by Alan R Moon & Richard Borg
Published by Goldsieber 2000
Contents: 1 Board 5 Score markers in the player colors 4 large figures: 2 brown Ancestors and 2 beige Elder. 1 Boomerang (startplayer symbol) 1 yellow Scorpion (time marker) 225 Tjurungas in 5 colors: Each player receives 18 Discs, 15 Cubes and 12
Cylinders. 150 small Area cards divided into 10 sets of 15 cards: 3 Disc, 2 Cube, 1 Cylinder,
1 Triple, 2 Scorpion, 1 Card, 1 Ancestor, 2 Elder, 1 Ancestor/Elder. 43 big Rite cards of 5 types: 14 Disc, 12 Cube, 10 Cylinder, 5 Double, 2
1 Set of Rules
1 Easy play Reference sheet.
The Area cards are divided into 10 piles according to the backsides. Each pile is
individually shuffled and placed in its Area backside up.
Each player takes the tokens (Tjurungas) of one color. It is not specifically
mentioned in the rules, but I suggest that the players keep them visible and in tidy
order. All players give 4 tokens of each type to be placed randomly on the board.
Mix them in the cloth bag and draw one at a time. Beginning with the top left Area
(Kangaroo) place as many tokens in an Area as there are players (3 tokens in a 3-player
game etc.) except in the two central spaces (Hand and Foot) which receives a double amount
(6 tokens in a 3-player game).
Remove the two Scorpions from the Rite deck, shuffle the cards and deal 2 cards to each
player. The Scorpions are then shuffle back into the deck which is placed near the board.
Put the players Score markers into the bag and draw two at random: The first drawn
determines the Start player who takes the Boomerang and one Ancestor figure (brown); the
other is placed in the central Area showing a HAND. The second player takes one (beige)
Elder figure; the other is placed in the central Area showing a FOOT.
The player Score markers are placed on the first space of the Score track (marked with a
symbol). The yellow Time marker are placed in the bottom space of the Time track.
A Game Round:
1: The duties of the Ancient The Start player is the player currently in possession
of the Ancient figure (the brown figure holding a boomerang). The BOOMERANG is kept in
front of this player during the whole round, keeping track of where the round began (as
the control of the Ancient figure may change several times during a round).
NB: The function as Start player must change every round. If the player
holding the Boomerang is still in control of the Ancient, then both are given to the
player on his left.
The new Start player begins a round by turning over the top card of each Area pile not
showing an open card. If a SCORPION is revealed are the Time marker moved one space up and
new card is turned over in that pile. The penalty for drawing a Scorpion is described
2: The priviledge of the Elder The player controlling the Elder figure receives the
top card from the Rite deck. If a SCORPION is drawn the player takes a penalty and draw a
replacement card as described later.
3: Player turns: In clockwise turn order, each player must pick one card (from any
Area still displaying an open card) and perform the actions indicated on that card. No new
card is revealed in that Area this round. The card is kept hidden in front of the player
until game end. When the last player have taken his turn go back to step 1.
Area cards: Each pile contains the same 15 cards comprising
the following 7 types:
Single Tjurunga cards:
These cards displays a large picture of a single token in the central area of the card:
Disc: (Linze) is shown as a circle with a dot - 3 cards per pile.
Cube: (Würfel) is shown as a box with a dot - 2 cards per pile.
Cylinder: (Walze) is shown as a roll with a dot - 1 card per pile.
The player taking this card must place a token of the same type in the Area he took the
card from (if he can. The player may choose a card even if if he doesn't have tokens of
that type left. In that case he may still only draw two cards). The small illustrations
display three alternatives of which the player may choose one. The alternatives are always
- Place 2 further tokens of the same type as the obligatory token in any Area(s) of the
the players choice.
- Place 1 token of the same type in any Area and draw 1 Ritual card.
- Draw 2 Rite cards.
Note: The players holding the majority of each type of "single" cards ate
game end receives a bonus of 8 points.
Triple Tjurunga cards:
The player taking this card (one per pile) may place 3 tokens of any one type in
any Area(s) of his choice. The player is not forced to place any of the tokens in the Area
where he took the card, and he may not draw Rite cards instead. He may choose to place
tokens of a type in which he doesn't have 3, but cannot mix the types.
Each pile contains 2 cards of the figure holding a boomerang. A player choosing this card
immediately takes control of the Ancestor figure. He takes the figure from the current
holder and must move the figure on the board into an adjacent Area (it can not stay
in its present Area). A CEREMONY will be performed in the new Area. Note: The Area from
where the Ancestor card was taken has no relevance to the Ceremony. The Ceremony will take
place in whatever Area the Ancestor is moved into. The Ceremony is described later.
Each pile contains 2 cards of the figure holding a card. A player choosing this card
immediately takes control of the Elder figure. He takes the figure from the current holder
and must move the figure on the board one or two Areas (it can not stay in its
present Area). A CEREMONY will be performed in the new Area. Note: The Area from where the
Elder card was taken has no relevance to the Ceremony. The Ceremony will take place in
whatever Area the Elder is moved into. The Ceremony is described later.
Ancestor/Elder cards: Each pile contains a single card displaying both figures. A
player choosing this card immediately takes control of both figures. Both figures on the
board are moved into the Area from where the card was taken (distance doesn't matter) and
a CEREMONY will be performed here.
Card cards: Each pile contains a single card displaying four cards. A player
choosing this card must draw 4 Rite cards from the deck. Any Scorpions drawn will
sting that player as described later.
Scorpion cards: Each pile contains 2 Scorpion cards. Their effect is described
The following events takes place every time a Scorpion card is drawn. Resolve one
card at a time:
1. Move the Scorpion Time marker one space forward (up) on the Time track. The track is
divided into 3 sections of 4 spaces for scoring purposes only. Consider the 12 spaces as a
single continous track.
2. Area cards are kept in front of the player. The first Scorpion from the Rite
deck is placed next to the deck, but not in the discard pile. The discard pile plus both
Scorpions are shuffled into the remaining deck as soon as the second Scorpion is
drawn from the Rite deck.
3. The player is stung by the Scorpion: Lose as many points as there are players behind
him on the score track. ie. a player in 2nd place in a 5-player game will move 3 spaces
backwards on the Score Track. If the player now has fallen back to 3rd position will a
second Scorpion in the same turn only sting him 2 spaces. Note: It is possible to pass the
Starting space thus having a negative score.
Whenever a player picks one of the Area cards showing an Ancestor, Elder or both there is
to be held a single Ceremony in the Area the figure(s) is moved into.The players having
the majority of tokens of each type will score at the end of the Ceremony.
Only players with a presence (at least one token of any kind) in the contested Area may
participate in the Ceremony. As soon as a player loses his last token in the Area is he
out of the competition.
The controller of the Ancestor, or the first player to his left that is able to
participate, begins the Ceremony which is carried out in standard player order among those
Each player must play 1 Rite card in turn order or withdraw. The card is discarded after
use. The Ceremony ends when no player wants to play any more cards. One player may
continue to play cards alone. The contested Area will be scored immediately after the
Ceremony has taken place.
The deck of 43 cards contains cards of 5 different types. The 2 Scorpions have
already been discussed above.
There are 14 Disc, 12 Cube and 10 Cylinder cards which may be used in one of
three ways. Each card can only affect the type of token displayed on the card:
A) Remove 1 token, not in your own color, from the contested Area and return it to
its owner. B) Move 1 of your own tokens from the contested Area into any adjacent Area. C) Move 1 of your own tokens from any adjacent Area into the contested Area.
There are 5 Double cards displaying two of each type of tokens. The player may move
or remove two tokens of the same type by performing one of the three options above
(A,B or C). Note that it is not allowed to move one token into the Area and another one
out of the Area or in any other way to split the option. If there is only a single token
of the desired type in the Area may you choose to perform only that part of the action.
The Time track is divided into 3 sections (Scorpion phase 1, 2 and 3). Below each section
is a display with the points given to the majority holders of each type of token.
Note that the points awarded depends on the type of Leader card drawn:
Ancestor/Elder or Elder or Ancestor. If a single figure is moved into the same Area as the
other figure it doesn't automatically release the low score of the Ancestor/Elder
Note also that the number of points increase as time goes, but as it can be pretty
unpredictable when the game is going to end it is advisable to take whatever you can get
Each type of Tjurungas are scored in the same way: The player with the most tokens of
each type receives the points indicated. If more than one player has the same majority
of tokens are the points awarded to the majorityholder in control of the Ancestor - or the
player closest to him in the turn order. Obviously points will only be awarded for the
types of Tjurungas present in that Area.
Game End and Final Scoring:
The game ends when the Time marker reaches the final space (marked "X") or when
the last card is drawn from an Area. The current round is completed.
The players reveal their collected Area cards. The players having the largest collections
of each type Tjurungas (Disc, Cube, Cylinder) receives a bonus of 8 points.
if the majority of a type is tied among several players will all of them receive 8 points.
The player with the highest total of points wins the game.
Players with a dislike for the element of luck may prefer to play with the following rules
which increases the tactical and strategic possibilities:
- Remove 1 Ancestor card and 1 Elder card from each of the 10 Area piles. Give each
player one card of each type and return the rest to the box. The players must keep the two
cards visible in front of them. In his turn a player may choose to play one of these cards
instead of picking a card from an Area. Each card is removed from the game after use.
- Remove the 2 Scorpion cards plus the 5 Double cards from the Rite deck. Give one
Double card to each player and return the rest to the box. The Rite card is added to the
player's hand and may be used once whereafter it is out of the game.
- Each player place 4 tokens of each type on the board following these guidelines:
Beginning with the controller of the Ancient and in turn order each player must place one
Tjurunga in any Area. Continue until all players have placed their twelve Tjurungas.
- Scorpions no longer stings! Their sole function is to move the Time marker.