The game is divided into 5 rounds. In each round the players go mining and assemble a team of three agents in the hope of gathering and taking home or selling the most precious crystals and relics for enormous profits. The winner is the player with the most victory points at the end of the game. Victory points come from crystals and relics which are together referred to as goods. Rounds are divided into the following 4 phases: mining, building up teams, action, ending the round.

1) Mining

Mining order for the round is auctioned off by using the following method: Each player secretly takes as many crystals from behind his screen (his home) as he wishes and hides them in his hands. When all players are ready, they simultaneously reveal the crystals in their hands. The player with the most generous offer now places his miner figure on any desired free mine space on the next lower mine level on the board. He also takes the crystals and/or relic cards shown in the place he now occupies, and puts them in his campsite. Then, the player with the second highest bid does the same, etc.

2) Building up the teams

Each player chooses an agent card from his hand and they simultaneously reveal it. Repeat this procedure three times, thus each player will end up with a team of three agents for the current turn. The overall initiative of the team will determine the player order for the current round’s action phase. The team initiative is the sum of its members’ individual speeds. In case of a tie, the player whose miner figure is ahead goes first.

3) Action

In the action phase each player will carry out one action in the order determined by the team initiative values (in descending order). The active player may choose only one of three possible actions: loading goods, raid, mining overtime.

a) Loading goods

The active player loads crystals and cards that are within his loading capacity to transport them either home, or to the bank for victory points. Since all 3 agents used for transporting are discarded, this then leaves the campsite defenseless against attacks from other players (even attacks with a combat value of 0).

b) Raid

The active player may choose to attack any one other player’s campsite if his team’s combat value is higher than that of the attacked team’s. The attacker may steal as many goods from the attacked player’s campsite as he is able to transport. They can take the stolen goods home (to the base), to their own campsite or sell them to the bank.

c) Mining overtime

The active player takes any combination of crystals from the bank equaling 6 points of value (e.g. 2 red, or 3 blue, or 6 white, or 1 of each). Your agents and used relic cards remain at your campsite to defend it against any attacks for the round.

4) Ending the round

All players place their teams on their own discarded agents piles. All used relic cards are also discarded. All players now draw 3 new agent cards in any combination of fighters and transporters.

End of the game and final scoring

The game ends at the end of the 5th round. Players now receive victory points for their crystals and relics that they took home during the game. Victory points are awarded for sets of the same type of relic cards or for sets of different relic cards.

The winner of the game is the player with the most victory points. In case of a tie, the winner is the player whose miner figure is farthest ahead in the mines from amongst the tied players.