SPIRITS OF MANY SHORES · KEEPER’S ALMANAC 卷 · 汤谷
Entry: TANGGU-001 Length: ten suns
Tanggu. Vale of Ten Suns
the vale of eternity, a long way east.
Description: At the eastern edge of the world lies Tanggu, the valley where the ten suns bathe and roost in the Fusang tree. Spirits from every shore come to its water: fire rats and thunderbirds, river imps and feathered serpents. You are one of its keepers. Each morning one sun rises and a few spirits come down.
Keeping procedures: Mark two spirits. Release one for beads, befriend another, and summon friends to your sanctuary, which has one place per sun that has risen. You can carry four beads, and nobody in the vale gives change.
Ends: when the sun sets on a keeper with 60 merit, or when the tenth sun sets. Most merit keeps the vale.
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Rules
Ten suns rise from Tanggu, one each round. Each sun has three parts, shown at the top of the table: Seek , Act , Stir .
1 · Seek
Two spirits per keeper come down into the vale. In turn order, each keeper marks one with their seal; then, in reverse order, each marks a second. The keeper who chose last chooses twice in a row.
2 · Act
In turn order, each keeper takes a whole turn, doing any of these as often as they like:
Release a marked spirit. It leaves beads according to its phase (see below) and goes to the discard.
Befriend a marked spirit: it goes to your hand. There is no hand limit.
Summon a spirit from your hand by paying its cost in beads. Nobody gives change , and every bead you pay must be needed. Its on arrival effect happens at once.
Send home a spirit in your sanctuary by paying beads equal to the number of the sun. This only frees its place.
You must release or befriend both of your marked spirits before you end your turn.
Cards are controls: click a card to do what its button says. Hover or focus any card to read it in full at the side. On a touch screen the first tap shows the card and the second plays it.
3 · Stir
In turn order, each keeper stirs their spirits: every each sun effect happens once, in whatever order its keeper likes. None may be skipped, though a few say “you may”.
A spirit cannot arrive if its on arrival effect has nothing to work on; such cards say what they need.
Limits
Sanctuary: one place per sun that has risen. Under the third sun you may have three spirits.
Beads: you may hold four. Cinnabar is worth 1, jade 3, gold 6. If you ever hold more, you choose which to leave behind.
Ending
The game ends when the sun sets on any keeper with 60 merit , or when the tenth sun sets. Most merit keeps the vale; a tie goes to the fuller sanctuary, and after that it is shared. Later seats start with a little more merit, because they choose later.
The five phases
Almanac
All seventy spirits: fifteen each of Fire, Water, Wood and Earth, and ten of Metal. There is one of each.
About this edition
Tanggu (汤谷) is the valley of the suns in the Classic of Mountains and Seas : ten suns bathe there and take turns crossing the sky from the Fusang tree. This is an unofficial fan edition of The Vale of Eternity by Eric Hong, published by Mandoo Games. The rules, and the cost and effect of each of the seventy cards, follow that game; the four elements plus dragons have become the five phases. The spirits, their names, the wording and the paintings are this edition’s own, drawn mostly from Chinese, Japanese, Korean, Indian and Balinese stories and from the peoples of the Americas. Bots are labelled, see only what a keeper in their seat would see, and choose from the same legal moves.