Darwin's Journey: Fireland Expansion Guide
Darwin's Journey: Fireland Expansion Guide
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.
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.
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.
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.
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.
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.
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.
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.
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.