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View compareExcavating Adventures Trading Card Game Rules
Excavating Adventures Trading Card Game Rules
The Official Game of Gemora
Setup
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Each player begins with at least 9 cards and 5 Digs.
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Players may use more cards if desired — both players must agree to use the same number.
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Each deck must include at least one Grumbling card, though players may include more.
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If more are used, both players must include the same number of Grumblings to keep decks balanced.
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Players keep their own cards and Digs throughout the game to avoid mixing decks.
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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
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Each player places their deck face down in front of them.
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Both players draw the top card from their decks and look at it — without showing it yet.
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After viewing their card, each player may decide whether to attach a Dig for extra Power.
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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
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Worth their face value.
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If paired with any non-matching Dig, add +2 Power.
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If paired with their matching Dig, add +5 Power.
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All four types play identically — representing the explorers, mentors, and knowledge keepers of Gemora.
Grumbling Cards
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Worth their face value.
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When played, immediately subtract –3 Power from your opponent’s card that round.
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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.
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The chosen Dig is set aside on its owner’s side of the table (not stolen or destroyed).
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It cannot be used or scored for the rest of that round.
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After the round ends, the Dig returns to its owner’s available pool.
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Grumblings thrive on chaos and greed — they disrupt, distract, and can turn the tide when least expected!
Digs
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Each Dig represents a real specimen or mineral of power.
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When paired with any Gemling-type card, they increase total Power by:
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+5 Power if it’s that Gemling’s matching specimen.
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+2 Power if it’s not a match.
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Once a Dig has been used for its +5 bonus, it becomes depleted until the next reshuffle or game restart.
Playing Rounds
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Both players flip their top card and secretly decide whether to attach a Dig.
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When both are ready, they reveal their cards and Digs simultaneously.
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Add each card’s face value + any Dig bonuses or Grumbling effects.
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The player with the higher total Power wins the round and earns 1 Point.
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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
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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
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The first player to reach 10 Points wins and is crowned the Master Adventurling of Gemora!
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Keep your cards safe — every Gemling, Braveling, Guideling, Wiseling, and Grumbling adds new power to your growing collection.
