The mist header

The Mist (Rules)

1

Setup

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Print a paper and grab some pens. Pick any start player.

Each player invents their own unique symbol and draws it on any unused starting square. (The highlighted squares with a square center + red pin.)

2

Objective

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The game ends as soon as all players are out. Each player checks the entire path that they walked. Sum the values of all squares: highest score wins!

3

Gameplay

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3.1

Simple Rules

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Take clockwise turns. On your turn, always do the same thing: take one step.

  • On your current location, pick one of its icons to be the correct one. (Clearly cross out all the others.)
  • Move one step in that direction. (Draw your player icon inside the circle of the new square.)
  • If you can’t move—there is no square or it’s already used—you’re out of the game. (Take no more turns. You still score at the end, of course!)

Forgot where your pawn is now? Find the square that has your player icon but also still has all its icons!

Example of a turn following the simple rules.

That’s it!

The paper itself explains how each Square works and/or how it scores. You can also read the next section on the Squares.

3.2

Advanced Rules

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When playing with advanced sets, you probably want to use the advanced rules. They provide more choice and freedom of movement, to balance the tougher special squares.

There is only one change: when moving, you skip over squares already taken.

You land on the first available free square in the chosen direction. Only if that doesn’t exist, you’re out of the game.

Example of a turn following the advanced rules.
4

Squares

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When squares talk about some type being “visible”, it means exactly what you think. It doesn’t matter whether the square is visited or not, as long as the icon is showing (not crossed out), it’s on the board.

When squares talk about “destroying”, it means crossing out all its icons. (So it represents nothing.) If a player is currently there, they don’t die. Just leave them be—you can’t die in this game.

When you use only the “base” set, the game activates “simple mode”. The Boots square is always included and the simple rules are displayed, as that provides the most movement in-game for the least complexity.

Below is an overview of all squares in the game.

The base set contains …

Food
Worth +1 points.
Water
Worth +3 points.
Diamond
Worth as many points as the total number of diamonds that you have.
Mist
Worth as many points as the number of unvisited spaces.
Journal
If you own the most Journals, you score +12 points.
Bugs
Worth +3 points if you own the least, otherwise -3 .
Rabbit
Worth +5 points if this is the most occuring type (out of everything), otherwise -2.
Boots
Worth -4 points. Each Boots allows moving +1 square. (Skip all in-between; only draw yourself at the final destination.)
Signpost
Worth -3 points. But when you move (this turn), you may start from any square on your trail.
Portal
When moving (this turn), move to another free square with a portal.
Octopus
Worth -2 points. This turn, you may move in any direction.
Tree
Worth as much as the number of Trees on adjacent squares.
Trail
Worth as many points as the longest connected chain of Trails on the board, if you own a piece of that.
River
Worth as many points as the longest connected chain of Rivers to which this square belongs.
Click a symbol to see its name / meaning.

The advanced set contains …

Curse
Worth -1 points.
Coconut
Worth +3 points.
Heart
Worth +5 points. If this is your 3rd heart, however, you're out of the game.
Jaguar
Worth +6 points, but only if this is the least occurring type out of everything on the board.
Trap
Worth -2 points, unless you own the most traps (out of all players).
Soldier
Worth +4 points. If there's an adjacent Soldier, however, you can't pick this option.
Flag
Worth +8 points if more than half the rows contain a Flag, otherwise -8.
Home
Worth +8 points if less than half the columns contain a Home, otherwise -8.
Lookout
Worth -10 points. If owned, you may wrap around the board. (Exiting at one edge makes you reappear at the opposite edge.)
Warning
Cross out 3 icons on your trail, then move to any free square.
Rocks
Nobody but you may enter an adjacent space.
Rainbow
Worth +12 points, but you can't visit squares anymore that show an icon you already own.
Plant
Worth +1 points. When picked, turn 1 adjacent square into a plant (if possible).
Virus
Worth -2 points. If a visited neighbor shows a Virus, you must pick this option.
Sheep
Worth +1 points. If at least 2 neighbors show a Sheep, you must pick this option.
Click a symbol to see its name / meaning.

The expert set contains …

Bag
Worth as many points as the number of items you collected.
Boar
Worth -2 points, but immediately take another turn.
Campfire
Worth -2 points. When picked, decide the type of all adjacent squares with a hazards.
Oasis
Worth -15 points. If owned, you must pick two options from each square.
Tunnel
When moving (this turn), go to a free Tunnel square in the same row or column.
Egg
Worth +10 points, but you're not allowed to visit spaces with a hazards anymore.
Siren
Move another player one step (as if taking their turn).
Shaman
Scores +3 if the number of Shamans picked so far is odd, otherwise -3. (Write on the cell to remember.)
Shipwreck
Worth as many points as the number of Ships in its row and column.
Merchant
Worth +6 points if you collected the most items (of all players), otherwise -6.
Payout
Worth +4 points if you collected the least hazards (of all players), otherwise -4.
Gunshot
Worth -3 points. When picked, completely cross out 2 visited squares in the same row or column.
Herd
Worth as many points as the size of its group ( = all herd connected to it).
Birdsong
Worth +1 points. When picked, also turn one other square into Birdsong (if possible).
Spell
When picked, decide the icon of any unvisited square with a items.
Empty
When picked, draw any icon (from the available options) inside it!
Click a symbol to see its name / meaning.