Ludexv2026.11.01-65114139Darwin's JourneyOfficial rulebook ↗

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Learn Darwin's Journey

Learn the game in 5 short steps. Everything links to the full rules.

Welcome aboard the Beagle

Darwin's Journey box cover

1835: the HMS Beagle reaches the Galápagos. You lead a crew of young scientists who explore the islands, sail the coast, write to the scientific world and train at the Academy.

The most Victory points victory points after 5 rounds wins. The biggest single score comes at the end: your Theory of Evolution track advancement Theory of Evolution books × the Museum multiplier.

1–4 players (solo against Alfred), 80–120 minutes. Ready to set up? Open the setup checklist — it adapts to your player count and to Fireland.

The main board and yours

The main board with numbered areas

  • Diaries at the top left: the action spaces your workers visit — Exploration, Navigation, Correspondence, Academy, the Special Actions and the Small Diary for unlocking.
  • The Museum in the middle, the Academy Scrolls with Wax Seals for sale, the Envelopes and the Objectives.
  • The map below: Island tracks for your Explorers, the Ocean track for your Ship and the HMS Beagle.

Your personal board holds your workers and their seals, your Objective rows, the 16 specimens, your Tents and your Stamps. The boards in detail.

Workers and Wax Seals

On your turn you place one worker and do that space’s actions. A worker can only go where its own row has the Green Wax Seal Blue Wax Seal Yellow Wax Seal Red Wax Seal seals the space asks for; Temporary Knowledge token Temporary Knowledge stands in for a missing one.

A Diary section that already holds a worker costs 3 Coins at two players, 2 at three or four. Buy more seals at the Academy Academy: at 4 seals a worker gets the silver distinction, at 6 the golden one. Worker placement.

Explore, research, deliver

Delivering a reptile to the Museum

Exploration Explorers walk the islands and Navigation your Ship sails the coast. Stop on a specimen to research it, on a campsite to pitch a Establish Campsite Tent.

Deliver Specimen Deliver a researched specimen nobody has delivered yet: each empty Museum space in its row and column pays a Coin, each filled one moves your Evolution marker. Early deliveries fund your game; late ones build your score. Board actions.

Rounds and scoring

After every round the Envelopes pay their Stamp majorities and everyone scores the Beagle Goal under the HMS Beagle — minus Lagging penalty lagging penalties if their Ship is behind.

At the end: Theory of Evolution books × (2 + full Museum rows), your Objective spaces, trained workers, Tents, Coins and Temporary Knowledge. Ways to score.

Rules

↑↓ to move · Enter to open · Esc to close

Drag to move · tap to close