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
- Act. Play cards, attach Stamina, equip Items, use abilities. As much as you like, any order.
- Move. Choose which Geopals move. Any number, none to all.
- 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.
| Heat | Volcanic, Desert |
| Sky | Mystic, Mountain |
| Tide | Ocean, Ice |
| Earth | Forest, 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
| Desert | Ocean, Ice |
| Forest | Mystic, Mountain |
| Ice | Volcanic, Desert |
| Mountain | Forest, Shadow |
| Mystic | Shadow, Forest |
| Ocean | Volcanic, Desert |
| Shadow | Mystic, Mountain |
| Volcanic | Ocean, Ice |
Also printed on every card.
Something not covered? Ask about the game searches every rule. The full rules has the detail.