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Excavating Adventures Trading Card Game Rules

Excavating Adventures Trading Card Game Rules

The Official Game of Gemora

Setup

  • Each player begins with at least 9 cards and 5 Digs.

  • Players may use more cards if desired — both players must agree to use the same number.

  • Each deck must include at least one Grumbling card, though players may include more.

    • If more are used, both players must include the same number of Grumblings to keep decks balanced.

  • Players keep their own cards and Digs throughout the game to avoid mixing decks.

  • Each card represents a character or creature from Gemora, and each Dig is a real-world specimen of power.

Goal: Be the first player to reach 10 Points by winning rounds and reclaiming the lost Digs of Gemora!


Starting the Game

  1. Each player places their deck face down in front of them.

  2. Both players draw the top card from their decks and look at it — without showing it yet.

  3. After viewing their card, each player may decide whether to attach a Dig for extra Power.

  4. Once both are ready, they reveal their cards (and any attached Dig) at the same time.


Card & Dig Values

Gemling, Braveling, Guideling, and Wiseling Cards

  • Worth their face value.

  • If paired with any non-matching Dig, add +2 Power.

  • If paired with their matching Dig, add +5 Power.

  • All four types play identically — representing the explorers, mentors, and knowledge keepers of Gemora.


Grumbling Cards

  • Worth their face value.

  • When played, immediately subtract –3 Power from your opponent’s card that round.

  • Once per game, when a Grumbling is revealed, it may remove one of your opponent’s Digs from play — even if that Dig has just been played.

    • The chosen Dig is set aside on its owner’s side of the table (not stolen or destroyed).

    • It cannot be used or scored for the rest of that round.

    • After the round ends, the Dig returns to its owner’s available pool.

  • Grumblings thrive on chaos and greed — they disrupt, distract, and can turn the tide when least expected!


Digs

  • Each Dig represents a real specimen or mineral of power.

  • When paired with any Gemling-type card, they increase total Power by:

    • +5 Power if it’s that Gemling’s matching specimen.

    • +2 Power if it’s not a match.

  • Once a Dig has been used for its +5 bonus, it becomes depleted until the next reshuffle or game restart.


Playing Rounds

  1. Both players flip their top card and secretly decide whether to attach a Dig.

  2. When both are ready, they reveal their cards and Digs simultaneously.

  3. Add each card’s face value + any Dig bonuses or Grumbling effects.

  4. The player with the higher total Power wins the round and earns 1 Point.

  5. Players keep their own used cards and Digs in a personal discard pile.

Tie? Leave the tied cards on the table and flip new ones next round — the winner of that round earns 2 Points instead of 1!


Reshuffling

  • If all cards have been played before either player reaches 10 Points,
    both players mix their used cards and Digs back together, reshuffle, and continue play.

  • Digs that were previously depleted are now recharged and may be used again.


Winning the Game

  • The first player to reach 10 Points wins and is crowned the Master Adventurling of Gemora!

  • Keep your cards safe — every Gemling, Braveling, Guideling, Wiseling, and Grumbling adds new power to your growing collection.

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