Actions and Rounds
Reference for the six actions, lens instruments, publishing and the five-round income cycle.
Lens instruments and turns
The game lasts five rounds. Each player begins with six basic
lenses and takes three turns per round, placing one
lens on each of the three available instruments. Take turns around the table; no player takes consecutive turns while others still have actions. The instrument sets action strength and adds its own reward:
| Instrument | Action uses | Instrument reward |
|---|---|---|
| Glasses | 1 | Advance three |
| Magnifier | 2 | Take one |
| Microscope | 3 | Place your turn-order token on an open space of the next turn-order tile and take its reward. |
Resolve an action, then optionally publish one
book, then check
achievements. A
lens remains on its instrument until the
income phase. The wild
lens costs one
coin and copies one basic action at that instrument’s strength; it cannot combine actions or copy an upgraded
lens.
Explore
Move your explorer to an adjacent map location along a printed path; pay any path cost before moving. Movement is optional. On your first visit to a
sample location, take a player marker and claim one of its one-time rewards. Then investigate: either take the location reward or pay the
sample’s
container cost and add it to an open space in your library. A library holds at most four
samples. If a
sample’s corner touches your researcher when placed, resolve that corner reward immediately. A
sketch location gives its printed reward and a random
sketch if any explorer is there. Staying put and investigating again is allowed. At the end of your turn, refill empty
sample and
sketch locations as instructed by the rules.
Research
Move your researcher one connected space within your library. Gain the globe reward on the space you enter and resolve each adjacent uncovered
sample corner. A corner can provide a one-time bonus or
knowledge; mark resolved corners with your player markers.
Knowledge is recorded in the notebook below the library. Each phylum holds at most two
knowledge; an excess gain becomes two
points.
Fully researched samples are removed from the library and kept above it, where they count for end-game scoring.
Correspond
Take a
letter from the display, or send up to two
letters already in your hand. Sending a
letter activates its effect.
Letters of the same color form a column: when you add one, resolve effects for the cards in that column, up to three
letters. The color-set scoring at game end counts each
letter at most once.
Grow
Plant a
flower tile in an open space of the matching garden shape and take any reward it covers. Or pay two
tools to cultivate one of your planted
flowers: flip it to its higher-bloom side, resolve the
flower’s effect, and take the
sketch from the pond in that row. A completed bed scores by bloom majority; ties split the available
points as the garden rules specify. Planting and cultivation choices are distinct rows on the action.
Sail
Move one ship one step along a
voyage card’s route and take the reward on the space entered. Colored spaces multiply their reward by the matching color’s dots on the current rudder section. You may move different ships with separate sail actions. A
voyage reward may grant an
exotic sample: take one from the display, place it above the card and immediately gain its depicted
knowledge. Reaching a destination grants its immediate reward; placing a published
book under that
voyage card also makes the completed pair produce its printed income each
income phase. A
voyage can hold one
book. You may keep
books and
voyages unpaired until you choose to attach them, but an attached
book cannot move.
Publish and achievements
After the action, you may publish at most one
book. Pay the
knowledge shown in its left bar and a
sketch. A
sketch matching the
book’s realm is placed face-up and its effect resolves; a mismatched
sketch is face-down and gives no effect. Gain the
book’s
points and rewards. At publication only, you may pay the appendix requirement for the additional
points shown. A published
book may be paired permanently with an open
voyage card. Afterward, claim any
achievement you meet by placing a marker on its first open award space and taking those
points immediately.
Free actions and upgrades
Free actions may be used during your turn as often as you can afford them; they do not consume an instrument. For 6
coins, take one basic action; for 3
coins, gain one
container or
tool; for 2
coins, move a player marker from one
knowledge type to another without gaining
knowledge; or pay 1
coin to refresh a display. You may sell one
container or
tool for 1
coin, recruit a
voyage card by paying one
container and 3
coins, or gain a
book card by paying one
tool. Upgraded
lenses add the special effect shown on the token once per action, even when the base action is multiplied. Advancing around
taxonomy grants an upgraded
lens when your marker reaches or passes the top space; take one displayed
lens and refill the display.
Income phase
After all players have used three instruments, resolve the five income steps in order: return the locked
lens to its available area and sort used
lenses; order players by their turn-order markers; remove the current turn-order tile; collect income from completed
voyage cards paired with published
books; rotate the rudder to its next position. The final round skips only the turn-order adjustment specified in the rulebook.
For individual end-game values and the exact final scoring order, see Game End and Scoring.