Ludexv2026.11.01-65114139Darwin's JourneyOfficial rulebook ↗

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Teach the Game

A script to read aloud: how you win, the boards, a round, the end, every way to score and what each resource is for.

How you win

1835: the HMS Beagle reaches the Galápagos. Over five rounds you send your crew out to explore the islands, sail the coast, write to the scientific world and study at the Academy. You collect specimens, deliver them to the Museum and build up the Theory of Evolution. The most victory points Victory points at the end wins.

What you need, and how you get it:

You needWhyHow
Trained workersEvery action space asks for Green Wax Seal Blue Wax Seal Yellow Wax Seal Red Wax Seal Wax Seals on the worker you sendBuy seals at the Academy Academy; 4 seals = silver distinction, 6 = golden
SpecimensDelivered to the Museum they pay Coins and push your Evolution markerStop your Exploration Explorer or Navigation Ship on a specimen and research it
Theory of Evolution booksThe biggest end score: books reached × the Museum multiplierTheory of Evolution track advancement advancements from deliveries, letters and tiles
ObjectivesPoints and permanent perks on your personal boardGain Objective take tiles, meet their requirements, slot them face down

The loop: train a worker → send it to explore, sail or write → research and deliver specimens for money and books → spend the money on more seals and unlocks.

The boards

The main board with numbered areas

  1. Main Diaries — Exploration, Navigation, Correspondence and Academy spaces, stronger lower down
  2. Special Action Diary — six random Special Action tiles, unlocked with Lens tokens
  3. Small Diary — two spaces to unlock a locked location with your Lens
  4. Academy Scrolls — the Wax Seal market; lower Scrolls cost more
  5. Envelopes — three Correspondence tiles, scored each round by Stamp majority
  6. Museum display — where delivered specimens go, row by row
  7. Objective display — silver and golden Objective stacks with two of each on offer
  8. Turn Order track — who plays first next round
  9. Theory of Evolution track — your Evolution marker and its Book multipliers
  10. Silver plate — the Special Wax Seals (purple)
  11. Island tracks — your Explorers walk here, past specimens and campsites
  12. Ocean track — your Ship and the HMS Beagle
  13. Beagle Goal tiles — one is scored at the end of each round
  14. Victory point track — round the edge

A personal board with numbered areas

  1. Workers — four at the start, each in its own row
  2. Wax Seal rows — new seals fill from the left; the numbers are their Coin cost
  3. Fifth worker space — opened by the leftmost golden Objective
  4. Objective rows — silver on top, golden below; each space shows its reward
  5. Specimens — 16 specimens: four types (Reptile Fossil Plant Bird) in four colours
  6. Tents — taking a Tent frees the action beside it
  7. Stamps — emptying a stack frees the action beside it

A round

Five rounds, four phases each. (Full round)

  1. Action phase. In turn order, place one worker and do the actions of that space; repeat until everyone has placed all workers. A worker can only go where it has the seals shown; Temporary Knowledge token Temporary Knowledge stands in for a missing seal. A Diary section already holding a worker costs 3 Coins at 2 players, 2 Coins at 3–4.
  2. Turn Order phase. Workers on the Turn Order space set next round’s order.
  3. Reward phase. Each Envelope pays its 1st and 2nd Stamp majorities; then everyone scores the Beagle Goal tile under the Beagle, minus lagging penalties if their Ship is behind it.
  4. Cleanup. The Beagle sails on, workers come home, new Objectives come out and the top Academy Scroll is cleared and refilled.

Before the first placement, rehearse a qualification check: a space asking for two yellow seals accepts a worker with one yellow seal if you spend one Temporary Knowledge token. The seal stays on the worker; the token is spent. Then check the Diary section for its placement penalty. (Worker placement)

How the game ends

After the fifth Reward phase, skip Cleanup and do final scoring: the Theory of Evolution track, your personal board, leftover Coins and Temporary Knowledge. Ties: furthest on the Theory of Evolution track, then most Coins; then a shared win. (Final scoring)

Ways to score

SourceHowWhen
Theory of Evolution track advancement Theory of EvolutionBooks reached × (2 + completed Museum rows)End
5 victory points at final scoring Objective spacesThe victory points printed on the spaces where you slotted achieved Objectives; 4 more if both rightmost spaces are filledEnd
Trained workers3 for a worker with 5 seals, 10 for one with 6End
Establish Campsite All 5 Tents out5End
Coins and Temporary Knowledge token1 per 5 Coins, 1 per Temporary Knowledge tokenEnd
Beagle Goal tilesPoints per seal, specimen, Lens, Tent, Objective or empty Stamp stack — minus Lagging penalty lagging penaltiesEach round
Island and Ocean tracksGolden ribbon on an Island track Golden ribbons (first to cross), +3 for first to a track’s end, VP spacesWhen reached
Letters, Special Actions, Crew cardsVictory points where shownWhen gained
[Fireland] Time and AdventuresLose 0 to 18 VP for Time spent; Adventure tokens score −10 to +15 by count (Fireland)End
[Oceania] Hazards, Villages, ConsequencesLose 5 per Hazard past the fifth step and points from Consequence tiles; golden Village points and 2 per Consequence tile kept (Oceania)Each round and End

What each resource is for

ResourceWhy you need itHow you get itHow you use it
Gain Coins CoinsSeals, unlocks, placement penalties and second deliveries all cost money — it is tight4 at the start; Museum deliveries; Reserve Turn Order Turn Order and Objective spaces; letters; your Lenses when others use themPay costs in red; 1 VP per 5 at the end
Red Wax Seal Wax SealsLet a worker use spaces; 4 and 6 give distinctions; 5 and 6 scoreAcademy Academy; Crew cards at setupNever removed; count for Crew cards, Objectives and Beagle goals
Special Wax Seal (purple) Special Wax SealCounts as any colour for placement and Crew cardsSpecial actions, Crew card 11, an Objective spaceNot for Objectives or Beagle goals
Temporary Knowledge token Temporary KnowledgeOne-off missing seal when placing a worker1 at the start; letters, tiles, Crew cardsSpend while placing; never for Objectives or Crew cards; 1 VP each at the end
Personal Lens token Lens tokensUnlock locked spaces for everyone, and you do the action at onceUnlock Lens LocationOpponents who use your Lens pay you 1 Coin (from the supply)
Explorers and ShipReach specimens, campsites and rewardsExploration and Navigation; crossing a Silver banner on the Ocean track silver banner adds an ExplorerStop on a space to do its action
Research tokensMark specimens you have studiedExplore or sail onto a specimen; Museum researchNeeded to deliver; count for Objectives and Beagle goals
Establish Campsite Tents and StampsEach Tent placed or Stamp stack emptied unlocks the action next to itCampsites; Correspondence5 Tents placed = 5 VP; Stamps win Envelope majorities
Objectives and Crew cardsPoints, perks and one-shot actionsObjective display; 3 Crew cards at setupAchieve when you meet the requirements, on your turn or in the Reward phase

Teaching tips

Rules

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