Rules • Quick Start + Full Rules
Quick Start
What you’re trying to do
Complete one full lap of the board, then enter the Secret Passage while holding the Golden Compass.
Setup
- Place the board in the centre.
- Shuffle the red (Collection) cards and blue (Mystery) cards into separate piles.
- Everyone places their piece on Desert Dawn.
- Each player starts with 5 Lives.
- Everyone rolls the die — highest roll goes first.
Your turn
- Roll the die
- Move around the board
- Resolve the space you land on
- End your turn — unless a Challenge lets you keep moving
The board at a glance
- Red space → Draw a Collection card
- Blue space → Draw a Mystery card
- Orange space → Gain +1 Life
- Green space → Trade items and/or Lives
- Yellow “Scared!” space → Lose 2 Lives and return to Desert Dawn (unless you redeem a Mirage Cloak)
- White space → Challenge (roll the die to succeed)
Winning the game
You win immediately if you have completed one full lap and enter the Secret Passage while holding the Golden Compass.
If you have questions while playing, switch to the Full Rules tab.
Full Rules
Game overview
- Players: 2–6
- Play Time: 45–60+ minutes
- Age: 8+
Objective
Enter the Secret Passage while holding a Golden Compass. You must have completed a full lap first — this means passing Desert Dawn at least once after the game begins.
Setup
- Place the board in the centre.
- Shuffle the Collection cards (red) and Mystery cards (blue) into separate face-down piles.
- Each player chooses a piece and places it on Desert Dawn.
- Each player starts with 5 Lives. (Maximum Lives = 10.)
- All players roll the die. Highest roll goes first.
On your turn
- Roll the die.
- Move forward the number rolled.
- Resolve the space you land on.
- Your turn ends — unless a Challenge allows you to keep moving.
Lives
- Lives represent your survival in the desert.
- Maximum Lives = 10.
- Any Lives gained above 10 are ignored.
Running Out of Lives
- If you reach 0 Lives, you are out for the rest of the current round.
- Discard all Collection cards.
- At the start of the next round: return to Desert Dawn, start with 3 Lives, and you have no items.
Board spaces
Safe Spaces — Nothing happens.
Safe spaces are:
- Oasis Alcove
- Golden Dune
- Hidden Oasis
- Pyramid’s Base
- Pharaoh’s Tomb
- Diamond Oasis
- Jewel of the Desert
Collection Card (Red) — Draw 1 Collection card.
Mystery Card (Blue) — Draw 1 Mystery card and resolve it immediately.
Life Gain (Orange) — Gain +1 Life (up to a maximum of 10).
Trading Space (Green) — You may trade items and/or Lives with another player by mutual agreement. You may not trade Lives if it would reduce a player below 1 Life.
Major Penalty — “Scared!” (Yellow) — Lose 2 Lives and return immediately to Desert Dawn (unless you redeem a Mirage Cloak).
Challenges (Important)
Challenge spaces require a specific die roll shown on the space (e.g. roll even, roll 4+, roll 5+).
Challenge chain movement
- Roll the die to attempt the Challenge.
- If you succeed, immediately move forward by the number you rolled and resolve the next space.
- If that space is another Challenge, you may attempt it immediately.
- This continues until you fail a Challenge or land on a non-Challenge space.
Attempts & failure
- You may attempt a Challenge up to 3 times.
- If you fail: your turn ends immediately, and you remain on the Challenge space you were attempting.
- After 3 failed attempts, you can roll the die as normal and move on from the Challenge.
Guardian’s Test (exception)
- You must roll a 6 to proceed.
- The 3-attempt rule does not apply.
Collection Cards (Red)
Collection cards are Items you keep until you choose to use them.
- All Collection cards are single-use.
- You may redeem a Collection card immediately when drawn, later on your turn, or trade it to another player.
- Once redeemed, return it to the Collection card pile.
What each Collection card does
- Golden Compass — You must be holding this to win by entering the Secret Passage (after completing a full lap).
- Desert Flask — Give your the ability to restore 2 Lives, then return it to the Collection pile.
- Sunshield Amulet — Ignore the effect of one Challenge space you are attempting, then return it to the Collection pile.
- Sandstorm Sneakers — Double your die roll on your turn, then return it to the collection pile; You can decide to redeem this card anytime, including after you have rolled the die.
- Mirage Cloak — When you land on a Scared! (Yellow) space, ignore the penalty, then return it to the Collection pile.
Mystery Cards (Blue)
Mystery cards are resolved immediately when drawn.
Sand Thief
- The player with the most Lives takes 1 random Collection card from you.
- If two players are tied for most Lives, they roll — highest roll takes the card.
- If the only Item you have is the Golden Compass: roll before it is stolen. 4–6 → you keep it. 1–3 → it is stolen.
Other Mystery Cards
- Desert Whisper — Miss your next turn.
- Dune Shift — Roll the die: if even you move forward that many spaces; if odd you move backwards that many spaces.
- Desert Vortex — The player with the most Lives chooses where you are relocated, then resolve that space.
- Camel’s Blessing — Gain +1 Life.
Winning the game
You win immediately when:
- You have completed one full lap of the board
- You enter the Secret Passage
- You are holding the Golden Compass
Final note
The desert rewards bravery — but punishes greed. Watch the player with the most Lives… and never assume your next Challenge is safe.