Cards & Components
Every Wendake component with its picture: boards, pieces, Action tiles, all 30 Progress tiles, Turtle tiles, Mask, Tribe and Ghost cards, the New Allies Turn and Adversity cards and the promo tiles.
Boards
Boards and tracks
| Component | What it is |
|---|---|
![]() | Game board panels (4) — two make the map for your player count, a third is the Ceremonial Mask board. Each doubled field or forest has two separate Productive Areas (FAQ). The map |
![]() | Score Track pieces — assembled into 2 pairs of tracks up to 25, with 4 Scoring Type markers. Year 7 turn order still decides ties in final scoring (FAQ). Score Tracks |
![]() | Action boards (4) — your 3 × 3 grid, Sages area and Long House. Each year’s first tile determines the row or column for the next tile; the middle of an edge does not allow a diagonal move (FAQ). Each line of a tile is one action, so between lines you may transfer an Outpost or use a Progress power (FAQ). The action grid |
![]() | Summary tiles (4) — the actions at a glance |
![]() | Summary cards (4) — the year at a glance |
Cards
Mask cards
| Component | What it is |
|---|---|
![]() | Mask cards (36) — four Mask faces, nine of each. The red/yellow oval is printed beneath the blanket; the blanket side shows clean or infected. Cards played in a Ceremony return at Restore. The bottom trade icon only reminds you that the blanket matters for Smallpox after an Exchange, not in a Mask Ceremony; solo Ghost ovals sit under the blanket (FAQ, FAQ, FAQ). |
| Card back — the Mask deck |
Tribe cards

Tribe cards (10). The identical back (Wendake) gives 1 Leather, 1 Fish, 1 Vegetable of your Home’s kind, 2 Beavers and 1 Mask card. In solo, you take the starting pieces on your Tribe card; the Ghost has no Tribe card (FAQ). Each front gives its own starting pieces and a power:
| Tribe | Power |
|---|---|
![]() | Cayuga — attacked Women go back to your Home, not your Long House (not against Smallpox). |
![]() | Fox — buy up to 2 Progress tiles in one Trade action. A discount tile can reduce only one of those purchases, because each tile is usable once per year (FAQ). |
![]() | Mohawk — an extra black Warrior starts in your Home; when attacked it goes Home, not to the Long House (the attacker is injured as usual). After attacking a Warrior it also goes Home and cannot move again this action. If the black and a normal Warrior share a territory, the attacker chooses which is attacked (FAQ). |
![]() | Ojibwa — one Action marker is black; placing it immediately places another marker, so you take two turns in a row once a year. Both tiles must fit the year’s line, and the black marker can be placed first or later (FAQ). |
![]() | Oneida — start with a Level 1 or 2 Progress tile of your choice from those not in play, without its points. |
![]() | Onondaga — start with 6 Natives of each kind in your Home instead of 5. |
![]() | Ottawa — only your starting Ottawa Fire tile stays on its Action side; your other Sacred Fire tiles flip normally (FAQ). |
![]() | Seneca — start with 2 Swap tokens; each unused one is worth 1 point. |
![]() | Shawnee — start with 4 Warriors at Home and the fifth in your Long House; need 1 fewer Woman, Hunter or Canoe for every Turtle tile (FAQ, FAQ). |
![]() | Tuscarora — your Hunters stay grey side up in play; an attacked Hunter fights back: the attacking Warrior goes to its Long House instead. |
Ghost cards
| Component | What it is |
|---|---|
![]() | Ghost Player cards (4, double-sided) — for the solo game. Their rows give Ghost actions and points, flag colours and one Objective. Objectives are optional; in solo you may take an Advanced Action tile each year (FAQ). Either Home is equivalent, and Ghost Women and Hunters attack without Warriors. The tile above its disk is not blocked for you; if the Ghost cannot make a requested move, it scores 1 point (FAQ, FAQ, FAQ, FAQ, FAQ, FAQ). |
![]() | Three are used each game, in any order and on either side. In solo, you use your Tribe card’s starting pieces; the Ghost takes none (FAQ). |
New Allies Turn cards
The bottom effect of every [Allies] Turn card; the top shows the Alliance action (English, French, either or none). Full rules: Effects of Turn cards.
| Card | Effect |
|---|---|
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![]() | Changing turn order, pay 1 Rifle for an Alliance action the card does not offer. |
![]() | Pay 1 Rifle for 2 Resources. |
![]() | In a Trade, pay 1 Rifle to buy a Progress tile with Beavers. |
![]() | Pay 2 different Resources for 1 Rifle. |
![]() | In a Mask Ceremony, pay 1 Rifle to bring a Native Home. |
![]() | In a Ritual, pay 1–3 Rifles for as many extra Natives of different kinds. |
![]() | Pay 1 Rifle: all your Natives in one territory (not Home) produce or move 1 step. |
![]() | Pay 1 Rifle for 1 Leather per forest with your Hunter. Trading Leather for Rifles with a Ship does not trigger Smallpox (FAQ). |
![]() | On your third action, pay 1 Rifle and 1 Resource to use a tile out of line. |
![]() | Pay Resources equal to its level to restore a used Progress tile. |
![]() | Pay 1 Rifle to advance your Alliance disk (or score 1 on your ally’s track at 5). |
![]() | Pay 1 Rifle to pick any Mask card from the deck or discard pile. |
New Allies Adversity cards
16 [Allies] cards for the solo challenge: the top tells which Advanced tile the Ghost removes, the bottom the hardship of the year.
| Card | Adversity |
|---|---|
![]() | Tribute — each action costs 1 Resource or 1 point. |
![]() | Drought — no Harvest. |
![]() | Iced Lakes — no Fishing. |
![]() | Fire — no Hunting. |
![]() | Snow — every Movement 1 step shorter. |
![]() | Cold Winter — 2 Leather at year end or lose Warriors to the Long House. |
![]() | Europeans Arrive (English) — Ghost Patrols are the Ghost’s Guards on English territories (FAQ). |
![]() | Europeans Arrive (French) — Ghost Patrols are the Ghost’s Guards on French territories (FAQ). |
![]() | Infection — Trade costs 2 Natives. |
![]() | Storm — lose a Canoe. |
![]() | End of the Season — a Woman returns Home. |
![]() | Relentless Enemy — the Ghost acts twice (several copies). |
![]() | Sacrilegious Theft — lose a Mask card from your hand. |
![]() | Enemy Attack — the Ghost adds a Guard wherever it currently has none, not just in the two flagged territories (FAQ). |
The other New Allies pieces (board, Ships, Patrols, Rifles, Unusable Lakes, tiles, Turtles, disks and Ghost Turn tokens) are pictured on New Allies and Solo Adversities.
Tiles
Action tiles
| Component | What it is |
|---|---|
![]() | Starting Action tiles (9 per colour) — Sacred Fire, Move 3, Canoe, Trade, Harvest, Hunting + 1 Move, Tan Pelts + 1 Move, Fishing + Military, Mask Ceremony |
![]() | Ritual side — the back of every Action tile: the |
![]() | Level 1 Advanced Action tiles (17, brown) — on offer in Years 1–3; two or three actions each |
![]() | Level 2 Advanced Action tiles (17, purple) — on offer from the end of Year 3 |
![]() | Ottawa Fire tile — only this starting tile stays Action-side under Ottawa’s power; other Sacred Fire tiles flip normally (FAQ) |
Advanced tiles combine the base actions (with more Move steps, or several actions on one tile); each is used top to bottom like any Action tile. [Allies] New Allies adds 5 + 5 tiles with the Alliance action (New Allies).
Progress tiles
30 tiles, 10 per level, bought with Trade. In solo, you may take an Advanced Action tile each year too (FAQ). On purchase each scores its level in Economic points, then the same on the track shown. Lowest and Highest refer to your tracks when you buy; if tied, choose either. Separate discounts stack, but each tile discounts only one purchase per year (FAQ, FAQ). Each power works once per year (flip the tile). Buying does not refill the display, and there is no ownership limit. Buying alone does not trigger Smallpox; that check follows only an Exchange (FAQ, FAQ, FAQ).
| Picture | Track and once-per-year power |
|---|---|
![]() | Track: L1 Military; Power: On your turn, move one Warrior 1 step. |
![]() | Track: L1 Military; Power: Alliance: take a Flag (the free one if taken). In your Military action every territory with your ally’s flag counts one extra Guard for you — even with none of yours there. Alliance tiles do not help in fights (FAQ). |
![]() | Track: L1 Ritual; Power: Use the actions of the tile you choose in any order instead of top to bottom. |
![]() | Track: L1 Ritual; Power: With a Ritual action: +1 Ritual point, then move a Warrior 1 step. |
![]() | Track: L1 Mask; Power: With a Mask Ceremony: draw 2 cards instead of 1, then discard 1 from your hand; each may come from the deck or discard pile (FAQ). |
![]() | Track: L1 Mask; Power: With a Mask Ceremony: your disk may go on an occupied space — even the same one again. |
![]() | Track: L1 Lowest; Power: With a Trade: pay 1 Resource less for a Progress tile. |
![]() | Track: L1 Lowest; Power: With a Trade: exchange 2 more Resources, and skip the Smallpox check. |
![]() | Track: L1 Highest; Power: On your turn, take 1 Animal Resource (Leather or Fish). |
![]() | Track: L1 Highest; Power: On your turn, spend 1 or 2 different Animal Resources for that many points on one track. |
![]() | Track: L2 Military; Power: On your turn, move Warriors up to 2 steps in total, in one go; they move together, with no other action between steps (FAQ). |
![]() | Track: L2 Military; Power: When you transfer an Outpost, it may stay in its territory as a Guard instead of going Home. |
![]() | Track: L2 Ritual; Power: With a Ritual action: score your largest group at Home instead of the smallest. |
![]() | Track: L2 Ritual; Power: On your turn, move 1 point from one of your Score Tracks to another. |
![]() | Track: L2 Mask; Power: Before a Mask Ceremony, take back into your hand the Mask cards you already played this year. |
![]() | Track: L2 Mask; Power: With a Mask Ceremony: one of your cards counts as any Mask you like. |
![]() | Track: L2 Lowest; Power: On your turn, exchange 3 Resources without a Trade action, and without a Smallpox check. |
![]() | Track: L2 Lowest; Power: With a Trade: pay 2 Resources less for a Progress tile. |
![]() | Track: L2 Highest; Power: On your turn, take 1 Animal and 1 Vegetable Resource of your choice. |
![]() | Track: L2 Highest; Power: On your turn, spend up to 3 different Vegetables for that many points on one track. |
![]() | Track: L3 Military; Power: On your turn, move Warriors up to 3 steps in total, in one go; they move together, with no other action between steps (FAQ). |
![]() | Track: L3 Military; Power: Alliance: take a Flag; in your Military action your ally’s territories count one extra Guard for you, and you win ties in every territory. Alliance tiles do not help in fights; you cannot change allies when buying this tile (FAQ, FAQ). |
![]() | Track: L3 Ritual; Power: With a Ritual action: bring 1 more Native Home, then +1 Ritual point. |
![]() | Track: L3 Ritual; Power: On your turn, move 1 Native from your Long House to your Home. |
![]() | Track: L3 Mask; Power: With a Mask Ceremony: +1 Mask point, even if your disk did not move. |
![]() | Track: L3 Mask; Power: With a Mask Ceremony: score as if you held one extra Mask card of your choice. |
![]() | Track: L3 Lowest; Power: On your turn, flip any one of your Action tiles to its other side. |
![]() | Track: L3 Lowest; Power: With a Trade: pay 3 Resources less for a Progress tile. |
![]() | Track: L3 Highest; Power: On your turn, take 2 Resources of your choice and 1 Beaver. |
![]() | Track: L3 Highest; Power: On your turn, spend up to 5 different Resources for that many points on one track. |
“Lowest” and “Highest” are your lowest or highest track when you buy the tile. [Allies] With New Allies the Alliance tiles follow your Alliance disk and count your Patrols (New Allies). [Promo] The 2017 promo adds a Level 3 tile (Promo Tiles).
Turtle tiles
Taken with the Military action; take the top tile of a qualifying pile, at most one of each kind per action. You may take a lower-level Turtle even if you own a higher one. Points stay secret until the end; each kind has one tile per player (one in solo) (FAQ, FAQ, FAQ). Shawnee reduce all three kinds’ requirements by one (FAQ).
| Turtle level | Requirements and reward |
|---|---|
![]() | Needs: Women in 3 Productive Areas; Worth: 1 point on its track |
![]() | Needs: Hunters in 3 Productive Areas; Worth: 1 point on its track |
![]() | Needs: 3 Canoes in play; Worth: 1 point on its track |
![]() | Needs: Women in 4 Productive Areas; Worth: 2 points on its track |
![]() | Needs: Hunters in 4 Productive Areas; Worth: 2 points on its track |
![]() | Needs: 4 Canoes in play; Worth: 2 points on its track |
![]() | Needs: Women in 5 Productive Areas; Worth: 2 points on one of two tracks |
![]() | Needs: Hunters in 5 Productive Areas; Worth: 2 points on one of two tracks |
![]() | Needs: all 5 Canoes in play; Worth: 2 points on one of two tracks |
![]() | Needs: [Allies] 3, 4 or 5 Rifles held; Worth: as above (New Allies) |
The Shawnee need one Woman, Hunter or Canoe fewer for every Turtle.
Promo tiles
| Tile | Effect |
|---|---|
![]() | [Promo] 2017, Level 1 Action tile: no action; +4 points at the end, added to your total rather than a track (FAQ). |
![]() | [Promo] 2017, Level 3 Progress tile: move up to 2 points between two tracks. |
![]() | [Promo] 2018, Level 1: one of the four scoring actions; never flips. |
![]() | [Promo] 2018, Level 1: Canoe, rearrange Canoes, Alliance (needs New Allies). |
![]() | [Promo] 2018, Level 2: use three starting tiles you set aside. |
![]() | [Promo] 2018, Level 2: 1 Leather for 2 Rifles, then a Turn card from the discard (needs New Allies). |
Details: Promo Tiles.
Tokens & pieces
Pieces
| Component | What it is |
|---|---|
![]() | Women (7 per colour) — work fields; grey side marks a Native in the Long House, not a different power. A field with two spaces has two Productive Areas (FAQ, FAQ) |
![]() | Hunters (7 per colour) — work forests; the grey side marks a Native in the Long House. If a Mohawk black Warrior and a normal Warrior share a territory, the attacker chooses which is attacked (FAQ, FAQ). Ritual brings Natives back from the Long House to Home (FAQ). |
![]() | Warriors (7 per colour + 1 black for the Mohawk) — Guards and Outposts. During movement, each Warrior may attack one Native for one step; clear Guards before attacking occupants of Productive Areas, and Outposts can be attacked but are immobile; only standing Guards count for majorities (an empty Home is a 0–0 tie and scores nothing). You may transfer an Outpost later (even before production), pass through enemy Guards, or send a map Guard back to your Home (FAQ, FAQ, FAQ, FAQ, FAQ, FAQ, FAQ, FAQ, FAQ, FAQ, FAQ) |
![]() | Canoes (5 per colour) — Fishing, Exchanges and Turtles. In the base game, Lake choice does not matter and Canoes stay placed; with New Allies, an Alliance action moves a placed Canoe, and the 2018 Canoe promo lets you rearrange them (FAQ, FAQ) |
![]() | Action markers (4 per colour + 1 black for the Ojibwa) — placing the black marker immediately places another marker, so you take two turns in a row once per year. Both tiles must fit the year’s line, and the black marker need not be first (FAQ) |
![]() | Tribe disks (5 per colour) — 4 Score markers and the Mask disk. At Home, Ritual scores the smallest Native group; if Warriors are smallest (including 0), bringing Women home scores no points (FAQ) |
![]() | Sacred Fire markers (4) — mark the tile Sacred Fire activated; you may use Sacred Fire on another tile that also shows Sacred Fire (FAQ) |
![]() | Swap tokens (5) — swap two grid tiles once; 1 point if unused. The 5th is for the Seneca |
![]() | Round marker — on the Round Track, Years 1–7. In Year 7, players still choose turn order and shift the grid; order breaks final-score ties (FAQ) |
![]() | Turn Order markers (4) — taking the first space every year can preserve first player, but Year 7’s order also breaks final-score ties (FAQ, FAQ) |
![]() | Cayuga token — reminder of the Cayuga power |
Resources and tokens
| Component | What it is |
|---|---|
![]() | Resources (100): |
![]() | Beaver tokens (36) — from Hunting; not a Resource until tanned. Multiplier tiles can represent them when pieces run out (FAQ) |
![]() | Multiplier tiles (10) — stand for several Resources or Beavers when pieces run out; both supplies are unlimited (FAQ) |
![]() | Flag tiles (2) — English and French; take a Flag with the Alliance tile but do not place it on a territory. An ally’s extra Guard can count without your Warrior there; Level 3 breaks ties everywhere. The FAQ gives no official ruling on stacking Levels 1 and 3 (FAQ, FAQ, FAQ, FAQ) |
![]() | Progress price tokens (3) — the cost of each Progress level beside its row |
Icons
To be added.





















































































































