Fireland Expansion
Fireland: the Tierra del Fuego map, the Time track and its penalties, Land and Ocean Adventures, Time Wax Seals, Viewpoints, new tiles, Scenarios, scoring changes and solo rules.
Short tag: [Fireland]
What it adds
Darwin’s expedition moves to Tierra del Fuego. Time becomes a resource you spend for actions and Adventures — and every Time spent costs points at the end.
| Component | |
|---|---|
| Fireland map board: 5 Land tracks and 3 Ocean tracks | |
![]() | Time Track board with 3 Time Penalty spaces |
| 12 Land Adventure cards and 12 Land Adventure tokens. If the Adventure deck runs out, shuffle its discards into a new deck (FAQ) | |
| 10 Ocean Adventure cards and 10 Ocean Adventure tokens. The Ocean deck is reshuffled from discards when empty; an Adventure that moves your Ship back may be resolved at any point in your turn (deck, timing) | |
![]() | 8 Time Penalty tokens |
| 8 Time Wax Seals; pay the extra Time once, when you buy one (FAQ) | |
| 6 Viewpoint tokens; the Academy discount reduces the full seal cost, including Time penalty (FAQ) | |
![]() | 4 Elude Time tokens |
![]() | 9 Special Action tiles, 12 Objectives, 3 Beagle Goals, 2 Correspondence tiles, 4 Crew cards. The Time penalty also reduces tile F8’s Stamp placement; see F6 and F9 for the base-map variants (F8, F6/F9, F3 scoring) |
| Per colour: 2 Ships, 2 Explorers, 1 cube; 4 Adventure Scoring aids; 4 Scenario cards. For lagging penalties, use your Ship on the HMS Beagle track (FAQ) |
Every card and tile is listed on Cards & Components.
Setup changes

- Lay the Fireland map over the base Island and Ocean tracks.
- Put the Time Track board beside the main board.
- Shuffle the Fireland Crew cards, Objectives, Beagle Goals, Correspondence tiles, Special Action tiles and Time Wax Seals into the base sets.
- Do the normal setup.
- A Land Adventure token on each matching golden ribbon of the Land tracks — marked ribbons only at that player count or more.
- The same with Ocean Adventure tokens on the Ocean tracks.
- A random Viewpoint token on each Viewpoint space at the ends of the tracks.
- 3 random Time Penalty tokens on the pocket-watch spaces; the other 5 go back in the box.
- Each player’s cube on the 0 space of the Time track.
- Shuffle the Land and Ocean Adventure decks separately.
- An Adventure Scoring aid for each player.
- Each player takes the extra Ships and Explorers: 4 Explorers and 2 Ships each.
The interactive setup checklist has these steps under “Play with Fireland”.
Time track
A closed pocket watch is a cost: move your Time marker that many spaces down the track. Past space 11 you stay there and lose 3 victory points per Time you still owe.
An open pocket watch gives Time back: move up that many spaces, never above 0.
Time penalties
Each Time Penalty token applies to every player whose marker is on or below its row: the first at 3+ Time spent, the second at 6+, the third at 9+. They add to any other costs.
| Token | Effect |
|---|---|
![]() | Each Correspondence action places one Stamp fewer; it also applies to tile F8 (FAQ) |
![]() | Each Navigation moves one space fewer |
![]() | Each Exploration moves one space fewer; movement still cannot be reduced to zero (FAQ) |
![]() | Pay 1 Coin per Academy action. A discount applies to the combined seal and board-space cost, including this penalty (FAQ) |
![]() | Each Museum delivery gives one Evolution step fewer |
![]() | Pay 2 Coins per Museum delivery |
![]() | Add 2 Coins to the placement penalty for an occupied Diary section; your own worker still makes it occupied (FAQ) |
![]() | Lose 2 victory points per Objective achieved; with fewer than 2 points you cannot achieve one |
Adventures
When your Explorer or Ship crosses a golden ribbon holding an Adventure token, you go on an Adventure: draw a card from the matching deck (Land or Ocean).
- Choose one of the card’s two options, pay its cost and take its rewards in any order.
- One option always shows the Adventure token: choosing it, you take that token from the board and keep it beside your aid card; nobody else can have that Adventure.
- Discard the card. If you cannot pay either option, discard it and the token stays.
| Cost icon | You pay |
|---|---|
| Time (new penalties apply at once) | |
| Coins | |
| Time and Coins | |
| Victory points | |
| Steps back on the Theory of Evolution track | |
| One Ship that many spaces back, without doing the action where it lands | |
| Temporary Knowledge tokens |
Time Wax Seals
Time Wax Seals are shuffled into the Regular seals and can appear in the Academy. Buying one costs 1 Time more. Once placed it counts as any colour for its worker, like a Special Wax Seal.
Viewpoints
At the end of the Land and Ocean tracks sit Viewpoint tokens. The first player to reach one takes the token and immediately does its action (forfeit if they cannot pay). Some Viewpoints are shared by several tracks.
Exploring Fireland
The map has 5 Land tracks; all but the first must be opened as in the base game. Explorers never switch tracks and stop at a Viewpoint. One track forks towards two Viewpoints.
Unlocking Ocean tracks
There are 3 Ocean tracks; you start on one.
When an Explorer crosses a silver ribbon with a Ship,
put one of your Ships on the start of the Ocean track with that shape. A Navigation action moves one Ship only, unless a Special Action tile says otherwise.
New cards and tiles
- Crew cards: achieving them sends you on an Adventure (Land or Ocean as shown); if you choose the token option, take a token of that type from anywhere on the map.
- Objective requirements:
Time spent at least that much;
at least that many Adventure tokens of that type;
at least one Crew card achieved and your Evolution marker on step 5 or beyond. - Beagle Goals: 4 per Land Adventure token, 6 per Ocean Adventure token, 2 per Time spent.
- Correspondence: one tile gives 2 Time (1st) / 1 Time (2nd); the other gives 2 Coins to the winners and costs everyone else 1 Time (1st) / 2 Coins (2nd).
- Special Action tiles: Adventures without spending Time, Elude Time, gaining Time, extra Stamps and split moves — see Cards & Components.
Scoring changes
At the end, after the normal scoring:
- Time track: lose the points under your marker.
| Time spent | 0–2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
|---|---|---|---|---|---|---|---|---|---|---|
| Points | 0 | −1 | −2 | −3 | −5 | −7 | −9 | −12 | −15 | −18 |
- Adventure tokens (Land and Ocean together), from the Adventure Scoring aid:
| Tokens | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9+ |
|---|---|---|---|---|---|---|---|---|---|---|
| Points | −10 | −6 | −3 | −1 | 0 | +1 | +3 | +6 | +10 | +15 |
Scenarios
A Scenario card replaces the random draw with set components. Only the four Fireland Scenario cards (golden banner) belong to this box:
| Card | Focus |
|---|---|
| F1 | Gaining and spending Time |
| F2 | Exploring and Navigating, with heavy Time costs |
| F3 | Beagle Goal scoring pulling in several directions |
| F4 | Expert: weak Correspondence and Special Actions, scarce Coins |
Place the Special Action, Correspondence, Beagle Goal and Time Penalty tiles by the numbers on the card; Correspondence and Time Penalty tiles shown left to right go top to bottom.
Fireland solo
Play several base solo games first. Changes for Alfred:
- Adventure tokens: when Alfred reaches or passes one he takes it without drawing a card, spends 2 Time and moves his bonus worker 2 spaces. If he took a token while exploring, he does only the action where his Explorer stopped (still researching every Fireland specimen passed); if that is a research, nothing more.
- Explorers: he moves the Explorer shown by the icon in the solo rules if it is unlocked and not at its track’s end, otherwise his most recently unlocked Explorer; at forks he takes the longest path.
- Ships: one Ship per action: the one on the main Ocean track if it is behind the Beagle, otherwise his most recently unlocked Ship.
- Time and scoring: Alfred gains, spends and suffers Time like you, and scores Time and Adventure tokens at the end.











