Notes:
1.
Using or withdrawing rangers may also initiate several (different) project scorings. In this case, the scorings are carried out consecutively.
2.
If a player flies into an unvisited region and turns over an industrialization tile with the same number as the total number of rangers there, then this player immediately receives the 3 bonus points. Also, every player receives 1 victory point for each one of his rangers.
3.
If a player fails to see that their action has initiated a project scoring, the other players are not obliged to tell them (although they can!). Another player may carry out the project scoring when it is his turn, as long as the requirement for this evaluation is still fulfilled. This player is then the initiator and receives the
3 bonus points. The winning points for the rangers involved in the project are allocated as described above.
4.
The industrialization tiles worth “6” and “7” all have a windmill displayed on the front. These tiles are only of interest in the full game.
End of the game
The game is over at the end of the round in which all four card stacks are used up and when one player has played his last card.
Players add their dollars to the victory points on the scoring track.
The player with the most victory points is the winner. In the event of a draw, the winner is the player with the most dollars.
Action #2
Action #1
Example:
The black player flies to the yellow region (1st action).
He plays a yellow card and places 2 rangers on the last empty camp in this region (2nd action).
Next, the region is scored, as the conservation project is now complete. Then, the players score both the industrialization project and the conservation project in the adjacent region as both were completed by the black player's 2nd action.
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