Overview
Eila and Something Shiny is a solo, story-driven adventure game played over 6 chapters (0-5). Each chapter presents a 7-day journey where the player makes choices through Event Cards, manages tangible and intangible resources, and works toward a chapter-specific goal. The game features a narrative-rich experience with branching paths, items, habits, and support cards that carry between chapters. The game emphasizes discovery – players should not read ahead or unwrap components before instructed.
Components
- 1 Game Board
- 1 Card Stand
- 1 Eila Token
- 2 Combat Dice
- 11 Map Tiles, 17 Comics
- 6 Goal Cards (one per chapter, double-sided: normal/expert)
- 12 Event Card Decks (6 Red, 6 Blue) + 6 Basic Event Card Decks
- 32 Item Cards, 14 Support Cards, 7 Habit Cards
- Resources: 18 Food, 18 Coin, 18 Knowledge (tangible); 18 Energy, 16 Fear, 8 Magical Stone tokens (intangible)
- 12 Heart tokens, 12 Cover tokens
- 1 Eila’s Notepad (for tracking items/supports/habits between chapters)
Setup
- Place the board and Goal Card in the center. Fill heart spaces on the Goal Card. Use normal side for first playthrough.
- Take out all Event Cards (Basic, Red, Blue) for the current chapter. Arrange in ascending numerical order.
- Separate cards by color into stacks.
- Place Basic Event Cards in the Card Stand (upcoming deck). Place Red Event Cards face-down on corresponding space. Place Blue Event Cards face-down on corresponding space.
- Place Habit Cards and Item Cards face-down on their spaces.
- Sort resources into a supply.
- Read the chapter prologue and set up starting resources (if any) on storage spaces.
Turn Structure
Each chapter consists of 7 days. Each day has:
Day Phase
Repeat Steps 1-3 until the Card Stand is empty:
Step 1 - Reveal: Take the front card from the Card Stand and place it face-up in the Present.
Step 2 - Execute an Option: Choose Option A, B, C, or D on the Event Card. Execute the effect (left to right, top to bottom). Effects may include gaining/discarding resources, acquiring items, placing cards in the Future or Past.
Step 3 - Resolve: Place the card according to its direction indicator (Future, Past, or return to original deck).
Night Phase
- Place required resources from storage onto the Goal Card’s chapter goal section (per chapter rules).
- Place 1 Energy from storage onto the next day tracker number. If no Energy available, lose 1 Heart instead.
- Shuffle all Future cards and place them in the Card Stand face-down. A new day begins.
Actions
Resource Management
- Tangible resources: Food, Coin, Knowledge. Maximum 8 tangible resources in storage.
- Intangible resources: Energy, Fear, Magical Stone. Maximum 8 intangible resources.
- Fear must be acquired when indicated. When acquiring Fear beyond capacity, each extra Fear discards 1 Heart.
- Resources can be converted following arrows shown on the board (one direction only, not while resolving an effect).
Event Card Options
- Some options require specific Items or Support Cards to choose.
- Options with “-“ effects require having enough resources to discard (except Fear).
- Commas in effects mean acquire/discard everything in order. Slashes mean choose one.
- Cards directed to the “Future” will appear in a future day. Cards to the “Past” are set aside.
Items, Habits, and Supports
- Items: Acquired during play. Provide ongoing benefits or enable specific event options. Tracked on Eila’s Notepad between chapters.
- Habits: Cards with ongoing effects that carry between chapters.
- Support Cards: Available from Chapter 2 onward. Provide additional benefits.
Scoring / Victory Conditions
Winning a Chapter
Achieve the chapter goal (written on the Goal Card) within 7 days. For Chapter 0, the goal is to submit 2 specific resources within 7 days.
Losing a Chapter
- Fail to achieve the goal after 7 days.
- Run out of Hearts.
Game Progression
Completing a chapter unlocks the next one. Items, Habits, and Supports carry forward via Eila’s Notepad. The full game spans Chapters 0 through 5.
Special Rules & Edge Cases
- Do not read rules for future chapters or unwrap components early.
- New rules are introduced with each chapter.
- If storage is full when acquiring resources, you may discard existing resources to make room (both must be same type: tangible or intangible).
- Fear can only be discarded through specific event card effects, not voluntarily.
- Special conversions must be completed fully (cannot convert mid-effect).
- Resources on Item or Support Cards with extra storage spaces can be moved at any time.
- Some event cards have combat, resolved using the 2 Combat Dice.
- The game is designed for one continuous playthrough using the Notepad to track progress.
Player Reference
Chapters: 0-5 (learn rules in Chapter 0, full game from Chapter 1)
Day Phase: Reveal card > Choose option > Resolve card (repeat until Card Stand empty)
Night Phase: Submit to goal > Track day (1 Energy or lose 1 Heart) > Shuffle Future to Card Stand
Storage limits: 8 tangible + 8 intangible resources
Resource types: Food/Coin/Knowledge (tangible), Energy/Fear/Magical Stone (intangible)
Win condition: Complete chapter goal within 7 days
Lose condition: Fail goal after 7 days OR run out of Hearts