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Rule

Setup

  • Each player the map and find all required memory cards to gain 5 memory points by opening the memory tiles on the map

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x6

Character Cards

Player ability can be used at any time during the player's turn. They Do Not count towards actions.

Mood points indicate the mental state of the player, and each player begins with 9 mood points.

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mood token

The clue cards remind players about the required items for opening each memory. The number on each memory tile represents the memory points players will earn when it’s opened.

  • Each player draws 2 action cards that are not disorientation cards. Then, shuffle the following cards separately and set them aside.

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Normal Tile

Player cards can only be played during the player’s turn unless it says otherwise. When a disorientation card is drawn and in effect, no player cards can be played.

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Resource Tile

The item on each card represent a memory. And it is also used to open the treasure.

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Event Tile

There are different contents on each event card that can cause either good or bad effects on the player, and players must follow the instructions when they draw the card.

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Hallucination Tile

Different contents will positively or negatively affect the player. Players must follow the instructions when they draw the card.

Disorientation Board

disorientation token

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You may use the disorientation board and its token to keep track of the current hand limit. Place the disorientation token above number 6 at the start of the game.

Memoir Cards

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DO NOT READ before you open a treasure. When the player successfully unlocks a memory, they can read the memoir card with the corresponding number.

Map

As part of setup, players have to place the tiles as shown below. Before the game begins, they have to rotate the entire map.

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Start Tile

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Memory Tile

To open the treasure, one has to gather all the fragments it requires. The Player who has all the required cards has to move onto the corresponding red treasure tile to open it. Once they open a treasure, they discard the resource cards they used and remove the treasure tile from the map. Players can no longer move onto the empty space.

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Wall

When the player encounters a wall in the map, it means the path is blocked and unpassable. Players CANNOT flip the tile behind the wall as a vision tile.

Basic Rule

    1. The oldest player start first, the player on their right goes next. Players are allowed to advise each other freely.

    2.  Each turn player can do up to 4 ACTIONS and draw 1 player card.

Each of the following is counted as 1 action:

  • Move to an adjacent tile

  • Unlock the memory tile with required resources

  • Exchange card(s) with one player

    3. After your turn, if you are a monster’s target, you receive an attack from the monster (see more details in #9).

    4.  Movement: Players can move to any tile that is adjacent to the tile they are standing on, including the VISION TILE. If the player decides to move

          onto a tile that is not the vision tile, s/he must flip down the vision and moves onto the new tile. When the player encounters a wall on the map,

          it means the path is blocked and unpassable. Remember to flip down the tile whenever you leave it, unless it’s an exploited resource tile.

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Vision: When the player flips and moves onto a tile, the player also flips up the one tile in the front of the same direction in which s/he moved. The extra tile flipped is called the Vision Tile. Some players may be able to see two tiles ahead of them due to ability or card effect.

    5. Exchange Card(s): The players can only exchange card(s) when they are on the same tile. They can exchange any number of player cards when             they exchange. But if the player cards exceeding the current hand limit after exchanging cards, they have to discard extra cards.

    6. Movement: Players can move to any tile that is adjacent to the tile they are standing on, including the VISION TILE. If the player decides to move 

         onto a tile that is not the vision tile, s/he must flip down the vision and moves onto the new tile. When the player encounters a wall in the map, it

         means the path is blocked and unpassable. Remember to flip down the tile whenever you leave it, unless it’s an exploited resource tile.

     7. When a player's pawn lands on a RESOURCE TILE with a letter, the player can decide whether to get a resource card with the  corresponding

          letter. If the player decide to get a resource card, then the tile is exploited and will remain facing up on the board. Once the tile is exploited,

          players cannot get a resource card from it anymore. If the player decide not to get a resource card, they have to flip the tile down when leave it.

     8. When a player's pawn lands on an EVENT TILE, the player must draw an event card and follow the instructions. Then discard the card unless it

          says otherwise or has an ongoing effect.

     9. When a player's pawn lands on a NORMAL TILE, nothing will happen and they can continue to move until the turn ends. 

Basic Rule

Whenever a HALLUCINATION TILE is flipped up (even if it’s flipped as a vision tile), the player has to end his/her turn immediately and draw a hallucination card. Read aloud, and follow its instructions. Then put the card aside for later use.

When a MONSTER appears, the player who draws the monster card will immediately lose one mood point. The player also takes a target token to represent that s/he is being targeted.

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  • To kill the monster, the player whom the monster targets must play an attack card in later turns. Only the target can kill the monster.

 

  • After the monster is revealed, it will attack the target once at the end of the target’s turn.

 

  • If you avoid an attack, your mood point will not be affected by the monster’s attack at the end of this turn.

  • If you pass the monster to another player, the monster will start attacking the new target instead of you.​

 

  • If you CANNOT avoid an attack OR pass the monster to another player OR kill the monster, you lose 1 mood point at every end of your turn.

Disorientation

When the player draws a DISORIENTATION CARD, they have to either rotate a) specific tiles or b) their position on the map around the center point (an example of 60 degrees clockwise is shown in the image below). When they finish changing their positions, players don’t flip up the tile under them and should not see any vision tile remain on the board. Players play as usual in the next player’s turn. When a disorientation card is drawn and in effect, no player cards can be played.

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Hand Limit

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Player’s hand only includes yellow player cards and blue resource cards. At the beginning of the game, you can only have a maximum of 6 cards in the player’s hand. If you have more than 6 cards in hand, discard cards. But every time a disorientation card is drawn, the hand limit reduces by 1. You may use the disorientation board and its token (round) to keep track of the current hand limit.

Unlock Memories

To unlock the memory tile, one has to gather all the resources it requires. The player who has all the required cards needs to move onto the corresponding red treasure tile to unlock it. Once s/he unlocks a memory, s/he discards used resource cards and remove the memory tile from the map. When players successfully open a memory, they can read the memory card with the corresponding number.

*Note: Players can no longer move onto the empty places.

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How to Win

The number on each memory tile represents the memory points the player can earn when it’s opened. When all players cooperate to open treasures and have gained 5 or more treasure points, players win the game.

Note: When completing the game objective, players can choose to either continue to open the remaining treasures or end the game.

You Lose the Game if

  • All player’s mood points are less than 5,

  • No player cards can be drawn.

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