These represent newly discovered species encountered during your expedition.
Catalog them to earn prestige and secure funding. The rarer the species, the greater the scientific recognition — and the stronger your path to victory.

The game's animals are distributed in four categories (X4, X3, X2, and X1), based on the rarity of these creatures and their value. They can be found in one of the four regions of the board; some species can be found in all regions, while others are endemic. Observe the reference on the cards — for example, an animal with references A4 a
The game's animals are distributed in four categories (X4, X3, X2, and X1), based on the rarity of these creatures and their value. They can be found in one of the four regions of the board; some species can be found in all regions, while others are endemic. Observe the reference on the cards — for example, an animal with references A4 and D4 can be found in regions A and D and has a lower value.

These are supposedly extinct animals and can be identified by the "1" indicator, for example A1 or D1. Finding them is the game's greatest challenge, as they are in remote and dangerous places, and the opportunities to find one are minimal — but their value is priceless. Nothing can make you more famous in the scientific community!
When forced to stay without playing for turns, you should take the turn indicators to help control the time. You must have the equivalent to the amount of remaining turns, and each turn one indicator must be removed and placed in the indicator pile.

ATTENTION - All cards must return to the
card deck after being used.
The jungle is unpredictable.
Sudden storms, broken equipment, unexpected funding, or lucky breakthroughs — Event Cards introduce dramatic twists that can change the course of the expedition in an instant.

Upon receiving this card, you must stay without playing for 2 turns to recover.

Upon receiving this card, you must stay without playing for 3 turns to recover.

Upon receiving this card, you must stay without playing for 1 turn to recover.

You must turn around and return the same way you came.

Upon receiving this card, you must stay without playing for 1 turn to recover.

Upon receiving this card, you must stay without playing for 3 turns to recover.

Upon receiving this card, the next player must randomly take one of your cards and put it back in the card deck.

Upon receiving this card, you must turn around and return the same way.

Upon receiving this card, you must head to one of the nearest prisons and stay there for 3 turns. You must continue your journey from the prison door.
Use these to outmaneuver your rivals.
Disrupt caravans, delay expeditions, block discoveries — or protect yourself with defensive tactics and strategic planning. Timing is everything.

You can use this card to cancel the effect of snake bites, poisonous plants, mosquitoes, or tropical diseases.

You can use this card to cancel the effect of poisonous plants or tropical diseases.

You can use this card to cancel a sabotage from another player.

You can use this card to neutralize a card theft by another player, who will be sent to the nearest prison for 3 turns.

Prevents a thief from stealing one of your cards, canceling the criminal's action.

This card allows you to negotiate with hostile tribes and pass, but you lose a turn during the negotiations. This cancels the effect of receiving a hostile tribe encounter card, or landing on the Skull with Splash space, for example.

You can use this card to turn around and return the same way for your own benefit.

If you want to pass more slowly through a location, you can use this card, which allows you to roll only one die instead of two.

If you want to pass more quickly through a location, you can use this card, which allows you to roll the dice again.

You can use this card to cancel a prison order, but it can only be used once.

You can use this card to slow down your opponent. They will be forced to roll only one die in the next round.

With this card, you can sabotage a player's means of transport if they have used a transport card and are waiting for their turn to move. The player will lose the transport card they were going to use, and both cards must return to the card deck.

With this card, you can randomly take a card from a player whose turn is before or after yours. However, if the other player has a police support card, they can send you to prison. The cards that can be stolen include action, animal, or bonus cards

You can slow down another player by adding some harmful fruits to their salad. They must stay without playing for 2 turns to recover.

You can use this card to force your opponent to turn around and return the same way.

You can use this card to provoke the anger of tribes against your opponent and force them to turn around.
Exploration requires movement.
Airplanes, boats, and trains allow you to access distant regions and reach rare species before your rivals do. But transportation can be delayed, damaged, or sabotaged — choose your routes wisely.

You can use an air transport card to move quickly to another distant point on the board, but you need to move to an airport to use it.

You can use a water transport card to move quickly to another distant point on the board, but you need to move to a port to use it.

You can use a rail transport card to move quickly to another distant point on the board, but you need to move to a train station to use it.



Hidden in ancient ruins and forgotten sites, these treasures hold both monetary and historical value.
Gold, jewels, and rare artifacts increase your wealth and bring prestige to your expedition.

$300

$100

$10

$80

$150

$80

$100

$30
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