Spend 2 Time to gain 2 Temporary Knowledge tokens. Spend 2 Time to perform an Exploration action
the Ocean Adventure token. of up to 1 step and gain 3 victory points.
Raft damaged
Laid Ashore Your only raft has become seriously damaged. Beverage
The ship is stuck on the Rio Santa Cruz shore A. Abandon the raft and proceed on foot. A local spiritual guide offers you a concoction
and requires repair. Spend 1 Time and 2 Coins to perform to help elevate your mood.
A. Stay onboard and repair the ship. an Exploration Action of up to 2 steps and collect A. Accept the gift and drink it.
Spend 1 Temporary Knowledge token to gain 1 Time. the Land Adventure token. Spend 3 Time to place a Special Wax Seal (purple)
B. Explore the nearby land. B. Focus on fixing the raft until it is once again functional. at no cost and collect the Land Adventure token.
Spend 2 Time to perform an Exploration action of up Spend 3 Time to perform a Navigation Action B. Refuse the drink and continue on your way.
to 2 steps and collect the Ocean Adventure token. of up to 2 steps and gain 2 Temporary Knowledge tokens. Spend 2 victory points to gain 4 Coins.

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