Rules Quick reference

Quick reference

One page for the middle of a game. If you are learning, start with Learn to Play instead.

Fits on one sheet.

The turn

  1. Act. Play cards, attach Stamina, equip Items, use abilities. As much as you like, any order.
  2. Move. Choose which Geopals move. Any number, none to all.
  3. Draw. Back up to six cards.

Moving ends Act. Once one Geopal moves you cannot play, discard or use abilities.

  • Play cards or discard cards, never both in one turn.
  • Each ability once per turn.
  • Deck empty? Shuffle the discard pile, it becomes your deck.

Moving

  • One tile per Stamina card attached.
  • Max Stamina caps how many you may use to move, not how many you may hold.
  • If a Geopal moves, it moves its full distance.
  • Finish in your own region: +1 tile. Movement phase only, never an ability.
  • Never moves backwards on its own.

Weak region: step onto the first tile and stop. No movement phase while stuck.

Out again by: a Terraform, being towed or moved by an ally, or a Geopal ability that opens that ground.

Abilities

  • Passive costs nothing.
  • Active costs Stamina cards, shown as berries. You spend them.
  • Ability movement happens in Act, so you can still take your movement phase after.
  • An ability gets no region bonus, and does not beat a weakness unless it says so.
  • Pay with the berry that serves the Geopal's own region.

Any berry works for ordinary movement and for awakening.

Stamina

  • Attached Stamina stays. Cannot be removed or moved between Geopals unless a card says so.
  • Carry more than your Max Stamina on purpose: the excess pays for abilities and awakening.
  • Attach as many as you like in one turn. No per turn cap.
  • Awakening costs three, or play an Orb.
HeatVolcanic, Desert
SkyMystic, Mountain
TideOcean, Ice
EarthForest, Shadow

Traps

  • Face down in your Trap Zone, assigned to one tile. Point it out and have your opponent acknowledge it.
  • Opponent sees which tile, not what it does.
  • One Trap at a time per Terrain card. Never on an occupied tile.
  • Cannot be picked up, discarded or played over. It stays until it goes off.
  • Only catches opposing Geopals.

Goes off the moment a Geopal steps on the tile, even mid-move. It stops there and loses the rest of its movement.

Positioning

  • Any number of Geopals can share a tile.
  • Nobody blocks anybody unless a card says so.
  • Neighbouring = one behind, same tile, or one ahead. Checked before the movement phase.
  • Up to three Geopals in play.
  • One Item per Geopal. Remove it only by discarding it.

Winning

  • Step off the final Terrain card. The last tile is not the end.
  • Game 1: one Geopal. Games 2 and 3: two.
  • Best of three. Two players, about 80 minutes.

Between games: Geopals keep Stamina and Items. Everything else discards, deck reshuffles, new map. Loser goes first.

Region weakness

DesertOcean, Ice
ForestMystic, Mountain
IceVolcanic, Desert
MountainForest, Shadow
MysticShadow, Forest
OceanVolcanic, Desert
ShadowMystic, Mountain
VolcanicOcean, Ice

Also printed on every card.

Something not covered? Ask about the game searches every rule. The full rules has the detail.