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

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Teach the Game

A short teach for the 2017 edition of The Quest for El Dorado: race, cards, terrain, turns and scoring.

How you win

“We are rival expedition leaders racing through the jungle to reach El Dorado. Build a useful deck, spend cards to cross terrain, and use base camps to clear weak cards out of your expedition. The first player to reach the finish triggers the final round; the player who gets furthest wins.”

The boards

The route is assembled from double-sided landscape boards. The assembly guide gives the selected route; the starting expedition boards and finish tile must create one continuous track. Put each player’s pawn on the start and blockades on the marked joins.

The expedition board showing the jungle route and terrain spaces

Each hex shows its terrain and the power needed to enter. Green, yellow and blue are landscape spaces; grey rubble and red base camps instead ask for any number of cards. Black mountain spaces and occupied spaces are impassable.

A round

Take turns clockwise. On your turn:

  1. Play cards. Use any number for movement and/or to buy up to one market card. Each landscape card is used once and can move only onto adjacent spaces matching its terrain symbol. Its power must meet the space’s number; excess power may continue across further spaces of that same terrain. You cannot combine cards to meet a landscape space’s power.
  2. Discard. Put all cards you played this turn in your discard pile. Cards you did not play stay in your hand.
  3. Refill. Draw until you have four cards. If the draw pile runs out, shuffle your discard pile to make a new draw pile and continue.

On your first turn, the starting player takes the hat token and plays all three phases; then the next player does the same.

How the game ends

When a pawn reaches any of the three finish spaces, finish that player’s turn and complete the current round so everyone has had the same number of turns. The player furthest along the final board wins. For a tie, the tied player with more collected blockades wins; if tied again, the player holding the highest-valued blockade wins.

Ways to score

ResultHow it is decided
Race positionFurthest pawn on the final board when the race ends wins. The game has no points track.
Blockade tie-breakAmong tied players, most blockades wins; then the highest-valued blockade.

What each resource is for

ResourceWhy you need itHow you get or use it
Expedition cardsMove and buy better cardsTerrain symbols and power pay for movement; coin symbols buy cards.
Gold coinsBuy cardsThe value printed on coin symbols is the card’s purchase value; without one, it is worth 1.
PawnShow race positionMove it along adjacent spaces; it cannot enter mountains or an occupied space.
BlockadesMark route joins and break tiesThe first player to remove a blockade by paying its movement requirement keeps it.
Market rowDeck-building choicesReplace a bought card’s empty slot from the matching supply stack.
Hand and discard pileManage your deckPlayed cards go to discard; refill to four, reshuffling when needed.

Teaching tips

Rules

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