Ludexv2026.11.01-65114139The Quest for El DoradoOfficial rulebook ↗

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Cards & Components

2017 base-game expedition cards, with every expansion face and board component gap kept visible.

This guide covers the 2017 English edition. The current Ravensburger reprint has a different component set; confirm editions before combining add-ons. The BGG files page lists rulebooks and aids.

Boards

The official assembly sheet’s first-game layout is pictured below. The tile faces are reproduced individually from the Quest for El Dorado map-tile catalogue, which assigns letters to match the printed tile layouts. The catalogue artwork includes its letter markers; it is a readable reference image rather than a photograph of the physical cardboard.

Official first-game setup diagram

FaceWhat it isRules
Starting tile side AStarting board section, side A; the board provides the first hex spaces for the route.Setup
Starting tile side BStarting board section, side B; choose the side specified by the route.Setup
Terrain tile CModular map section C, with water, sand, rubble and jungle spaces.Setup, terrain movement
Terrain tile DModular map section D, with water, mountain and jungle spaces.Setup, terrain movement
Terrain tile EModular map section E, with rubble, mountain, sand, water and jungle spaces.Setup, terrain movement
Terrain tile FModular map section F, with rubble, mountain, sand, water and jungle spaces.Setup, terrain movement
Terrain tile GModular map section G, with sand, rubble, mountain and jungle spaces.Setup, terrain movement
Terrain tile HModular map section H, with water, sand and jungle spaces.Setup, terrain movement
Terrain tile IModular map section I, with water, mountain, sand, rubble and jungle spaces.Setup, terrain movement
Terrain tile JModular map section J, with water, mountain, sand, rubble and jungle spaces.Setup, terrain movement
Terrain tile KModular map section K, mostly jungle with a few water and sand spaces.Setup, terrain movement
Terrain tile LModular map section L, with water, mountain, sand, base camps and jungle spaces.Setup, terrain movement
Terrain tile MModular map section M, with water, mountain, sand, rubble and jungle spaces.Setup, terrain movement
Terrain tile NModular map section N, with water, sand and jungle spaces.Setup, terrain movement
Route strip ONarrow route strip O, with water, mountain, sand, rubble and jungle spaces.Setup, terrain movement
Route strip PNarrow route strip P, with water, rubble and jungle spaces.Setup, terrain movement
Route strip QNarrow route strip Q, with water, sand, rubble and jungle spaces.Setup, terrain movement
Route strip RNarrow route strip R, with mountain, sand, base camp and jungle spaces.Setup, terrain movement
Ending tile water sideEnding tile’s water side; it marks the final spaces before El Dorado.Setup, Game End and Scoring
Ending tile jungle sideEnding tile’s jungle side; use the face required by the selected route.Setup, Game End and Scoring
To be added — market boardThe marketplace board face.Market
To be added — expedition boardPlayer board face.Market

Cards

The 21 distinct base expedition-card faces below are pictures from the matching 2017 artwork in a public scanned component set. This includes all 18 market-card types plus the three starter-card faces. Repeated copies are listed in the setup rules rather than repeated here.

FaceWhat it doesRules
Adventurer cardPower 2 for green, blue or yellow; purchase value 2 in any of those colours; cost 4.Movement, buying
Captain cardBlue power 3; cost 2.Movement
Cartographer cardDraw 2 cards; cost 4.Discard and refill
Compass cardOne-use item: draw 3 cards; cost 2.Items
Explorer cardGreen power 1; 3 in each starting deck.Movement
Giant Machete cardOne-use item: green power 6; cost 3.Items
Jack of All Trades cardGreen, blue or yellow power 1; cost 2.Movement
Journalist cardYellow power 3; cost 3.Movement
Millionaire cardYellow power 4; cost 5.Movement
Native cardMove to one adjacent space without its normal terrain/power requirement; cost 5.Movement
Photographer cardYellow power 2; cost 2.Movement
Pioneer cardGreen power 5; cost 5.Movement
Prop Plane cardOne-use item: choose green, blue or yellow power 4; cost 4.Items
Sailor cardBlue power 1; 1 in each starting deck.Movement
Scientist cardOne-use item: draw 1, then optionally remove up to 1 card from your hand; cost 4.Items
Scout cardGreen power 2; cost 1.Movement
Trailblazer cardGreen power 3; cost 3.Movement
Transmitter cardOne-use item: take a card from any market supply, including off-board supplies, and place it in your discard pile without paying; cost 4.Buying cards
Travel Log cardOne-use item: draw 2, then optionally remove up to 2 cards from your hand; cost 3.Items
Traveler cardYellow power 1; 4 in each starting deck.Movement
Treasure Chest cardYellow power 4; cost 3.Movement

Heroes & Hexes cards

The public scan provides 19 distinct card faces: four new expedition-card types (three copies of each in English), four familiars, ten hero faces usable in English (seven English and three language-neutral) and the shared Demon face. The rules identify 20 physical curse tokens, not cards, and show seven named curse groups, including three distinct Lethargy faces. All nine distinct token faces are pictured below from the expansion manual.

FaceWhat it doesRules
Amelia Lockheart hero cardPower 3 in green, blue or yellow.Heroes & Hexes
Scrooge Bly hero cardYellow power 6.Heroes & Hexes
Christopher Dundee hero cardGreen or blue power 4.Heroes & Hexes
Dr. Ian Magellan hero cardTake a cave token from the supply, then use one of your cave tokens without removing it.Heroes & Hexes
Gertrude Everdeen hero cardMove up to six adjacent spaces, including occupied spaces and empty mountains; ignore normal space requirements.Heroes & Hexes
Isabella Jones hero cardMove to one adjacent space, including an occupied space or an empty mountain; ignore normal requirements and may pass a blockade.Heroes & Hexes
Lara O'Malley hero cardMove each opposing pawn to an adjacent unoccupied space, ignoring normal requirements; cannot use tunnels, pass blockades or collect cave tokens with these moves.Heroes & Hexes
Mary Ripley hero cardBefore moving with this card, remove any number of Demon cards from your hand.Heroes & Hexes
Nathan Cook hero cardMove up to three times onto adjacent one-power spaces, including demon spaces; may pass a one-symbol blockade.Heroes & Hexes
Sir Henry Threepwood hero cardTake a card from the market board without paying and put it face down on your draw pile; it is not a purchase and cannot come from beside the market board.Heroes & Hexes
Frank familiar cardUse a printed regular power, or the familiar’s special two-symbol value; special use removes it from the game.Familiars
Leeroy familiar cardGreen power 2, or green power 4 as its one-use special ability; remove it from the game after the special use.Familiars
Luna familiar cardGreen or blue power 1, or power 3 in one of those colors as its one-use special ability; remove it from the game after the special use.Familiars
Polly familiar cardYellow power 1, or yellow power 3 as its one-use special ability; remove it from the game after the special use.Familiars
Canoer expedition cardGreen or blue power 3; cost 4.New expedition cards
Cave Explorer expedition cardTake a cave token from the supply; cost 3.Caves
Geologist expedition cardEnter an adjacent demon space or an empty mountain without a cave token; cost 3.New terrain
Shaman expedition cardMove up to twice to adjacent spaces as with Native, then draw a curse; cost 4.Curses
Demon cardDemon cards have no useful effect and occupy hand space; they can still be spent on rubble or as half a coin.Demons
Cave Fever curse tokenCannot play cave tokens; lift it by returning an unused cave token to the box.Curses
Misfortune curse tokenCannot play any card; lift it by discarding two cards.Curses
Voodoo curse tokenThe player to your left moves your just-moved piece twice to adjacent unoccupied spaces, ignoring requirements; these moves cannot use tunnels, pass blockades or collect cave tokens.Curses
Paralysis curse tokenEach other player moves each of their pieces once to an adjacent unoccupied space, ignoring requirements; these moves cannot use tunnels, pass blockades or collect cave tokens.Curses
Misery curse tokenCannot play purple cards; lift it by discarding any purple card without using its function.Curses
Torment curse tokenImmediately draw a Demon card and put it on your discard pile.Curses
Lethargy machete curse tokenCannot use machete power until lifted by discarding the pictured combination, with at least the shown machete power.Curses
Lethargy paddle curse tokenCannot use paddle power until lifted by discarding the pictured combination, with at least the shown paddle power.Curses
Lethargy coin curse tokenCannot use coin power until lifted by discarding the pictured combination, with at least the shown coin power.Curses

Dragons, Treasures & Mysteries cards

The expansion has 12 cards across these four distinct faces (three copies of each). The rules and action-card effects are in the printed expansion manual.

FaceWhat it doesRules
Metal Detector cardTake an adjacent treasure without meeting its requirement, then move onto its space; remove the card after use. Cost 4.Treasures
Flare Gun cardPut a dragon on an empty space on its current terrain tile or strip; remove the card after use. Cost 2.Dragons
Guide cardMove to an adjacent one-power space, even while hiding from a dragon; cost 3.Dragons
Dragon Whisperer cardMove a dragon, then draw a card; cost 5.Dragons

Dangers & Muisca cards

The Muisca cards have the same movement and purchase values shown on each face. They may be played normally or stored face up on your expedition board for use on a later turn.

FaceWhat it doesRules
Hanzahu cardGreen power 4; cost 5.Muisca
Motavita cardBlue power 2; cost 3.Muisca
Nemequene cardPower 1 in green, blue or yellow; cost 3.Muisca
Nompani cardGreen power 3; cost 4.Muisca
Quesusa cardPower 2 in green, blue or yellow; cost 5.Muisca
Sugamu cardYellow power 2; cost 3.Muisca
Tanduma cardYellow power 3; cost 4.Muisca
Tesquesu cardBlue power 3; cost 4.Muisca

Promotional cards

These nine distinct promotional faces are from the public scan linked above. The printed effects are readable, but pack membership and edition compatibility are not established; follow the promo setup guidance before mixing them into a market.

FaceWhat it doesRules
Binoculars promo cardCopy the effect of one card on the market board; cost 3.Promo cards
Botanist promo cardMove up to twice between adjacent green jungle spaces; cost 4.Promo cards
Brute promo cardMove to an adjacent space with at least three symbols, occupied or empty; cost 3.Promo cards
Elevation Map promo cardMove to one adjacent mountain space, occupied or empty; cost 3.Promo cards
Letter of Recommendation promo cardOne per player’s starting deck; once per game, buy a card from above the market instead of the market board, then remove this card.Letter of Recommendation pack
Missionary promo cardMove up to twice between adjacent yellow village spaces; cost 2.Promo cards
Powerful Paddle promo cardOne-use blue power 6; cost 2.Promo cards
Telegram promo cardTake one non-Telegram card from the market board into your hand; cost 3.Promo cards
Trail Chart promo cardMove up to four times between adjacent one-symbol spaces; cost 3.Promo cards

Expansion cards: Heroes & Hexes has 4 English expedition-card types, 4 familiars, 10 hero faces usable in English (17 physical cards across languages), 15 Demon cards and 20 curse tokens represented by seven named rule groups, including three Lethargy symbol faces; Dangers & Muisca has 8 pictured Muisca faces; Dragons, Treasures & Mysteries has 12 cards across four faces; nine promotional card faces are pictured above. Unpictured expansion faces and their effects remain To be added on their relevant pages.

Tiles

FaceWhat it isRules
Base blockade 1Green machete requirement; blockade 1 is its printed tie-break number.Blockades
Base blockade 2Yellow coin requirement; blockade 2 is its printed tie-break number.Blockades
Base blockade 3Gray-card requirement; blockade 3 is its printed tie-break number.Blockades
Base blockade 4Blue paddle requirement; blockade 4 is its printed tie-break number.Blockades
Base blockade 5Green machete requirement; blockade 5 is its printed tie-break number.Blockades
Base blockade 6Gray-card requirement; blockade 6 is its printed tie-break number.Blockades
To be added — Heroes & Hexes terrain A faceFace A of expansion terrain tile 1.Heroes & Hexes
To be added — Heroes & Hexes terrain B faceFace B of expansion terrain tile 1.Heroes & Hexes
To be added — Heroes & Hexes terrain C faceFace A of expansion terrain tile 2.Heroes & Hexes
To be added — Heroes & Hexes terrain D faceFace B of expansion terrain tile 2.Heroes & Hexes
To be added — Heroes & Hexes terrain E faceFace A of expansion terrain tile 3.Heroes & Hexes
To be added — Heroes & Hexes terrain F faceFace B of expansion terrain tile 3.Heroes & Hexes
Heroes & Hexes blockade 7Purple blockade 7; its three curse symbols resolve when removed.Heroes & Hexes
Heroes & Hexes blockade 8Purple blockade 8; its three curse symbols resolve when removed.Heroes & Hexes
To be added — dangerous terrain stripOne strip of dangerous spaces.Dangers & Muisca
Swamp tile 1 face, upper-left in the source photoSwamp tile 1 face, upper-left in the source photo. Enter a swamp space only with a card whose power exactly matches its crocodile count, regardless of symbol color. Swamps. Image: Spellenbunker review photo.
Swamp tile 2 face, right side in the source photoSwamp tile 2 face, right side in the source photo. Enter a swamp space only with a card whose power exactly matches its crocodile count, regardless of symbol color. Swamps. Image: Spellenbunker review photo.
Swamp strip face, lower-left in the source photoSwamp strip face, lower-left in the source photo; it adds swamp spaces along a route. Enter a swamp space only with a card whose power exactly matches its crocodile count, regardless of symbol color. Swamps. Image: Spellenbunker review photo.
To be added — mountain overlay 1 faceMountain overlay face 1.Mountains
To be added — mountain overlay 2 faceMountain overlay face 2.Mountains
To be added — river overlay 1 faceRiver overlay face 1.Rivers, lakes and vortex
To be added — river overlay 2 faceRiver overlay face 2.Rivers, lakes and vortex
To be added — river overlay 3 faceRiver overlay face 3.Rivers, lakes and vortex
To be added — lake overlay 1 faceLake overlay face 1.Rivers, lakes and vortex
To be added — lake overlay 2 faceLake overlay face 2.Rivers, lakes and vortex
To be added — lake overlay 3 faceLake overlay face 3.Rivers, lakes and vortex
To be added — vortex overlay faceThe water vortex overlay.Rivers, lakes and vortex
To be added — shrine color 1 faceOne of four shrine faces, each associated with a card color.Shrines and artifacts
To be added — shrine color 2 faceOne of four shrine faces, each associated with a card color.Shrines and artifacts
To be added — shrine color 3 faceOne of four shrine faces, each associated with a card color.Shrines and artifacts
To be added — shrine color 4 faceOne of four shrine faces, each associated with a card color.Shrines and artifacts
Golden Temples three-space board 1One of the six three-space temple boards; its spaces hold the guardian and gem shown.Golden Temples crossover
Golden Temples three-space board 2One of the six three-space temple boards; its spaces hold the guardian and gem shown.Golden Temples crossover
Golden Temples three-space board 3One of the six three-space temple boards; its spaces hold the guardian and gem shown.Golden Temples crossover
Golden Temples three-space board 4One of the six three-space temple boards; its spaces hold the guardian and gem shown.Golden Temples crossover
Golden Temples three-space board 5One of the six three-space temple boards; its spaces hold the guardian and gem shown.Golden Temples crossover
Golden Temples three-space board 6One of the six three-space temple boards; its spaces hold the guardian and gem shown.Golden Temples crossover
Green Golden Temples gemGreen gem; collect it by stopping on a temple space after movement.Golden Temples crossover
Red Golden Temples gemRed gem; collect it by stopping on a temple space after movement.Golden Temples crossover
Blue Golden Temples gemBlue gem; collect it by stopping on a temple space after movement.Golden Temples crossover
Guardian token common reverseCommon dragon-head reverse used while guardian powers are hidden.Golden Temples crossover
Guardian: each other player gets a coinEach other player gains one gold coin; no player may hold more than three.Golden Temples crossover
Guardian: each other player may draw a cardEach other player may draw one card, reshuffling their discard pile first if needed.Golden Temples crossover
Guardian: each other player may remove a cardEach other player in turn order may remove a card from hand from the game; this is optional.Golden Temples crossover
Guardian: you lose your gold coinsThe active player returns all of their gold coins to the supply.Golden Temples crossover

Tokens & pieces

FaceWhat it isRules
English expedition boardEnglish Ravensburger expedition-board face; other player colors and the pawn/hat pieces are not pictured.Setup and two-player game
To be addedPlayer pawns (two per colour) and starting-player hat.Setup and two-player game
Yellow cave token, value 1Two tokens; spend as yellow power 1, or as 1 coin when buying a card.Caves
Yellow cave token, value 2Three tokens; spend as yellow power 2, or as 2 coins when buying a card.Caves
Blue cave token, value 1Two tokens; spend as blue power 1.Caves
Blue cave token, value 2Three tokens; spend as blue power 2.Caves
Green cave token, value 1Two tokens; spend as green power 1.Caves
Green cave token, value 2Three tokens; spend as green power 2.Caves
Green cave token, value 3Two tokens; spend as green power 3.Caves
Draw-card cave tokenFour tokens; draw one card and may play it this turn.Caves
Remove-card cave tokenFour tokens; remove any card from your hand from the game.Caves
Replace-hand cave tokenThree tokens; set aside up to four hand cards, then draw that many.Caves
Save-item cave tokenTwo tokens; after using an item, put it in your discard pile instead of removing it from the game.Caves
Pass-occupied-space cave tokenTwo tokens; move onto or past occupied spaces this turn; mountains remain off limits.Caves
Wild-move cave tokenTwo tokens; move to any adjacent space ignoring its requirements, but not onto occupied spaces or mountains.Caves
Change-symbol cave tokenTwo tokens; change the symbol of the next card you play.Caves
Demon Banisher cave tokenUse a Demon Banisher to put a demon card from your hand on any player’s discard pile.Heroes & Hexes
Curse Protection cave tokenWhen you draw a curse, you may spend this token to avoid that curse; return the token and curse to the box.Heroes & Hexes
Geologist's Step cave tokenMove onto an adjacent unoccupied demon space without drawing a curse, or an adjacent empty mountain with no cave tile.Heroes & Hexes
Market Access cave tokenBuy a card from a pile that is not currently on the market board; leave the other cards in that pile where they are.Heroes & Hexes
To be added — artifact color 1 faceFour matching artifact tokens; face needs a picture.Dangers & Muisca
To be added — artifact color 2 faceFour matching artifact tokens; face needs a picture.Dangers & Muisca
To be added — artifact color 3 faceFour matching artifact tokens; face needs a picture.Dangers & Muisca
To be added — artifact color 4 faceFour matching artifact tokens; face needs a picture.Dangers & Muisca
To be added — Muisca cave token face AThree tokens copy an opponent’s displayed Muisca card.Dangers & Muisca
To be added — Muisca cave token face BThree tokens copy your own displayed Muisca card.Dangers & Muisca
Valley tile map face 1Valley map face 1 (editorial order); shows its printed terrain spaces.Mysteries
Valley tile map face 2Valley map face 2 (editorial order); shows its printed terrain spaces.Mysteries
Valley tile map face 3Valley map face 3 (editorial order); shows its printed terrain spaces.Mysteries
Valley tile map face 4Valley map face 4 (editorial order); shows its printed terrain spaces.Mysteries
Valley tile map face 5Valley map face 5 (editorial order); shows its printed terrain spaces.Mysteries
Valley tile map face 6Valley map face 6 (editorial order); shows its printed terrain spaces.Mysteries
Valley tile map face 7Valley map face 7 (editorial order); shows its printed terrain spaces.Mysteries
Valley tile map face 8Valley map face 8 (editorial order); shows its printed terrain spaces.Mysteries
Valley tile map face 9Valley map face 9 (editorial order); shows its printed terrain spaces.Mysteries
Common mist back of nine valley tilesCommon misty reverse shared by all nine valley tiles.Mysteries
Blue treasure, power 3Meet a blue strength 3 requirement.Treasures
Blue treasure, power 4Meet a blue strength 4 requirement.Treasures
Blue treasure, remove two cardsRemove two blue cards from the game.Treasures
Yellow treasure, power 4Meet a yellow strength 4 requirement.Treasures
Gray treasure, remove four cardsThe face shows four gray cards, but which cards meet this requirement is To be added.Treasures
Green treasure, power 4Meet a green strength 4 requirement.Treasures
Yellow treasure, remove three cardsRemove three yellow cards from the game.Treasures
Green treasure, remove three cardsRemove three green cards from the game.Treasures
Green treasure, power 5Meet a green strength 5 requirement.Treasures
Purple treasure, remove two cardsRemove two purple cards from the game.Treasures
Yellow treasure, power 5Meet a yellow strength 5 requirement.Treasures
Treasure, remove one card of each colorRemove one green, one yellow and one blue card from the game.Treasures
Dragon vicinity move cave tokenMove to an adjacent space ignoring its requirement, but only when moving into, out of or within an awake dragon’s vicinity; not onto an occupied space or mountain. Three copies.Dragon cave-token variant
Dragon move cave tokenMove a dragon using its normal movement rule. Three copies.Dragon cave-token variant
Treasure swap cave tokenSwap any two face-up treasure tokens along the route. Three copies.Treasure cave-token variant
Treasure strength two cave tokenWhen lifting a treasure, use this as strength 2 in one matching color; it cannot be used for ordinary movement. Three copies.Treasure cave-token variant
Valley move cave tokenMove up to two adjacent spaces on valley tiles, ignoring requirements; not onto an occupied space or mountain. Three copies.Mystery cave-token variant
DTM turquoise dragon miniatureOne dragon miniature, shown in turquoise; matching it to a printed rule color is not confirmed by the component photo.Dragons
DTM purple dragon miniatureOne dragon miniature, shown in purple; matching it to a printed rule color is not confirmed by the component photo.Dragons
DTM orange dragon miniatureOne dragon miniature, shown in orange; matching it to a printed rule color is not confirmed by the component photo.Dragons
DTM pale-mint dragon miniatureOne dragon miniature, shown in pale mint; matching it to a printed rule color is not confirmed by the component photo.Dragons
To be addedExtra promo products and any faces beyond the nine pictured cards have not been inventoried by pack.Promo cards

Icons

IconMeaning
To be addedNo standalone icon glossary page is present in the 2017 English rules. The machete, paddle, coin, power, item and terrain symbols still need individual clean extracts and a labelled legend.
Rules

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