1
Build Guardian Animal Help Line first
Complete your card draw phase before the ES acts
2
Take standard actions
Your turns follow normal game rules
3
Draw flames for ES turn
When it is the ES turn, draw X flames from the bag where X equals the current phase number (1, 2, or 3)
4
Draw corresponding cards
For each flame drawn, draw one card from the matching guardian animal pile
5
Identify leading card
The first card drawn (matching the first flame) leads the ES turn and adds its cost to all symbols for actions
6
Check preference line
Look at the leftmost tile in the preference line to determine the ES's first action
7
Verify action availability
The ES can only take actions if the required symbol appears on drawn cards or owned trees
8
Skip unavailable actions
If the first tile's action cannot be taken, check the second tile, then third, and so on
9
Draw new leading card if needed
If no action is possible with current cards, draw a new leading card for the ES
10
Execute Sacred Flower action
Count all sun symbols on drawn cards, add leading card cost, plus sun symbols on trees, then buy cards with as many sacred flowers as possible
11
Execute Extinguish Fire action
Count all water symbols on drawn cards, add leading card cost, plus water symbols on trees, then extinguish as many fires as possible
12
Execute Tree action
Count all tree symbols on drawn cards, add leading card cost, plus tree symbols on trees, then buy the most expensive tree the ES doesn't already own
13
Handle white symbol exception
If the leading card shows a white symbol, place it immediately with sacred flower cards, skip the preference line, and take X steps on Circle of Spirits where X equals the flame strength minus one
14
Resolve second action
After the first action, check the next tile in the preference line
15
Move instead of second action
If the second action cannot be taken, the ES moves X steps on the Circle of Spirits where X equals strength of first flame minus one
16
Reorder preference line
Put all tiles skipped or used in the last position, keeping their relative order
17
Allow repeated actions
The ES can take the same action twice in his turn
18
Handle ES movement
The ES always uses all steps and moves only his figure, never the dummy
19
Steal when ES passes you
The ES takes one victory tile you have, prioritizing tiles he only has one of, then the victory condition he's furthest behind in
20
Steal when you pass ES
Take any tile you wish as long as the ES keeps at least two different tiles
21
Handle dummy stealing
The dummy can only steal from you; give it a tile the ES has two of
22
Move ES at end of round
If the ES didn't move during his turn, move his figure one space
23
Move dummy at end of round
The dummy always moves one space
24
Transition between phases
Phase 1 has 5 rounds, Phase 2 has 4 rounds, Phase 3 has 3 rounds
25
Reset at phase end
Return all drawn flames to the bag
26
Add flame to bag
After Phase 1, add a strength-three flame; after Phase 2, add a strength-four flame from the ES playerboard
27
Credit ES with flame
Put the matching remaining flame with the ES's extinguished flames