Far beyond the comfortable boundaries of the Everdell Valley, deep into mysterious and uncharted lands, adventure is waiting to be discovered. Ancient ruins?
Critters from foreign lands? Giants? Gather your traveling supplies and your courage, and get ready for a daring journey through the mountains of Spirecrest!
You will begin the game with a rabbit Traveler on the Mountain board. Every season you will have to face challenging weather that will alter how you are able to play.
As the seasons change you will move your Traveler along the trail, gathering maps to plan a final Expedition, and making amazing discoveries.
Smartly utilize the unique abilites of your Discovery cards, carefully plan for your endgame Expedition, and the story of your city-as well as your epic journey-will be remembered in Everdell for many seasons to come!
- 33 Discovery Cards
- 12 WEather Cards
- 5 big Critter Meepies
- 6 Everdell Map Tiles 24 Map Tiles
- 6 Foxes and 1 Frog Ambassador
- 15 RaBBit Travelers
- 12 3-point Tokens
- 6 Plastic Saddles (1 extra)
- 1 Mountain Board
Follow the setup rules for the base game with these additions:
1 Place the Mountain board along the lower half of the main board. 2 Divide the Weather cards into seasons, then shuffle and place 1 facedown, unseen, on each corresponding season spot on the Mountain board. Return the remaining Weather cards back to the box, unseen. 3 Keep the Discovery cards divided into their 3 catagories: Foothills, Peaks, and Ridge. Shuffle each group individually and place them facedown on their corresponding spots on the Mountain board. 4 Give each player an Everdell map tile. Then shuffle the 24 map tiles and place 1 more than the amount of players faceup on the Foothills portion of the trail. Then place the same amounts facedown on the Peaks trail and Ridge trail. Return the remaining map tiles to the box, unseen. 5 Arrange the Big Critter meeples on the Mountain board (optional) or nearby. 6 Flip over the winter Weather card and place a Traveler meeple for each player on the Foothills icon at the beginning of the trail.
Note: Spirecrest adds substantial complexity to Everdell. When playing Spirecrest, it is recommended that you do not include other expansion material.
Your adventurous Traveler will be journeying through the mysterious Spirecrest mountains, braving treacherous weather and venturing into uncharted lands.
Along the way they will discover hardy mountain folk, exotic locations, challenging trails, and even some of the fabled Big Critters who are rumored to roam these peaks.
Your Traveler begins the game exploring the Foothills and will then progress to the Peaks, then the Ridge, and then finally to your Expedition.
Every time after you perform a Prepare for Season action, you must perform the Explore action, which consists of the following 3 steps:
Take 1 of the map tiles from the area your Traveler is exploring and place the map at the end of your Expedition.
Reveal 3 Discovery cards from the area your Traveler is exploring and then play 1 into your area.
The Expedition will be explained in more detail later in these rules.
Move your Traveler to the next area on the trail, and reveal the Weather card and the map tiles if they are not already revealed.
Choose any of the faceup map tiles on the area of the trail where your Traveler is currently exploring. Take the map tile and place it at the end of your Expedition.
At the beginning of the game, your Expedition will consist only of the Everdell map tile that you received during set up. When you gain your next map tile, place it to the right of the Everdell map tile as shown below:
Other map tiles you gain will then be placed to the right of that map tile. Each player will gain a total of 3 map tiles over the course of the game. This forms the Expedition that your Traveler may embark on at the very end of the game.
After choosing and adding a map tile to your Expedition, then take the top 3 cards from the deck corresponding to the area you are exploring. This will be the Foothills deck the first time you Prepare for Season.
Place these 3 cards faceup along the bottom of the Mountain board, beneath the cost markers on the board as shown below:
These cards represent different discoveries that your Traveler has made during their journey. You get to pick only 1 of these cards to play into your area. These cards do not count against your city size limit.
The first card in the row is free to play. To play the second card, you must either discard 1 card from your hand, or pay 1 of any resource. To play the third card, you must either discard 2 cards from your hand, pay 2 of any resource, or discard 1 card and pay 1 resource.
Play the Discovery card beside your city. Place the 2 Discovery cards that you did not play facedown on the bottom of their deck.
Types of Discovery Cards
There are different types of Discovery cards that you may encounter. All of the Discovery cards are outlined in detail in the Index at the back of this rulebook.
Discovery cards are considered "card- playing abilities" and therefore may not be combined with cards like the Innkeeper or the Crane.
Trails and Cities: Trails will challenge you to fulfill certain requirements in order to gain their endgame points. Cities, which are only found in the Ridge deck, will gain you endgame points based on card types that are not in your city.
Ongoing Effects: You will gain an ongoing ability that will remain in effect for the duration of the game, or as long as the card states.
Locations: These may be locations that only you can visit, or Open locations that other players can visit as well.
When Played: Some cards have abilities that you will perform immediately when playing them.
Big Critters: If you play a Big Critter card, take the matching meeple from the Mountain board. This Big Critter replaces 1 of your workers, and you may option- ally use a plastic saddle clip to attach your worker to the Big Critter so they are riding them.
Big Critters are considered "workers", but possess unique abilities. They may visit all the normal locations that other workers can, such as resource gathering spots, Destination cards, etc. They may also be moved with cards like the Ranger.
After claiming a map and playing a Discovery card, move your Traveler to the next designated area on the trail. These areas are marked by symbols:
If the Weather card for that area is not yet revealed, reveal it now; you must now follow the rule restrictions of this Weather card. If the maps on the trail of this area are not yet revealed, flip all of them faceup now.
When you perform the autumn Prepare for Season action, first turn over the autumn Weather card if it is not already revealed. Then move your Traveler off the Mountain board and onto the Everdell tile at the beginning of your Expedition; while here, you must follow the rule restrictions of the autumn Weather card.
You will be exploring these areas during these seasons of the game: Winter: Foothills; Spring: Peaks; Summer: Ridge; Autumn: Expedition. While in each season, you must follow the rule restrictions of the corresponding Weather card.
After you Prepare for Season and move your Traveler forward to the next area, flip over the Weather card for that new season if it is not already revealed. You must now follow the rules of this new Weather card for as long as you are in the corresponding season. You are only affected by the Weather card in the current season.
Different players may be affected by different Weather conditions at the same time in the game, depending on which season they are currently in.
Note that cards like the Lookout ignore the Weather effects that apply to Forest and Basic locations.
Weather effects that force you to discard cards take effect at the end of your turn, after you have fully resolved your placement or card abilities.
If the Weather effect requires you to pay an additional cost to play a card, you may ignore this effect if you are playing the card for free (via occupied token or other effect).
At the end of the game, immediately after you pass, your Traveler may then embark on their Expedition. Each map tile of your Expedition will grant you endgame points, but only if you pay the listed cost to travel there first.
You may choose how many map tiles you will travel through, if any. You must travel through your Expedition in the order that you charted it.
For example, you must pay the cost listed on the first tile to the right of the Everdell Valley tile before you can pay the cost on the second tile, and finally the third.
Move your Traveler to the furthest map tile that you choose to explore. When you add up points, you will gain points for the map tile your Traveler is on, and all of the previous tiles to the left. You do not gain points for map tiles that you do not explore.
In the below example, the player pays 3 resin and earns 4 points, but cannot pay the 3 pebbles required to continue on their expedition.
Rugwort is on the move!
He never was known for his original ideas, and now he is literally following in your footsteps! Rugwort has heard of the amazing discoveries being made in the Spirecrest Mountains, and he has hired a shady critter to follow you around on your journey, trying to scratch up whatever you leave behind.
You must make sure that he wanders down the wrong path and doesn't return!
When playing the Spirecrest expansion solo, use the solo rules from the base game, including the 3 years of difficulty, with these additional rules:
Place 1 Everdell Valley tile in Rugwort's area and place his Traveler on it.
Place 2 map tiles on each area of the trail, with the tiles on the Foothills faceup, and the Peaks and Ridge tiles facedown.
Rugwort ignores all Weather effects.
Rugwort takes the map tile that you do not choose from each area. Place it at the end of his Expedition.
Depending on which Discovery card you play, Rugwort will gain a certain amount of point tokens. Give him 3 point tokens if you play the 0-cost card, 2 point tokens for the 1-cost card, or 1 point token for the 3-cost card.
At the end of the game, move Rugwort's Traveler to the end of his Expedition. He will score for every map tile in his Expedition.
Blizzard: Whenever you gain resources from a Forest location, you gain 1 less resource. Example: You visit the Forest location with 2 resin and 1 twig, and you choose to take 1 resin and 1 twig. This does not apply to cards drawn at a Forest location.
Dense Fog: You must pay 1 additional resource of your choice to play a card from your hand. If a card costs 2 berries, you may pay 2 berries and any other resource to play the card. Critters played for free via occupied tokens are still free.
Freezing Rain: You may not visit any Forest locations. If playing with player powers (Bellfaire expansion), Lizards may still visit their exclusive Forest location.
Heavy Rain: Whenever you visit a Basic location, gain 1 less resource or 1 less card. Example: You visit the 2 twig, 1 card space and choose to take 2 twigs but not draw the card.
Lightning Storms: Each Construction costs 1 additional resource to play. This resource may be a berry or any other resource of your choice. This still applies even if you use a card-playing ability like a Crane.
Severe Wind: Every time after you play a card into your city and completely resolve its effects, you must then discard 1 card from your hand if you are able to do so.
Drought: Green Production cards do not activate when you play them.
Heat Wave: Each Critter costs 1 additional berry to play. This still applies even if you are using a card-playing ability like an Innkeeper.
Tornado: You may not play any cards from the Meadow. If an ability lets you draw cards from the Meadow into your hand, you may do so, then later play them from your hand.
Flooding: Each card in the Meadow costs 1 additional resource to play. This resource may be any resource of your choice. This still applies even if you use a +card-playing ability like a Crane or an Innkeeper.
Hail: After visiting a Basic or Forest location and fully resolving that location's effects, you must then discard 1 card from your hand if you are able to do so.
Wild Fire: You must immediately place 1 of your workers on this card permanently when you prepare for autumn. You will have 1 less worker to use in autumn.
Archeologist: When played, place up to 3 Constructions beneath this card, either from your hand, the Meadow, or a combination of both. These cards do not count toward your hand limit. Later, when playing a card, you may choose to play 1 of these cards for a decreased cost of 1 less of any resource.
Cartographer's Caravan: When you place a worker here, draw 3 cards, then also gain 1 of any resource for each worker that is here, including the worker you just placed. Each player may only have up to 1 of their workers here. If an opponent visits this location, you gain 1 point token.
Everblossom Trail: Worth 4 endgame points if you have at least 3 purple Prosperity cards in your city.
Forager: Whenever you gain berries from any action you perform in the game, draw 1 card for each berry that you gained.
Greensprout Trail: Worth 4 endgame points if you have at least 4 green Production cards in your city.
Map Seller: When you place a worker here, you may draw cards from the Meadow or the discard pile (or a combination of the two) up to your hand limit. Do not refresh the Meadow until you have completed this action. Each player may only have up to 1 of their workers here. If an opponent visits this location, you gain 1 point token.
Mistrise Trail: Worth 4 endgame points if you have at least 3 tan Traveler cards in your city.
Starfall Trail: Worth 4 endgame points if you have at least 3 blue Governance cards in your city.
Stubblehoof (Big Critter): When you Prepare for Season, you may choose to not bring back Stubblehoof and activate the location where Stubblehoof is, and also draw 1 card and gain 1 of any resource. In a solo game, you may still activate a location even if Rugwort moves to it.
Sunblaze Trail: Worth 4 endgame points if you have at least 3 red Destination cards in your city.
Trail Guide: When played, place up to 3 Critters beneath this card, either from your hand, the Meadow, or a combination of both. Later, when playing a card, you may choose to play 1 of these cards for a decreased cost of 2 less berries. These cards do not count toward your hand limit.
Ancient Orchard: You may place a worker here to gain 5 berries.
Bellsong Trail: Worth 4 endgame points if you complete every map in your Expedition.
Cloudrim Peak: When you place a worker here you must discard 5 different colored cards from your hand (1 of each color type in the deck). Then, gain 8 point tokens.
Grey Cloak's Hideout: You may move 1 of your deployed workers here to activate the location that worker was on before you moved them. This counts as your action. You may only have up to 1 worker here at a time.
Honeypaw (Big Critter): If you did not gain any berries from placing Honeypaw, then after you fully activate the location where you placed Honeypaw, you may also gain 1 berry for each resource that you did gain there, up to a maximum of 3 berries.
King Rhun (Big Critter): You may place King Rhun on any purple Prosperity card in your city to gain 1 of any resource equal to the base point value of that card. Example: If you place King Rhun on a Castle, you would gain 4 resources of your choice.
Moleia Mines: When you place a worker here, you may reveal cards from the deck equal to how many more cards you could draw into your hand. You may stop revealing cards at any time and draw the revealed cards, plus gain 1 point token for each card.
If any of the revealed cards ever match a card in the Meadow, discard all revealed cards and gain nothing. Each player may only have up to 1 of their workers here. If an opponent visits here, you gain 1 point token.
Ruins of Spire: When you place a worker here, gain 3 resources consisting of either twigs, resin, or pebbles. They do not all have to be the same resource.
Stormvale: When played, draw 3 cards and place them faceup by this card. You or an opponent may play any of these cards just as if they were in the Meadow. You gain 1 point token each time an opponent plays 1 of these cards. Replenish any played cards from the deck.
Whisper (Big Critter): Whisper ignores the exclusive placement rule. You may place Whisper on a location already occupied by you or an opponent, including Destination cards, Forest locations, and Journey. You may not use Whisper to achieve an Event that another player has already achieved.
Windlore (Big Critter): You may place Windlore on top of the deck and then draw 3 cards from the deck. While Windlore remains on the deck, if an opponent draws cards, you may draw 2 cards from the deck.
Also while on the deck, you may draw cards beyond your hand limit, but then you must immediately choose which cards to discard from your hand to get back down to your hand limit. Do not use in a solo game.
Bounty Hunter: When played, name any Critter card and then search the deck. If you find that Critter, you may draw it into your hand, even if your hand is full. If you do not find it, you gain nothing. Shuffle and return the deck when you are done.
Cloudsong: When played, name any Construction card and then search the deck. If you find that Construction, you may draw it into your hand, even if your hand is full. If you do not find it, you gain nothing. Shuffle and return the deck when you are done.
Everblossom City: Worth 6 endgame points and -1 point for each purple Prosperity card in your city.
Gatherwind Trail: Worth 4 endgame points if you have achieved at least 2 Events (basic and/or special).
Greensprout City: Worth 6 endgame points and -1 point for every 2 green Production cards in your city.
Hopewatch Trail: Worth 1 endgame point for each point you gained on Journey, up to 7 points.
Mistrise City: Worth 6 endgame points, and -1 point for each tan Traveler card in your city.
Serpent's Pass: Place this card at the beginning of your Expedition so it will be the first area you will explore when moving out of Everdell. You must pay 6 of any of any combination of resources to travel onto Serpent's Pass.
Sunblaze City: Worth 6 endgame points and -1 point for each red Destination card in your city.
Starfall City: Worth 6 endgame points and -1 point for each blue Governance card in your city.
The Distant Shore: Place this card at the end of your Expedition so it will be the last area you will explore. You must discard 6 cards to travel onto The Distant Shore.