AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
Carnuta is the annual druidic ritual where players compete in a potion contest to elect the druid of the year. Players take turns performing 2 actions per turn to collect ingredient cards, manage a set of double-sided Sun/Moon runes on their personal board, and play cards to build columns of ingredients in front of them. Each card is worth points based on the ingredients in the player’s potion. The game ends once one player plays an 11th card, and the player with the highest score wins.
For All Players (Center of the Table):
For Each Player:
Play proceeds clockwise starting with the Ancestor. On your turn, take 2 actions (same or different, in any order) from the 4 available actions. You may also use a Sickle at any point during your turn as a free action.
After performing your 2 actions, end your turn by:
When your counter reaches certain bonus spaces, immediately gain the corresponding effect:
Take a Card: Take 1 of the 8 visible cards from the center of the table and add it to your hand. Immediately replace it with the top card of the corresponding deck (Day or Night). You may hold any number of cards during your turn but are limited to 3 at end of turn.
Play a Card: Choose a card from your hand and pay its rune cost as shown on the card. Costs require either flipping a rune to its other side or returning a rune to the reserve (without flipping). Place the card in front of you, forming columns by ingredient type. Stack cards so the ingredient reminder and points remain visible.
Take Runes: Fill empty (non-Padlocked) spaces on your board with runes from the reserve, without flipping them. You may take only Suns or only Moons in a single action, never both types.
Flip Runes: Flip all runes on your board so they show only one type: all Suns or all Moons.
Sickle (Free Action): At any time during your turn, discard a Sickle token to discard all 4 Day or all 4 Night cards from the center and reveal 4 new cards from the corresponding deck.
Empty Deck: If a deck runs out, shuffle all cards of that type from the discard pile to form a new deck.
Game End: The game is triggered when one player plays their 11th card. Finish the current round (until the player to the right of the Ancestor completes their turn), then each player takes one final turn. Players may play more than 11 cards even though the counter does not go beyond 11.
Scoring: Use the score pad to count points for each ingredient column. Point values on cards work as follows:
Add points from Bonus Ingredient tokens (each counts as 1 extra ingredient of its type).
Tiebreaker: Highest score wins. In case of a tie, the player with the most points in a single ingredient wins. If still tied, share the victory.
| Action | Effect |
|---|---|
| Take a Card | Take 1 of 8 visible cards; replace immediately from deck |
| Play a Card | Pay rune cost (flip or return runes), add card to ingredient columns |
| Take Runes | Fill empty board spaces with runes of one type (Sun or Moon) |
| Flip Runes | Flip all runes to one side (all Sun or all Moon) |
| Sickle (free) | Discard 4 Day or Night cards from center; reveal 4 new |
Card Costs: Flip icon = flip that rune to other side. Return icon = return that rune to reserve.
Game End Trigger: 11th card played by any player, then finish round + 1 final turn each.