Lagoon is a game in which 1-4 players (4 play as opposing teams of 2) each lead a circle of druids to shape the fantastical world of Lagoon by harnessing the power of its magical lands to bend destiny. The landscape bristles with three divine energies. Every player action alters the balance of power among those energies, and thus the players collectively determine Lagoon’s destiny. One divine energy shall inherit Lagoon, and the player who best served it wins!
The world is built using hexagonal tiles, and a new tile is drawn from a bag each time a druid explores a site. Site tiles are double-sided, and each side represents a different mystical site offering a unique magical power to the druids. Each site is also enchanted with one of three divine energies: Elemeen, Vowelon and Deonin. Since the two sides of a site tile are always linked to different energies, every site explored presents a choice of which energy to advance over the other two, as well as what magic will be put into the world for use by the druids. Players also strategically deploy their druids to unravel sites aligned with an energy they choose to oppose, removing such sites from the world and tipping the balance of power towards the other two energies.
The energy with the most sites in play at the end of the game becomes Lagoon's destiny, and the player who most supported that dominant energy is the winner. Support is tracked in two ways. First, whenever exploring a site and expanding an energy's reach in Lagoon, the exploring player gains a divine seed token matching the explored site's energy. These seeds can be spent in various ways over the course of the game, but any seeds of the dominant energy remaining in a player's supply at the end of the game are worth 1 point each. Secondly, whenever a player unravels a site, it is removed from play and placed in front of that player. At the end of the game, unraveled sites not matching the dominant energy are worth 2 points each.
A set of rules for the 'identified' Allies in Lagoon: Sylphina, Jokulmas, Sylvant, Emilaphae, Elixona and Grizznant. Set loose about the board, they give players a few extra options when it comes to invoking or locking tiles. [Some tweaks to Allies' helping invoke, getting exhausted and getting refreshed, plus FAQ]
House rules offering different powers for the different Circles and Paths in Lagoon; includes a Solo variant that lets AJ join in the fun [some edits to this after playtesting]. This version includes the 'Druids Duel' house rules for druids on the same site to interact [minor edits here too]
Nice version of the solo rules suggested in the Variant forum, with some kinks ironed out and suggestions for Invoking and AJ shifting strategy. I find this Solo feels a bit more like competing against another player with an agenda rather than a wildcard. [Version 3, with summary charts]
Reference of all the current tiles, including the KS promo tile.
• Energy Alignment
• Site Name
• Tile # / Tile Group
• Site Type
File includes bleeds and crop marks, which means that when you cut it out, there shouldn't be any white of the paper showing.
(.doc version). Here's an unofficial list of the 53 known Lagoon: Land of Druids tiles and their effects, taken primarily from the FREE PnP version and from David's postings on BGG. Does not include the unlocked totem. These are all subject to change, of course
I took the information from the Forum post and created this file. I am sure there will be changes, but it is a nice start. Credit given to Mike Mullins who started the post/created the rules.
Upgraded to V3.0 of the rules