Two to four players, each with three travellers. Turns go anti-clockwise round the board: Yellow, Red, Blue, Green.
Play on separate devices
Send the others this link. When they have joined, give each a colour above.
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How to play
Goal. Bring all three of your travellers into your camp, the corner square in your colour. The first player to do it wins.
Your path. Each traveller follows the arrows in your colour: round its ring anti-clockwise, out to the next ring, then along the edge into camp.
Roll the Oracle. The number is your Whiteforce for this turn.
The water pulls back. Each ring has a Blackforce, printed in its corners. The centre pulls 5, the ring round it 4, the next 3, the outer ring 2. The edge has none. Rings are called by their pull: ring 4, ring 3, ring 2.
Compare, for each traveller. Your number is higher than its ring's: it goes forward as many squares as you rolled. Lower: the water pulls it back as many squares as you rolled. The same: it stays.
Move one traveller. Tap one that glows. If any can go forward you choose one of those. You pull one back only if none can go forward.
Landing on another colour, you ride on it: when it moves you go along. A traveller carrying a rider is heavy, so it goes forward less and is pulled back further. You cannot land on your own, or on a square that already has two.
A six. Move six and roll again, or bring a traveller out of the centre (only a six can), or spend one of your three coins on a card. A charm helps you; a curse hurts someone else.
Example: you roll 3. Yellow 1 is in ring 2, which pulls 2: 3 beats it, forward 3. Yellow 2 is in ring 4, which pulls 4: it would be pulled back 3. Yellow 3 is in ring 3: equal, it stays. So you move Yellow 1.
How this version reads the rules
This version follows the printed board: Blackforce 5 in the centre, 4, 3 and 2 in the rings, none on the path round the edge. The booklet's glossary says the rings go from 4 down to 1, and that a 5 brings a traveller out of the centre. Both come from an earlier draft. The board and the rest of the booklet say the rings go down to 2, and that it takes a 6.
If any traveller can go forward, you move one of them forward. You pull one back only if none can go forward. If none can move either way, the turn passes.
A move that would land on your own traveller, or on a square already holding two, cannot be made. A move that reaches or passes the camp ends in the camp. A move back past the start of the path ends in the centre.
The centre and the camps hold any number of travellers, and nobody piggy-backs there.
The rider moves only with the traveller under it, or on its own turn, when it moves off by the normal rules, not the slower table. A rider is never carried out of the water, onto the path round the edge: when the traveller under it moves onto the edge, the rider stays where it was.
A traveller carrying a rider moves by the booklet's table: forward 3, 3, 2, 2, 1, 0 for a roll of 6 to 1, and back 6, 4, 2 for a roll of 3, 2, 1.
With a six you choose one of three things: bring a traveller out of the centre six squares, spend a coin on a card, or move any traveller six forward and roll again. With a six and no move to make, you roll again.
The cards lie face down. You choose the charm deck or the curse deck and play the top card at once. A card with nothing to act on is spent without effect. Each card can be played only once in a game.
A card moves only the traveller it names; a rider on that traveller stays where it is. One exception: Gust of Force moves each of your travellers in the water six squares, and their riders go with them; frozen travellers and those in the centre do not move. The Reset curse sends a player's travellers back to the circles they started on. Diagonal Step Up and Diagonal Step Down move a traveller to the square diagonally out, or in, by one ring; from ring 4, a step in reaches the centre.
A traveller frozen by the Freeze curse stays where it is until the Awaken charm is played on it. A rider can still leave it.
The first player is chosen at random. Colours not playing are left off the board.