Day and Night
The four-round action cycle, Ayar movement, Tambo placement, shared triggers and retirement.
The four rounds
Each round has a Day phase and a Night phase. The first Day begins with one power-1 activity per player. Then players take turns in clockwise order, using one available Step marker each turn. When everyone has used their available markers, resolve the Night phase.
Players with fewer than four use the matching side of their Step tile to block unused marker spaces. Markers laid on your board stay in place between rounds; they stand up at Night but still block those slots.
Day turn
Choose an available Step marker and lay it on an empty slot beside your Tambo grid. The row or column must contain at least one Tambo. Move the matching Ayar by the exact number of arrows printed beside the slot. The gold marker lets you choose any Ayar. If an Ayar has reached the end of its path, it stops there; you still place the Tambo and perform the activity as normal.
Take one Tambo from the marked row or column. Put it on an empty building slot between the moved Ayar and Tiwanaku. The slot must show an activity you can currently perform. Count the empty spaces in the marked row or column: that is your power, from 1 to 4. You may choose a lower power.
Resolve the activity, then any triggered end-of-turn effects. You may choose the order of Temple placement, personal bonuses and Raymi scoring when more than one occurs.
Emptying your grid
When the fourth Tambo leaves one of the four 2×2 quadrants, place one of your Temples in the leftmost open slot of the Main board row matching the Ayar moved this turn. The temple’s activity and column determine its Moon payout when that female Ayar scores. The last Temple slot in a row can hold multiple Temples.
When a whole row or column empties, take the indicated Llama or Viracocha, or resolve the activity’s Sun bonus. For a Sun bonus, add that activity’s currently visible Suns to your Inti dial and place a Bonus marker on the printed symbol. The bonus can be scored once per marked row/column icon.
Raymi tiles
At the end of a turn where an Ayar reaches or passes a space linked to a Raymi tile, every player adds the visible Suns for that tile’s activity to their Inti dial. Each player who meets the tile’s current threshold also takes a Llama. After everyone resolves it, flip the tile: the reverse side has the higher threshold and is used if the other Ayar on that path reaches it. Remove it once both linked Ayars have passed the space or retired.
When an Ayar reaches movement space 30, resolve the printed Cuzco scoring: each player chooses two different activities, adds the Suns from both to their Inti dial, and gains a Llama for each chosen activity with at least six Suns.
Night phase
Resolve these steps in order:
- Retire an Ayar. The Ayar on the lowest movement space retires. If tied, retire the one whose female partner is in the lower Temple row. In the fourth Night, the last Ayar retires.
- Harvest Maize. The player who planted the most Maize this round takes the Viracocha beside that female Ayar. A tie goes to the first tied player who planted any Maize. If nobody planted, return it to the supply. Remove all Maize from the terrace.
- Score Temples. If you have the two-Viracocha Moon bonus, gain 2 Moon points per Temple still on the board. Then the female Ayar walks her row left to right; score each Temple’s activity Moon value plus its printed column bonus. Remove the Temples and reunite the pair in the row’s Ayar space.
- Score Step markers. In turn order, each player places the marker matching the retired Ayar on an empty Moon scoring slot above the Tambo grid and scores that activity’s Moon value. The marker stays there for the rest of the game.
- Dawn. Add the current Inti dial value to your Sun score. Do not reset the dial.
- Prepare. Stand your remaining Step markers upright in their current slots and pass the First Player token clockwise.
Activity area limits
The game gives each player 16 Tambos. You place one for the first-Day starting action, then 5, 4, 3 and 2 across the four rounds, so 15 total are moved. This guarantees three Temples, one per emptied quadrant. See the four activities for market, track and set rules.