The game ends at the end of the round during which a player played a double tile from his hand
and there are no double tile left to draw.
Score 1 game end point per hand card.
For each type of resource, convert remaining resources to points at the rate of 3 to 1.
Use the better exchange rate of a player's Vault, Lumberyard and Repository (not overbuilt).
The tiebreaker is the number of resources remaining after the above conversion.
The game ends at the end of the round during which a player played a double tile from his hand
but cannot draw a double tile because there are no more available.
The player to the right of the starting player will take the last
turn of the game.
On Yucata the game will also end at the end of a round in which no player could place a tile,
castle or mountain castle during the "place tile" step of his turn. That can happen only if there
are no legal places to place a double tile left on the board. Such a board configuration is possible but
as a practical matter will not occur unless all players attempt to create it.
In Pandoria, most of the points are scored during the game.
At the end of the game, however, players receive 1 point for
each hand card, and the remaining resources are converted into
points: for every 3 resources (rounded down) of a given type, the
player receives 1 point. If a player still has a building showing that gives him a better
exchange rate (Vault, Lumberyard, Repository), use that rate instead.
If there is a tie, the number of the tied players’ remaining resources after the above
conversions determines the winner.
In the standard game, the realms (side “B”) have unique abilities.
Each player starts with 4 random hand cards.
Original realms
These are the five realms included in the base game.
Humans
Start with 5 crystals, 4 gold and 5 wood.
You may place your leader at any
time, not only as your last figure.
Dwarves
Start with 2 crystals, 10 gold and 5 wood.
You always have a hand of 2 double
tiles to choose from instead of only one.
Elves
Start with 8 crystals, 3 gold and 4 wood.
At the end of your turn, you may
move one of your workers (not your leader) on the
board up to 2 spaces to an unoccupied space that
is not part of a closed region. You may not move
through or end your movement on foreign castles or
any lakes. You may, however, move through a space
that is occupied or part of a closed region.
Mages
Start with 9 crystals, 2 gold and 2 wood.
You may buy one card every turn, whether or not you closed a region.
Halflings
Start with 4 crystals, 3 gold and 7 wood.
After building a building or a monument, you may also play a spell.
Humans
You start with 5 crystals, 4 gold and 5 wood.
Special ability: you may place your leader at any
time, not only as your last figure.
Dwarves
You start with 2 crystals, 10 gold and 5 wood.
Special ability: you always have a hand of 2 double
tiles to choose from instead of only one.
Elves
You start with 8 crystals, 3 gold and 4 wood.
Special ability: at the end of your turn, you may
move one of your workers (not your leader) on the
board up to 2 spaces to an unoccupied space that
is not part of a closed region. You may not move
through or end your movement on foreign castles or
any lakes. You may, however, move through a space
that is occupied or part of a closed region.
Mages
You start with 9 crystals, 2 gold and 2 wood.
Special ability: you may buy one card every turn,
whether or not you closed a region.
Halflings
You start with 4 crystals, 3 gold and 7 wood.
Special ability: after building a building or a
monument, you may also play a spell.
Expansion realms
These are the five realms from the Pandoria Realms expansion.
The realms from the Pandoria Realms expansion can be used with or in place of the original realms.
Centaurs
Start with 5 crystals, 6 gold and 6 wood.
For each of your figures that is forced
out of a closed region you receive 1 gold/wood/crystal/victory point,
depending on the region.
Fairies
Start with 4 crystals, 4 gold and 4 wood.
Special ability: If you have more figures adjacent
to the scored region than any other player (at
least one more player must be involved!), you get
+3 of the scored resource or +1 point (for city
scoring). The leader counts as 2 figures.
Since the fairies' camp only has space for 8
resources of each kind, the fairies also receive 1
point for every 3 resources that go over those 8
resources.
Goblins
Start with 5 crystals, 9 gold and 3 wood.
Each turn, you may pay the cost
in crystals minus 1 (but minimum 1) to cast the
top spell on any opponent’s spell pile or pay the cost
in wood minus 1 (but minimum 1) to place one
of your figures onto an opponent’s building, giving you that
building’s ability. These count as your spell or building action.
The Goblins only have 4 spaces for their own
buildings/monuments on their tableau.
Golems
Start with 3 crystals, 4 gold and 9 wood.
When placing a double tile and placing a
figure on it, you may spend 3 resources to place
another Golem figure on the other space of the
tile you just placed.
You may not place a Golem on a city!
If you placed a tile and removed one of your figures
from the board, you may pay 3 matching
resources to place a Golem on the single or
double tile you placed.
Spirits of the Ancients
Start with 6 crystals, 5 gold and 3 wood.
When an opponent closes a region that contains one or more of your figures,
you may “haunt” that opponent with one of your removed figures. The opponents
takes the figure into his reserve. The next time he places one of his figures
on the board after his current turn, he places your haunting figure on the same space.
On Yucata using these expansion realms is optional.
They can be used with or in place of the five original realms.
Centaurs
The Centaurs have come through the mountain
passes to join the refugees from the Five Realms
in settling the fertile plain of Pandoria.
The Centaurs are fast and can take resources even
when they have to leave a region.
You start with 5 crystals, 6 gold and 6 wood.
Special ability: For each of your figures that is forced
out of a closed region you receive 1 gold/wood/crystal/victory point,
depending on the region.
Fairies
Fairies are ghostly creatures gifted with higher
powers who live in forests, caves, springs or
waters and love to dance.
You start with 4 crystals, 4 gold and 4 wood.
Special ability: If you have more figures adjacent
to the scored region than any other player (at
least one more player must be involved!), you get
+3 of the scored resource or +1 point (for city
scoring). The leader counts as 2 figures.
The spell “Rage” also increases the number of figures.
Since the fairies' camp only has space for 8
resources of each kind, the fairies also receive 1
point for every 3 resources that go over those 8
resources.
Substitute “8” for “10” when using the spell
“Conjure” and the buildings “Lumberyard”,
“Repository”, “Store” and “Vault”.
Goblins
A ship of Goblins pursuing the Five Realms
crashed on Pandoria, with no way to return to the rest of their people.
You start with 5 crystals, 9 gold and 3 wood.
Special ability: Each turn, you may pay the cost
in crystals minus 1 (but minimum 1) to cast the
top spell on any opponent’s spell pile (this is your
spell action this turn!). Or you may pay the cost
in wood minus 1 (but minimum 1) to place one
of your figures onto an opponent’s building (this
is your building action this turn!), giving you that
building’s ability.
However, you may not control 2 identical buildings.
You may use an action or the spell “Flee”
(Buildings + Board) to take back your figure the
same way you take back figures from the board.
If an opponent builds over a building with one of
your goblins, that goblin is returned immediately to you.
The Goblins only have 4 spaces for their own
buildings/monuments on their tableau.
Golems
The Golems are created out of the ground by the magic of Pandoria.
You start with 3 crystals, 4 gold and 9 wood.
Special ability: When placing a tile and placing a
figure on it, you may spend 3 resources to place
another Golem figure (including your leader, if
it is the only figure left) on the other space of the
tile you just placed.
The resources must match the terrain where you
are placing the Golem (gold, crystal or wood).
You may not place a Golem on a city!
If you place a tile and remove one of your figures
from the board, you may still pay 3 matching
resources to place a Golem on the single or
double tile you placed.
You may not use this ability to place a Golem on a
tile that was placed through a spell.
Spirits of the Ancients
The Spirits of the Ancients have been reawakened,
and the magic of Pandoria allows them to shift
between the spirit world and the physical one,
even haunting those who would remove them from the land!
You start with 6 crystals, 5 gold and 3 wood.
Special ability: When removed from a region by
an opponent, you may “haunt” that opponent
with one of your removed figures (but you may
also refuse).
The opponent places your figure in his reserve.
On that player’s next turn when he places one of
his figures from his reserve (through a normal
action or through a spell), he also places your
figure on the same space. Each player can
be haunted with only one figure at a time.
If you are currently haunting a player, and he
removes another of your figures by closing a
region, you may not choose to haunt him with
a second figure at the same time. You may also
haunt with your leader, if that is one of the figures
that is removed from a closed region.
On Yucata multiple players can have the same realm.
You may not haunt a player with a second figure if he is currently haunted by any player.
If your opponent does not have any figures in his
reserve, your figure remains there until he has
one there to haunt, and it will be placed together
with the next figure he places. If an opponent
moves or removes the figure you are haunting, your
figure is immediately returned to your reserve.
When a haunting figure is in a region that has
been closed, it can now haunt the player who
closed the region.
In the partnership game, you cannot haunt your partner!
When playing against the “Hanbok”, that player
captures all of your figures except one, which
will haunt the next figure he places.
Example: Player Red closes the crystal region, which contains a yellow Spirits of the
Ancients figure. Player Red removes that figure, which “haunts” him.
When Player Red places his next figure (here on the placed tile), he must place
the yellow haunting figure with his figure.
Player Red cannot be haunted again until the yellow haunting figure
is moved or removed and he is no longer haunted.
Notes: The Teleport spell cannot be used to move a haunting figure.
The "place or retrieve one figure" action and the Flee spell can be used to retrieve a haunting figure from the board but not from an opponent's reserve.
Promo realms
These are the two promo realms that were given out at SPIEL 2018.
These two promo realms can be used with the original and/or expansion realms, but not alone.
Nymphs
Start with 7 crystals, 4 gold and 2 wood.
If the scored region consists of at least 4 spaces
and you are involved in the scoring,
you will receive +3 of the scored resource or +1 point.
Hanbok
Start with 3 crystals, 3 gold and 6 wood.
If you close a region in which there were opponent's figures,
place them in your own reserve as "captives".
Each of these figures is worth one point for you at the end of the game.
Instead of placing or taking back a figure on his turn,
an opponent can retrieve any number of captured figures back into his reserve.
For each retrieved figure, the Hanbok receives a resource of his choice from that player.
On Yucata using these promo realms is optional.
They can be used with the original and/or expansion realms, but not alone.
Nymphs
Nymphs are the spirits of the mountains, trees, meadows and lakes,
but are not always bound to them.
You start with 7 crystals, 4 gold and 2 wood.
Special ability: if the scored region consists of at least 4 spaces
and you are involved in the scoring,
you will receive +3 of the scored resource or +1 point.
Hanbok
A Hanbok is a Korean tiger in a traditional Korean dress.
You start with 3 crystals, 3 gold and 6 wood.
Special ability: if you close a region in which there were opponent's figures,
instead of returning them to their reserves, place them in your own reserve as "captives".
Each of these figures is worth one point for you at the end of the game.
Instead of placing or taking back a figure on his turn,
an opponent can retrieve any number of captured figures back into his reserve.
For each retrieved figure, the Hanbok receives a resource of his choice from that player.
Players do not get the special abilities of realms.
Players start with the two custom cards of a unique realm, two random cards,
and a set of resources assigned to the realm.
Players immediately play the custom card marked "A" as a starting building.
Humans
5 crystals, 5 gold and 5 wood
Master Builder / Bank (A), Acquire / Statue
Dwarves
2 crystals, 8 gold and 5 wood
Conjure / Carpenter (A), Terrain / Lumberyard
Elves
6 crystals, 3 gold and 4 wood
Muster / Small Saw Mill (A), Adopt / Store
Mages
7 crystals, 2 gold and 2 wood
Teleport / Large Tower (A), Enchanted Castle / Shrine
Halflings
5 crystals, 3 gold and 6 wood
Construct / Small Treasury (A), Clone / Large Treasury
Use side “A” of the realm tableau. In this version, players do not
have unique abilities and each starts the game with a specific
building.
Separate the custom cards from the common cards and give
each player the two custom cards corresponding to his realm.
Shuffle all remaining custom cards together with the 44 common
cards for the market deck. Each player draws 2 additional cards
from the deck to add to his hand.
Each player slides the custom card with the “A” on it as his
starting building halfway under one of the 5 building spaces of
his tableau. Players have 3 cards remaining as their starting
hands.
Humans
Start with 5 crystals, 5 gold and 5 wood.
Custom Cards: Master Builder / Bank (A), Acquire / Statue
Dwarves
Start with 2 crystals, 8 gold and 5 wood.
Custom Cards: Conjure / Carpenter (A), Terrain / Lumberyard
Elves
Start with 6 crystals, 3 gold and 4 wood.
Custom Cards: Muster / Small Saw Mill (A), Adopt / Store
Mages
Start with 7 crystals, 2 gold and 2 wood.
Custom Cards: Teleport / Large Tower (A), Enchanted Castle / Shrine
Halflings
Start with 5 crystals, 3 gold and 6 wood.
Custom Cards: Construct / Small Treasury (A), Clone / Large Treasury
Like the Beginner game, the Family game does not use realms.
It further simplifies the game by not using spells, buildings or monuments.
All regular rules of Pandoria are the same without using realms, spells, buildings or monuments.
Every resource symbol is worth 1 point.
When a region is closed, every resource in that region is scored only as points.
You may place your leader at any time.
Turn steps:
1. You must place a double tile or a castle. Remove figures from closed regions.
2. You may place or remove one figure.
3. Score closed regions.
4. Draw a double tile.
Place the resource markers (wood, crystal, gold), tableaus, single tiles,
monuments and all cards back in the box.
All regular rules of Pandoria are the same without using realms, spells, buildings or monuments.
Every resource symbol is worth 1 point.
When a region is closed, every resource in that region is scored only as points.
You may place your leader at any time.
Turn steps:
1. You must place a double tile or a castle. Remove figures from closed regions.
2. You may place or remove one figure or pass.
3. Score closed regions.
4. Draw a double tile.
All rules of the Family game apply except as follows.
Shuffle all cards containing the following spells and place them in a face-down stack:
Astral Ship, Clone, Enchanted Castle, Muster, Rage, Teleport and Terrain.
Stack single tiles face-down.
After you have placed your tile and optionally placed or removed a figure,
you may play 1 card as a spell before scoring any closed regions.
Whenever a region is scored, each player who scored may,
instead of taking points, draw a card from the deck and add it to his hand.
Turn steps:
1. You must place a double tile or a castle. Remove figures from closed regions.
2. You may place or remove one figure or pass.
3. You may play one card from your hand as a spell.
4. Score closed regions. For each region you may score its points or draw one card.
5. Draw a double tile.
Use all cards with the following spells: Astral Ship, Clone, Enchanted Castle,
Muster, Rage, Teleport and Terrain. Shuffle those cards and place in a face-down deck.
Shuffle and stack the single tiles (used for the Terrain spell) face-down.
During your turn after you have placed your tile and optionally placed or removed a figure,
you may play 1 card as a spell before scoring any closed regions.
Then discard the Spell card.
Whenever a region is scored, each player who scored may,
instead of taking points, draw a card from the deck and add it to his hand.
On Yucata players score their points from closed regions and then are given a
chance to spend them to buy cards. To avoid turn interruptions, players other than the player
on turn are given that chance at the start of their next turns.
Turn steps:
1. You must place a double tile or a castle. Remove figures from closed regions.
2. You may place or remove one figure or pass.
3. You may play one card from your hand as a spell.
4. Score closed regions. For each region you may score its points or draw one card.
5. Draw a double tile.
Mountain castles
Instead of placing your double tile or one of your castles, you may now place your mountain
castle. With this tile, you cover and block an exit path without covering any fertile plain space on the
board.
As with placing other tiles, the mountain castle tile must be adjacent to a previously placed tile.
Then you can place a figure on the castle side of the mountain castle tile.
The same rules apply as with figures on other castles.
If you place your mountain castle, you do not draw
a new double tile at the end of your turn.
Note: You may place the mountain castle on an exit path only if the
terrain connected to the exit path has not yet been enclosed, i.e. surrounded.
In other words, you may not place a mountain castle that blocks the exit path of a closed
region or of a region that would be closed except for the fact that its terrain matches that of
the exit path.
You may also place your mountain castle with the Enchanted Castle spell.
Instead of placing your double tile or one of your castles, you may now place your mountain
castle. With this tile, you cover and block an exit path without covering any fertile plain space on the
board.
As with placing other tiles, the mountain castle tile must be adjacent to a previously placed tile.
Then you can place a figure on the castle side of the mountain castle tile.
The same rules apply as with figures on other castles.
If you place your mountain castle, you do not draw
a new double tile at the end of your turn.
Note: You may place the mountain castle on an exit path only if the
terrain connected to the exit path has not yet been enclosed, i.e. surrounded.
In other words, you may not place a mountain castle that blocks the exit path of a closed
region or of a region that would be closed except for the fact that its terrain matches that of
the exit path.
You may also place your mountain castle with the Enchanted Castle spell.
Relics
Once you have collected enough artifacts, you may
exchange them for a relic instead of playing a card
or building a monument on your turn.
Put the required number of artifacts back into the
reserve and take a relic that costs the
number of artifacts.
Score the points from the relic with your crown marker. You can acquire
any number of relics during the game.
Note: In the partnership game, partners collect their
artifacts together, and either of them can exchange
them for a relic.
In the family version, the points on the relics are doubled!
Once you have collected enough artifacts, you may
exchange them for a relic instead of playing a card
or building a monument on your turn.
Put the required number of artifacts back into the
reserve and take a relic that costs the
number of artifacts. Place it next to your tableau.
You do not need a building slot for it.
Score the points from the relic with your crown marker. You can acquire
any number of relics during the game.
Note: In the partnership game, partners collect their
artifacts together, and either of them can exchange
them for a relic.
In the family version, the points on the relics are doubled!
Spells
Take one card for free from the card market.
Take two cards for free from the card market.
Copy the top spell of an opponent, but not another “Adopt” spell.
Place a figure on an unoccupied ship in one of the lakes.
Place one figure on an unoccupied space adjacent to one of your other figures,
but not on a ship, castle, or closed region.
Place two figures on unoccupied spaces adjacent to your other figures,
but not on ships, castles, or closed regions.
Set one of your resources to 6.
Set one of your resources to 8.
Set one of your resources to 10.
Build a building or monument at no cost in wood.
Place one of your castles together with one figure.
Return any number of your figures from the board to your reserve.
Build a building and a monument at the same time. Discounts from the Carpenter apply to both.
Place one figure on an unoccupied space, but not on a ship, castle, or closed region.
Place two figures on unoccupied spaces, but not on ships, castles, or closed regions.
One of your figures other than your leader counts double when scoring one region.
One of your figures other than your leader counts triple when scoring one region.
Move one of your figures onto any unoccupied space, but not onto a ship, castle, or closed region.
Move two of your figures onto any unoccupied spaces, but not onto ships, castles, or closed regions.
Draw and place an additional single tile without placing a figure onto it.
Draw and place an additional double tile without placing a figure onto it.
Buildings
Pay 1 gold less for each card you buy. Always pay at least 1 gold.
Pay 2 gold less for each card you buy. Always pay at least 1 gold.
Pay 3 gold less for each card you buy. Always pay at least 1 gold.
Pay 1 wood less for each building or monument. Always pay at least 1 wood.
Pay 2 wood less for each building or monument. Always pay at least 1 wood.
Pay 3 wood less for each building or monument. Always pay at least 1 wood.
Score 1 point for 2 wood when you surpass 10 wood instead of the usual rate of 1 for 3.
Score 2 points for 3 wood when you surpass 10 wood, instead of the usual rate of 1 for 3.
When the resource you need to pay reaches “0”, you may pay using one other resource at a rate of 1:1.
When the resource you need to pay reaches “0”, you may pay using one other resource at a rate of 2:1.
(building cost 1 wood)
When the resource you need to pay reaches “0”, you may pay using one other resource at a rate of 2:1.
(building cost 2 wood)
If one of your resources is “0” at the end of your turn, set it to “2”.
Score 1 point for 2 crystals when you surpass 10 crystals, instead of the usual rate of 1 for 3.
Score 2 points for 3 crystals when you surpass 10 crystals, instead of the usual rate of 1 for 3.
When you take part in scoring a forest region, receive + 2 wood for each forest space.
When you take part in scoring a forest region, receive + 1 wood for each forest space.
Pay 1 crystal less when casting a spell. Always pay at least 1 crystal.
Pay 2 crystals less when casting a spell. Always pay at least 1 crystal.
Pay 3 crystals less when casting a spell. Always pay at least 1 crystal.
Score 1 point each time you play a spell.
Score 2 points each time you play a spell.
When you take part in scoring a city region, receive + 1 point for each city space.
Score 1 bonus point each time you exceed 10 resources.
When you take part in scoring a mountain region, receive + 2 crystals for each mountain space.
When you take part in scoring a mountain region, receive + 1 crystal for each mountain space.
When you take part in scoring a hills region, receive + 2 gold for each hills space.
(building cost 5 wood)
When you take part in scoring a hills region, receive + 2 gold for each hills space.
(building cost 7 wood)
When you take part in scoring a hills region, receive + 1 gold for each hills space.
Score 1 point for 2 gold when you surpass 10 gold, instead of the usual rate of 1 for 3.
Score 2 points for 3 gold when you surpass 10 gold, instead of the usual rate of 1 for 3.