How to play
Setup, how a turn works and how the game ends, summarised from the rulebook by Eko, Meepzy's rules assistant.
Here is a step-by-step overview of how to play the game based on the rules.
Setup
To set up the game, follow these steps:
- Place the game board in between both players (p. 3).
- Each player chooses a color (green or purple), then takes 3 Character boards (Pilgrim, Merchant, and Artist), 3 meeples, 10 Painting tiles, 2 Viewing pegs, and the matching Color mark (p. 3).
- Place your Color mark near your Character boards, and place your 2 Viewing pegs on the slots of value 1 of your Pilgrim board (p. 3).
- Shuffle the 8 Boutique tokens and randomly place them face up on the 8 appropriate slots of the game board (p. 3).
- Put the 26 Ware tokens in the cloth bag, keep coins and gold slabs in a supply next to the board, and place the three dice next to the board (p. 3).
- Place the 3 Wave tiles randomly on the board slots, place the Hot Spring token on its board slot, and shuffle your 10 Painting tiles face down on your Artist board (p. 3).
- Place the Character meeples on the six appropriate starting spaces, with one player on each side of the board (p. 3).
- The player who placed their meeples near the compass starts the game (p. 3).
How a Turn Works
Each turn consists of three steps where players choose a die and place it on their matching character board:
- Player A rolls the 3 dice, chooses one, and moves their meeple the exact number of spaces shown on the die result (p. 3).
- Player B chooses 1 of the 2 remaining dice and moves their meeple by that exact number of spaces (p. 3).
- Player A uses the final remaining die to move their meeple by that exact number of spaces (p. 3).
Once all 3 dice are used, a new turn begins with Player B rolling the dice and taking the first and third choices (p. 3).
At the end of a character's move, the player may use the effect of the arrival space, guided by the character rules (p. 3):
- Pilgrims move clockwise around the island outskirts visiting stations like Coastal towns, Temples, Gardens, Hot springs, and Seashores (p. 4, 18).
- Merchants move along orange Trade routes between Mountain towns (to acquire Wares) and Coastal towns (to sell Wares for coins and trade coins for gold slabs) (p. 12).
- Artists travel between adjacent areas across Trade routes to either Paint (reveal face-down painting tiles based on nearby characters) or Gift a painting (p. 14, 15).
How the Game Ends
The game ends when any of the following three trigger events occurs:
- A Pilgrim reaches the final slot of their Temple or Garden track (p. 4).
- A Merchant adds their sixth gold slab at the bottom of their board (p. 4).
- An Artist gifts their tenth Painting token, leaving their board empty (p. 4).
When triggered, finish resolving any remaining dice rolled for the current turn (p. 4). After that turn finishes, players flip their boards to the score track side and tally their victory points from Faith, Commerce, and Culture to determine the winner (p. 4).
This summary was written by Eko from the game's own rulebook. It covers the essentials, not every edge case. For a specific rule, ask Eko and get the page it came from, or open the manual in the Archive.