TEXT: 1
  PREMISE
  In Exalted: Legacy of the Uncon-
  quered Sun, players assume the roles of 
  heroes among the Solar Exalted. These 
  men and women are selected by the pow-
  ers of Creation to rise above the mortal 
  masses. They become champions of the 
  people and protectors of the world. That 
  means undertaking missions and challeng-
  es scattered across the land, and gaining 
  prestige and virtue for adventurous deeds. 
  And yet, despicable villains and forces of 
  nature lurk in Creation, threatening the 
  land and the Solars themselves.
  The Exalted who prove most valorous 
  in the face of all these dangers are worthy 
  of undergoing an epic quest for the Solars’ 
  celestial patron. Those who fulfill their 
  calling by completing one of the Epic 
  Quests are the winners of the game, the 
  Chosen of the Unconquered Sun. If all the 
  Epic Quests become unavailable or four 
  years pass without a winner, the Solars 
  have all failed and lost the game.
  Players can work together to achieve 
  such renown, or they can rise to glory in-
  dividually. They can even advance through 
  a combination of the two, relying on each 
  other in times of need and forging out on 
  their own when they’re ready. Exalted: 
  Legacy of the Unconquered Sun is a 
  two- to five-player game.
  PREMISE
  PREMISE
  COMPONENT LIST
  Game Board
  p. 2
  Action 
  Wheel 
  dial 
  p. 4, 7-9, 10, 16
  5 Solar Cards
  p. 2, 5, 7, 8
  5 Solar character pieces, one for 
  each Solar Card, and 5 correspond-
  ing pieces used on the Action 
  Wheel, one for each player.
  p. 2, 7-10, 11, 12-16
  30 Rival Cards
  p. 2, 10
  5 Rival character pieces in 
  black, one corresponding to 
  each Solar, and 5 more for 
  use on the Action Wheel.
  p. 2
  50 Charm Cards
  p. 3, 5, 7, 11, 12, 14, 16
  50 Reward Cards 
  p. 2, 3, 5, 6, 10-12, 16
  70 Quest Cards
  p. 3-4
  5 Epic 
  Quest 
  Cards
  p. 3-4
  50 Dominion Cards
  p. 3, 4, 7, 10, 16
  12 Quest Card Markers 
  p. 3, 4, 7, 9, 16
  50 Caste Markers
  p. 3-5, 11, 13, 14, 16
  50 Renown Tokens
  p. 2, 3, 4-6, 10-16
  50 Jade Coins
  p. 6
  10 Ten-sided Dice
  p. 6
  50 Essence Motes
  p. 2, 3, 5, 6, 7, 9-12, 16
  50
  50
  50
  50 Esssssss en
  en
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  c Mot
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  otesesseses
  50
  5
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  2
  Game Board: The map depicts the dominions of Creation’s Scavengers Lands. Five elemental dragons 
  represent distant parts of Creation where Solars can travel in pursuit of adventure. Travel times and distances 
  to these locales are stylized for the purposes of play. Another part of the board is a device called the Action 
  Wheel, which is used to record the passage of time in Creation. Finally, spaces are indicated along the board 
  edge where Quest Cards currently in play are kept face up. Each space is labeled individually, from one to 
  seven. Three spaces along the top of the board are used to locate Epic Quest cards available during play.
  Solar Cards: Each player portrays one of the heroic Solar Exalted, the saviors of Creation. There are five 
  Solar characters, one from each of their iconic castes — Dace of the Dawn Caste, Panther of the Zenith Caste, 
  Arianna of the Twilight Caste, Harmonious Jade of the Night Caste, and Swan of the Eclipse Caste.
  Movement: All Solars have a base travel speed of two dominions per month. 
  Essence: Each Solar starts with 5 to 7 motes (points) of Essence. 
  Traits: Fighting, Resilience, Wits, Stealth and Socialize are all traits that Solars use to resolve challenges. Each trait 
  has a score that’s rolled in dice when the rules call for it. A Fighting of 3 calls for three dice, for example. 
  Anima: Each Solar also has an Anima Banner associated with his or her highest trait. By spending three motes of 
  Essence, a player can force an opposing Rival to contest their main trait instead of the Rival’s indicated trait. 
  Solar Pieces: Each Solar has his or her own character figure. “Starting Location” on each Solar Card 
  is the city on the game board where a Solar’s playing piece is located before play begins.
  Accompanying each of these character pieces is a second playing piece of the same color. The second 
  piece goes on the Action Wheel to mark the timing of your arrival at your various destinations (the black 
  versions of your character piece are your Rival pieces, which are covered below). 
  Rival Cards: A Solar is challenged by a personal Rival the moment he wins his first Renown Token 
  from completing a Quest objective. Thereafter, he has Rivals throughout the game.
  Each Rival Card describes the scheme a villain seeks to carry out, or the challenge he poses to Solars. 
  Like Solars, Rivals have scores in five traits, which are rolled to resolve confrontations with players. The 
  trait rolled in such a confrontation depends on how many months pass in the villain’s plot.
  Equipment: The enchanted gear in a villain’s possession, and the benefits he gains from it in dealing 
  with a Solar. This gear is not awarded to a Solar who defeats a Rival. 
  Anima: A Rival’s Anima Banner or Power is his version of the Solars’ special capabilities. 
  Spoils of War: The rewards that players collect when a Rival is defeated. 
  Defeat: If a Solar is defeated by a Rival or a Rival goes unchallenged, the Renown Tokens depicted here jeopardize 
  the Renown Tokens that a Solar has gathered (see “Confronting a Rival” p. 10). 
  Rival Pieces: Solars’ designated Rivals are represented with the black playing pieces included in the game. 
  These pieces have the same shapes as the Solars, so Dace’s Rival pieces look like him, except they’re black. 
  One of these black pieces is used to keep track of where a Solar’s Rival is located on the map. The other 
  is placed on the Action Wheel to record when that Rival’s scheme will come to pass — and how much time 
  Solars have to stop it! While your assigned Rivals change throughout the game, black pieces in the shape 
  of your Solar are used throughout to keep a record of your latest enemy.
  So
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  Ac
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  Ar
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  Mo
  Mo
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  Essesesese
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  COMPONENT DESCRIPTIONS
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  3
  Quest Cards: Up to seven Quest Cards are 
  kept in play at all times, located in the seven spaces 
  provided at the edge of the game board. Each lists 
  from one to three objectives that are resolved from 
  top to bottom. Whenever a new Quest Card is put 
  into play, a Dominion Card is also drawn to locate 
  the first quest objective on the map. 
  3
  3
  3
  3
  3
  2
  FIGHTING 2
  WITS 3 / SOCIALIZE 3
  RESILIANCE 3 & STEALTH 3
  RENOWN TOKENS
  Most objectives pose a challenge, listing one or 
  more traits and a number. The traits shown are the 
  ones that participating players must roll. The number 
  listed is the total number of successes required to ac-
  complish the feat (rolls of 7 and higher are considered 
  a success; 10’s count as two successes). Some objectives 
  allow a choice of traits, such as Wits 3/Socialize 3. 
  Other objectives require a number of successes from 
  two separate trait rolls, such as Resilience 3 and Stealth 
  3. Finally, some objectives list no challenge at all and 
  are resolved automatically. 
  Solars can work together to fulfill Quest objec-
  tives. Doing so requires that they’re all in the same 
  dominion at the same time – their playing pieces 
  occupy an objective’s dominion, and their Action 
  Wheel markers are all in the same month (see “Action 
  Wheel”  p. 7). When Solars cooperate to resolve an 
  objective, all players’ trait scores are rolled and the 
  successes are combined. However, for each player 
  after the first who participates in a Quest objective, 
  the number of successes required by the effort rises 
  by one. So, if three Solars cooperate on an objective 
  that normally calls for two successes, it now demands 
  four successes, total. (Increasing successes do not 
  apply when players cooperate against Rivals. Nor do 
  they take effect when Solars cooperate to attack other 
  Solars.)
  After an objective on a Quest Card is resolved 
  successfully, place one Caste Marker on the objective 
  for each Solar who participated. Then draw a new 
  Dominion card to determine the location of the next 
  objective and move the Quest Marker on to it. The 
  next objective on the card cannot be resolved unless 
  at least one of the participating Solars has a Quest 
  Marker on the previous objective. If an objective 
  attempt fails or the last objective on a Quest Card 
  is resolved successfully, the card is discarded and 
  replaced with a new Quest Card. 
   A successful objective awards participants the 
  “Spoils of War” listed. Those could include Charm 
  Cards, Reward Cards, jade coins, and motes of Es-
  sence. When a single Solar resolves a Quest objective, 
  he reaps all the spoils of war listed. When two or more 
  players work together, spoils may be split among them 
  as they choose. If players can’t agree, read “Spoils of 
  War,” p. 11.
  Many Quest Card objectives also award Renown 
  Tokens. While spoils of war must be split among the 
  participating Solars, every Solar gets the Renown 
  Token shown. Collecting Renown Tokens is impera-
  tive to winning the game. Accumulating a specific 
  number and assortment is a prerequisite for Solars 
  to undertake an Epic Quest (each Epic Quest has a 
  different Renown prerequisite). There are five tokens, 
  as shown here:
  When you defeat Rivals, new Quest Cards may 
  be among the spoils of war won. You must choose 
  to replace a Quest Card already in play with the new 
  one, or discard the new one immediately. If an existing 
  Quest Card is replaced this way, it’s discarded along 
  with all the Caste Markers on it. 
  Also note that a Solar can “force” his Caste 
  Marker onto a Quest Card by defeating another Solar 
  who already has a Caste Marker on that Quest (see 
  p. 11). Doing so allows the newcomer to participate 
  in subsequent objectives on the card.
  Quest Card Markers: Seven of them correspond 
  to the assigned spaces on the board edge where Quest 
  Cards are put into play. Each of these markers is 
  located on a dominion on the map where a Quest’s 
  current objective lies. 
  The other five of these markers fulfill the same 
  role for any Epic Quest Cards currently being pur-
  sued. One of these markers corresponds to each of 
  the game’s five Epic Quest Cards.
  
  4
  when they pool their Renown Tokens. It’s when they 
  seek to resolve the first objective on an Epic Quest 
  Card that they must all be in the same dominion in 
  question at the same time, just as if they were coop-
  erating on a mundane Quest.
  Cooperating players each announce the Renown 
  Tokens that they contribute to an Epic Quest objec-
  tive before rolls are made to resolve the challenge. 
  That means cooperating players must agree on who 
  will “bid” which of his tokens. Bid tokens remain in 
  a player’s possession, unless the intended objective 
  fails (see below). Not all cooperating players need 
  to bid a Renown Token to a group effort at an Epic 
  Quest. A player might be “invited” to join a mission 
  while he offers no Renown Tokens, as long as other 
  participants collectively bid the necessary ones. 
  Objectives on Epic Quest Cards are handled 
  just as they are for ordinary Quest Cards, save for a 
  few exceptions: 
  Solars may not attempt to resolve an Epic Quest 
  • 
  objective without having bid the required Re-
  nown Tokens. 
  The third objective on any Epic Quest Card requires 
  • 
  no draw of a Dominion Card, but takes place on 
  one of the elemental poles. The dragon icon in its 
  background indicates which elemental pole. 
  Dominion Cards: Dominion Cards determine 
  where a Quest objective or Rival is located on the map. 
  You match the color code of an objective or Rival (green, 
  yellow or red) to the green, yellow or red dominion 
  shown on the Dominion Card. That’s the dominion 
  where a Solar’s mission awaits. Place a quest marker 
  or Rival piece on the board accordingly. Whenever a 
  new Quest objective becomes available or a new Rival 
  is drawn, draw a Dominion Card to determine the 
  dominion where that Quest or Rival is located. 
  Epic Quest Cards: There are five Epic Quests in 
  Legacy of the Unconquered Sun. At the beginning 
  of a game, shuffle the Epic Quest deck and discard 
  two of the cards at random. Remove them from play 
  completely. That leaves three cards that are each laid face 
  up in the spaces provided at the top of the board. 
  Each Epic Quest Card shows the Renown Tokens 
  that a Solar or a group of Solars must accumulate 
  before attempting it. Cooperating players can be scat-
  tered anywhere across the board and Action Wheel 
  When Solars fail at an Epic Quest objective, each 
  • 
  must forfeit one of the Renown Tokens he bid on 
  the effort. If you attempt an Epic Quest on your 
  own, you discard one Renown Token. If three 
  players cooperate on an Epic Quest, each discards 
  one of the tokens he bid, for three in total.
  Epic Quests are not discarded when their objec-
  • 
  tives fail. In fact, the location of a failed objective 
  remains the same, allowing the same Solars to try 
  again as early as next month as long as they still 
  have the required Renown Tokens to bid.
  At the turn of every year, when the dial of the Ac-
  tion Wheel passes Calibration, randomly choose one 
  of the Epic Quests that has no Caste Markers on it and 
  remove it from play. The cataclysm listed on the Epic 
  Quest befalls Creation and impacts all players.
  If players already pursue an Epic Quest and have 
  managed to complete its first objective, it cannot be 
  discarded in this way. When the last Epic Quest is 
  discarded at Calibration or when the fourth year of 
  play comes to an end, the game ends and all Solars 
  have lost the game.
  Caste Markers: Each kind shows a symbol af-
  filiated with a Solar caste — Dawn, Zenith, Twilight, 
  Night or Eclipse. When Solars take part in complet-
  ing an objective on a Quest or Epic Quest Card, they 
  place one of their Caste Markers on that objective to 
  record who completed it. Do this only when the card 
  has subsequent objectives remaining (when this was 
  not the final one). These markers are kept in place 
  until a Quest Card is removed from play. 
  
  5
  Solars can’t come in “cold” to a second or third 
  objective on a card and pursue it without the in-
  volvement of a Solar who participated in a previous 
  objective. However, Solars can “force” their Caste 
  Markers onto Quests and Epic Quests that are already 
  underway by other players. To do so, a Solar must 
  defeat another Solar who has a Caste Marker on said 
  Quest or Epic Quest card in a contest (see p. 11).
  Renown Tokens: Solars accumulate Renown 
  Tokens by fulfilling Quest objectives. Gathering 
  Renown Tokens is a prerequisite for attempting Epic 
  Quests. Renown Tokens can be lost when you are 
  defeated by a Rival or another Solar, or when you 
  fail at an Epic Quest.
  You can cash in three of the same token that 
  you have for any one of another kind. So, you could 
  cash in as follows:
  •Effects that apply to Solar’s 
  movement or the Action Wheel.
  •Cards that affect players’ income 
  of jade or Essence, or their use.
  •Cards that are played to inter-
  fere with Rivals’ efforts, or to gain 
  an advantage over them.
  •Effects that hinder other Solars 
  or offer defenses against them.
  •Advantages gained when resolv-
  ing Quest objectives.
  •Advantages gained when resolv-
  ing Epic Quest objectives.
  Some Charm and Reward Cards 
  show more than one of these symbols, 
  indicating that those cards have various 
  applications. Learning these images lets 
  you keep tabs on your cards at a glance 
  during play.
  Or perhaps…
  O
  Charm Cards: Solars gain Charm Cards when 
  they complete Quest objectives and defeat Rivals. 
  Charms are the only cards kept secret in players’ 
  hands until invoked. You can play any number of 
  Charm Cards in a month that you possess and that 
  are applicable to circumstances. You can use a Charm 
  Card only one time, and then it’s discarded. Charms 
  cannot be shared by or exchanged among players. 
  There’s no limit to the number of Charm Cards that 
  you can have in your possession.
  Solar caste symbols appear in the upper-right 
  corners of Charm Cards to indicate which types of 
  Solars benefit most from these cards. These symbols 
  CARD USES
  CARD USES
  Charm and Reward Cards show a variety of dif-
  ferent symbols running down their left side. These 
  symbols allow you to recognize the general ways 
  in which these cards can be used, such as against 
  other Solars or in conjunction with Quests. The 
  different symbols are summarized here:
  Players cannot pool their Renown Tokens to 
  cash in. You may only trade tokens before or after 
  an action, not while it is being resolved.
  don’t preclude another Solar from using a Charm 
  Card. He simply gets diminished results for being 
  of a different caste. The benefits of Charm Cards 
  can be applied to the card player only. They can’t 
  be imparted to another player unless a card states 
  otherwise. In general, Charm Cards that affect dice 
  rolls must be played before rolls are made, unless a 
  card states otherwise.
  At any time you may discard a Charm Card face up 
  next to its deck in return for one mote of Essence.
  Motes of Essence: Essence is the energy of sor-
  cery and is measured in motes. Motes of Essence are 
  gained by fulfilling Quest objectives, defeating Rivals, 
  and discarding Charm Cards, but also based on the 
  current season and a Solar’s caste affiliation.
  Three consecutive slices on the Action Wheel 
  represent one of Creation’s five seasons. Each caste 
  has a season affiliation, shown clockwise in order 
  from Calibration: Dawn, Zenith, Twilight, Night 
  and Eclipse. A player whose caste is affiliated with 
  the current season gains one mote of Essence at the 
  start of each month of that season, for a total of three 
  motes per year. 
  All Solars start the game with 5 to 7 motes of 
  Essence, as stated on your Solar Card. There’s no 
  limit to the number of Essence motes that you can 
  possess during play.
  Essence can be spent in a variety of ways:
  Three motes can be spent to activate a Solar’s 
  • 
  Anima Banner.
  One mote can be spent to buy an extra die in a trait 
  • 
  roll to resolve a Quest or Epic Quest objective. The 
  
  6
  number of motes that can be spent for extra dice 
  equals the number of the objective on its card. So, 
  no more than one mote can be spent on a first 
  objective, no more than two motes can be spent on 
  a second objective, etc. The limits to dice that can 
  be bought apply to a whole group of cooperating 
  Solars — no more than one, two or three extra dice 
  are allowed for the group, total, not per Solar.
  One mote can also be spent to buy an extra die 
  • 
  in a roll to confront a Rival Card. All the rules 
  are the same as above, except that the dice limit 
  equals the number of Renown Tokens threatened 
  by the Rival Card. So, as many as three motes can 
  be spent to buy three extra dice against a Rival 
  who endangers three Renown Tokens.
  Two motes of Essence
  • 
   can be spent to buy an extra 
  die in a contest against another Solar. You can buy 
  no more extra dice than you have Renown Tokens. 
  When players form teams in a conflict, the total 
  limit on extra dice a team can buy equals the high-
  est number of Renown Tokens that any member 
  has. Any member on a team can buy extra dice, 
  as long as their side’s limit is not exceeded.
  In all cases where Essence is spent to buy dice, 
  it doesn’t raise your trait scores. All extra dice have 
  to be acquired before a roll is made.
  When Solars cooperate or struggle against each 
  other in a month, they buy extra dice in the reverse 
  order of initiative for the month. So, a player on the 
  outer ring buys extra dice first, and the player on the 
  innermost ring buys extra dice last. 
  Reward Cards: Rewards are the spoils that Solars 
  win for completing Quest objectives across the Scaven-
  ger Lands, and for defeating Rivals. There’s no limit 
  to the number of Reward Cards you can have in your 
  possession. You can invoke most Reward Cards any 
  number of times throughout a game, but sometimes 
  must spend jade to do so. The cost to use a Reward 
  is listed in the upper-right corner of the card.
  A few Reward Cards operate a little differently. 
  You discard them when used and get the profits listed 
  one time only. You can play any number of Reward 
  Cards in a month that you possess and that are ap-
  plicable to circumstances. Each card can be used 
  only one time per month, however. The benefits of 
  Reward Cards can be applied to the card player only. 
  They can’t be imparted on another player unless a 
  card states otherwise. In general, Reward Cards that 
  affect dice rolls must be played before rolls are made, 
  unless a card states otherwise.
  At any time you may discard a Reward Card face 
  up next to its deck in return for one jade coin.
  Jade Coins: Jade is the currency of Creation. 
  Jade coins are gained by fulfilling Quest objectives, 
  discarding Reward Cards, and by defeating Rivals. 
  Jade coins can be spent in various ways:
  Three jade coins must be spent per Solar to travel 
  • 
  to the Blessed Isle or to any off-map locale, round 
  trip. The elemental dragons shown on the board 
  represent such destinations. These journeys are 
  called for by some Quest Cards, and by all Epic 
  Quest Cards.
  One or more jade coins may be spent to activate 
  • 
  a Reward Card when the card is played. A card 
  stipulates in the top-right corner how many coins 
  must be spent.
  TRADING AND SHARING
  TRADING AND SHARING
  Solars can exchange Reward Cards and 
  jade coins with each other. Exchanges can oc-
  cur between two players whenever either one of 
  them completes an action, even if participating 
  Solars are widespread across the map and are 
  in different months on the Action Wheel. If 
  either player is dormant (see p. 10), they cannot 
  complete a trade. 
  Dice: These are rolled to determine your success 
  in pursuing Quest objectives, and are rolled in Solar-
  versus-Rival or Solar-versus-Solar contests. In general, 
  remember that a roll of 7 or higher is considered a 
  “success,” while a roll of 10 is counted as two suc-
  cesses. All other rolls can be ignored.
  The number listed for a Quest Card objective is 
  the successes required to prevail. The trait number 
  on a Rival Card is the number of dice rolled for 
  the Rival.
  One jade coin can be spent to travel an extra 
  • 
  dominion in a month by buying passage. There’s 
  no limit to how many coins can be spent in a 
  single month to travel extra dominions.
  
  7
  STARTING THE GAME
  Players can choose their Solars or may draw them 
  randomly from the Solar deck. Charm Cards are 
  drawn randomly from the shuffled Charm deck.
  At the beginning of the game, the dial at the cen-
  ter of the Action Wheel points at Calibration. Each 
  player’s wheel marker is also placed in the Calibration 
  space. Players’ wheel markers are arranged starting 
  from the innermost ring of the wheel and radiating 
  outward, with one marker per ring. Players’ wheel 
  markers are placed in the following order based on 
  caste, from innermost ring to outermost.
  Dawn (Dace)
  Zenith (Panther)
  Twilight (Arianna)
  Night (Harmonious Jade)
  Eclipse (Swan)
  If any one of the castes doesn’t participate in a 
  game, skip it and place the next player’s marker in 
  the next available ring of the Action Wheel. This 
  placement determines the order of players’ actions 
  to begin the game. Place each Solar’s second playing 
  piece on the city where he or she starts the game.
  Shuffle the five-card Epic Quest deck. Two 
  cards are discarded immediately and removed from 
  play. That leaves three cards that are each laid face 
  up along the top of the board for all players to see. 
  Those are the Epic Quests that players may pursue 
  to win the game.
  Draw Quest Cards and place each face up on one 
  of the spaces available on the edge of the board. Five 
  Quest Cards are drawn in a two- or three-player game. 
  Six cards are drawn in a four-player game. Seven Quest 
  Cards are drawn in a five-player game.
   
  # OF PLAYERS 
  QUEST CARDS IN PLAY
   
  # OF PLAYERS 
  QUEST CARDS IN PLAY
   
  2-3 
  5
   
  4 
  6
   
  5 
  7
  Once those cards are put into play, draw a Domin-
  ion Card for each of the Quests and Epic Quests and 
  establish the dominion where each first objective awaits 
  by placing corresponding Quest Markers on the map.
  THE ACTION WHEEL
  At the core of every activity in this game is the 
  Action Wheel, the dynamic circle on the board. The 
  wheel represents Creation’s calendar with its 15 
  months and five seasons, and the Calibration period 
  at the turn of year. 
  Each season is three months long and has a 
  cosmological affiliation with one of the Solar castes. 
  That’s why three-month periods on the wheel show 
  the symbols of the five castes. Solars of the different 
  castes gain play benefits when the current month is 
  in their season.
  The dial at the center of the Action Wheel points 
  at Calibration at the beginning of the game, and 
  players’ wheel markers are arranged on the rings of 
  Each player begins a game with the following:
  A Solar Card
  • 
  3 Charm Cards
  • 
  5 jade coins
  • 
  5 to 7 motes of Essence 
  • 
  (listed on each Solar Card)
  
  8
  the wheel as discussed previously, starting with the 
  innermost ring and radiating outward from there.
  Exalted: Legacy of the Unconquered Sun isn’t 
  played over traditional game turns, but across months 
  of the year. Turning the pointer one space at a time 
  marks the passage of one month. When the pointer 
  lands on a month occupied by Solars’ wheel markers, 
  they get to take actions that month. When those ac-
  tions are completed, the dial turns again until other 
  players’ markers are present in a month. They take 
  their actions, and so the process continues as time 
  marches on.
  ACTION WHEEL MARKERS
  Two kinds of markers are placed on the Action 
  Wheel — Solars’ (colored) and Rivals’ (black).
  Movement and Initiative (Solars’ Markers) 
  Travel is measured on the map. A Solar can travel 
  a base of two dominions each month. Hence the boot 
  icon rated 2 on all Solar Cards. A player can add an 
  extra dominion to a month’s travel by spending one 
  jade coin. There’s no limit to the number of coins 
  you can spend to travel extra dominions in a single 
  month. Traveling to a new dominion always requires 
  at least one month. You can’t accelerate your travel 
  speed by spending jade or playing cards without at 
  least one month passing.
  A Solar’s destination must be a dominion on the 
  map that’s already occupied, whether by a Quest, by 
  an Epic Quest, by a Rival, or by another Solar. That 
  means you can’t chart the course of your Solar’s 
  journey to an empty or unoccupied dominion on 
  the game board. 
  To chart your course, your Solar playing piece is 
  placed on your final destination to mark where your 
  next action will occur. You count the number of do-
  minions from his former location to his new one. You 
  can choose a direct or indirect route to your chosen 
  destination, minimizing or prolonging the amount of 
  time spent traveling. Notice how dominions that border 
  rivers and seas tend to be longer than inland regions, 
  representing increased travel speed by water. 
  Marking Time: Your marker on the Action Wheel 
  is advanced based on the number of months that will 
  pass before your Solar arrives at his destination. If a 
  month is empty when you place your Solar marker 
  in it, your piece goes on the innermost ring of the 
  month. All other players’ wheel markers placed in 
  the same month thereafter go on the next available 
  rings, radiating outward. When the dial arrives on 
  that month, Solars’ actions are resolved from the 
  innermost ring outward, thus determining the order 
  of players’ actions in the month (which is also called 
  initiative). 
  Cooperating players make their attempt at an 
  objective based on the best initiative position among 
  them. When the first cooperating Solar is able to act 
  according to the initiative order of the month in ques-
  tion, all other Solars who work with him get to take 
  their actions at the same time. For example, they all 
  work together to address the same Quest objective, 
  and then plot the courses of their next intended 
  actions. Once these activities are completed, the 
  initiative roster for the month resumes from where 
  it left off.
  Short Journeys and Delayed Actions: You do 
  not need to travel the full distance that you can in a 
  month. Your Solar must simply end his journey in an 
  occupied dominion. If you have arrived in a dominion 
  but would like to delay your action, whether it’s to 
  wait for you allies or to ambush another Solar, move 
  your Action Wheel marker any number of months 
  forward to the innermost ring of the new month.
  Passing Through: You can pass freely through a 
  dominion that’s already occupied by another Solar, 
  or Quest or Epic Quest objective. No Solar can pass 
  through a dominion that contains a Rival. Movement 
  stops there and the Rival must be dealt with when the 
  Action Wheel dial turns to the appropriate month. A 
  Rival may be your own or assigned to another player. 
  She halts your travel until she is resolved.
  Choose a New Destination: When your action 
  in a month is resolved, whether successfully or not, 
  you decide what your Solar’s next destination will 
  be. When you choose that course and determine 
  the number of months that will pass before you can 
  attempt it, you count the corresponding number of 
  months clockwise from the current one and place 
  your wheel marker in the new month’s space. 
  Multiple Missions: If a dominion contains two 
  or more Quest objectives, you can try to address each 
  of them in the same month. You choose the order in 
  which they’re attempted. You can attempt them all, 
  regardless of whether any succeed or fail. 
  If a dominion contains two or more Rivals, you 
  can try to resolve each of them in the same month. 
  You choose the order in which they’re attempted. If 
  you remain active throughout (you don’t go dormant), 
  you may attempt to resolve both Rivals.
  A dominion could even contain a Quest objec-
  tive and a Rival. If your Solar enters the dominion 
  with the intent to resolve both, the Quest objective 
  is attempted first. You can also confront the Rival 
  in the same month, regardless of whether the Quest 
  objective succeeds or fails.
  Calibration Doesn’t Count: Note that Cali-
  bration is not counted as a month of activity. It’s 
  skipped in all month counts. It marks the beginning 
  of a new year.
  Dace’s journey spans 
  five dominions. He 
  spends one jade coin 
  to complete it in two 
  months.
  
  9
  Rivals’ Markers
  When a Rival Card is drawn, take note of the 
  number(s) shown under “Activation” at the upper-
  left corner. The number in the top pie shape is the 
  number months in which a villain’s plot will unfold. 
  Count that number of spaces clockwise from the 
  current month on the Action Wheel, and place the 
  Rival’s marker outside that month.
  Rival markers go outside months on the wheel, 
  rather than on the spaces themselves, because Rivals 
  don’t take part in players’ initiative order each month. 
  When the dial turns to a Rival’s month, his scheme 
  comes to pass at the end of the month unless he 
  is stopped first. Hopefully a Solar is able to face a 
  Rival by that time. When your current Rival Card is 
  resolved, whether successfully or not, a new one is 
  1
  2
  3
  drawn immediately. You can confront a Rival before
  her plot is scheduled to occur. 
  If your previous Rival defeated you and your 
  Solar is now dormant (a state where you are inactive 
  for a number of months – see p. 10), count down the 
  months till your new Rival’s plot starting from the 
  month when your Solar will become active again.
  The two other pie shapes that appear under “Ac-
  tivation” on some Rival Cards are explained under 
  “Confronting a Rival” (p. 10).
  ELEMENTAL POLES
  Solars can journey off the Scavenger Lands for vari-
  ous reasons — to resolve some Quest objectives and to 
  attempt Epic Quests. Each dragon on the board shows 
  one such remote destination. Each space en route to 
  an elemental pole counts as one dominion toward 
  making the journey, so leaving the Scavenger Lands is 
  a default of three dominions’ travel, one way.
  Note that only certain routes can be taken to remote 
  locales, as indicated on the game board. Solars must pass 
  through a specific mainland dominion to go abroad. 
  Traveling to any of the elemental poles costs each Solar 
  three jade coins for the round trip. This money must 
  be spent upon departing. If a Solar doesn’t have the 
  coins to spend, he cannot take the journey.
  EXAMPLE OF PLAY
  EXAMPLE OF PLAY
  now has the option of attempting Quest IV that 
  is in his dominion and/or facing Panther’s Rival. 
  He successfully accomplishes Quest IV and reaps 
  the spoils of war. When choosing his next action, 
  he decides to wait two months in that dominion 
  for Panther’s arrival to assist him with his Rival. 
  He doesn’t move his piece on the map but pushes 
  Swan and Arianna one ring outwards on the Action 
  Wheel and places his piece at the innermost ring 
  of that month.
  Month 2: The dial now 
  turns to the next month 
  and Panther successfully 
  completes Quest V. He then 
  moves to the dominion where 
  his Rival and Dace are. That 
  is exactly two dominions away 
  so he moves his piece on the 
  Action Wheel one month 
  forward, placing it at the next 
  available ring (the 4th).
  Month 3: Being on the innermost ring, Dace has 
  the initiative in this month. He is going to confront 
  Month 1: The dial has turned to Dace’s 
  month. Since this month is the start of the Dawn 
  caste season, Dace regenerates one mote of Es-
  sence at the beginning of this month and at the 
  beginning of the subsequent two months. He 
  D
  h
  Panther’s Rival and Panther is going to join him. 
  Since they are cooperating, Panther trumps the 
  initiative and acts at the same time as Dace. Dace 
  and Panther beat the Rival and chart their next ac-
  tions on the map and on the Action Wheel. Swan 
  and Arianna now get to act, but they are not even 
  in the vicinity of Dace and Panther.
  
  10
  RIVALS
  Each player draws a Rival Card after he wins his 
  first Renown Token of the game. Whenever such an 
  opponent is resolved, whether successfully or not, she 
  is discarded from play and a new Rival is drawn by the 
  player in question. A Rival Card is kept face up next 
  to its assigned player at all times. Each Rival Card 
  is a color: green, yellow or red. A Dominion Card 
  is drawn with each Rival to indicate her location on 
  the map. Place her game piece in the appropriately 
  colored region indicated on the Dominion Card.
  Then chart the “due date” of the Rival’s scheme 
  on the Action Wheel. Locate the number in the top 
  pie piece, under “Activation” at the top-left corner 
  of the Rival Card. Count this number in a clockwise 
  direction, from the current month. Place the Rival’s 
  wheel marker outside the designated month, as dis-
  cussed under “Rivals’ Markers” on p. 10.
  When the Action Wheel dial turns to a Rival’s 
  designated month, her plot will come to pass at the 
  end of that month unless she’s stopped. A Solar 
  playing piece needs to be in the Rival’s dominion, 
  and his marker on the Action Wheel needs to be in 
  the same or an earlier month as the Rival’s marker to 
  interrupt the scheme. Solars can also confront each 
  other’s Rivals or team up against them. 
  Confronting a Rival
  Each Rival is assigned ratings in the same five 
  traits that Solars have. Each point of rating grants a 
  Rival one die in a roll. The top pie piece of a Rival’s 
  activation symbol shows a color. That color corre-
  sponds to one of the Rivals’ traits. If a Rival is faced 
  in the same month or before her plot is scheduled 
  to occur, her score in that trait is rolled against the 
  opposing Solar(s) same trait. 
  If a Rival’s activation symbol has multiple pie 
  pieces, such as Resiliance 7, Socialize 8, and Fighting 
  9, it means her plot starts to unfold in the 7th month 
  and ends in the 9th. Confrontations in the 1st through 
  7th month are rolled with Resilience, in the 8th month 
  with Socialize, and in the 9th month with Fighting. The 
  Rival’s marker is never moved on the Action Wheel. 
  It’s used to keep record of when the plot began in the 
  7th month. Be sure to read the game effects of a Rival’s 
  Equipment, Anima Banner or Power. That advantage 
  might alter the dice rolled for either side, or impose 
  a special circumstance that must be resolved before a 
  Solar-versus-Rival roll is even allowed.
  Cooperating against Rivals
  Solars can work together to deal with a single 
  Rival. All their playing pieces must occupy the Rival’s 
  dominion, and their Action Wheel markers must all 
  be in the same month — the Solars must all be in the 
  same place at the same time. All players’ appropriate 
  trait scores are rolled. If a Solar invokes his Anima 
  Banner against the Rival, all players roll dice accord-
  ing to the new trait invoked.
  Cooperating players make their bid against a Rival 
  based on the best initiative position among them. When 
  the first cooperating Solar is able to act in the month, 
  all other Solars who work with him get to take their ac-
  tions at the same time. (Or the Solar with initiative may 
  refuse to be helped.) They all work together to address 
  the same Rival. Afterward, the initiative roster for the 
  current month resumes from where it left off.
  Victory: If the intervening Solars get more suc-
  cesses than the Rival, she is defeated. Cooperating 
  players must split the listed spoils of war, as discussed 
  on the opposite page. 
  Defeat: If successes rolled tie or the Rival gets the 
  most, she prevails and defeats your Solar. Each Rival 
  Card shows from one to three Renown icons with an 
  “X” through it. If the Rival defeats any intervening 
  players, Renown Tokens are lost by both the inter-
  vening players and the player to whom the Rival was 
  originally assigned. If a Rival is allowed to carry out his 
  plot completely uninterrupted, the Solar responsible 
  for dealing with him is penalized as if he was defeated 
  by the Rival. If a Solar doesn’t have one or more of the 
  specified tokens to lose, he goes dormant (see below) 
  for one month for each token that goes unaccounted 
  for, regardless where he currently is on the map. 
  New Rival: Once a Rival Card is confronted, 
  whether successfully or not, it is discarded face up 
  beside its deck and a new Rival is dealt immediately 
  to the player to whom the old one was assigned. If 
  your Solar is dormant when a new Rival is drawn, 
  begin the countdown to the new Rival’s plot from the 
  month in which your Solar will be active again. 
  Going Dormant
  When your Solar goes dormant, count the num-
  ber of months clockwise from the current month 
  on the Action Wheel, and lay your wheel marker 
  there. You can’t plan a new goal or journey until the 
  initiative comes back to you. At that time, stand your 
  wheel marker up again and plan a new destination 
  for your Solar. You may go dormant for a number of 
  months when defeated by a Rival or another Solar. 
  While dormant, you can’t trade Reward Cards or 
  jade coins. Nor can you play cards or discard them for 
  jade or motes of Essence. Being dormant in a month 
  affiliated with your Solar’s season doesn’t deny you 
  a mote of Essence. You still get that mote.
  
  11
  SPOILS OF WAR
  Quest objectives and Rival Cards that are resolved 
  successfully offer prizes. These “Spoils of War” take the 
  form of Charm Cards, Quest Cards, Reward Cards, 
  jade coins and motes of Essence, not to mention 
  Renown Tokens gained from Quest objectives. 
  Dividing the Loot: When only one player re-
  solves a Quest objective or Rival, he claims all the 
  prizes shown for himself. When Solars cooperate, 
  those treasures are split among them. If cooperating 
  players mutually agree on how spoils will be doled 
  out, they may split the loot as they please. If they 
  can’t agree, choice of spoils is determined in order 
  of participating Solars’ relative initiative. A player 
  can choose one item when dividing spoils. A single 
  item is considered: 
  1 Charm Card
  • 
  1 Reward Card
  • 
  1 Quest Card
  • 
  Any number of Essence motes
  • 
  Any number of Jade Coins
  • 
  If any spoils remain after each player has chosen 
  one item, choice of the leftovers reverts back the 
  player on the innermost ring of the Action Wheel, 
  and the picking process continues normally until 
  no spoils are left. Any cooperating player may pass 
  on his turn to take a spoil if he doesn’t want any 
  treasure or wants other players to claim them.
  Charm Cards Face Down: Any Reward or Quest 
  Cards won as spoils are drawn and put face up so 
  that all players may see them before deciding how 
  treasures are divided. Charm Cards are kept face 
  down amongst the spoils. Players who choose them 
  do so blindly.
  Renown Tokens: It’s important to remember 
  that all cooperating players win one of the Renown 
  Tokens that a Quest objective awards.
  ATTACKING OTHER SOLARS
  If players’ pieces occupy the same dominion on 
  the game board, and their pieces on the Action Wheel 
  are in the current month — the Solars are in the same 
  place at the same time — one can attack another. 
  Announcing an attack must precede or follow any 
  player’s effort to resolve any Quest Card objective or 
  Rival Card that is also located in the same dominion. 
  Initiative for a month is disregarded when any player 
  announces an attack. So, a player with a wheel marker 
  on the outermost ring of the month can announce 
  an attack on a player on the innermost ring of the 
  same month, all before the innermost Solar gets to 
  attempt an action. 
  Any player in the shared dominion can announce 
  an attack on another player in his presence. If three 
  or more players all occupy the same space at the same 
  time, remaining players can announce which side of 
  the contest they’re on, if any.
  The player or side that announces the contest 
  is considered the “attacker.” The other side is the 
  “defender.”
  The Contest: The side positioned on the innermost 
  ring of the Action Wheel dictates what trait will be used 
  to resolve the struggle, be it Fighting, Resilience, Wits, 
  Stealth or Socialize. If two or more players are allied, their 
  combined scores in that trait are rolled. Any number of 
  Charm Cards and Reward Cards can be played, first by 
  the attackers and then by the defenders (Solars’ Anima 
  Banners are ineffective against other Solars).
  The side of a contest that achieves the most suc-
  cesses is the winner. Ties go to the defending side 
  of the contest. The winner may choose one of the 
  following results:
  Take as many of the loser’s jade coins as the 
  • 
  winner wants.
  The winner may choose one of the loser’s Renown 
  • 
  Tokens and keep it as his own.
  The winner may choose one of the loser’s Reward 
  • 
  Cards for his own.
  The winner may force the loser to go dormant for 
  • 
  two months. Advance the loser’s wheel marker(s) 
  two months clockwise and lay it down.
  The winner may place one of his Caste Markers 
  • 
  on a Quest or Epic Quest on which the loser 
  also has a Caste Marker.
  A defeated Solar can suffer no more than one 
  of these fates as a result of a lost contest. When a 
  single Solar defeats multiple opponents in a contest, 
  the victor chooses one of these fates for each player 
  whom he has beaten.
  When allied Solars defeat a single player, the al-
  lies must agree which one of these fates befalls their 
  victim. If they can’t agree, the choice goes to the 
  victorious ally positioned on the innermost ring of 
  the month. Ownership of any loot stolen from the 
  victim is resolved just like sharing the winnings from 
  a successful Quest objective or Rival confrontation 
  (see “Spoils of War” above). When a Caste Marker 
  is forced onto a Quest or Epic Quest, it’s that of the 
  victor on the innermost ring of the Action Wheel.
  A Solar cannot participate in more than one 
  fight in a single month, whether as the attacker or 
  the defender. Solars who are currently dormant in a 
  dominion or have already fought in the current month 
  cannot stage attacks upon or be the target of attacks 
  by other Solars.
  Restoring Order: After a contest between players 
  is resolved in a month, Solars who are still active (who 
  aren’t dormant) may still have actions to perform. 
  Their intended pursuits for the month — whether 
  resolving a Quest objective or confronting a Rival — 
  are carried out in order of Initiative. 
  
  12
  FREQUENTLY ASKED QUESTIONS
  ACTION WHEEL
  Q: I confront my Rival before her plot comes 
  to pass. Afterward, I draw a new Rival. How do I 
  time his plot?
  A: When you face a Rival “early,” your next Rival’s 
  plot is timed based on whether you’re still active or forced 
  to go dormant. If you’re still active, the countdown to 
  your new Rival’s plot starts from the current month. 
  The countdown does not start from the month in which 
  your former Rival’s plot was scheduled to occur.
  If you face your original Rival “early” and go dor-
  mant as a result, the countdown to your next Rival’s 
  plot begins from the month in which you become 
  active again. The countdown does not begin from 
  the current month or from the month when your 
  former Rival’s plot was scheduled to occur.
  Q: My Solar is forced to go dormant after being 
  defeated by my Rival. I draw a new Rival Card and 
  count down the number of months to her plot when 
  my Solar is active again. Does that countdown begin 
  with that month, or from it?
  A: The countdown to your new Rival’s plot begins 
  from the month in which your Solar resumes activity. 
  So, the month in which you rise is not included in 
  the countdown.
  PLOTTING COURSES AND MOVEMENT
  Q: I finish my Solar’s latest mission and plot 
  his course to his next destination, a journey of six 
  dominions. Can I spend six jade coins to make the 
  journey instantaneous, allowing me to attempt my 
  next goal in the current month?
  A: No. The journey to your next destination must 
  take one month, minimum, regardless of how much 
  jade you spend, or what cards you play to increase 
  your Solar’s travel speed.
  Q: I chart my Solar’s course to a Quest objective 
  and will get to attempt the mission in two months. 
  Meanwhile, another player moves his playing piece 
  to the same dominion, but he gets there the month 
  before me. Can he resolve the objective before I even 
  get a chance to try?
  A: Yes. You’re still considered en route to the loca-
  tion while the other Solar gets there before you and tries 
  to resolve the objective. If he fails, the Quest Card is 
  discarded. Either way, you’re left with no action when 
  the current month falls on your Action Wheel marker. 
  You’re left to chart your Solar’s next destination and 
  hope the same trickery doesn’t befall you again.
  Q: I plot Dace’s journey to the Blessed Isle from 
  far inland in the Scavenger Lands. The total journey 
  is 12 dominions, which includes the last three “steps” 
  that put him on the Blessed Isle. In fact, I want to 
  get there in a single month. I pay three jade for the 
  ocean journey, but do I also pay one jade for each of 
  the last three “steps” to the Blessed Isle?
  A: Yes. If the journey is 12 dominions and you 
  want to get there in one month, you pay 13 jade in 
  total. Each of the three final “steps” that put you on 
  the Blessed Isle is still counted as a dominion. Plus 
  you have to pay for ocean travel. That means 10 jade 
  for the 10 extra dominions you travel in the month, 
  plus 3 jade for hiring a ship to carry Dace.
  RESOLVING QUESTS AND RIVALS
  Q: My Solar enters a dominion that’s already oc-
  cupied by a Quest objective and a Rival. Can I bypass 
  the objective and confront the Rival directly?
  A: Yes. Or if you wanted to attempt both, the 
  Quest objective would have to be addressed first.
  Q: The location of a Quest objective is determined 
  and it’s the same dominion that my Solar already 
  occupies. What happens next?
  A: You can attempt to resolve the objective in your 
  next available action, or you can ignore it completely 
  and attempt another action in that locale, or move 
  away to another destination.
  Q: Someone draws a new Rival Card during play 
  and its location turns out to be the same dominion 
  where my Solar is already located. Can I attempt to 
  confront his foe?
  A: Yes. In fact, you cannot move your Solar out 
  of that dominion upon your next action. You must 
  confront the Rival before you can move on.
  Q: My Solar is defeated by a Rival. I have the two 
  Renown Tokens that he threatens. Can I choose to 
  keep them and go dormant for two months instead 
  of losing the tokens?
  A: No. You must forfeit whatever Renown you 
  have.
  Q: I get my first Renown Token of the game, so 
  draw my first Rival Card. I fail to defeat that Rival and 
  lose my Renown Token. Does that mean I don’t draw 
  a new Rival until I win another Renown Token?
  A: No. Once you draw your first Rival Card, 
  you keep drawing them throughout the game. Being 
  stripped of all Renown Tokens mid-game doesn’t 
  absolve you from drawing Rivals.
  Q: Some Rival Power and Equipment effects 
  demand rolls of Solars before those foes are even 
  faced. Ophilis Ses is a good example. He might escape 
  Solars before a confrontation is even possible. Can 
  I spend Essence for extra dice in rolls against such 
  Power or Equipment effects? How about use Charms 
  or Reward Cards against them?
  A: The extra dice you can buy against a Rival 
  are intended for the trait-versus-trait rolls that you 
  make — for the direct confrontation you have. They 
  can’t be rolled against Rivals’ powers or equipment 
  effects. Charm and Reward Cards can be played to 
  influence these effects, and count as the single uses 
  
  13
  of these cards that are allowed in a month. Solars’ 
  Anima Banners do not work against Rivals’ own 
  Anima Banner, Power or Equipment effects.
  Q: I am unable to get my Solar to the dominion 
  occupied by my Rival before her plot comes to frui-
  tion. No other player agrees to try to resolve her for 
  me, so I will suffer the shame of an unresolved Rival. 
  However, my playing piece is in a dominion occupied 
  by a Quest objective. Which applies first this month, 
  resolving the Quest objective or suffering the effects 
  of my Rival?
  A: You resolve the Quest objective first in the 
  normal order of initiative for the month. After all 
  players have performed their actions for the month, the 
  effects of your unresolved Rival apply to you.
  Note the emphasis on that last sentence. This rule 
  applies any time a Rival goes completely unaddressed 
  by you or any Solar. Your loss of face occurs after all 
  players’ actions have been resolved that month.
  Q: Okay, how about this: Instead of trying 
  to resolve a Quest objective, I currently intervene 
  against another player’s Rival, even while I fail to 
  get to my own. 
  A: The same answer applies. You make your bid 
  against the other player’s Rival in the normal order of 
  initiative. After all players’ actions have been resolved 
  for the month, the repercussions of your own Rival 
  apply to you.
  Q: I don’t get to my Rival in time to stop his 
  plot, but my Solar does perform an action in that 
  same month. How is my dormancy timed? Do I get 
  to attempt my action on the map and plot my course 
  to a new destination, or do I go dormant first?
  A: All players’ actions in a month are resolved 
  before an unchallenged Rival’s plot takes effect. So, 
  you resolve your action in the month, and plot your 
  Solar’s course to his next destination. If you have to 
  go dormant due to your Rival’s activities, your Action 
  Wheel marker is advanced an additional number 
  of months as appropriate. So, if your next course 
  demands two months, and you have to go dormant 
  for three months, you’ll finally get to attempt your 
  next intended feat in five months. 
  Q: Another player faces my Rival on my behalf, 
  and loses. I also intend to perform an action in the 
  same month. Can I still try if I should go dormant?
  A: If your position in order of initiative for the 
  month precedes the other player’s, you can attempt 
  your intended action and plot your next course. When 
  your ally fails to defeat your Rival, your Action Wheel 
  marker is advanced even further clockwise if you are 
  forced to go dormant.
  If your place in initiative for the month comes 
  after your ally’s failed effort, you go dormant imme-
  diately if you can’t account for some of the Renown 
  Tokens you’re supposed to lose. You don’t get to at-
  tempt your intended action for the current month.
  RESOLVING EPIC QUESTS
  Q: My Solar is currently involved in an Epic 
  Quest. Can he also attempt to defeat Rivals and 
  resolve ordinary Quest objectives when the oppor-
  tunities arise?
  A: Yes. You can manage your Solar’s time between 
  Epic Quest objectives, Rivals and ordinary Quest 
  objectives in any way you like.
  Q: I attempt to resolve an Epic Quest solo, and 
  fail a roll to resolve an objective. Are my caste markers 
  removed from the Epic Quest Card? 
  A: No. They remain, so “newcomers” must usually 
  work toward remaining objectives on the card with 
  your cooperation. That also means the Epic Quest 
  is immune to being discarded at Calibration until 
  you’re ready to pursue it again. Remember that other 
  Solars’ caste markers may be placed on the Epic Quest 
  if you’re defeated in a contest between players.
  Q: I cooperate with two other players to resolve an 
  Epic Quest’s objectives. However, I try to break out to 
  attempt the last objective alone. How is that handled?
  A: Well, you alone would need to possess all the 
  Renown Tokens demanded by the Epic Quest. Maybe 
  you steal a last one you need from another player by 
  attacking him…?
  Otherwise, the ability to resolve the last objective 
  solo requires you to get to its destination before any-
  one else does. If you all get there in the same month, 
  you can still attempt it alone if your Action Wheel 
  marker is on the innermost ring for the month. You 
  are first to go in initiative order, and can declare your 
  independence. Other players may be able to attack 
  you before you can make your rolls. If they can’t at-
  tack you or you win the struggle, you get to proceed 
  with your attempt while they watch.
  If one of the cooperating players’ wheel markers 
  is on the innermost ring for the month, the shared 
  effort is attempted first. You could suddenly declare 
  your independence and not contribute any dice. That 
  lets you wait to try yourself when it’s your action in 
  initiative order. If the shared effort succeeds, the 
  cooperating players win while you watch.
  Q: Dace and Harmonious Jade have the Renown 
  Tokens required to go on an Epic Quest, and bid them. 
  They invite Swan along for the trait scores he offers, 
  but ask Swan to bid no Renown. If an objective roll 
  fails, does Swan have to forfeit a Renown Token?
  A: No. Swan keeps his Renown since he bid none. 
  If, however, he has any relevant tokens, he can bid 
  them to make new attempts at the same objective in 
  subsequent months.
  Q: Swan and Arianna work together to resolve an 
  Epic Quest, and complete the second objective. Dace 
  then defeats Swan in a contest between Solars. As 
  his prize, Dace adds his caste marker to those already 
  on the Epic Quest Card. Can Swan and Arianna try 
  to stop Dace from stealing or cooperating in the last 
  objective of the Epic Quest?
  A: Yes. Swan and Arianna can stage further 
  contests with Dace to try to stop him from meddling 
  
  14
  in the last objective, such as forcing him to go dor-
  mant for two months. Or they can try to resolve the 
  last objective before Dace can reach the required 
  elemental pole. 
  Since Dace’s caste marker is on the Quest Card, 
  he can try to resolve the last objective on his own if 
  he has the required Renown Tokens. Or he’s allowed 
  to cooperate with Swan and Arianna if he’s in the 
  elemental pole with them at the same time. Dace may 
  not even need to bid any Renown Tokens toward the 
  shared effort if Swan and Arianna have already done 
  so and don’t revoke them.
  CONFLICTS BETWEEN SOLARS
  Q: In our game, two “teams” of Solars compete 
  to be the winners. Multiple members of each team 
  are in the same dominion at the same time to try to 
  resolve the same Quest objective. How do we decide 
  who can make the attempt?
  A: Easy — the team to make the attempt has the 
  best initiative for the month. That is, it has a member 
  on the innermost ring of the wheel for that month. 
  She wins her team first dibs on the Quest objective. 
  One way for the second team to interrupt is to launch 
  an attack on the first group, win the contest and 
  hopefully steal first dibs on initiative by rendering 
  one or more losers dormant.
  The same scenario would apply if teams competed 
  to be first to confront a Rival.
  Q: Another Solar attacks me and forces me to 
  go dormant for two months. During that time, my 
  Rival’s plot comes to pass. What happens? How is 
  my next Rival handled?
  A: You could try to get another player to con-
  front your assigned Rival before the foe’s plot takes 
  effect. If that doesn’t work, you suffer dishonor, lose 
  Renown Tokens and could even add more months to 
  your current dormancy. If another player stops your 
  Rival, you save face. In either case, you draw a new 
  Rival. The countdown to the new foe’s plot begins 
  from the month in which you resume activity, not 
  from the current month.
  Q: I occupy a dominion in which another Solar 
  is currently dormant. Can I rob him of jade coins, a 
  Reward Card or a Renown Token?
  A: If you didn’t defeat him in a contest between 
  players, you can’t take anything from him, even if 
  he’s dormant.
  CHARM AND REWARD CARDS
  Q: I play the Orichalcum Grand Goremaul 
  Reward Card to attempt to resolve a Rival. What 
  happens?
  A: The attempt is almost like going face to face 
  with the Rival and activating your Anima Banner, 
  except you stage your attack from a distance and the 
  weapon invokes its own trait (Resilience in this case). 
  If you win the contest, the Rival is defeated. If he is 
  victorious, you lose Renown Tokens but don’t go 
  dormant. In either case, the Rival Card is discarded. 
  The same explanation applies for the “Orichalcum 
  Powerbow” Reward Card.
  Q: Can other players cooperate in dealing with a 
  Rival when I use my “Orichalcum Grand Goremaul” 
  or “Orichalcum Powerbow”?
  A: Yes, you can cooperate. You may be up to 
  three dominions away from the Rival, while other 
  players’ pieces must be in the same dominion as 
  the Rival. All of your Action Wheel markers must 
  be in the same month, as well. Rolls must involve 
  Resilience or Stealth, as appropriate to the Reward 
  Card played. 
  Q: I try to resolve another player’s Rival, and fail. 
  I play “Veil of the Fates” to ignore one of the Renown 
  icons threatened by the Rival. Does the Rival’s as-
  signed player benefit from the card as well?
  A: No. The card applies to you alone.
  Q: My Solar cooperates with two others to re-
  solve a Quest objective that calls for three Resilience 
  successes. I play the “Ability Excellency” Charm. 
  My Resilience is 4. Does it resolve the objective 
  automatically?
  A: If you attempted the objective alone, the 
  card would resolve it automatically. Your 4 Resil-
  ience is higher than the three successes needed. 
  However, when players cooperate on an objective, 
  the number of successes required increases based 
  on how many Solars are involved. In this case, your 
  two allies raise the number of successes you need to 
  five. That’s too many for your “Ability Excellency” 
  Charm to work.
  
  15
  CREDITS
  Game Design: Ken Cliffe
  Art Direction: Brian Glass
  Creative Director: Rich Thomas
  Production Manager: matt milberger 
  Board Game Manager: Petur O. Thorarinsson
  Component Graphic Design: Brian Glass 
  Rulebook Layout & Typesetting: Brian Glass and Craig S Grant
  Card Art: Benjo Camay, Samuel Donato, Sandy Gonzaga, Dave Gonzales, Rosame Gregorio, Andrew Hepworth, Imaginary Friends Studio (with Chester, DCWJ, Junkman, 
  Okita, Jennyson Rosero and YJL), Franklin Ouano, Mark Anthony Taduran, Giovanni Tengco, Udon (with Chamba, Espen Grundetjern, Leo Lingas, Joe Ng, Ryan Odagawa, 
  Saejin Oh, Mark Sinclair, Eric Vedder Adam Vehige and Jim Zubkavich) and Mark Joseph Vivas
  Game Board Art: Ed Bourelle
  Game Box Art: Imaginary Friends Studio, featuring Chester
  Box Design: Brian Glass
  Playtesting: Jason Bolte, Michael Brown, John Chambers, Chris Cowger, David Delmont, Cameron Eisnaugle, Paul Gilmore, Brian Glass, Katy Goolsby-Brown, Dianna Halabi, 
  Saleem Halabi, Conrad Hubbard, Link Huges, Jane Kalmes, Mark Kalmes, Orrin Loria, Matt Milberger, David Poole, Lisa Rhoden, John Rosebush, Sigtryggur Ö. Sigurðsson, 
  Sam Spiro and Zachery Walters
  © 2008 CCP hf. All rights reserved. Reproduction without the written permission of the publisher is expressly 
  forbidden, except for the purposes of reviews, and for blank character sheets, which may be reproduced for 
  personal use only. White Wolf and Exalted are registered trademarks of CCP hf. All rights reserved. Exalted 
  Legacy of the Unconquered Sun is a trademark of CCP hf. All rights reserved. All characters, names, places 
  and text herein are copyrighted by CCP hf. CCP North America Inc. is a wholly owned subsidiary of CCP hf.
  PRINTED IN CHINA.
  VISIT WWW.WHITE-WOLF.COM/EXALTED FOR ALL THE LATEST GAME BOOKS AND COOL STUFF FOR EXALTED.
  
  16
  PLAY SUMMARY
  PLAY SUMMARY
  SETUP
  Each player begins with: a Solar Card, 3 Charm Cards, 5 jade coins and 5-7 Essence motes. Put players’ game pieces on their starting locations, and on Calibration on the 
  Action Wheel in order of initiative based on caste. Draw 5-7 Quest Cards and Dominion Cards. Locate initial objectives on the board. Shuffle the Epic Quest deck, discard 
  two cards and turn the remaining three cards face up on the board.
  SEQUENCE OF PLAY
  Chart players’ first actions of the game in order of initiative. Turn the Action Wheel dial to the first month of the year and resolve any actions in that month. Keep turning 
  the dial to new months thereafter and resolve Solars’ actions according to initiative each month. Players plot courses to next destinations after each action, unless dormant. 
  Calibration is not counted as a month.
  Quests: Resolve Quest objectives by rolling trait scores called for to get equal or greater number of successes listed. Cooperating players increase successes required. Award 
  Spoils of War and Renown Tokens to successful players. Keep Quests with multiple objectives in play and draw a new Dominion Card to locate each new objective. Place 
  players’ Caste Markers on completed objectives. Discard completed Quests, and draw new ones along with new Dominion Cards.
  Rivals: Deal a Rival to a player after he wins his first Renown Token, and continue thereafter. Draw a Dominion Card to locate each Rival on the board. Count down the 
  months to the Rival’s plot on the Action Wheel. Place both of a Rival’s playing pieces accordingly. 
  When Rivals are confronted, review their Anima Banners, Equipment and other Powers. Solar(s) and Rival roll and compare successes. Winning Solars collect Spoils of 
  War. Defeated Solars lose Renown Tokens shown, and/or go dormant. In either case, draw a new Rival and Dominion Card. When a Solar remains active, count down to 
  his new Rival’s plot from the current month. When a Solar goes dormant, count down to his new Rival’s plot from the month when the Solar becomes active again.
  Epic Quests: Players must meet Renown prerequisites, choose the Epic Quest to be pursued, and bid tokens. A player can cash in Renown Tokens; three-of-a-kind for 
  one of another kind. Draw a Dominion Card for the location of the first objective. Make a resolution attempt as per a normal Quest objective. Cooperating players increase 
  successes required.
  Is the objective completed successfully? Place players’ Caste Markers on it and draw a Dominion Card for the location of the next objective. Is the objective failed? One 
  bid Renown is discarded per player. The objective remains in its current dominion.
  Solar Contests: Solars need to be in the same dominion at the same time. Contests interrupt initiative for the month. The combatant on the innermost ring of the month 
  declares the trait rolled. Extra dice can be bought, one die for two Essence motes to a limit on dice equal to your Renown Tokens (or to the highest tokens among allied 
  players). Extra dice are bought in reverse order of initiative for the month. Dice rolls are compared. Winner(s) choose one fate for each loser: 1) Lose any jade, 2) Lose one 
  Renown Token, 3) Lose one Reward Card, 4) Go dormant for 2 months, or 5) Force a Caste Marker onto a Quest or Epic Quest that’s already underway by the defeated 
  Solar. Appropriate Charm and Reward Cards can be used against other players, but Anima Banners cannot be.
  Calibration: Discard one unused Epic Quest Card at random each Calibration. Apply the cataclysm detailed. 
  QUICK REFERENCE
  Rolls of 7, 8, or 9 count as one success. Rolls of 10 count as two successes. 
  Players gain one mote of Essence for each month of a caste-affiliated season.
  Charm and Reward Cards can be played at any time between actions, except when you’re dormant. Each card can be used no more than once per month. Charms are 
  used once and discarded. Rewards may be kept after use, but use may need to be paid for in jade.
  Charm Cards can be cashed in for 1 Essence each, and Reward Cards for 1 jade coin each.
  Players can trade or give away Reward Cards and jade coins.
  SPEND ESSENCE TO…
  Buy extra dice on rolls (1 mote for 1 extra die on Quest, Epic Quest and Rival rolls; 2 motes for 1 extra die on Solar contests)
  • 
  Activate Solars’ Anima Banners (3 motes)
  • 
  SPEND JADE COINS TO…
  Buy passage (1 coin for 1 extra dominion traveled in a month)
  • 
  Activate some Reward Cards
  • 
  Journey to an elemental pole (3 per Solar)
  • 
  
SOURCE: textdata/thevault/Exalted/Exalted_ Legacy of the Unconquered Sun Rulebook/EX2-LotUS-Rulebook.pdf