Ludexv2026.11.01-65114139Darwin's JourneyOfficial rulebook ↗

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Cards & Components

Every card, tile and token in the base game, Fireland, Oceania and Komodo Dragon, with its picture and what it does.

Every card and tile with what it does, in Ludex’s words. Card and tile pictures come from the Darwin’s Journey Complete Tile and Card Reference on BoardGameGeek; components (and all Oceania pictures) from the publisher’s rulebooks. The base-game and Fireland Crew faces come from Darwin’s Journey [Complete]. Art © ThunderGryph Games.

Boards

Components

Component
Main boardMain board. Two sides: 1–3 players and 4 players (red bookmarks split the Main Diaries). With 1–3 players, each whole Main Diary is one section; unlock its spaces top to bottom. On map spaces marked for higher player counts, movement still uses the space, but take the printed bonus instead of a specimen. The Reward phase follows turn-order changes, so new order breaks its ties (Diary sections, unlock order, map spaces, Reward timing).
Personal board (×4)Personal board (×4). Worker rows, Objective rows, specimens, Tents and Stamps; Alfred on the back. Objective reserve spaces hold any two colours. If full, put the new tile directly into an empty matching space and pay its cost; you cannot rearrange a tile already in reserve (FAQ). The Gain Objective space still pays its printed 2 Coins even if the display is empty (FAQ)
Workers (5 per player)Workers (5 per player). Four in play from the start; the fifth joins through the leftmost golden Objective space. If your Diary section already has a worker, including your own, you may use another free Lens space but must pay the placement penalty first; distinction bonuses are based on the worker’s seals when it was placed. FAQ FAQ FAQ FAQ FAQ
Explorers (3 per player)Explorers (3 per player). One starts on the first island; more arrive when your Ship crosses silver banners. Exploration and Navigation must move at least one space. The final track space is one space, and only the first Explorer or Ship to arrive there scores the 3-point bonus. Research Island lets you research one specimen on any island where you have an Explorer, anywhere on its track (FAQ, research anywhere, track end). FAQ FAQ FAQ
Ship (1 per player)Ship (1 per player). Sails the Ocean track behind or ahead of the HMS Beagle. Move up to the Beagle only forward; any silver banners crossed on the way still trigger. The final space is one step and its 3 points go to the first arrival (FAQ, track end).
Tents (5 per player)Tents (5 per player). Placed on campsites; each frees the action beside it on your board; all 5 placed = 5 points. A campsite holds one Tent per player and a placed Tent never moves. You may stop even if you cannot yet afford it: take optional campsite rewards in an order that lets you pay this turn, but you cannot return to pay later. Reactivating a Tent gives that campsite’s actions for free, not the personal-board bonus; a slash means choose one (FAQ, moving Tents, cost, reactivation). Each campsite holds only one of your Tents, and placed Tents cannot move. Campsite rewards are optional and may be taken in an order that lets you pay from another reward that turn; you cannot pay later (, , ).
Stamps (12 per player)Stamps (12 per player). Three stacks of 4; placed on Envelopes for Correspondence majorities. FAQ
Cubes (4 per player)Cubes (4 per player). Mark victory points, Theory of Evolution, Turn Order and 50+; Evolution steps beyond the last space are lost (FAQ).
Personal Lens tokens (6 per player)Personal Lens tokens (6 per player). Unlock locked spaces; others using them pay you 1 Coin from the supply. The printed Lens beside the Museum is open from round one; unlocking a space with your Lens does not give a worker distinction bonus (FAQ, distinction bonus).
Neutral Lens tokens (2)Neutral Lens tokens (2). Unlock the two top Special Action tiles from the start.
Regular Wax Seals (56)Regular Wax Seals (56). 14 each of yellow, red, blue and green; bought at the Academy. Each seal purchase is a separate Academy action, so you may resolve a Crew card between purchases. Apply a discount to the Scroll and board-space cost together for that one purchase; it cannot carry to another seal. A red X makes the whole purchase free, including its board-space cost (separate actions, Crew between actions, discount, red X). Removed seals leave the game, and an empty supply stays empty (FAQ).
Special Wax Seals (12)Special Wax Seals (12). Purple: any colour for placement and Crew cards.
Temporary Knowledge tokens (16)Temporary Knowledge tokens (16). Spent while placing a worker as one seal of any colour; 1 point each at the end.
Research tokens (30)Research tokens (30). Mark specimens researched on your board; they stay after delivery and are not limited, so use a substitute if the supply runs out. A token can mark a specimen already in the Museum to meet Objective or Beagle Goal requirements, but only Repeat Delivery lets you deliver it again (after delivery, purpose, supply).
Specimen tokens (16)Specimen tokens (16). On the flag spaces of the tracks; leftovers start in the Museum. FAQ FAQ FAQ
Museum tiles (16)Museum tiles (16). Placed in the Museum display when a specimen is delivered. At game end, score 2 points plus 1 per completed row, then multiply by your Evolution books (FAQ). FAQ
Coins (40)Coins (40). 28 of value 1 and 12 of value 5.
HMS Beagle tokenHMS Beagle token. Moves to the next Beagle Goal at each Cleanup.
2-player Turn Order Action token2-player Turn Order Action token. Covers the Turn Order Coin reward at 2 players (3 Coins); covers the track in solo. Any number of your workers may take that space without a placement penalty, and each earns the Coins. FAQ FAQ FAQ
Player aidPlayer aid. Icons and tile reference.
Alfred Action cards (8)Alfred Action cards (8). Solo: Alfred’s action options, top to bottom. He researches every specimen passed; each card’s two actions are the landing space and the one just before it. Resolve his bonus actions between those actions, then use the topmost eligible locked space when a card unlocks one (research, bonus timing, unlock order).
Alfred Bonus Track cards (8)Alfred Bonus Track cards (8). Solo: actions on the 5th and 10th spaces of Alfred’s Bonus track, by round. FAQ FAQ

Cards

Crew cards

Three per player. The seal in the top-right corner is your starting seal; the seals in the middle are what one worker needs to achieve the card; the bottom is its reward (Crew cards). A starting seal only sets up the worker: after setup, it is not attached to that worker, so a yellow start does not qualify it to Explore (FAQ).

Reward when achieved
Crew card 11. Gain 8 Coins.
Crew card 22. Up to two separate Exploration 2 actions; each may use the same or a different Explorer (FAQ).
Crew card 33. Advance your Evolution marker 5 steps.
Crew card 44. Place an unused Explorer at the start of an island where you have none.
Crew card 55. Unlock a Lens location without paying its Coins.
Crew card 66. Place up to 4 Stamps on any Envelopes.
Crew card 77. Do the actions of any unachieved Crew card in play.
Crew card 88. Move your Ship forward to the Beagle if it is ahead; trigger silver banners crossed along the way. If level with or ahead, stay put (FAQ).
Crew card 99. Do all the actions of a locked space.
Crew card 1010. Put your next Tent on any open campsite, paying its cost, and take its rewards.
Crew card 1111. Put a Special Wax Seal on the leftmost open space of a worker row, free.
Crew card 1212. Research any specimen you do not have yet.
Crew card 1313. Gain 2 Temporary Knowledge and 3 victory points.
Crew card 1414. Gain 8 victory points.
Crew card 1515. Gain an Objective, then fulfil any one Objective without its requirements.
Crew card 1616. Advance 2 Evolution steps, gain 1 Temporary Knowledge and 3 Coins.

Fireland cards and tiles

Short tag: [Fireland]. See the Fireland page for the rules.

Fireland components

Component
Fireland map boardFireland map board. Covers the Island and Ocean tracks: 5 Land tracks, 3 Ocean tracks.
Time Track boardTime Track board. Your Time marker moves down as you spend Time; 3 Time Penalty tokens sit on it.
Time Penalty tokens (8)Time Penalty tokens (8). Three are used per game. Their effects apply when the matching action occurs; the Academy penalty is paid for each Academy action (FAQ).
Land Adventure tokens (12)Land Adventure tokens (12). On golden ribbons of the Land tracks; taken with the token reward of an Adventure.
Ocean Adventure tokens (10)Ocean Adventure tokens (10). The same on the Ocean tracks.
Time Wax Seals (8)Time Wax Seals (8). Cost 1 extra Time when bought, paid once; after placement the seal can count as any colour (FAQ).
Viewpoint tokens (6)Viewpoint tokens (6). At the track ends: the first to arrive takes the action. An Academy discount reduces the seal’s full cost, including the Time penalty, which applies to every Academy action (FAQ).
Elude Time tokens (4)Elude Time tokens (4). Only with Special Action F5.
Adventure Scoring aid (4)Adventure Scoring aid (4). End-game points for Adventure tokens: −10 for none up to +15 for 9 or more.
Ships and Explorers (2 each per colour)Ships and Explorers (2 each per colour). Extra pieces for the extra tracks. FAQ
Fireland Scenario cards (4)Fireland Scenario cards (4). F1–F4: preset tiles instead of random ones. Some red-banner cards name B tiles from the Scenarios mini-expansion; use the corrected tile list linked from the FAQ.

Fireland Special Action tiles

Action
Fireland Special Action tile F1F1. Gain 3 Time.
Fireland Special Action tile F2F2. Gain 2 Time; every other player spends 1 Time.
Fireland Special Action tile F3F3. Go on an Ocean Adventure without spending Time; the token reward may come from anywhere on the map.
Fireland Special Action tile F4F4. Go on a Land Adventure without spending Time; the token reward may come from anywhere on the map.
Fireland Special Action tile F5F5 — Elude Time. Take an Elude Time token: ignore every Time penalty this round. Every other player spends 1 Time. Tokens are discarded at Cleanup.
Fireland Special Action tile F6F6. On the Fireland map, split 4 movement spaces between up to 2 Explorers or up to 2 Ships; on the base map, it is up to 2 Explorers for 4 spaces total, or your Ship for 4; take bonuses along the route at any point during your turn (FAQ).
Fireland Special Action tile F7F7. Do the top (1st) reward of any Correspondence tile on the board, paying its costs.
Fireland Special Action tile F8F8. Place one Stamp on each of the three Envelopes; the Fireland Time Penalty that places one fewer Stamp applies to this tile too (FAQ).
Fireland Special Action tile F9F9. On the base map, move up to 2 Explorers one step each and your one Ship one step; each moved piece takes its landing action (FAQ).

Fireland Crew cards

Reward when achieved
Fireland Crew card F1F1. Gain 2 Time, 1 Temporary Knowledge and 3 victory points.
Fireland Crew card F2F2. Go on an Ocean Adventure and gain 2 Time; the token reward may come from anywhere on the map.
Fireland Crew card F3F3. Gain 4 Time.
Fireland Crew card F4F4. Go on a Land Adventure and gain 2 Time; the token reward may come from anywhere on the map.

Fireland Objective tiles

Requirements
Fireland Objective tile 1One Regular seal of each colour.
Fireland Objective tile 2A yellow seal, a blue seal and 2 Land Adventure tokens.
Fireland Objective tile 3A Land Adventure token and 12+ Coins.
Fireland Objective tile 4A green seal, a red seal and 2 Ocean Adventure tokens.
Fireland Objective tile 55+ Time spent.
Fireland Objective tile 6An Ocean Adventure token and Evolution step 8.
Fireland Objective tile 79+ Time spent.
Fireland Objective tile 83 Land Adventure tokens and 2 Lenses placed.
Fireland Objective tile 94 Ocean Adventure tokens.
Fireland Objective tile 104 Land Adventure tokens.
Fireland Objective tile 113 Ocean Adventure tokens and 2 empty Stamp stacks.
Fireland Objective tile 12A Crew card achieved and Evolution step 5.

Time Penalty tokens

Penalty
Time Penalty token 11. Correspondence actions place one Stamp fewer. FAQ
Time Penalty token 22. Navigation actions move one space fewer.
Time Penalty token 33. Exploration actions move one space fewer.
Time Penalty token 44. Pay 1 Coin per Academy action. FAQ
Time Penalty token 55. Museum deliveries give one Evolution step fewer.
Time Penalty token 66. Pay 2 Coins per Museum delivery.
Time Penalty token 77. Placing in an occupied Diary section costs 2 more Coins.
Time Penalty token 88. Lose 2 victory points per Objective achieved (none to lose: you cannot achieve it).

Viewpoint tokens

Action for the first to arrive
Viewpoint token 1Advance 2 Evolution steps.
Viewpoint token 2A Correspondence action of 3 Stamps.
Viewpoint token 3Gain 4 Coins.
Viewpoint token 4Gain 2 Time.
Viewpoint token 5Place a Lens with a 2-Coin discount.
Viewpoint token 6An Academy action with a 2-Coin discount. FAQ

Land Adventure cards

Each card: pay option A or B, take its rewards; “take the token” means the option that also gives you the Adventure token. If the Adventure deck empties, shuffle its discards to make a new deck (FAQ).

Options
Land Adventure card RiotRiot. A: 4 Time → 2 Temporary Knowledge and 4 points · B: 1 Time → Correspondence of 1 Stamp, take the token
Land Adventure card Lost SpecimensLost Specimens. A: 3 Time → 3 Evolution steps, take the token · B: 2 Evolution steps back → Navigation up to 3
Land Adventure card FireFire. A: 4 Time → 8 points, take the token · B: 2 Time → 2 Temporary Knowledge
Land Adventure card Raft DamagedRaft Damaged. A: 1 Time and 2 Coins → Exploration up to 2, take the token · B: 3 Time → Navigation up to 2 and 2 Temporary Knowledge
Land Adventure card ColdCold. A: 4 Time → unlock a Lens location without Coins · B: 3 Time → an Objective and 3 points, take the token
Land Adventure card DonkeysDonkeys. A: 2 Time → 6 Coins · B: 3 Time and 3 Coins → 2 Evolution steps and 5 points, take the token
Land Adventure card BanditsBandits. A: 3 Coins → 1 Temporary Knowledge and 2 points · B: 4 Time → 4 Coins and 4 points, take the token
Land Adventure card LandslideLandslide. A: 3 Time → 3 Evolution steps, take the token · B: 1 Time → an Objective and 2 points
Land Adventure card Secret PathSecret Path. A: 4 Time → 2 Evolution steps and 4 points, take the token · B: 2 Time → 3 Evolution steps
Land Adventure card EarthquakeEarthquake. A: 4 Time → 3 Evolution steps and 4 points · B: 1 Time → Navigation up to 1, take the token
Land Adventure card LostLost. A: 1 Time → Navigation up to 1, take the token · B: 2 Time → Exploration up to 1 and 3 points
Land Adventure card BeverageBeverage. A: 3 Time → a free Special Wax Seal, take the token · B: lose 2 points → 4 Coins

Ocean Adventure cards

Options
Ocean Adventure card SeasicknessSeasickness. A: 3 Time → 2 Temporary Knowledge and 2 Coins · B: 3 Time → two Correspondence actions of 2 Stamps, take the token
Ocean Adventure card SicknessSickness. A: 2 Time → 4 points, take the token · B: 4 Time → two Academy actions 2 Coins cheaper
Ocean Adventure card ThunderstormThunderstorm. A: 3 Time → 3 Evolution steps, take the token · B: 2 Evolution steps back → gain 3 Time
Ocean Adventure card CannonsCannons. A: 4 Time → 8 Coins and 2 points · B: 1 Time → 2 Coins, take the token
Ocean Adventure card IcebergIceberg. A: 3 Time → 2 points and 3 Evolution steps · B: your Beagle-track Ship 3 spaces back → gain 2 Time, take the token. FAQ. Resolve the Adventure at any point in your turn; if its Ship movement would interrupt a move, you may set it aside and finish moving first ()
Ocean Adventure card IceIce. A: 3 Time → 5 points and Navigation up to 2 · B: 1 Time → an Objective, take the token
Ocean Adventure card Laid AshoreLaid Ashore. A: 1 Temporary Knowledge → gain 1 Time · B: 2 Time → Exploration up to 2, take the token
Ocean Adventure card MirageMirage. A: 1 Time → an Academy action, take the token · B: 2 Coins → gain 2 Time
Ocean Adventure card Rough SeaRough Sea. A: 3 Time → research a specimen on the track of your Explorer · B: lose 2 points → Correspondence of 1 Stamp, take the token
Ocean Adventure card Another ShipAnother Ship. A: 3 Time → 4 Coins and 4 points · B: 3 Coins → gain 2 Time, take the token

Oceania cards and tiles

Short tag: [Oceania]. See the Oceania page for the rules. The Oceania rulebook pictures its tiles only as groups, so each row below shows the group; single-face pictures are listed as a gap in the handover.

Component
Oceania main boardOceania main board (double-sided). Four Island tracks explored right to left, Post Office, University, two Villages, two Map Lens locations, the Hazard track and the Antidote Lens location. A Campsite on the second island misses its Tent icon by misprint (FAQ); ribbon points marked 4+ always count (FAQ); the three-Stamp Campsite on the Ocean track is three separate Correspondence actions (FAQ).
Oceania personal boardsOceania personal boards (4). New Tent and Objective rewards, Alfred on the back; also playable with the base map and Fireland. See Personal boards.
Oceania Specimen tokensOceania Specimen tokens (16). Laid Hazard side up; the first player to research one meets a Hazard and flips it.
Oceania Museum tilesOceania Museum tiles (16). Match the Oceania specimens.
Museum Overlay tileMuseum Overlay tile. Covers the Museum of the base board when you use Oceania specimens there.
Hazard tokensHazard tokens (13). On the spider ribbons; the first player to cross takes one. Only crossing a ribbon gives a token (FAQ).
Consequence tilesConsequence tiles (12). A and B: a loss per Hazard step plus a one-time reward for the player furthest down; C: points lost per step. All twelve are in the Consequence table.
Antidote tokensAntidote tokens (8). Two per player cover one Objective bonus and one empty-Stamp-stack bonus; use the Antidote at once or lose it (FAQ).
Village tilesVillage tiles (12). Six silver (immediate rewards) and six golden (final scoring); all are in the Village tables.
Discount tilesDiscount tiles (2). −3 (Ocean track) and −2 (first island): unlock discount for the Map Lens locations, then flipped over the tile’s seal requirements.
SpidersSpiders (2 per colour). Hazard marker on the Hazard track and Spider marker for negative points.
ExplorersExplorers (3 per colour). Post Office (Employee), University (Professor) and the first island. A removed Explorer returns to your supply (FAQ).
Key tokensKey tokens (1 per colour). Replace the scoring cubes.
Special TentsSpecial Tents (1 per colour). Silver Village 3: takes a Campsite twice; it does not replace a regular Tent (FAQ).
Special StampsSpecial Stamps (2 per colour). Silver Village 2: count double for majorities and double the reward.
Special WorkersSpecial Workers (1 per colour). Silver Village 6: once per game, no penalty and no seal requirement; cannot be returned (FAQ).
Special CoinsSpecial Coins (4). Silver Village 1: cancel one Coin cost of an action (FAQ).
Special Placement tokensSpecial Placement tokens (8). Silver Village 4: place on an occupied Lens location without the placement penalty.
Oceania Special Action tilesSpecial Action tiles O1–O2. O1: 1 Temporary Knowledge and an Antidote. O2: up to 2 steps on one Ocean or Island track, Hazards optional (FAQ).
Oceania Correspondence tilesCorrespondence tiles O1–O2. O1: 1st 2 Coins and every other player one Hazard step (FAQ), 2nd 2 Coins. O2: 1st 2 Coins and an Antidote, 2nd 2 Coins.
Oceania Beagle Goal tilesBeagle Goal tiles O1–O2. O1: 4 points per Explorer on the board, Employee and Professor included. O2: 3 points per Hazard token.
Oceania Objective tilesObjective tiles (4 silver, 4 golden). Some require Hazard tokens Hazard tokens gained. Single tiles: to be added.
Oceania Crew cardsCrew cards (4). Shuffled into the base deck. Single cards: to be added.

Oceania modules

Usable with Oceania, the base game or Fireland; rules on the Oceania page.

Component
Special Action BoardSpecial Action Board. Six Special Action tiles to choose from when unlocking, each row with an extra Coin cost that free-unlock and locked-action effects still pay (FAQ).
Travel Special Action tilesTravel Special Action tiles C1–C2. C1: your Ship jumps in front of an opponent’s Ship; C2: your Explorer in front of an opponent’s on the same Island track. Forward only (FAQ).
Fragmented Letter tilesFragmented Letter tiles (24). 1° top halves and 2° bottom halves that combine into Correspondence tiles. Can include the new Envelope with Fireland’s Stamp tile (FAQ).
Distinction tilesDistinction tiles (6). Cover the printed distinctions with new bonuses.
New Crew cardsCrew cards C1–C17. C1: chosen at setup, that worker starts with a purple seal but takes only two more. C2: every Evolution advance goes 2 further. C3, C8, C10, C16: once per round, one worker gets the extra seal shown, for location requirements only (FAQ). C4: once per round, move a Ship up to 2. C5: once per round, take an Objective from the discards. C6: once per round, research a specimen already in the Museum. C7: once per round, place up to 2 Stamps. C9: no Coin penalty for Museum deliveries. C11: once per round, 2 Coins. C12: 2 Coins each time you take an Objective. C13: once per round, move an Explorer 1. C14: once per round, pay 1 Coin for 1 Temporary Knowledge. C15: occupied-Diary penalty 1 less. C17: once per round, an Academy action for 1 seal.
Crew markersCrew markers (12). Point at the worker that achieved an ongoing or once-per-round Crew card.
Chaffinch tokensChaffinch tokens (15). Cover Island-track ribbon points once scored.
Amber Research tokensAmber Research tokens (20). Mark researched specimens not yet delivered.

Tiles

Special Action tiles

Six per game (four in solo), on the Special Action Diary. Each tile shows its seal requirement and its Lens cost on the left. The number is in the bottom-right corner.

Action
Special Action tile 11 — Repeat Delivery. Deliver a specimen already in the Museum (you need its Research token), as if placing it for the first time. If its row is full, you still get the extra Evolution step; the row Coin goes to the first player to deliver there. You may achieve an Objective between two deliveries (FAQ, between deliveries). Research tokens stay on your board; if the row is full, you still get its extra Evolution step, and the row Coin goes to the first player to deliver there (FAQ, ).
Special Action tile 22. Advance your Evolution marker 3 steps.
Special Action tile 33. Spend 1 Temporary Knowledge for 7 Coins or 7 victory points.
Special Action tile 44. Gain 1 Temporary Knowledge and 3 Coins.
Special Action tile 55. Place an unused Explorer at the start of an island where you have none.
Special Action tile 66. Do all the actions of a locked space, without unlocking it or needing seals.
Special Action tile 77. Put a Special Wax Seal on the leftmost open space of a worker row, free.
Special Action tile 88. Unlock a Lens location without paying its Coins. FAQ
Special Action tile 99. Research any specimen you do not have yet.
Special Action tile 1010. An Exploration 2 and a Navigation 2, in either order.
Special Action tile 1111. Put your top Tent on any open campsite, pay its cost and take its rewards.
Special Action tile 1212. First gain an Objective, then fulfil an Objective without its requirements; if your spaces are full, you can still fulfil one (FAQ).

Correspondence tiles

Three per game, one on each Envelope: the 1st section pays the most Stamps, the 2nd section the second most. Each action chooses its own Envelope and places up to the stated number; resolve Envelopes top to bottom. An empty-stack bonus is claimed once, when that stack empties; ties for most all receive the first reward and the next player receives the second (separate choices, one-time bonuses, order, partial placement, ties).

Rewards
Correspondence tile 11. 1st: 1 Temporary Knowledge and 2 Coins · 2nd: 2 Coins.
Correspondence tile 22. 1st: 4 Coins · 2nd: 2 Coins.
Correspondence tile 33. 1st: 2 Evolution steps · 2nd: 1 step.
Correspondence tile 44. 1st: Exploration 2 · 2nd: Exploration 1.
Correspondence tile 55. 1st: Navigation 2 · 2nd: Navigation 1.
Correspondence tile 66. 1st: an Academy action 2 Coins cheaper · 2nd: an Academy action.
Correspondence tile 77. 1st: 4 victory points · 2nd: 2 victory points.
Correspondence tile 88. 1st: Exploration 1 and Navigation 1, either order · 2nd: Exploration 1 or Navigation 1. FAQ
Correspondence tile f1F1 [Fireland]. 1st: gain 2 Time · 2nd: gain 1 Time. FAQ
Correspondence tile f2F2 [Fireland]. 1st: 2 Coins, and every other player spends 1 Time · 2nd: 2 Coins.

Beagle Goal tiles

Five per game below the map; the one under the HMS Beagle is scored each Reward phase, minus lagging penalties.

Points
Beagle Goal tile 11. 4 per yellow Wax Seal.
Beagle Goal tile 22. 4 per red Wax Seal.
Beagle Goal tile 33. 4 per green Wax Seal.
Beagle Goal tile 44. 4 per blue Wax Seal.
Beagle Goal tile 55. 6 per reptile researched.
Beagle Goal tile 66. 6 per plant researched.
Beagle Goal tile 77. 6 per bird researched.
Beagle Goal tile 88. 6 per fossil researched.
Beagle Goal tile 99. 8 per empty Stamp stack.
Beagle Goal tile 1010. 5 per location you unlocked with your Lens.
Beagle Goal tile 1111. 3 per achieved Objective.
Beagle Goal tile 1212. 4 per Tent on a campsite.
Beagle Goal tile f1F1 [Fireland]. 6 per Ocean Adventure token.
Beagle Goal tile f2F2 [Fireland]. 4 per Land Adventure token.
Beagle Goal tile f3F3 [Fireland]. Twice your Time marker value before any lagging penalty; at 5 Time, score 10 before deductions. FAQ

Objective tiles

Silver and golden tiles (the frame shows which), including the 8 Starting Objectives. They show requirements only; the reward is the personal-board space where you put them (Objectives). Ordinary seals anywhere on your board count, but Special Wax Seals and Temporary Knowledge do not. You may achieve an Objective on your turn or during the specified Reward phases, when you meet its conditions and have a matching empty space. A blank specimen count means one specimen; if no matching space remains, you cannot take or achieve one (seal types, seal location, timing, empty spaces, specimen count,, lagging cap).

Requirements
Objective tile 18+ victory points and a bird.
Objective tile 28+ Coins and a plant.
Objective tile 32+ Temporary Knowledge and a fossil.
Objective tile 4A reptile and 1 empty Stamp stack.
Objective tile 52 green seals and 1 personal Lens placed.
Objective tile 62 yellow seals and Evolution step 4.
Objective tile 72 red seals and your Ship level with or ahead of the Beagle.
Objective tile 82 blue seals and 1 Tent placed.
Objective tile 9Evolution step 7 and 2 Tents placed.
Objective tile 1010+ Coins and 2 personal Lenses placed.
Objective tile 112 blue seals and a red-octagon specimen.
Objective tile 12A bird and a fossil.
Objective tile 132 yellow seals and a blue-diamond specimen.
Objective tile 142 red seals and a yellow-circle specimen.
Objective tile 1515+ victory points and 2 empty Stamp stacks.
Objective tile 162 green seals and a green-square specimen.
Objective tile 17A plant and a reptile.
Objective tile 182 Temporary Knowledge and your Ship level with or ahead of the Beagle.
Objective tile 192 plants and 2 Tents placed.
Objective tile 202 reptiles and Evolution step 9.
Objective tile 212 yellow-circle specimens and 20+ victory points.
Objective tile 222 fossils and 2 empty Stamp stacks.
Objective tile 23A yellow seal, a green seal and 3 Lenses placed.
Objective tile 242 red-octagon specimens and 14+ Coins.
Objective tile 252 blue-diamond specimens and your Ship level with or ahead of the Beagle.
Objective tile 262 birds and 2 Lenses placed.
Objective tile 27A red seal, a blue seal and 3 Tents placed.
Objective tile 282 green-square specimens and 3 Temporary Knowledge.

Tokens & pieces

Komodo Dragon

Short tag: [Komodo]. See the Komodo Dragon page.

Component
The Komodo DragonKomodo Dragon. Roams to the specimen last delivered; whoever ends a move on it takes every bonus on the silver plate.
Museum Bonus tilesMuseum Bonus tiles (20). Coins, victory points or a discarded Objective: they replace the Coin of each empty Museum space.

Icons

To be added.

Rules

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

Drag to move · tap to close