What’s this about?
This site is an official rules reference for Vantage by Stonemaier Games.
It’s great for finding a specific rule quickly. It’s also an excellent supplement to the rulebook included in the box, when watching a how-to-play video, or while teaching the game.
Usage Tips
Back & Forward Nav: Think of each rule entry as a separate webpage. If you want to jump back, hit your Back button.
Check the Index : Don’t see what you’re looking for? The Index has every term in the game.
Install it: This site is a (Progressive Web App). You can install it as a standalone app that is lightning fast, and works even when you’re offline.
Link to a rule: Want to share a link to a particular rule? Just click its title!
Credits
Designed by: Jamey Stegmaier
Art by: Valentina Filić, Sören Meding, and Emilien Rotival
Special Thanks
Vantage has been a passion project for me (Jamey) for over 8 years, but I was not alone in this endeavor. In addition to the monumental effort of creating an entire planet through nearly 1700 illustrations by Valentina Filić, Sören Meding, and Emilien Rotival, I am forever grateful to Juliana Moreno and Ariel Rubin (The Wild Optimists) for creating some of the in-game puzzles, Ira Fay for creating the playtest app from scratch, Shannon Lentz at Panda Game Manufacturing for years of discussions about components, Jose Manuel López-Cepero for creating the web app, Karel Titeca and Christine Santana for typesetting and graphic design, Morten Monrad Pedersen and the Automa Factory team for their help with the solo rules for the spoiler pack, developers Garrett Feiner and Travis Willse for their detailed feedback and editing, and Ryan Davis and Travis Willse for adding extra flair to many of the Move and Depart storybook results.
Playtesters: Mike Bartoo-Abud, Mitch Caudill, Blake Chursinoff, Caleb Chursinoff, Dusty Craine, Ryan S. Davis, Susannah Eisenbraun, Mark Espiridion, Ira Fay, Allie Feiner, Garrett Feiner, William Augustus Griffin Sr., Lindsay Grossmann, Ossian Hawkes, Wanja Heeren, Preston Holmes, Chris Ingold, Josh Jahner, Ben Jepsen, Abigail Jones, Emily Jones, Derik Kellner, Robert Konigsberg, Max Lüdov, Tyler McKinnon, Thom Mollinga, Chris Munford, Jay Nabedian, Crystal Nevin, Jason Nevin, Nicolas Pupat, Gregory Rempe, Caroline Rempe, Clara Rempe, Dominick Salazar, Ana Salazar, Erica Sanders, Artur Carvalho Santos, Nathan Smith, Franziska Steiner, David Studley, Lieve Teugels, Karel Titeca, Kobe Titeca, Michael Vannoy, Josh Ward, Travis Willse, Shawn Wilson, Darren Wolford, Frank Wolf, Kentoku Yamamoto
Proofreaders: Brian Chandler, Garrett Feiner, Jan Horák, Jared Kepron, Mike Lee, Crystal Nevin, Justin Radziewicz, Asa Swain, Karel Titeca, Ian Tyrrell, Jay Voss, Josh Ward, Travis Willse, Dana Woller, Dave Zokvic
I’m also incredibly grateful for the many amazing games that inspired Vantage in some way, including The Legend of Zelda: Breath of the Wild (and Tears of the Kingdom), The Witcher 3, Baldur’s Gate 3, Eastshade, Stardew Valley, Subnautica, Red Dead Redemption, Ghost of Tsushima, Elden Ring, Tunic, TIME Stories, The 7th Continent (and Citadel), Sleeping Gods, Tainted Grail, Earthborne Rangers, Near and Far, Crusoe Crew, Lands of Galzyr, Micro Macro, One Deck Dungeon, and Roll Player Adventures, among others.
Changelog
- 15 Jul 2025
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Addition of FAQ, Errata, and Resources.
- 16 Jul 2025
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Updates from rulebook version r20. Updated errata.
- 17 Jul 2025
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Added to card grid section: “You may not place challenge dice on horizontal cards in your supply.”
- Up to date
Choose one action from the three types of actions
You choose without knowing the cost or outcome, but you always succeed. The challenge is avoiding loss of time (), morale (), or health ().

Each location lists (usually 6) location actions in the categories of move , look , engage , help , take , and overpower .
Reference the storybook entry for this location (e.g., for the look-STUDY action on location 272, reference entry 272 in the look storybook).
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If you previously performed a location action here (even in a turn some time before the last), you cannot perform another. Choose a depart action or card action instead.
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“Always available”: Some location action lists may have a note indicating that a specific action is always available. This action is available even if you previously performed it or another location action here.
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If another player previously visited the same location this game, you may not perform a thematically contradictory location action (e.g., if a player previously burned a bridge at your location, you may not cross the bridge). Because Vantage is a highly visual single-session game, players should be able to remember where they’ve been or what they’ve done (taking notes is permitted if necessary, though).
Many non-location cards include action options. These include actions on cards in your grid, your supply, and the center.

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Reference the storybook entry for that specific card (e.g., for a help-EQUIP action on card 1435, reference entry 1435 in the help storybook).
You may not look at the card you are gaining (if any) until you have completed the action.
Unless stated otherwise, you may perform a card action even if you have already performed an action on that card.

Move away from your location in 1 of 4 cardinal directions to another location (north always points forward). This is a move action.
Each number (500, 273, and 271 for this location) is an adjacent listed location. You may go to any of these locations using a 1-cost move action (WALK or SWIM) that does not use a storybook.
Each star (*) requires you to reference the Depart storybook. For this location, you would look at the “move south” entry for location 272 in the Depart storybook for the cost, action, and result of moving south from this location.
In the rare case that a direction shows neither a location number nor *, you cannot depart from this location in that direction.
Before Your First Game
For your first game we recommend using the “daring” starting level for time, morale, and health and avoiding difficult crash locations. These settings are found on location 000 and on the escape pod locations. Make bold choices while playing, as the first time a player’s time, morale, or health is reduced to 0 doesn’t necessarily end the game—you will have an option to continue playing as presented by the mission’s entry in the take storybook.
Your first game is largely about experimentation as you learn about different actions, consequences, and risk tolerances in Vantage. This is more important than the mission; instead, just try to fill your grid by gaining 8 cards from different locations (and from actions on cards in your grid). It’s perfectly normal if you don’t achieve this goal. Avoid performing the actions printed on the mission card unless it’s causing too much confusion and you need a sense of direction.
Discovery and perception are significant elements of Vantage. You will wonder how to do and find things—that is a normal part of the discovery curve of this game, and the game will not hold your hand. Just try things that intrigue you. Use your eyes and intuition: If an action looks difficult, it probably has a high cost. Some actions will turn out differently or be more difficult than what you expect; this will help the next time a player sees that type of action. You may optionally take notes as you play.
Communication between players is critically important, and not just for sharing skills and impact dice slots (which represent sharing your advice and expertise). Each player’s choices are their own, but any information you have from what you have seen and experienced is yours to share freely. To succeed, you will often need to describe what you see and discuss your options, both for shortterm and long-term goals.
Boost
At any time on any turn (even in the middle of an action or while another player is performing an action), you may use boost powers on cards in your grid to benefit yourself. Boost represents knowledge learned while you explore the planet and use the things you discover.




Boost gained/paid on locations goes to/from your character (e.g., if the storybook text of a location action says to “Gain 1 boost,” place it on your character).
Boost gained/paid on all other cards goes on/from that card.
Each card has limited capacity for boost that cannot be exceeded.
The effects of boost powers last until the end of the current turn.
When an icon is used instead of the word “boost,” the number of icons represent the amount of boost. is 1 boost, is 2 boost.
There is no hard limit on total boost tokens in Vantage. In the rare case that all 60 boost tokens are on cards and you need more, any cube is a suitable addition.
If a challenge dice ability says “place them in the center,” it’s referring to the penalty section of the center (otherwise it would say to “refresh” the dice, which returns them to the challenge dice pool).
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Some cards request that players place ubiquitous “tokens” to track progress; boost tokens are used for this purpose.
Card Anatomy

- Challenge dice slot (move) one of your challenge dice can be placed here (for a move action); gain 1 boost after placing a die here
- Some cards have a coin value () the game will tell you when this matters
- Reserve capacity quantity of vertical cards you can keep beyond your grid (1 extra)
- “When Placed” benefit gain when placing this card into your grid for the first time (2 boost)
- Card number
- Challenge dice slot as an impact slot , a challenge die morale result rolled by any player can be placed here
- Card actions when you perform one, refer to the storybook entry for this card (1435)
- Boost capacity quantity of boost this card can hold (6)
- Boost power at any time, pay 2 boost from this card to gain either 1 coin or 1 move skill token
- Boost power at any time, pay 1 boost from this card to do this
Roll dice from the challenge dice pool equal to the remaining cost
The cost of an action represents its difficulty; roll challenge dice from the pool equal to the numerical cost (e.g., for a cost of 2, roll 2 challenge dice).
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For example, if the cost is and a player pays 1 look skill token, roll 2 challenge dice instead of 3. If the cost was decreased to 0 by spending skill tokens, do not roll any challenge dice.
If (and only if) there are fewer available dice in the challenge dice pool than the remaining cost, first refresh ALL challenge dice from cards in grids and the penalty section of the center by returning them to the challenge dice pool. For example, if the remaining cost is 2 but there is only 1 die in the challenge dice pool, first refresh all challenge dice, then roll 2 of them from the full pool.
The total quantity of challenge dice in the game is always 8 dice plus 2 per player (any excess dice are not used—keep them in the box).
Read the cost and action (not the result)
The cost and/or action are printed on some cards, though most require players to reference a storybook. In most cases you will use a storybook entry to see the cost and full action. Use the storybook matching the category (e.g., engage) and the entry matching the card on which the action appears (e.g., location 272).

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Some cards include the full cost, action, and result—do not reference the storybook for these actions. In addition to the type of action and the standard cost (the quantity of challenge dice to roll), some actions on grid cards also have a boost cost (; a cube paid from that card). In the example to the right, this is a 4-cost help action that requires you to also pay 1 boost.
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If the depart action you chose is to an adjacent listed location, the move cost is 1. Other adjacent locations are marked with *; you must look up their move cost in the Depart storybook after declaring a direction. If you move in a specific orthogonal direction (e.g., move east) and there is a related diagonal direction entry in the Depart storybook (e.g., move southeast), you may choose to move in that related direction instead of your original choice.
Regions: Some location actions refer to the region (a broader area encompassing multiple locations), which is a letter noted in parentheses in the look storybook entry for your location.
For actions with cost , choose a number 1–6 as the cost. This indicates how much effort you will put into the action, and the result of the action will depend on the cost number you choose.
Components
415 large cards (double-sided; 80x120mm)
916 standard cards (57x87mm)
1 spoiler pack of cards
8 storybooks
1 Book of Vantages
1 game board
20 challenge dice
12 skill dice
60 boost tokens (cubes)
60 skill tokens
45 coins
6 each: time, morale, and health trackers (1 of each per player)
6 location card holders (1 per player)
Continue
If a location action’s result includes instructions to “continue”, you must perform an additional action, ignoring the restriction in step 1 (e.g., if you already performed the engage location action, you may choose another location action, but not the same engage action).
Some results include instructions to continue with a specific action. If it is an action noted on the location, start with step 2. Otherwise, start with step 1.
Some non-location actions include instructions to “continue,” but these do not ignore the restriction in step 1.
The instructions sometimes read, “You may continue”; in that case, continuing to perform another action is a choice, not mandatory. This only applies to your current turn; you may not continue at this location on a future turn unless another action allows you to do so.
End of Game
A game can end in several different ways, and the storybooks will give you the option (or the requirement) to end the game when:
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You complete the mission (completing a mission will give you a choice between ending the game and continuing the game to pursue also completing a destiny).
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You complete a destiny (completing a destiny will end the game, irrespective of whether you have completed your mission).
Any player’s time, morale, or health is reduced to 0. If this happens, read the mission’s entry in the take storybook.
You may even end the game when the time you allotted to play Vantage has expired. There is a lot of variation in the duration of Vantage depending both on random factors and player choices (e.g., performing the actions printed on the mission can significantly decrease the duration). Some games may end far quicker than 2 hours, while others might push beyond the 3-hour mark.
In addition to a mission victory, a destiny victory, or an epic victory (both the mission and a destiny are complete), you may define success through anything you pursue and achieve.

When the game ends, return all cards and components to the box (any cards gained from the spoiler pack return to that pack). In other words, everything completely resets so you can have a new adventure the next time you play Vantage. For storage purposes, lay the 3 stacks of location cards flat inside their compartments with various tokens/dice in the gaps that remain, then place all storybooks on top of them.
Errata & Clarifications
- look 145
- The ability you gain should be 1483 (not 1482).
- look 303
- Change the entire result to “As you trace the lines on the stone, three distinctly colored icons emerge. You may choose to focus on one of the three. If you choose the green icon, gain spell 1236. If you choose the pink icon, gain spell 1237. If you choose the blue icon, gain spell 1238.”
- engage 579
- In the first bullet point, 410 should be 499.
- take 123
- This should give you card 1472, not 1480.
- overpower 530
- The opponent’s card should not be 1530; it should be 1521.
- overpower 558
- This should have you exit to 271, not 215.
- Card 957
- The dice slot is missing a boost output . When you place a challenge die on this slot, immediately gain a boost token on that card.
- Card 962
- The dice slot is missing a boost output . When you place a challenge die on this slot, immediately gain a boost token on that card.
- Card 1013
- RIDE should be a boost power, not a card action.
- Location Card 104
A relevant portion of the illustration is obscured by the card text — a basket containing 6 fruits.
There is currently no official errata, but updates and clarifications to the rulebook are incorporated into this reference as they become available.
Frequently Asked Questions
How many cards are in Vantage? Do they need sleeves?
There are around 1300 cards in Vantage at several sizes. The 400 large cards are printed on both sides–different location on each side–as if they’re 2 cards back to back (it’s essentially 1700 cards worth of content, with well over 1600 unique illustrations by 3 wonderful people: Valentina Filić, Soren Meding, and Emilien Rotival).
The cards in Vantage are never shuffled (this is not a randomly generated world; i.e., if you’re on location 623, it will always lead north, east, south, and west to the same specific locations), so they do not need sleeves. The box would need to double in size to fit sleeved cards.
Is Vantage a campaign game?
No, you start every game from scratch, and you put everything away when the game ends. The only persistent element from game to game is your increased knowledge of the world.
How does Vantage scale from 1–6 players?
There are individual turns in Vantage (due to the way the action system works, simultaneous play doesn’t work–too much talking over each other), but every player is involved in every turn, and you have abilities you can use on any turn. There’s a mechanical scaling element via the number of challenge dice in the game. I’ve designed and playtested the game to sing just as well at higher player counts as it does at 1–2 players.
Does Vantage really only take a few minutes to set up? What about cleanup? How much table space does it require?
During setup, you just put the box of cards–all in numerical order–on the table along with some tokens, dozens of custom dice, central board, and storybooks, and you all begin on the first location (the spaceship).
Each player can only see their current location card, which is set vertically in from of you. Beyond that, each player needs about a square foot for their tableau and a little extra space for storybooks, and players share the space on the table for a small board, the box of cards, and room to roll dice.
During the game, if I move from location 100 to location 456, I’ll have a placeholder card in the box where location 100 goes to make it easy to return that card and then find card 456–in that way, locations are quickly coming in and out of the box during the game, not piling up until the end. This facilitates fast cleanup. And since Vantage is not a campaign game, there is no need to save the endgame state.
Do the optional accessories fit in the game box?
The wooden skill tokens and metal coins easily fit into the box. The dual-layered player mats fit with 12mm lid lift (or they can be stored in the slim box they come in).
If everyone is doing their own thing on different parts of the planet, are 6 players mostly playing their own game? Do I care what other players are doing?
I’ll answer with an example: I’ve never been to the Origins Game Fair, but let’s say you have. I show up at a specific entrance there, but I’m not sure where to go, what to eat, or who to talk to. But maybe you do. So I give you a call, and you give me some advice and input, wisdom that I can put into practice right away. We’re cooperating despite a vast distance between us (and in Vantage, this isn’t just through verbal communication via each character’s radio implants–there are mechanical ways to advise and help other players too). Being in the same place isn’t a prerequisite to cooperation.
You might care about the other players because you all came to the planet for the same reason (1 of 21 different missions). But you also might decide that the mission isn’t a priority and you really want to do something else instead. But you’re still incentivized to help each other no matter what you pursue, because if one player reaches a fail state, the game potentially ends for everyone.
The full list of all ways that players cooperate and collaborate in Vantage is as follows:
- skill tokens and skill dice
- impact dice slots
- shared challenge dice
- actions with benefits that help all players
- completing a mission and/or a destiny
- all the shared discoveries and information about the world (shared knowledge is power)
As a cooperative game, is there potential for bossy alpha players in Vantage?
You have complete agency over your choices in Vantage. There’s potential for discussion, to be sure, but you choose your actions, not the other players. This is a game where only you can see your current location and the actions on the location, so you have crucial information that none of the other players have–it’s entirely up to you how you share that information (generally it’s a good idea for collaboration and cooperation to talk about what you’re looking at and what your actions are, but if another player is being bossy, you can simply not tell them what you see and make your choice without input from them). After all, this is a game about being separated by vast distances across an entire planet–both thematically and mechanically, it doesn’t make sense for there to be alpha players in Vantage.
Alpha players typically thrive when there’s a lot of open information and when each player’s tableau is easy for any player to parse. Neither is the case in Vantage. Each storybook is separate, so even if an alpha player is reading from the LOOK storybook after I requested that action, they can’t see the other action options in that storybook and thus can’t advise me to choose one of them instead (plus, that’s against the rules). And each player’s tableau will grow increasingly complex during the game–it’s enough information for one player, but not multiple players.
How do you win Vantage? Can you lose?
The short answer is yes, there are specific, clearly defined victory and loss conditions in a game of Vantage. But the full answer is more nuanced than that: Victory in Vantage depends on whether you’re extrinsically motivated or intrinsically motivated (or a mix of both).
- Win: There are 21 different reasons why you decided to come to the uncharted planet in the first place–1 of these missions is randomly selected for the group at the beginning of the game. You didn’t plan on crashing, though, so there’s also the matter of resolving your final destination–as you play, you’ll discover up to 11 options to consider for completing your "destiny," as we call it (e.g., some are different ways to escape the planet). You can win Vantage by completing your mission or a destiny (or both, for an "epic victory"), but the rules also state that you may define success through anything you pursue and achieve. Vantage gives you some flexibility as to when you want the game to end; that is, if you complete a mission or are ready to complete your destiny, you can choose to keep playing–presumably to aim for an epic victory–or you can decide the game is over.
- Lose: Each player has a set amount of health, morale, and time ("time" is a catch-all for your limitations beyond physical and mental). The first time any player’s health, morale, or time is reduced to 0, the game might end–you have a few options, depending on the circumstances–but if it happens a second time, the game is over. If you haven’t completed a mission or destiny, you lose. Vantage doesn’t overly emphasize the loss, though, as it’s more about the journey, what you experienced along the way, and what was important to you.
I understand that intrinsic victories are unusual for tabletop games. Have you ever played The Mind? Technically, you win The Mind if you get through all 10 levels without failing. I’ve never done that. Yet I’ve still had games of The Mind that felt like we won–perhaps we played once and lost after 3 levels, and we decided to play again to do better; if we got to level 5 the next time, we met our goal and felt like we won. You may have felt this way in digital roguelike games too–maybe you decided to try to build a Slay the Spire deck around a certain card or to do something clever with a new joker in Balatro.
With all that said, if you’re someone who dislikes these types of intrinsic motivations in games, you can instead pursue the mission (the reason you came to the planet in the first place) or a destiny. The mission is the victory condition for those who are extrinsically motivated (or even those who just want something to focus on in the face of so many different options and paths).
Can you play Vantage remotely with other people?
If you have a copy of Vantage, you can play remotely with anyone else who also has the game. Only audio is necessary (in fact, it’s more thematic that way). There’s certain information about other players that’s helpful to have so you can smoothly cooperate while playing remotely. To facilitate this, please copy and use this Google Sheet while playing remotely.
If a player can explain everything on their location card, including the actions they can person, why can’t they just show the other players the card?
- Two people looking at the same exact picture, scene, or view won’t describe it the same way (in real life, in a game, etc).
- It encourages communication by having players talk about what they can see, expressing themselves in words and actually listening to each other.
- It saves time–if everyone can see, everyone will take the time to look.
- It’s thematic. We’re on different parts of the planet, so it doesn’t make sense that I can see what you see.
- It adds replayability, because seeing is different than hearing something described–if I ever make it to a location you described, I may or may not realize that it’s the same location you were talking about.
- It adds curiosity and anticipation. If you’re describing something compelling, I’m curious to find it myself someday.
- It discourages alpha playstyles, empowering players to make their own decisions.
What happens if two players find each other on the same location?
Players can share a location; if so, they perform turns as normal, simply passing the location card back and forth between turns. There are two notes in the rules about sharing the same location:
First, while placing challenge dice: If another player is at your location, you may place challenge dice on open slots on their cards (even non-impact slots) with their permission.
Second, when reading action results: If another player is on your location, you may:
• depart/move them with you (simultaneously, with permission; they don’t pay the cost), and
• give them coins, items, flora, and vehicles (ignore "when placed" effects on exchanged cards)
What’s the balance of randomness/luck versus control/agency in Vantage?
Vantage gives players near-perfect information about what their character will try to achieve. If I see a tree, and the description on the location says, "There’s a tall tree," and one of the actions is "move-climb", I know it’s a MOVE action where my character will try (and succeed) at climbing the tree. I even know that it’s a tall tree, so it might be fairly difficult (even though I won’t know exactly how difficult it is until I start to climb). The uncertain element is what I’ll get out of climbing the tree (a coconut? A better view? etc).
The heavy playtesting of Vantage ensured that the action verbiage is intuitive to the game (rather than being a game about guessing what Jamey was thinking when he selected this word). If the topic of a location is about a gap between one place and another, "assemble" is probably referring to a bridge. If you’re looking at a tree with fruit on it, you might get that fruit from choosing to "climb," but you’re more likely to get it by choosing "gather". And so on. This is a game that trusts your intelligence and asks you to use your eyes (and the shared knowledge of the group if you’re playing with others).
There certainly are some surprises, but they’re not designed to trick you or upend your game–Vantage is a game of abundance, not punishment–and those surprises lead to discovery (i.e., once you take a "focus" action, you’ll know from then on what a focus action is).
As for why you don’t get the cost in advance of making the choice, it’s because (thematically) you don’t really know how difficult something is until you actually start to do it. Vantage asks players to use their eyes, intuition, and collective knowledge to make decisions about what to do. Plus, it’s a game about the freedom to choose what you want to do, while printing a cost really changes that decision space to be more about what you think you can do.
I understand that this is an adjustment to most games, which tell you in advance how every version of every action works, including the costs and benefits. I appreciate that about other games, but when I play a game about exploration and discovery–that’s the heart of Vantage, a game about crashing on an unknown planet–I want the game to actually let me explore and discover.
So overall, I view Vantage as a game that is around 90% control/agency and 10% luck. The following sample turn demonstrates the various choices players have while performing an action, coupled with a dose of randomness via the challenge dice.
How does movement work in Vantage?
In Vantage, because players are stranded far from each other on a vast planet, only you can see your location (just as you cannot see other locations). Your location is a large card placed upright in front of you in a card holder. You’re always facing north, literally looking through your character’s eyes–instead of a miniature, you are your character.
Among the various actions to choose from on your turn is to move from your location to an adjacent location in any cardinal direction. In the example below, the compass shows that you can easily walk east or south. If you do, after completing the action, simply return the current location card to the box in numerical order (its place reserved by your placeholder card) and find location card 103 or 576 to place in your card holder.
You could instead move north or west, but the difficulty of these directions is unknown. This is one of the ways that using your eyes matters in Vantage. Are you adept at moving–or, specifically, moving across water? Does the water appear calm or stormy? Do you or other players have advice to offer (mechanically) for such movement? It is only after you commit to moving north or west on this location that you will learn the difficulty, perform the action, and go to the resulting location.
Also note that even though you’re always facing north, you can still discern from the terrain shown near the bottom of your location as to what you’ll find to the south. If it’s a particularly perilous journey south, the text on your location will describe what’s behind you.
This is how movement works in Vantage. Nearly every location (of close to 800 unique locations) allows you to move in any direction as your turn. In this way, whenever you move, you’ve created a new branching path in your story. Even if luck has it that you crash on the exact location (a 1 in 126 chance), you can move in a different direction for a new adventure.
Will Vantage feel the same every time you play since the world isn’t randomly generated? Is it replayable?
I’ve designed Vantage to be big enough–nearly 800 locations, 900 discoverable cards, and over 7,000 actions–so that you have a vastly different experience every time you play. Even though the world itself isn’t randomly generated, there are random/variable elements to the game, including 6 different characters, 21 different missions, and over 100 locations where each player might crash. Even if all of those elements end up completely the same, upon arrival you could interact with the location in a different way than before or walk north instead of south, east, or west.
- Size: Initially, my main plan for giving players a different experience every time they played Vantage was purely a matter of scale. Make the world big enough, and quite a few games will feel unique simply because you aren’t seeing any repeated locations. Nearly 800 locations form the world, and in an average game you’ll see 10–15 of them.
- Perspective: I mention the word "see" in the previous paragraph because perspective has a big impact on your experience in Vantage. You can only see your current location, but you can openly discuss what you see. In this way, if you’re playing with other people (it’s a 1–6 player game), your perspective and how you express it will impact all players.
- Options: At the beginning of a game, you will claim 1 of 6 characters starting with 1 of 4 difficulty levels, the group will have 1 of 21 missions (each with a variety of ways to complete them based on where you are in the world), you will crash on 1 of 126 locations (6 different escape pods, each with 21 different locations), and eventually you might pursue 1 of 11 destinies. Even if you defy the odds and all of those factors end up exactly the same, on your first turn you have 13 different options (4 depart actions, 6 location actions, and 3 character actions). In total, there are around 7,000 different actions.
- Discovery: Vantage is truly about exploration and discovery. The game will not tell you about the things you can discover or how to discover them–there’s no map spread on the table. It’s up to you to try different things to see how they work and where they lead you. My approach is similar to Elden Ring: There are significant aspects of the game that you may not even know about for dozens of games…or you might find one the first time you play. Then, like the game Tunic, once you know about some of those things, every game afterwards will have that extra layer of knowledge. The rulebook is separate from the glossary, which contains over 30 categories of things to discover.
- Randomness: While there’s no card shuffling in Vantage, there are still some elements over which you don’t have full control. I’ll soon introduce the action system, which includes agency, dice, and then more agency. There’s also the tableau of cards you’ll build during the game, which has a big impact on the action system and your available actions. Gaining these cards isn’t inherently random (they’re the most common benefit from performing actions), but with 900 discoverable non-location cards and only 9 cards in your grid, the combination is likely to be completely unique each game.
Can I use a digital app to look up Vantage cards, storybook text, or location images?
I strongly believe that a screen-free experience is the best way to immerse yourself into the world of Vantage, which does not use an app. Only a few seconds are needed each turn to find the storybook entry (1–2 sentences for most entries). Unlike an app on a device you have to pass around the table, there’s a storybook for each action–they are meant to be dispersed around the table, each with a reference guide on the back cover.
In Vantage, you commit to the action before you perform it. So if you’re playing solo and you catch a glimpse of an action result, you haven’t learned anything that can impact the choice you’ve already made to perform that action. Also, because the various actions on each location are spread out across 7 different storybooks, it isn’t possible to accidentally spoil the other actions while reading your selection.
How much text is in Vantage?
The action system involves some storybook text, though I really focused on keeping the text per action to 1–2 sentences for most of the 7,000+ actions in the game (not long paragraphs).
Is Vantage a "roguelike" adventure game?
Vantage shares the following elements commonly attributed to roguelike games:
- Start each game with random/variable elements: There are 6 different characters, 21 different missions, and over 100 locations where each player might crash.
- The game is a series of encounters/interactions determined by the direction you choose to move. Starting a new run in Vantage–especially after a failed run–feels like a roguelike.
- You gain frequent rewards after each encounter/interaction, all of which are specific to the action you chose (sometimes random from a set pool). Progression happens quickly (not a slow, incremental grind).
- Your character’s composition evolves differently every time (each player will typically only earn and use around a dozen of the 900 discoverable cards in the game.
- You try to get as far as possible into the game. If you win or lose, the game ends; if you play again, you start over fresh the next game with no progression or persistence. Vantage is not a campaign game.
- There is increased mastery and knowledge from one game to the next–explore and discover how the world works and how you can thrive in it.
After announcing Vantage as a "roguelike" game, we heard feedback from some who believe that roguelikes must be dungeon-crawl, procedurally generated games; Vantage is not at all procedurally generated. Despite some examples that contradict this limited definition, perception matters, so we’re removing the term from the game. You can decide when you play Vantage if it feels like a roguelike to you.
How is it possible that moving north is always an option on a spherical planet?
The world is a grid that wraps east to west and north to south. Thematically, some locations are simply closer, farther, bigger, or smaller than others–it doesn’t impact gameplay at all, but it is important that the world wraps consistently and seamlessly without complications east to west and north to south. The game equates moving forward to moving north (as it would be confusing if you reached a pole and suddenly location cards showed that moving forward is now south).
Just as the shape of Earth isn’t important to me when I’m sitting here at my computer or driving to the farmer’s market (beyond the existence of gravity), the exact shape of Vantage’s planet isn’t important to the gameplay of a character walking around the planet or to the story of the world. The only important thing–more of a feature rather than something useful in the game–is that it is possible to walk all the way around the planet (largely to show that this is a complete planet you’re exploring, not just a piece of a planet where there are edges to the map).
Why did you announce Vantage nearly a year before its expected launch and release?
I talk about this topic in detail in this article.
Will Vantage have expansions?
Vantage definitely will not have expansions. Everything the planet has to offer is already in the game for you to discover (even if you think something isn’t there, it probably is and you just haven’t found it yet). Perhaps I’ll use the action system in a different game in the future, but Vantage is a complete game from the start and will not have expansions.
Why does Vantage cost more in Europe?
Over the last few years, USD and GBP (and Euros respective to GBP) have been close enough after accounting for VAT in the Europe store price that if we listed a product at 75 USD, the GBP listing would also be 75. Currency values fluctuate quite a bit (look at a USD to GBP chart over the last 5 years), but rather than constantly adjust all webstore prices, this 1:1 match (again, accounting for VAT in the listed Europe price–in the US, we pay sales tax at checkout) has worked well. Also, particularly over the last 2 years, it has become quite expensive to freight ship to Europe (more than any other region), as vessels now go all the way around Africa instead of through the Red Sea.
Given how strong the GBP is right now, I think the "correct" price for Vantage should have been 69 GBP. Is 75 GBP a fair price for the value this game offers? In my opinion, absolutely. But even with the more expensive freight shipping, I wish I had realized for this launch just how strong GBP is compared to the dollar. I’m sorry about that–it wasn’t on my radar to double-check, but I’ve added it to my list for future product launches.
I can’t update the price now, but my plan to make this right is as follows: For our remaining 2025 launches (there are two more), I will make sure that we more than make up the difference in prices for GBP compared to USD. Basically, if a product "should" be 30 GBP, I’ll make it 27 instead. This will apply to multiple new products, adding up more than the 6 GBP difference in the Vantage prices.
After working on this game for 8 years and trying to make something truly special for you at a reasonable price, I hope this mistake does not sour the first experience with Vantage for any Europeans, especially after I literally just had such a lovely time in the UK and Norway right before Vantage’s launch!
Gameplay Overview
The game consists of players taking turns clockwise around the table. Each player performs 1 action per turn (unless indicated otherwise), using skills contributed by any player to decrease the action cost; rolling challenge dice based on that cost to determine any complications encountered; and placing dice on cards in grids to mitigate those complications. You always succeed when performing an action; the challenge is to avoid losing time, morale, and health.
You will typically begin the game by exploring the area where you arrive—which will be different than the other players—and interacting with various locations in the hopes of adding cards to your 3x3 grid; these cards offer additional challenge dice placement slots and other powers. One or more players may pursue the shared mission (why you traveled to this planet), and along the way you may discover various destinies (options for resolving your fate on or beyond this world). You must discover destiny cards—there is no destiny revealed during setup. Work together to share knowledge, skills, and impact dice slots as you seek to avoid any player’s time, morale, or health being reduced to 0.
Universal Rule of Thematic Fun
If you are ever in doubt about a Vantage rule, card, ability, or anything else, choose the most fun answer that makes sense thematically.
We are always happy to help in real time or after your game if you post your question (aided by details about the situation, including exact text, when available) in the Vantage Facebook group, on BoardGameGeek, on the Vantage FAQ page on our website, or on the Stonemaier Games Discord server.
Sharing Information
Since your location represents your vantage (what you can see), only you may look at your current location card.
You may not look at any of your previous locations or the locations seen by other players. You may describe the card’s artwork to other players, read the description aloud to them, and share the location action options.
If you are directed to look at a page in the Book of Vantages, you may look at only that page, and you may not show it to other players.
Tokens, dice, cards in each player’s grid, reserve, and supply, and cards you are instructed to place on the table are public information.
Storybooks
On most turns in the game, short passages of text in a storybook are referenced: Early in your turn you will read the cost and the action (in bold), then later in your turn you will read the result (unbold text). We recommend that players share the responsibility of reading aloud, with another player reading on your turn so you can focus on the mechanisms of performing an action.
Solo Play
Solo play in Vantage is the same as any other player count (the number of challenge dice scales as normal, with 10 total dice in a solo game). There is no Automa to represent the other characters—you are in full control. No matter the player count, you only ever control 1 character (we highly discourage you from breaking the immersion by playing multiple characters).
Glossary
The glossary, which is found on page 10 of the Book of Secrets, lists many of the types of cards and terms you may discover while playing Vantage. We highly recommend only reading a glossary entry if you have questions, and only after encountering a specific type of card or a specific term. For example, the first time you see a Lesson card, you may look up the word “Lesson” in the glossary.
Card Grid
Whenever you gain a vertical card (same size as your character card), place it in any open space in your 3x3 grid: a tableau of up to 9 cards with your character in the middle. You may not reposition cards in your grid. The first time a player completes their grid, place destiny 1705 in the center.
Other than impact slots/powers, any benefits provided by cards in your grid only apply to cards in your grid (not cards controlled by other players or in your reserve).
Whenever you are instructed to replace or lose a card in your grid, refresh any dice on it and return any boost on it to the general supply. Return lost cards to the box. You must always have your character card in your grid. Insert the new card in the same position as the replaced card.
Adjacency in Vantage always refers to orthogonal adjacency (cards that touch at edges left-to-right or top-to-bottom).
Reserve
You also have a limited capacity to reserve vertical cards outside of your grid in your supply (capacity is the total of all icons on cards in your grid). Whenever you gain a card but your grid is already full, you may either reserve the new card or reserve a card in your grid (other than your character card) to make space. Then, if this exceeds your reserve capacity, lose an excess card from your reserve.
You may not use slots, abilities, or powers on reserved cards, but they retain boost tokens. When reserved, a card’s challenge dice are refreshed.
Each character has a boost power to transfer a reserved card into their grid (to an open space or swapping with a card); do not gain “when placed” benefits of cards transferred from reserve.
Supply
Some cards you gain are horizontal, not vertical. These cards are either shared with all players (missions and destinies) or are kept in your supply. There is no limit to how many horizontal cards you can have in your supply. You may not place challenge dice on horizontal cards in your supply.
Icons
Location Cards
Your location card represents your current position on the planet, and it includes what you can see and many of your action options. Keep it in your location card holder.
Specific numbers in the descriptions below are examples referring to the sample location below.

Art (background): This is your vantage. You may describe this view to the other players but not show it to them, as they are elsewhere on the planet and can’t see through your eyes.
Location number (upper left): Provide this number to the other players when you interact with this location so they can find the corresponding entry (272) in a storybook.
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Compass (upper right): This symbol shows the 4 different cardinal directions to which you can depart from this location (forward is always north). The compass may include:
Adjacent listed locations (e.g., 500, 273, and 271): Departing to any of these locations is a 1-cost move action without a storybook entry.
Unlisted adjacent locations: After choosing to depart in the direction of a * location, the cost is revealed in the Depart storybook for this location number (e.g., 272 move south).
Blocked locations: If there is no number or *, you cannot depart from this location in that direction.
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Description: Brief text about the location. You may read this to other players.
Some locations show the icon in the bottom left, followed by text in quotation marks. This means that the mysterious Traveler is talking to you at this location.
A icon indicates a mandatory instruction that must be followed immediately upon arrival (typically a climate-related penalty).
Elemental icons (e.g.,
) indicate an interaction with something of that composition.
Location Actions (almost always the right sidebar): You may read these to other players. These are the different ways you can interact with the location within the categories of move , look , engage , help , take , and overpower (e.g., look-STUDY). Unless an action result indicates otherwise, you may only perform 1 location action per location.
Suffer penalties from rolled-but-unplaced challenge dice
Resolve dice that couldn’t be placed in card slots, then discard them to the penalty section of the center.
// These symbols represent the loss of time, morale, and health respectively. If you can’t place these dice on cards, discard them to the penalty section of the center, and lose the time, morale, and/or health shown on those dice by adjusting the appropriate tracker. These losses are applied simultaneously. If any of these stats is ever reduced to 0, read the mission’s entry in the take storybook.
This symbol represents a setback. If you don’t place dice with this symbol, return them to the challenge dice pool (this delays the potential for a full refresh, when all dice are returned to the pool from cards in grids and the penalty section).
This symbol represents a blank result (this is good). Discard this die to the penalty section of the center.
Friendly Reminders
You may always talk openly with other players and share the text of any card, but you may never show your location to anyone else (unless a card specifically says to do so), nor may you look at any location you are not currently on.
When you depart to an adjacent listed location, it is a move action with a cost of 1. Proceed with all steps to complete a 1-cost move action; just like any action, this movement is your entire turn.
When placing challenge dice, unless specified by a challenge dice slot, you can even place blank and setback results. For example, if you roll 1 challenge die to move to an adjacent listed location and the result is blank, you could place it on a general move slot on a card in your grid (to gain a boost bonus), even though there is no penalty for not placing it.
Instead of choosing a location action on your turn, you may perform an action on a card in your grid, your supply, or the center. If you do, view the entry for that action using the number at the bottom of the card.
To use a card’s boost power, spend boost from that specific card. If you gain a boost from a location action, place it on your character.
You can only perform 1 location action per location per game unless an action instructs you otherwise, or if the card specifies that the second action you take is always available (e.g., you cannot perform the take action on a location and then later perform the overpower action there). Other than this restriction, you have complete freedom to choose your actions.
You cannot read the cost or results of an action before performing it. Likewise, some action results include more choices; you can read the choices while selecting, but not the results.
The only “persistent” element in Vantage from game to game is information. Everything you learn about the world can benefit you in future games, and we encourage players to use that knowledge to their advantage. Please respect other players’ desire to avoid or learn what you already know.
For a comprehensive list of ways to make Vantage easier or harder, see “Difficulty” on page 11 of the Book of Secrets.
Resources
Watch it Played rules video.
How to Teach Vantage video from the designer, Jamey Stegmaier.
Join the discussion about Vantage via the Facebook Group or on Board Game Geek.
The Vantage section on the Stonemaier Games website has an overview of the game, news updates, and links to even more resources.
Read the action result
Most actions result in an immediate benefit described in the storybook (or on the card for some card actions).

In multi-option lists, make a choice before learning or viewing the outcome (e.g., if you choose to move to location 259, you only look at that card after making the decision).
If your location changes as a result, the player in charge of managing the cards will use your placeholder card to return your current location card to the box, find and give you the new card, and mark the new card’s position. In the rare case that you move onto a location on either side of someone else’s location card, simply pass it back and forth.
If a location’s (upon arrival) effect—or any other penalty—instructs you to suffer 1 heat, cold, or hypoxia damage, lose your choice of either 1 or both 1 and 1 .
If you would ever gain // when that stat is already at the max of 6, instead gain 1 random skill (roll a skill die and gain a skill token matching the result).
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Skills
If the results include a skill payment (e.g., pay 1 move or 1 overpower), any player may discard a skill token so that you can gain the benefit. If no one pays, you do not gain the benefit.
If the results include a skill benefit (e.g., gain 1 move or 1 engage), gain a skill token of that kind.
If the results instruct you to gain a random skill, roll a skill die to determine the token to gain. Sometimes the benefit is a specific skill (e.g., “Roll 2 skill dice and gain all move results”).
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If another player is on your location, during this step you may:
depart/move them with you (simultaneously, with permission; they don’t pay the cost), and
give them coins, items, flora, and vehicles (ignore “when placed” effects on exchanged cards; the exchanged cards retain all challenge dice but lose all boost).
If an action result or any consequence causes you to lose something that you don’t have (e.g., lose when you have no money, lose a card in reserve when you have no cards in reserve, etc.), ignore those instructions. This rule only applies to results, not costs—if you can’t pay a listed cost, you may not gain the benefit.
If you would ever gain a card you already have in your grid, instead gain 1 boost on the card (if possible).
If you would ever gain a card another player already has, the two players decide who keeps/gains it. If the card goes to you, any challenge dice on the card are refreshed and any boost are lost, and you gain “when placed” benefits on the card, if any. If the card remains with the other player, you instead gain 1 boost on your character (if possible).
Sample Turn
This is a brief overview of a sample turn, and each of the steps described here are explained in detail elsewhere.
Choose one action from the three types of actions: I’m at location 272, and decide to perform a location action. I read my location’s description aloud and describe what I see. The area does not look dangerous, so I commit to performing the move-WANDER action (I cannot change my mind after proceeding to the next step).
Read the cost and action (not the result): Another player finds entry 272 in the move storybook and reads the cost (3) and the action (“WANDER around the mysterious area”). They do not read the action result.
Reduce the cost by 1 per matching skill optionally paid by any player: I do not have a move skill token, but another player does. They discard 1 move skill token to reduce the cost by 1.
Roll dice from the challenge dice pool equal to the remaining cost: I roll 2 challenge dice, resulting in 1 time and 1 health I have to deal with (thematically, the action took more time than expected and I hurt myself doing it).
Place rolled challenge dice one at a time on grid cards (any slots on your cards and impact slots on other players’ cards): My character, the captain, has both challenge dice slots open. I am performing a move action, so I can place any die on the move slot—I choose the time die for this—and gain 1 boost as the immediate output, placing a cube on my character. I only have my character card in my grid and no other player has an open impact slot for health results, so I cannot place the health result.
Suffer penalties from rolled-but-unplaced challenge dice: The unplaced die showing health goes to the penalty section of the center and I lose 1 health (adjusting my tracker). The time die remains on the character card.
Read the action result: Another player reads the result for entry 272 in the move storybook.
End your turn: The action result did not say “continue,” so my turn ends here. If the action had said to “continue,” I’d be required to perform another action; if it had said, “You may continue,” it’s my choice to perform another action or not. This only applies to my current turn; I may not continue at this location on a future turn unless another action allows me to do so. The player to my left takes the next turn.
Setup
Place the game box on the table next to a player in charge of finding and returning cards (they gain placeholder cards 1709–1714); this is more efficient than passing the box around the table. Tilt the three big stacks of large cards out of their flat-packed position.
Place the board (the “center”) in the middle of the table with time, morale, and health trackers nearby. Both sides of the board are functionally the same.
Place all skill tokens, coins, boost tokens (cubes), skill dice, and the storybooks in a general supply near the game board (the “center”). The backs of most storybooks have reference guides.
Seed the challenge dice pool with 8 challenge dice plus 2 per player (e.g., for three players there are 14 dice), then return the remaining challenge dice to the box.
Each player gains a location card holder. Randomly select someone to be the first player.
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Place the Book of Vantages on the table with the back cover facing up to display location 000. Follow the instructions on location 000 to complete setup, using skill dice for randomization. It is here that each player will independently gain their character and starting stats.
Reduce action cost by 1 per matching skill optionally paid by any player

Using skill tokens to reduce the cost will decrease the potential to lose time, morale, and health due to unplaced challenge dice.
Skills (tokens) represent insights and advice.
Players may pay skills to benefit each other at any time, not just to reduce action costs.
Discard paid skill tokens to the general supply. You are limited to the tokens provided.
Place rolled challenge dice one at a time on your grid cards (and impact slots on any players’ grid cards)
By placing a die on an open slot, you avoid suffering its penalty.
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Each slot can hold at most 1 die. Most slots have restrictions on which types of challenge dice can be placed. Click on the examples below to see more details.
Skill type (e.g., you may only place a challenge die here during a move () action).
Ability (e.g., you may only place a challenge die here during a help-CREATE action). Important: If you have dice slots or powers related to abilities, pay close attention when moving to a new location, especially if someone else is reading the storybook to you.
Interaction (e.g., you may only place a challenge die on this slot during an action involving something of sinew (
) composition; this includes location actions and card actions showing this icon, plus interactive depart actions (e.g., “Sneak past the creature”).
Many slots have a , , , or , indicating that only a die showing that specific result may be placed there. For any slot without a specific die face, any result may be placed (even ).
Impact dice slots may be used by any player (with your permission), even if they are at a different location. They represent expertise and personality (e.g., a character with a morale impact slot is someone with a positive attitude and leadership qualities). If another player places a challenge die on your impact dice slot and there is a bonus (e.g., a boost), you gain it.
To place a challenge die on a terrain-specific dice slot (e.g., underwater), your current location must match that terrain.
Some slots have costs to place a challenge die (arrow pointing towards the slot; you must pay the boost (1 or 2, as indicated) from the same card).
Some slots provide immediate bonuses when you place a challenge die on them (arrow pointing away from the slot; place the gained boost on the same card). While the bonus is typically a boost, other bonuses are also possible (a skill, //, a specific card, etc).
If another player is at your location, you may place challenge dice on open slots on their cards (even non-impact slots) with their permission.
If another player has a location-specific card in their supply and you are on that card’s location, you may perform actions on that card.
Whenever a challenge die is placed on a slot, it remains there until all challenge dice are refreshed.
Turns
- Choose one action.
- Read the cost and action (not the result).
- Reduce the cost by 1 per matching skill optionally paid by any player.
- Roll dice from the challenge pool equal to the remaining cost.
- Place rolled dice on slots in your card grid (& slots in any grid).
- Suffer penalties from rolled-but-unplaced challenge dice.
- Read the action result.
- Did the result say to “continue”?