Get to the first Emerge phase in about 8 steps. Choose your player count first — a few numbers change based on it.
Lay out an empty 3×3 grid of tile slots — this is the dungeon.
Shuffle the 4 Well tiles. Place one face-up on each corner (1A, 1C, 3A, 3C) slot.
Set aside:
No Springs are dealt. Every Spring in the game is created by a Bloom, so the starting cave is symmetrical — each resource type gets the same number of Nodes.
Shuffle these together, then deal one face-up onto each remaining grid slot until the grid is full. The whole dungeon is visible from the start — there is no exploration.
Finally, fill every Node to its maximum stockpile with loose resources of its own type.
Each player picks one of the four elemental types: Ember, Dew, Moss, or Pebble. This determines where you start.
No two players share a starting type. Ties → clockwise from last player to declare.
Each player starts with 4 Droplets of their type, each carrying 1 matching resource. Place them together on the Well matching their type.
Unchosen Wells still sit on the board and can be used by anyone.
Shuffle 8 Rite cards face-down. Deal 5 face-up to the market. These are the available Rites at any time — new ones flip up as they are completed.
Shuffle 8 Ripple Effect cards face-down. One will flip at each Settle phase — do not draw one yet.
The game ends when either the Rite deck or Ripple Effect deck runs out.
Everyone starts at 0 ME, so give the Token (first-player marker) to a randomly-chosen player. Tokens pass to the lowest-ME player at the start of every Settle. Ties → next clockwise.
The first round begins at EMERGE — Nodes pulse, Springs yield to the Slimes standing on them.