Tikal
Overview
Tikal is an action-point exploration game set in the jungles of Guatemala, where players lead archaeological expeditions to uncover Mayan temples and treasures. Each turn, a player draws and places a terrain hexagon, then spends 10 action points to explore, excavate, and control valuable sites. When a volcano tile is drawn, all players score their temples and treasure collections. The player with the most points after the final scoring wins.
Components
- 1 Game board
- 36 Terrain hexagons (labeled A-G)
- 24 Round treasure wafers (8 types, 3 of each)
- 48 Square temple tiles (values 1-10)
- 4 Expedition leaders (1 per player)
- 72 Expedition workers (18 per player)
- 8 Camps (2 per player)
- 4 Scoring markers
- 4 Rule summary cards
- Rulebook
Setup
- Each player selects a color and receives 1 leader, 18 workers, 2 camps, and a scoring marker.
- The board begins with 4 explored hexagons: base camp, 2 temple hexagons, and a jungle hexagon.
- Terrain hexagons are shuffled into stacks by letter (A-G), with A on top.
- Temple tiles are sorted by value and placed near the board.
- Treasure wafers are placed face-down near the board.
- Each player places 1 worker on the base camp.
Turn Structure
On each turn:
1. Draw and Place a Terrain Hexagon
Draw the top hexagon from the current stack and place it adjacent to at least one already-explored hexagon. If a volcano is drawn, trigger an immediate scoring round (all players score), then place the volcano.
2. Spend 10 Action Points
Spend up to 10 action points (AP) on any combination of actions. Unused AP are lost.
Actions
| Action |
AP Cost |
Description |
| Place worker/leader |
1 AP |
Move from supply to any hex with your presence |
| Move worker/leader |
1 AP per hex |
Move between connected hexes along paths |
| Uncover temple level |
2 AP |
Add 1 temple tile to a temple (max 2 per temple per turn) |
| Recover treasure |
3 AP |
Take 1 treasure wafer from a treasure hex |
| Exchange treasure |
3 AP |
Trade treasures with another player or the supply |
| Establish camp |
5 AP |
Place a camp on a jungle hex |
| Place temple guard |
5 AP |
Permanently guard a temple (prevents further excavation) |
Movement Rules
- Workers/leaders move along paths connecting hexes.
- Each hex crossed costs 1 AP.
- Path connections are shown as cleared trails between hexes.
- Some hexes require specific paths (volcanoes may block connections).
Temple Excavation
- Each temple hex starts with a base value (1-6).
- Uncovering a level adds 1 temple tile on top, increasing the temple’s value.
- Maximum temple value is 10.
- A temple guard permanently claims the temple and prevents further excavation.
Treasure Collection
- Treasure hexes contain face-down wafers.
- Collecting a treasure costs 3 AP.
- Maximum 2 treasures per hex.
- Treasures come in 8 types with 3 copies each.
Scoring / Victory Conditions
Scoring occurs when a volcano hexagon is drawn and at the end of the game (after all hexagons are placed).
Temple Scoring
- You score a temple’s value if you have majority of workers/leaders on that hex (or a guard).
- Your expedition leader counts as 3 workers for majority.
- If tied for majority, no one scores the temple (unless one player has a guard).
Treasure Scoring
| Collection | Points |
|—|—|
| 1 of a type | 1 |
| 2 matching | 3 |
| 3 matching | 6 |
Pairs and triplets score more; duplicates beyond 3 have no additional value.
The player with the most points after the final scoring wins. The score track has 100 spaces; exceeding wraps around.
Special Rules & Edge Cases
- Leader Value: The expedition leader counts as 3 workers for majority calculations but still costs 1 AP to place/move.
- Temple Guards: Once a guard is placed (5 AP), no further excavation can occur on that temple. Only 2 guards per player are available.
- Camps: Only 2 camps per player. Camps serve as access points for placing workers (1 AP from any camp).
- Treasure Exchange: Exchanges cost 3 AP. You can trade with other players or swap with the supply. Completed pairs/triplets cannot be split.
- Volcano Scoring: When a volcano is drawn, a full scoring round occurs before the volcano tile is placed. All players score simultaneously.
- Action Point Limit: You cannot carry over unused AP to future turns.
- Hexagon Placement: New hexagons must be placed adjacent to existing ones and must fit the terrain grid. Roads must connect logically.
- Worker Supply: Limited to 18 workers per player. Once all are placed, you must move existing workers (cannot place new ones).
Player Reference
| Scoring Trigger |
Temples |
Treasures |
| Volcano drawn |
Majority = temple value |
Singles=1, Pairs=3, Triples=6 |
| Game end |
Same |
Same |
| 10 AP per turn |
Leader = 3 workers for majority |
| Key Costs: Place 1 AP |
Move 1 AP/hex |
Excavate 2 AP |
Treasure 3 AP |
Camp 5 AP |
Guard 5 AP |