[Music] Hi, my name's Paul Grogan,
and in this Gaming Rules video I'm going to be teaching you how
to play the Lost Ruins of Arnak, designed by Min and Elwen, and published by
Czech Games Edition, who sponsored this video. In Lost Ruins of Arnak you
and up to three other players will lead an expedition to explore an
uninhabited island in uncharted seas, where explorers have found
traces of a great civilization. You will equip your expedition with useful items,
search the jungle for mysterious artifacts, discover new sites, and overcome the Guardians. Most importantly you will piece together
the fragments of Arnak's history by doing research that could lead
to the discovery of the Lost Temple. In this video I'll be covering
the rules for the 2-4 player game. If you want to learn how the solo game
works I have another video for that which you can find by clicking
on the little i in the corner. Place the game board in the
middle of the play area. For your first game use this side
of the board with the Bird Temple. I'll explain the other side of
the board at the end of the video. Take the cards and separate
them out into artifacts, items, fear cards, and the cards for each of the players. Shuffle the artifacts and place them
face down in the corner of the board. Reveal the top card and place it here. Shuffle the items and place them face
down in the other corner of the board, then reveal the top five cards
and place them in a row here. Place the Moon Staff in the first position
between the artifacts and the items. Place the fear cards in a deck here. These are all the same so there's no need to
shuffle them, and you can place them face up. Take the Idols and mix them thoroughly. On each of the 8 level 1 sites
place an Idol at random face up. And on each of the 4 level 2 sites, place one
Idol at random face up and another one face down. If playing with fewer than 4 players block
off some of the base camp spaces as follows. In a two-player game simply block off
each of the spaces depicting two boots. In a three-player game shuffle the blocking
tiles and choose 3 of them at random. Place each of the chosen tiles on the matching
space and then return the other 2 to the box. At the top of the research track
place a number of Temple tiles equal to the number of players in each stack. So in a three-player game
there are 3 eleven-point tiles, 6 six-point tiles in two stacks, and
9 three-point tiles in three stacks. Shuffle the research bonus tiles
and place one face up on each of the bonus tile spaces on the research track,
based on the number of players in the game. Spaces marked like this are only used
when playing with 3 or 4 players, and spaces marked like this are
only used in a four-player game. From the remaining tiles make a stack of
face down tiles at the top of the Temple. Use a number of tiles equal
to the number of players, and then return the rest of the tiles to the box. Place the supply board below the game board. On it place all of the gold, the compasses,
the tablets, the arrow heads, and the jewels. Shuffle the level 1 site tiles
and place them face down here, and do the same with the level 2 site tiles. Shuffle the Guardian tiles
and place them face down here. Turn all of the Assistant tiles silver side up and
shuffle them into 3 random stacks of 4 tiles each, placing them on the indicated spaces here. Each player chooses a colour and takes
a player board, 2 Archaeologists, the research tokens, and 4
starting cards in that colour. Also give each player a player aid. Place your research tokens at
the bottom of the research track with your magnifying glass on top of your book. Take your 4 starting cards
and add to them 2 fear cards. Shuffle them and place them face down
on the left side of your player board. Then draw the top 5 cards from your
deck and put them into your hand. The starting player is the one who most recently
visited a place they have never visited before. Give this player the starting player marker. That player starts the game with 2 gold, the next player clockwise starts
with 1 gold and 1 compass, player three starts with 2 gold and a compass, and player four starts with
1 gold and 2 compasses. That's the end of the setup
so now on with the rules. The game lasts for 5 rounds which
is tracked with the Moon Staff. Beginning with the start
player and going clockwise, players continue to take turns
until all players have passed. On your turn you must perform one main action
and may also perform any number of free actions. The various actions are: Dig at an existing site by
placing one of your Archaeologists there and getting the benefit of the space. Discovering a new site by spending
compasses and taking the Idol along with gaining the benefit of the
new site, but also revealing a Guardian. Overcoming a Guardian by spending
the resources printed on it. Buying a card, either an item with
gold or an artifact with compasses. Playing a card and resolving its effect,. Researching, by spending the resources shown to
advance one of your tokens of the research track, gaining various benefits
and possibly including an Assistant. The free actions include anything
with the lightning bolt symbol, which could be cards from your hand
or Assistants that you have recruited. One of the main actions you can do is to
pass, which means the round is over for you. And when all players have passed
the round comes to an end. At that point players set up for the next round, which includes taking all of the cards
that they played in that round, shuffling them, and placing them
at the bottom of their deck. Unlike many other deck building games the cycling
of cards only happens at the end of the round, not when your deck runs out. And you do not refill your hand to
5 cards at the end of your turn, that only happens at the end of the round. The objective in the game is to score points
represented by a number inside a purple icon. The points are added up at the end of
the game using the score pad provided. At the start of the game your
deck consists of 6 cards: 2 funding cards, 2 exploration
cards, and 2 fear cards. Playing a funding card on your turn is
a free action that gains you 1 gold. You put the card face up in
front of you into your play area. Similarly, playing the exploration card is
also a free action that gains you 1 compass. But these cards have another use too, which
is their travel icon in the top left corner. Various actions in the game,
such as digging at a site, requires travel icons, and you can generate
them by playing cards from your hand. Also note the hierarchy of
travel icons on your player aid. A Jeep or ship can always be used as if it was a
boot, and a plane can be used as any travel icon. And also note that if you want to, you
can always hire a pilot for 2 gold, gaining you 1 plane travel icon
that you must use immediately. And you can hire two pilots if you need
to travel to a location such as this. To dig here for example, requires you
to play one card with a boot icon on it. When you play a card for its travel
icon the rest of the card is ignored. Essentially every card has two uses. You can either play it for its main effect, or you can use it for the travel
icons in the top left. And if you take a look at the fear
cards, although these cards aren't great, and they're actually worth -1
points at the end of the game, you can still play them for their boot
icon so they're not completely useless. I'll now explain each of the actions one by one. First action I'll explain is digging at a site. To do this you must place one of your available
Archaeologists onto an empty space on the board. At the start of the game only the
5 base camp sites can be dug at, but later in the game, as
other sites get discovered, you can use this action to dig at those sites too. You cannot dig at a site that has not
yet been discovered, and there must also be an empty space available that isn't blocked by another
Archaeologist or a blocking tile. To place an Archaeologist on a space you must pay the travel
cost indicated on the space, then you resolve the effect of the site,
indicated here. These icons are all explained in the rulebook
but I will cover the five base campsites now. Here you gain 2 gold, Here you gain 2 compasses, and here you gain 2 tablets. Here you gain 1 arrowhead, and here you must put one of your cards
from your hand into your play area, ignoring the card's effect, to gain 1 jewel. There are 8 level 1 sites and 4 level 2 sites
waiting to be discovered during the game. The rewards are great but the sites
are protected by dangerous Guardians. To discover a level 1 site, in addition to the
travel icon depicted you must pay 3 compasses. This represents the time spent exploring. To discover a level 2 site the
cost increases to 6 compasses. After paying the compasses and the travel icons, place your Archaeologist on the space
and take the Idol or Idols from the site. If you gain a face up Idol immediately
gain the bonus printed on it, and then flip the Idol face down. If you gain a face down Idol simply
place it on your player board. Idols are worth 3 points at the end of the game, but there is another use for
them that I will explain later. Then take the top tile from the appropriate
stack and place it face up on the site. You then immediately gain
the benefit of that site. Here for example, this is a very
scary place and you gain a fear card, but you also gain a tablet and a jewel. But then the Guardian awakens. Take the top Guardian tile
and place it on the site. The Guardian has no immediate effect, but if
you do not manage to overcome the Guardian, then when you return the Archaeologist back
to your supply at the end of the round, you will gain a fear card. I'll explain this more later on. Overcoming a Guardian is another action
that I will explain in the next chapter. As mentioned in the previous chapter,
once a site has been discovered it can be dug out if the space is
empty, such as in a later round. In this case you only need to pay the
travel icon not the compasses again. That was only used for discovering
the site in the first place. And you can dig at a site
that contains a Guardian, but you will gain a fear card at the end of
the round if the Guardian is still there. As just mentioned, whenever you discover
a site you awaken at the Guardian. Guardians remain on the board until
they are overcome, which is done by paying the cost printed on the Guardian tile, and then you remove the Guardian from the
board and place it near your player board. Each Guardian you overcome is worth
5 points at the end of the game, but there's another benefit
to overcoming them too. Each Guardian has a boon printed in the top right, and once during the game you can use this boon
by flipping the Guardian face down. It is still worth 5 points at the end of the game. Some boons are travel icons that
you can use whenever you need to, others are free actions which you
can use at any time on your turn. This one for example, allows you
to draw a card from your deck. The card row is divided into
two parts by the Moon Staff. Everything to the left of
the Staff is an artifact, and everything to the right
of the Staff is an item. As the game moves on and the Staff
moves to the right there will be more artifacts and fewer items available. Items are useful pieces of equipment that you can buy by spending the gold
indicated in the bottom left of the card. Once you have paid the cost take the item card
and place it on the bottom of your deck, then slide the remaining items down to fill
any gaps and draw a new one to refill the row. Artifacts are valuable treasures that
you can find while exploring the island. They are gained by spending the
number of compasses shown on the card. Thematically you're not buying the artifact, the costing compasses represents your
expedition is spending time searching for it. Unlike items though you do not place
the card on the bottom of your deck, instead you put it into your play area
and immediately resolve its effect. I'll explain what this tablet
icon is in the next chapter. And again, slide any other artifacts
along and then refill from the deck. Note that any new cards you buy are
worth points at the end of the game. Playing a card is very simple. You just put the card into your
play area and resolve its effect. Remember that if the effect contains
the lightning bolt icon, playing it is a free action
and not a main action. All of the icons on the cards are
described on the back page of the rulebook. So what about that tablet icon on artifact cards? Well remember that when you first gained
the artifact you resolve its effect, but later in the game when
that artifact is in your hand, to play it from your hand you must spend
one tablet to be able to resolve its effect. The research action allows you to advance
one of your tokens of the research track. First choose which of your
tokens you wish to move. You can move either token, but your notebook can
never advance further than your magnifying glass. Thematically the magnifying glass
represents that you're discovering something and then the notebook
represents you writing it down. After choosing which token to move, choose a space to advance to that
is connected to your current space. Sometimes there's only one choice but
often you have more than one path, and multiple tokens can share the same space, and your notebook does not have to follow
the same path as your magnifying glass. Then pay the cost to move to the
space and then move your token. The first player to arrive on a space with a bonus
tile gets the benefit of that tile and then discards it. In addition to the bonus for the first player, all players who move their token to a new
row gain the benefit shown on the right. The top effect if you moved your magnifying glass, and the bottom effect if you moved your notebook. Also note the points printed here. These are the points that you
will gain at the end of the game if your token ends up on that row. These icons are gaining an Assistant, and
I'll explain those in a later chapter. When your magnifying glass reaches the
top row of the research track you have discovered the Lost Temple. Unlike the other rows you get more
points if you get there earlier. Place your magnifying glass on the
empty space worth the most points. You cannot move your notebook to the Temple. After placing your magnifying glass,
pick up the stack of bonus tiles, look through them, choose one, resolve the effect,
and then discard it from the game. After discovering the Lost Temple
another option is available to you whenever you do the research action. Instead of paying to advance your token, you pay
to take a Temple tile from any one of the stacks. To gain one of the 2-point tiles you just
need to pay the cost printed below the tiles. To gain one of the 6-point tiles you need to
pay the combined cost of two adjacent spaces. And to gain an 11-point tile you need
to pay the cost of all three spaces. Remember that the tiles here are
limited based on the number of players. You gain Assistants by advancing
your notebook up the research track. When your notebook reaches this
row you get your first Assistant, and when your notebook reaches this
row you get your second Assistant. When you gain an Assistant choose one of the
Assistants available on the supply board, which is the top tile from any of the stacks. Take the Assistant and place it on one
of the spaces of your player board, silver side up and vertical. To use an Assistant turn it sideways. It will be refreshed at the end of the round. If the effect is a free action you can
use it immediately or save it until later. Some Assistants do not have the lightning bolt. That means that using them is your main action. When you move your notebook
to a row with this symbol flip one of your Assistants to the gold side, and if you would use them you also refresh them. You can use it again this round. That Assistant has now levelled
up and provides a greater benefit. Note that you can always see what the upgraded
effect of the Assistant is on the silver side, it's shown in the banner here. You gain Idols whenever you discover a new site. Each one is worth 3 points at the end of the game, but there is another use for them too. On your turn you may place an Idol in one of
the four slots at the top of your player board. This is a free action and allows you to gain
one of the 5 effects printed just to the side. Using an Idol can be very useful to get the
thing that you need at just the right time, however notice that each slot has
a number of points printed on it. By using an Idol you are covering up that slot, meaning that you no longer get the points
for the slot at the end of the game. One of the effects in the game I think deserves
a little bit more explanation is exiling a card. Whenever you see this icon on
an effect you can exile 1 card, from either your hand or your
play area, from the game. If you exile a fear card place
it back on the fear deck. If you exile one of your starting
cards place it near the fear deck. And if you exile an item or an artifact, place it face up on the corresponding
pile on either side of the fear cards. If possible it's always better to exile a
card that you've already played that round. On your turn as your main action you can pass. If you do you can still perform as
many free actions as you want to, but then after that you take
no further part in the round. The rest of the players carry on
playing as long as they are able to. Once all players have passed the round is over. If this was round 5 proceed to final scoring,
otherwise there are a few steps to perform. First, all players return their Archaeologists
from the board back to their player board. If you take back an Archaeologist from
a site with a Guardian, you must gain one fear card,
placed in your play area. Next, if you have any cards left in your hand you can put them into your play area
or save them for the next round, then take all cards in your play area shuffle them and place them face
down on the bottom of your deck. And then refill your hand back to 5 cards. So, if you have no cards
in hand just draw 5 cards, but if you did keep any
cards from the previous round only draw cards until you
now have 5 cards in total. If your deck has fewer cards than you
need to draw, just draw what you can. if you have any Assistants, refresh
them back to their upright position. On the main board exile both cards
on either side of the Moon Staff and then move the Moon Staff to the next space. Slide any remaining artifacts to the right
and then refill the row with new artifacts. Finally, pass the start player
marker to the next player clockwise. And now you're ready to start a new round. At the end of the game use the score pad
provided to record everyone's points. First look at the positions of
the tokens on the research track. The row that each token is in
determines how many points it is worth. Here for example, the blue player
was the first to reach the Temple and scores 23 points for the magnifying glass, as well as six points for their notebook. Temple tiles are recorded next, and blue
gained 2 of these worth a total of 8 points. Next is Idols, 3 points for each
Idol plus the points for the empty slots. So here blue scores 16 points. Each Guardian you have overcome is worth
5 points, whether or not you used the boon. All of your items and artifacts are worth
the points printed on the bottom of them. Here blue scores 8 points. And you lose 1 point for each
fear card you still have. And the player with the most points wins the game. If there is a tie, the tied player who
reached the Lost Temple first is the winner. And if nobody reached the Temple then the player
with the highest total score from research wins. For a different experience you can play
the game with the other side of the board which depicts the Snake Temple and
a very dangerous looking volcano. This game is set after the first
expedition which went slightly wrong, and the survivors from that expedition are
represented by Assistants that you can rescue. Place one Assistant per player, chosen
at random, on this space in setup. Only the Assistant on the top of the
stack should be seen at this time. The supply board gets 3
stacks of Assistants as usual. 2 of these stacks will have 3 Assistants and
the third stack will have the remaining ones. Advancing a research token
across the bridge costs an Idol. This must be one that you have spare and not
one that you have placed in any of the slots. Remove the Idol from the game. When your magnifying glass reaches this space
you rescue one of the Assistants from the track. Look through them, choose one, and place the remaining ones
back on the space in the same order. This Assistant comes into play exhausted,
and cannot be used until it is refreshed. There is a new type of effect
on this research track, which causes you to gain
a fear card to your play area. This represents that you have discovered
some disturbing and terrifying stories. And finally, when you move a
research token to this space, you choose any of the tiles to gain the benefit of, and then remove that tile from the game. I hope you found this video useful in
learning how to play Lost Ruins of Arnak. Please remember to give this video a thumbs
up and leave a comment if you enjoyed it, and if you have any questions about the game please feel free to leave
them in the comments below. Thank you to Czech Games Edition
for helping to sponsor this video. And if you like the videos that I make
please consider supporting me on Patreon. Until next time take care and thanks for watching. [Music] Gaming Rules is proudly sponsored by Game
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