TEXT: In Ancient Terrible Things, you play the role of 
  an intrepid adventurer exploring a dark jungle 
  river for Ancient Secrets. The winning player is 
  the one who holds the most Ancient Secrets 
  when the game ends at the Unspeakable Event.
  Game Overview
  Ea
  Each turn, you will travel to a Fateful Location 
  and attempt to collect Ancient Secrets (points) by 
  overcoming an Ominous Encounter. 
  To accomplish this, you will use a combination 
  of rolled dice, as well as tokens and cards. 
  If you do not overcome the Encounter, 
  yyou unleash a Terrible Thing, which counts 
  against your score at the end of the game. 
  After your Encounter, you will return to the 
  Trading Post, where you may purchase valuable 
  Swag cards to help in your quest for Secrets.
  COMPONENTS
  5 x Focus dice (green)
  2 x Luck dice (yellow)
  2 x Panic dice (red)
  2 x Feat dice (blue)
  32 x Courage tokens
  26 x 
  26 x Treasure tokens
  28 x Feat tokens
  30 x Focus tokens
  6 x Modifier tokens
  16 x Terrible Thing tokens
  1 x Map token
  1 x Battered Journal token
  36 x Ominous Encounter cards
  36 x Ominous Encounter cards
  37 x Feat cards
  26 x Swag cards
  4 x Scenario cards
  4 x Achievement cards
  1 x Map Card
  4 x Quick Reference / Character mats
  1 x Gameboard
  1 x Gameboard
  1 x Rulebook
  4 x Character pawns w/ stickers
  OBJECT OF THE GAME
  
  Resources
  There are four resources in Ancient Terrible Things 
  which are used to help you overcome Encounters, 
  acquire and buy resources, and play Feat cards. 
  These resources are represented by the following 
  tokens:
  Characters
  The Character pawns are used to indicate the 
  positions of each player on the board throughout the 
  game.
  Dice
  There are four types of dice in Ancient Terrible 
  Things that are rolled to overcome Encounters and 
  acquire resources.
  Character Mats
  The character mats provide convenient placement for 
  tokens during the game, as well as detailing each 
  characters additional starting resource, the character’s 
  back story, and quick reference aids of the game 
  turn sequence
  and the effects
  and the effects
  of each 
  Location 
  Action.
  Terrible Thing tokens
  Terrible Thing tokens are taken from the 
  Expedition Track when a player fails to overcome an 
  Ominous Encounter. Each Terrible Thing token
  rrepresents a penalty of zero to three points, which 
  counts against the Ancient Secrets point total of the 
  player possessing it at the end of the game. When the 
  last Terrible Thing token is removed from the
  Expedition Track, the game
  ends immediately.
  Green Focus dice are always 
  rolled during an Encounter. 
  They can be re-rolled up to 
  two times for free (you must 
  roll all of the Focus dice), or 
  you can spend Focus tokens 
  to re-roll individual Focus 
  dice equal to the 
  dice equal to the number of 
  tokens spent.
  Yellow Luck dice are rolled much 
  like Focus dice, except they do not 
  cost Focus tokens to re-roll.
  Red Panic dice cannot be 
  re-rolled using Focus tokens or 
  card effects.
  Blue Feat dice cannot be re-rolled 
  with Focus tokens. 
  Instead, you may spend a Feat 
  token to increase the value of a 
  Feat die by one before you re-roll 
  your other dice. 
  Green Focus tokens are spent to 
  re-roll individual dice during an 
  Encounter, improving your chance 
  to overcome the Encounter or
  acquire resources.
  Yellow Treasure tokens are spent 
  to buy valuable Swag cards from 
  the Trading Post.
  Purple Courage tokens are spent 
  to perform a Desperate Act and
  overcome an Encounter 
  immediately without fear of
  unleashing a Terrible Thing.
  Blue Feat tokens are spent to 
  play Feat cards, and they can 
  increase the value of Feat dice
  by 1.
  Grey Modifier tokens help manage 
  excess tokens in your stash and represent 
  a quantity of 5 tokens. If required, 
  exchange 5 tokens of a type and place a 
  Modifier token on the appropriate 
  resource space on your character mat.
  The Map
  The player holding the Map 
  token goes first in the current 
  round. In addition, the Map is 
  worth 1 Ancient Secret at the 
  end of the game.
  The Battered Journal
  The winner of the game
  briefly receives the Battered 
  Journal before it is loathsomely 
  tossed into the Sanatorium 
  furnace.
  3
  A
  B
  A
  B
  C
  A
  B
  Card Types
  Swag
  Swag cards represent the 
  equipment and tools that 
  your character uses on 
  their quest for Secrets. 
  Sh
  Shown on each Swag 
  card is (A) the cost of 
  the card in Treasure 
  tokens and 
  (B) the benefit of 
  owning that Swag card. 
  Note that some S
  Note that some Swag 
  cards provide Ancient 
  Secrets.
  Encounter Types 
  Encounters are categorised into four Encounter Types, 
  each contributing a different resource token to its
  Location:
  Some Encounters belong to more than one Encounter 
  Type. These Encounters contribute more than one 
  resource to their Location. 
  Pitfall. (Focus token) - The jungle is full 
  of deadly natural hazards and traps for the 
  unwary.
  Villain. (Feat token) - Where evil powers 
  dwell, there will be people who seek to 
  profit from them.
  Artefact. (Treasure token) -  Mysterious 
  objects can be disc
  objects can be discovered in forgotten 
  places.
  Horror. (Courage token) - Fear for your 
  sanity; these are Encounters with things
  not of our world.
  Scenario
  Scenario cards describe how 
  various dice combinations 
  may be spent during an
  Encounter to acquire
  resources when not used to 
  resources when not used to 
  overcome the current
  Encounter card.
  Achievement
  Achievement cards reward 
  Ancient Secrets for 
  achieving a particular game 
  condition, and are available 
  to any player. 
  Ea
  Each Achievement card is 
  held by a single player, but 
  players can steal an 
  Achievement card from 
  another player by
  outperforming them. 
  TThe conditions for claiming 
  and stealing a particular 
  achievement are described 
  on the Achievement card 
  itself. 
  Some S
  Some Swag cards count as a 
  particular Encounter type 
  for the purposes of scoring 
  Achievements.
  Feat 
  Feat cards represent the 
  leadership, skill, and 
  cunning of your 
  character. Shown on 
  each Feat card is 
  (A) the cost o
  (A) the cost of playing 
  the card in Feat tokens 
  and (B) the effect of the 
  card. 
  When played, the card 
  tatakes effect immediately 
  and is then placed in the 
  Feat discard pile. 
  When the Feat deck is 
  empty, shuffle the 
  discard pile to create a 
  discard pile to create a 
  new Feat deck to draw 
  from.
  Ominous Encounter
  Encounter cards
  represent the dangers 
  and hazards of the 
  jungle, whether man, 
  beast, or otherwise. 
  TThese cards are dealt 
  from the Ominous
  Encounters deck onto 
  the spaces next to 
  Locations on the board. 
  Each card shows (A) the 
  Encounter Type, 
  (B) the dice combination 
  (B) the dice combination 
  needed to overcome the 
  Encounter, and 
  (C) the Ancient Secrets 
  value of the Encounter 
  when it is overcome.
  
  Game Board
  Place the game board in the center of the play area 
  within easy reach of all players.
  Ominous Encounters
  Setup begins by building the Ominous Encounters 
  deck. 
  Shuf
  Shuffle the Ominous Encounter cards.
  Separate the Encounter cards into piles of red, 
  orange, and green backs. and then count out the
  following number of cards from each stack:
  Four-player game: 12 cards from each stack.
  Three-player game: 8 cards from each stack.
  Two-player game: 6 cards from each stack.
  Pile the stacks
  to
  together (face-down) 
  with red at the 
  bottom, orange in the 
  middle, and green on 
  top. Place the deck on 
  (A) the marked space 
  on the board. 
  Place the remaining 
  Place the remaining 
  Encounter cards back 
  into the box.
  Deal cards from the 
  Ominous Encounter 
  deck face-up onto
  (B) the numbered slots on each Fateful Location, 
  starting from the lowest numbered Location to the 
  highest.
  Take resource tokens from the supply matching
  (C) the Encounter Type shown on each newly-placed
  Encounter card, and place those tokens on the
  co
  corresponding Locations.   
                           
  Swag
  Shuffle the Swag cards together and deal
  three of them face-up onto (D) the slots in the
  Trading Post. Place the Swag deck in (E) the
  marked space on the board.
  Feats
  Shuffle the Feat cards. 
  Place the Feat deck in (F) the marked space  
  on the board. Place the top card from the 
  Feat deck face up to form (G) the adjacent 
  Feat discard pile.
  Achievements
  Place the A
  Place the Achievement cards alongside 
  the board, within easy reach of all players.
  Dice and Tokens
  Place the five green Focus dice in the middle
  of the board. Place all tokens and extra dice within 
  easy reach of all players.
   
  SETUP the game
  A
  B
  C
  D
  E
  F
  G
  C
  Player Set-up (The Prospector)
  Expedition Track
  Shuffle all of the Terrible Thing tokens face-down, 
  then draw tokens according to the number of players:
  Four-player game: 13 Terrible Thing tokens
  Three-player game: 10 Terrible Thing tokens
  Two-player game: 7 Terrible Thing tokens
  Flip the dr
  Flip the drawn tokens face-up, and place them in 
  ascending order from bottom to top onto 
  (H) the Expedition Track. 
  Place the remaining tokens back into the box.
  Players
  Each player, starting with the one who most recently 
  faced arcane horrors in far-flung places (or who wins a 
  die roll), chooses a Character, taking the Character mat 
  representing that character. 
  IIf the Captain character is in play, give them the Map. 
  Otherwise, the player who chose their Character last, 
  gets the Map.
  Each player starts with one of each token type, Focus, 
  Treasure, Courage, and Feat—and 3 Feat cards. 
  Each player takes any additional starting resources as 
  listed on their Character mat.
  Pawns
  Place the Character pawns chosen by each player onto 
  (I) the Riverboat and place any remaining pawns back 
  into the box.
  Scenarios
  Each player takes a copy of the Scenario card. 
  TThe Scenario cards supplied with the game have two 
  different faces representing easy or difficult game 
  environments. Decide with the other players which 
  scenario you want to play with, and then have each 
  player turn their Scenario card to the corresponding 
  face.
  H
  I
  
  6
  Turn
  Ancient Terrible Things is played over a number of 
  rounds. The player in possession of the Map token at 
  the start of a round takes the first turn. Each player 
  completes their entire turn before the next player 
  begins their turn. 
  Play continues clockwise until each player has taken 
  one turn, at which point the round ends. 
  TThe game ends immediately if the Encounter deck is 
  either empty at the end of the round, or when the last 
  Terrible Thing token is removed from the Expedition 
  Track in the Terrible Thing phase.
  1. Riverboat Phase
  Only perform this step if there are no Encounters on 
  any of the Fateful Locations.
  Deal cards face-up from the Encounter Deck into 
  the numbered slots on each Location, from the 
  lowest numbered slot to the highest numbered slot.
  Take resource tokens from the supply matching the 
  Encounter type shown on each newly-placed 
  Encounter card, and place those tokens on the
  corresponding Fateful Location.
  IIf no cards remain in the Ominous Encounters 
  deck at the beginning of the Riverboat phase, the 
  game immediately ends; consult the Unspeakable 
  Event section.
  A turn consists of seven phases:
  1. Riverboat phase
  2. Explore phase
  3. Desperation phase
  4. Encounter phase
  5. Terrible Thing phase
  6. 
  6. Trading phase
  7. Refresh phase
  2. Explore phase 
  Move your pawn to an active 
  Location (one with an 
  Encounter card).
  Take any resource token(s)
  on that Location, and add
  them to your stash.
  You may take the special 
  Location Action sh
  Location Action shown on 
  the Location. 
  (See the Location 
  Actions section or your 
  character mat for more 
  information about these 
  Location Action effects.)
  3. Desperation Phase
  You may spend Courage tokens equal to the
  Ancient Secrets value of the Encounter card at 
  your current Location to perform a Desperate Act. 
  Doing so means you immediately overcome the 
  Encounter, placing it in your score pile.
  Example: Book of  Unspeakable Truth is added to the 
  Accursed Shrine, and a Treasure token is added to the 
  Location, as per the Artefact icon on the Encounter card.
  Example: Player 1 moves to the Accursed Shrine, and takes 
  the Treasure token there. He then has the option to take the 
  Location Action which would allow him to gain an additional 
  Focus or Feat token.
  Example: Player 1 now has the option to spend 
  8 Courage tokens to perform a Desperate Act, to 
  immediately overcome the Book of  Unspeakable Truth, 
  and add it to their score pile.
  x8
  7
  Dice Combinations
  Encounter and Scenario cards show particular 
  combinations of dice. These come in four types:
             
  Cards show the minimum value of dice required for 
  a combination. For instance, 
  rrepresents a combination which can be met with three 
  (or more) 4s, or three (or more) 5s, or three (or more) 
  6s.
  The following example,
  represents a set of High number dice, which can be 
  met with any three dice showing 4 or higher.
  Note that 
  Note that Runs and Blocks can be made of three, four, 
  five or more dice. 
  Pairs can only ever be made of two dice. 
  High numbers are always a single die.
  You can’t use the same physical die to form more than 
  one combination on your turn.
  W
  When you use a combination on a Scenario card, you 
  get one resource of the type shown for every die in 
  the combination.(eg. In Scenario I, a Run-of-Four 
  would reward 4 Courage tokens. )
  You don’t have to use every die even if you can. You 
  may choose not to collect resources.
  High numbers 
  (single die showing a
  particular number or 
  higher)
  Pairs of  dice
  sh
  showing the same number, 
  (which must be a particular 
  value or higher),
  Blocks of  3 or more dice 
  showing the same number 
  (which must be a particular 
  value or higher)
  RRuns of  3 or more dice 
  in a sequence (starting with 
  a particular value or 
  higher),
  Select dice that match a combination shown on the 
  Encounter card. Remove those dice from the board 
  and overcome the Encounter, adding the 
  Encounter card and its Ancient Secrets to your 
  score pile.
  Select dice that mat
  Select dice that match a combination shown on the 
  Scenario card. Remove those dice from the board, 
  and claim the resources specified on the Scenario 
  card.
  4. Encounter Phase
  In the Encounter phase, you will roll dice and spend 
  combinations of them to overcome your current 
  Encounter and/or acquire resource tokens based on 
  the Scenario card. 
  IIf you overcome the Encounter, you add its Ancient 
  Secrets value to your score by taking the Encounter 
  card. If you do not overcome it, you unleash a
  Terrible Thing in the next phase. 
  If you have already overcome the Encounter by
  performing a Desperate Act in the previous phase, 
  you roll the dice solely for acquiring resources. 
  Before or after each re-roll, you may perform the 
  following actions in any order and any number of 
  times:
  Once you are finished rolling, you may spend your 
  combinations of dice to acquire resources from the 
  Scenario card and/or to overcome the Encounter 
  card. Once you perform either of these actions, you 
  may not re-roll any of your dice. 
  YYou may perform the following actions until you can 
  no longer make any useable combinations with your 
  remaining dice, or choose not to:
  Note: You may not play Feat or Swag cards that 
  allow you to swap out dice in your dice pool after 
  your initial roll. You may however play cards that 
  allow you to add dice to your pool.
  Rolling the dice
  Spending the dice
  Take the five green Focus dice to form a dice 
  pool.
  You may then play any Swag or Feat cards that 
  allow you to add Luck, Feat and Panic dice to 
  your dice pool.
  Roll your final dice pool.
  YYou may then re-roll up to two times; each time, 
  you may choose to re-roll all of your dice for free 
  (with the exception of Panic dice, which may 
  never be re-rolled ), or spend Focus tokens to 
  re-roll individual green Focus dice equal to the 
  number of Focus tokens spent.
  Perform A Feat. Play a Feat card from your 
  hand, paying the Feat tokens prompted on the 
  card to the supply. These cards immediately take 
  effect and are then discarded. If you cannot take 
  the action on the Feat card, it has no effect.
  Use Equipment.
  Use Equipment. Exhaust (turn face-down) one 
  of your Swag cards to use its effect, paying its 
  token cost if prompted. This action applies only 
  to Swag cards that specify they are Exhausted 
  when used.
  
  9
  +
  +
  +
  =
  +
  +
  +
  =
  +
  +
  +
  +
  +
  =
  +
  +
  +
  +
  +
  =
  +
  =
  =
  +
  +
  +
  +
  +
  +
  =
  +
  +
  =
  +
  +
  =
  =
  You roll: 
  This can be spent as:
  You roll: 
  This can be spent as:
  Examples of spending dice:
  Scenario
  Encounter
  8
  +
  +
  Encounter Phase example:
  Move your pawn to the Trading Post.
  You may buy any of the face-up Swag cards from 
  the Trading Post, paying the cost of each with 
  Treasure tokens from your stash.
  When you are finished buying cards, do one of the 
  following:
  If any space on the Trading Post track is empty, 
  shift all of the cards on the track to the left. 
  Deal one card onto the rightmost empty slot on 
  the Trading Post track, repeating until all slots 
  are full.
  IIf all spaces on the Trading Post track are full, 
  return the leftmost card to the bottom of the 
  Swag deck and move all of the cards on the 
  track one slot to the left. Deal one card onto the 
  rightmost empty slot on the Trading Post track.
  Draw Feat cards from the Feat deck until you have 
  three cards in your hand.
  Turn all of your face-down (exhausted) Swag cards 
  face-up.
  Your turn is now over.  If all pawns are on the Trading 
  Post, the round ends. If the Encounter Deck is empty 
  at the end of the round, the game ends immediately; 
  consult The Unspeakable Event section. 
  Before beginning a new round, place all character 
  pawns back onto the Riverboat.
  6. Trading Post Phase
  7. Refresh Phase 
  a.) Player 1 is facing an Ominous Encounter with the
  Jar of  Remains, using Scenario Card I.
  At the beginning of  the Encounter, she rolls the
  5 green Focus dice, with a result of:
  bb.) To overcome the Encounter, she needs 4 single dice 
  showing 5 or higher. She decides to press her luck, and 
  rolls all the dice again, with a result of  :
  c.) For her final re-roll, she spends 2 Focus tokens, to 
  re-roll the 1 and the 3,
  For a final dice result of:
  d.) She spends (5) to acquire 1 Focus token, as per 
  Scenario card I, and spends (5+5+5+6), to ove
  Scenario card I, and spends (5+5+5+6), to overcome the 
  Encounter and adds the card to her Ancient Secrets score 
  pile. 
  5. Terrible Thing Phase
  If you fail to overcome 
  the Encounter 
  (or choose not to), you 
  unleash a 
  unleash a Terrible Thing. 
  Discard the Encounter 
  card to the Rumours 
  space on the board, and 
  take a Terrible Thing 
  token from the lowest 
  available space on the 
  Expedition 
  Expedition Track.
  If this is the last
  token on the track, the 
  game ends immediately; 
  consult The Unspeakable 
  Event section.
  
  11
  Accursed Shrine. 
  When you place your pawn 
  on the Accursed Shrine, 
  you may gain one Focus
  or Feat token, adding it to 
  your stash.
  Ghast
  Ghastly Gorge. 
  When you place your pawn on 
  the Ghastly Gorge, you may 
  discard any number of Feat 
  cards from your hand, and 
  draw that many fresh Feat 
  cards.
  Sinister Chateau. 
  Sinister Chateau. 
  When you place your pawn 
  on the Sinister Chateau, 
  you may exchange a
  resource token of any 
  type from your stash 
  with a resource token of
  a different type in another 
  a different type in another 
  player’s stash. 
  You may not move 
  TerribleThing tokens this 
  way.
  Yawning Chasm
  When you place your 
  pawn on the Yawning 
  Chasm, you may perform 
  a Desperate Act against 
  any Encounter card in 
  play. To do this, spend 
  Courage tokens to 
  immediately 
  immediately overcome 
  an Encounter in any other 
  Location and place that card in your score pile, 
  returning any resource tokens on that Location to the 
  supply. The number of Courage tokens paid to 
  activate this Location Action is equal to the value in 
  Ancient Secrets shown on the Encounter you 
  overcome using this Location Action. 
  ((You may still perform a Desperate Act at your 
  current Location during the Desperation phase.)
  Rusted Gunsloop
  When you place your 
  pawn on the Rusted 
  Gunsloop, you may gain
  a Courage or Treasure
  to
  token, adding it to your 
  stash.
  Crumbling Ruin
  When you place your 
  pawn on the Crumbling 
  Ruin, assume control 
  over the Map. 
  YYou will play your turn 
  first during the next 
  round.
  There are six Fateful Locations shown on the game 
  board. Each of these Locations is associated with a 
  unique special Location Action, as follows:
  LOCATION ACTIONS
  10
  The Unspeakable Event represents the end of the 
  game, as a result of which the winning player 
  Survives the cursed journey, and the other players are 
  Never Heard Of Again. 
  The Unspeakable Event is triggered when one of the 
  following conditions is met:
  Overcome Encounter cards
  Swag cards that are worth Secrets
  Achievement cards
  The Map
  The last Terrible Thing token is removed from 
  the Expedition Track during the Terrible Thing 
  phase.
  The last Encounter card is removed from the 
  board and there are no more Encounter cards in 
  the Encounter Deck to place during a player’s
  Riverboat Phase.
  TThe Encounter Deck is empty at the end of the 
  round during the Refresh phase.
  Each player counts the total value of all
  Ancient Secrets in their score pile, which includes:
  Each player then subtracts the total penalty value of 
  the Terrible Thing tokens in their stash to arrive at a 
  final score.
  TThe winner of the game is the player with the highest 
  score. If any number of players tie for the highest 
  score, break the tie by comparing Terrible Thing 
  tokens (the fewer tokens the better) and Courage 
  tokens (the more tokens the better) in that order.
  -0              -1              -2              -3
  The player who wins the game 
  becomes the lone Survivor and 
  briefly receives the Battered 
  Journal token as their reward, 
  before it is loathsomely
  committed to the Sanatorium 
  furnace.
  THE UNSPEAKABLE EVENT
  
  Game Design by Simon McGregor
  Art and Graphic Design by Rob van Zyl
  Writing by Simon McGregor, Rob van Zyl, John Dunning, Anthony Silverston
  Rules Editing by Simon McGregor, Anthony Silverston, Rob van Zyl
  Proofing and Copy Editing by Josh Yearsley, Anne van Zyl, Robert Nava, Steve Mott, Kevin Colville
  Game Development by Simmy Peerutin, Paul van Kan, Anthony Silverston, Kevin Colville, Rob van Zyl
  Conc
  Concept Art by Paul Painting, Sky Penderis, Juan Coleman
  Additional Writing by Joseph Soonsin Lee, Andrew McCurry, Jason Hanchett, Joseph Ryan Van Arsdall,
  Neal Hoffman, Steve Mott
  Playtesting by Simon Cross, Neil Muller, Jeremy Thurgood, Kevin Colville, Diane Making, Colin Payne, Anthony 
  Silverston, Nathaniel Virgo, Mike Beaton, Greg Cheetham-Slade, Catherine Hill
  TThank you to the following for their support and enthusiasm: Danelle Foerie, Tanya Surtess, Rob Murray, Quinton 
  & Margo Frieslich, Adhil Patel, Jonothan Maingard, Thomas van Heerden, Marvin Hsaio, Desilu Crossman, Neil 
  Muller, Jeremy Thurgood, Kevin Colville,  Richard Breese, Paul Painting, Tom Schwarer, Margaret Jack, Dianne 
  Making, Colin Payne, Kane Croudace, Sevi Spanoudi, Kate Ball, Simon Atwell, Robyn Ormond, Julia Ormond , Ed  
  Ormond, JP Smith, Graham van der Made, Claire Rivera, Jackie Sargent, Paul van Kan, Abhaya Goldberg, Priya 
  Forster, Gavin Williams, Stefan Wessels , Dom Touwen, Hillary Murdock, our backers on Kickstarter, and many 
  many others.
  All right rese
  All right reserved Pleasant Company Studios Pty (Ltd). 
  CREDITS
  
SOURCE: textdata/thevault/Collections/Duet/Boardgames/Dice/Ancient Terrible Things/ATT_PnP_v1_English/ATT_rules_v025.6.2.pdf