Erosion: Rules 1. Uplift - play uplift card and rock type cards to be uplifted (add cards to the base of the mountain), after discard face up 2. Weather - play a weathering card that shows which cards to be weathered from a particular mountain. Move one half width to the left all rock cards in the mountain to be weathered. Gain Stones (see chart) and discard face up. 3. Hillslope - play a hillslope card that shows which cards to be transported from a particular mountain. Move the rock to the center of the table to form the River. Gain Stones (see chart) and discard face up. 4. Fluvial - play a fluvial card AND rock type cards to be transported from the River. Move the transported cards to your “ delta ” face down. Discard example cards face down and place fluvial card face up on your discard pile. 5. Draw - cards back to 7, or dump 7 cards and redraw 7 cards
Erosion: Rules cont. 1. WX or Hillslope Stone Values: 1 rock = 1 stone, 2 rocks = 2 stones, 3 rocks = 3 stones, 4 or more = 5 stones 2. If a player plays the same process as the previous player, +1 wild for that play. 3. Fossil cards are worth double their value in mountains and +5 extra if in a delta 4. Empty hand through play, automatic re-draw or drawing cards is one turn of play. 5. Most of each sediment type in delta at game end, +5 points 6. Process card not played in prime elevation, -1 power to the card. 7. Game ends: Mountain at 8,000 m, Deck Empty, A player earns 25 stones from WX and hillslope, or a player’s mountain becomes totally eroded. 8. Optional: Powers on cards stated above the rock type can be used if the card is in the player’s mountain, but only once and then must be covered. Used only following a specified action (stated in parentheses).