Temple of the Deceived
(x1)

1A-B
(-)
Setup: Prepare the Island Map (see insert). Flip over the top-left and bottom-left locations of the Island Map (without resolving their Forced effects, if any), and choose one as the player's starting active location, using a resource token to represent which location is active. The first player takes control of Captain Sahír, and the last player takes control of Na'asiyah (objective-ally side faceup). Add Temple Guardian to the staging area and attach Gate Key to it, guarded. Shuffle the encounter deck.
Exploration.
For each progress that would be placed on Searching the Island, you may place it on a location in the staging area, instead.
Temple of the Deceived
(x1)

2
(8)

Ruins.
Forced: When The Grotto's Entrance is flipped over while active, put Temple Guardian into play from the victory display, engaged with the player with the highest threat.
When the 8th progress is placed on The Grotto's Entrance, the players have found the sunken ruins and win the game.
Uncharted. Immune to player card effects.
Travel: Exhaust the Gate Key to travel here.
Forced: After Temple of the Deceived becomes the active location, flip it over.
Temple of the Deceived
(x2)

5
(5)

Ruins.
While Temple Halls is the active location, each character gets -1 Attack and -1 Defense.
Forced: When Temple Halls is flipped over while active, put Temple Guardian into play from the victory display, engaged with the player with the highest threat.
Uncharted. Immune to player card effects.
Travel: Exhaust the Gate Key to travel here.
Forced: After Temple of the Deceived becomes the active location, flip it over.
Temple of the Deceived
(x1)

Temple of the Deceived
(x1)

Item.
Artifact.
If unattached, return Gate Key to the staging area and it gains: "Action: Exhaust a hero to claim Gate Key and attach it to that hero."
Action: Exhaust Gate Key and attached hero and spend 3 resources from attached hero's resource pool to look at the facedown side of a Temple of the Deceived.
Temple of the Deceived
(x2)

4
(4)

Mountain.
While Jagged Cliffs is the active location, the location to its right is not considered to be in the staging area.
Forced: When Jagged Cliffs is flipped over while active, look at the facedown side of each adjacent copy of Lost Island.
Uncharted.
Cannot have player card attachments.
Forced: After Lost Island becomes the active location, flip it over.
Action: Remove 4 progress from Lost Island to look at its facedown side.
Temple of the Deceived
(x2)

2
(6)

Underground.
While Winding Caverns is the active location, each enemy gets +10 engagement cost.
When you travel from Winding Caverns to another location, you may travel to a location up to 3 locations away. (You must still pay that location's Travel cost in order to travel there.)
Uncharted.
Cannot have player card attachments.
Forced: After Lost Island becomes the active location, flip it over.
Action: Remove 4 progress from Lost Island to look at its facedown side.
Temple of the Deceived
(x2)

4
(4)

Underground.
While Jungle Path is the active location, the locations immediately above and below it are not considered to be in the staging area.
Forced: When Jungle Path is flipped over while active, each player must exhaust a character with at least 2 Attack.
Uncharted.
Cannot have player card attachments.
Forced: After Lost Island becomes the active location, flip it over.
Action: Remove 4 progress from Lost Island to look at its facedown side.
Temple of the Deceived
(x3)

Temple of the Deceived
(x2/x0)

(46)
3
4
1
5




Undead.
Island Watcher cannot be optionally engaged.
While Island Watcher is in the staging area, it gains: "Forced: At the beginning of the encounter phase, if the active location has the Ruins trait, Island Watcher engages the player with the highest treat. Then, deal it 2 shadow cards."
Temple of the Deceived
(x2)

Temple of the Deceived
(x4)

Temple of the Deceived
(x3/x2)

Temple of the Deceived
(x3)

Temple of the Deceived
(x3)
