Xeko Official Rule Book 4th Edition
Xeko
Until now, Xeko has secretly gone about its business with most people none the wiser. That changed with the recent detection of a wobble in the Earthworks, reflecting a critical imbalance in our planet’s ecosystems. The wobble triggered Code: Lamina, a worldwide search for the next generation of Xeko Masters.
Mission: Critical
Xeko recognizes that our entire planet is a complex and interconnected system. Due to the urgency of the wobble, Xeko is seeking new members and focusing its efforts on the hotspots—the Earth’s most ecologically rich and most critically threatened habitats. The hotspots provide oxygen for our planet and contain many important endemic plant and animal species (as in not-located-anywhere-else-once-they’re-gone-they’re-gone-for-good species!).
The Xeko Game™
The Xeko game has been passed down through the ages from Xeko Master to Apprentice, for the purpose of training new members, matching wits, and—when wielded by the most seasoned Xeko Masters—balancing the Earthworks.
If you discover a missing rule or lost text, submit your findings to: rules@xeko.com.
Once you earn the title of Xeko Master, you’ll be entrusted with special knowledge and Xeko missions. We’re in a bit of a jam, but all is not lost. The search is on for the next generation of Xeko Masters. YOU hold the key. Look for the signs!
The Basics
The Golden Rule
The rules of the game can be broken by the cards. When in doubt, follow the rules on the cards!
Object of the Game
Your mission: Create the strongest Xeko-system to win the game! The object of the game is to gather the most Eco-points by supporting your Species cards while conserving cards in your draw pile. A Xeko Master understands that balance is required to support any ecosystem—a balance of conserving resources for the future and spending resources to support diverse and sometimes endangered species. The competition for resources is fierce between species—and competition between Xeko Agents can be equally ferocious at times!
Deck Setup
Each player needs a deck of 40 or less Xeko game cards. Both decks must have the same number of cards. No deck may contain more than three copies of the same card.
How to Start the Game
Place the Hotspot card in the middle of the field.
Each player shuffles their own deck and offers an opposing player the opportunity to cut or shuffle it.
Each player draws five cards to form their opening hand.
Play Rock, Paper, Scissors to determine who goes first.
Playing: Building a Xeko-System
Players take turns playing different cards to add Species, fight Turf Wars, use Xeko powers, and more.
The activities of individual species combine to create a unique environment (a Xeko-system), and players use strategy and luck to vie for the most Eco-points.
Ending the Game
The game ends when a player is required at any time to draw a card (or shed a card) from their draw pile and can’t because their draw pile is empty.
Counting Eco-Points
When the game ends, both players put the cards in their hands into their shed piles.
Beginning with the player whose turn it is, each player collects their Species cards from the field. You know which Species cards are yours because they’re facing you.
Each player totals the number of all Eco-points on their own Species cards.

Look for special card powers that can change the Eco-points of your Species cards and activate them now.
Conservation Bonus
Any player who still has cards left in their draw pile at the end of the game counts those cards for a Conservation bonus. Usually only one player gets a Conservation bonus.
The Conservation bonus is equal to half the total number of cards left in the draw pile. Once the cards have been counted, that total is divided in half, rounding up. That number is then added to that player’s Eco-points total.
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Look for special card powers that can change the Conservation bonus and activate them now.
The player with the highest Eco-points total is the winner.
If there’s a tie, the player who had cards left in their draw pile is the winner.
The Four Card Types
1. Hotspot Cards
Hotspots are specific places around the planet where ecosystems are threatened. The Hotspot card, shared by both players, is always the starting card for creating your Xeko-system. The Hotspot card doesn’t count as a card in either player’s deck. You start a game by placing the Hotspot card in the middle of the playing field.
2. Species Cards
Species are the heart of any ecosystem, and Species cards are the heart of the Xeko game. Each card represents a species living in the world; some are animals and some are plants. In order to balance an ecosystem in trouble, you must understand all the complex relationships between the species, represented by your Xeko game cards.
Your Xeko training allows you to unlock secret powers within the species as you compete to become a Xeko Master.

You may play one Species card per turn, but you don’t have to play a Species card if you don’t want to. Remember, though, that playing Species cards is the best way to get Eco-points.
To play your Species card, you must be able to link it to the Hotspot card or another Species card already in play. Your Species cards must always face you. You can link any Species cards, as long as their links share a color.

You only have to match one color between the two links, even if there’s more than one color in one (or both) of the links.

In this example, one of the links contains Blue and Yellow and the other contains only Blue. These cards can still link, as shown.

Blank sides DO NOT count as links! You can’t play a card by linking a blank side on it to the blank side of another.

Once Species cards are linked, their blank sides can only be next to other blank sides. Turf Wars don’t occur between cards with blank sides touching.

3. Xeko Cards
Xeko cards represent special powers and events that can change the balance of the environment, usually in your favor. Forces of nature, Dozer-initiated events, Xeko powers, and other factors may impact the Xeko-system.

On your turn, you may play one Xeko card before you play a Species card. To play a Xeko card, first find its Trophic Tokens. Then look at the Species cards you have in the field. If you can spot the Trophic Tokens on those Species cards, then you can play the Xeko card.

To play a Xeko card, read it out loud and show the Trophic Tokens to the other player. After its effects are finished, your Xeko card goes to your shed pile. You don’t put Xeko cards in the field.
If you try to play a Xeko card and you don’t have the matching Trophic Tokens or you can’t fulfill all the requirements listed in the rules text, you lose the card. Ignore all its rules text and put that Xeko card into your shed pile.
4. Boost Cards
Boost cards are used to change the situation in a Turf War. A Xeko Master understands that even the smallest Species can make a huge difference in an ecosystem, especially with a helping hand from Boost cards.

You can play Boost cards only during Turf Wars.
Any player involved in a Turf War may play a Boost card.
To play a Boost card, you must be able to link it to your Species card that’s involved in the Turf War or to a Boost card you played earlier in the same Turf War.
After the Turf War is over, your Boost cards go to your shed pile. For more information see “Turf War.”
Zones
The Field
The field is the area in front of you where Species cards are played to build a Xeko-system. The field is centered on the Hotspot card that you place to begin the game. The Boost cards you play also go in the field temporarily.
Draw Pile
Your draw pile is the deck of cards you use to play the game. No one can look at the cards in your draw pile (including you!), but you’re allowed to count the number of cards in anyone’s draw pile at any time in the game. Keep your draw pile facedown and shuffle it only when the rulebook or card rules text says to.
Hand
Your hand is where you keep your cards after you draw them and before you play them. You’re the only one who can look at the cards in your hand. There’s no limit to the number of cards you can have in your hand.
Shed Pile
Your shed pile is where your cards go after you’re through with them. Your Xeko and Boost cards go to the shed pile after their effects are finished. Species cards only go to the shed pile if a card says they do or a Turf War is lost. Cards in your shed pile are always placed faceup, and anyone can look at them at any time.
Turn Sequence
Each turn has six steps:
1) Draw one card
2) SUNRISE powers
3) Play one Xeko card (optional)
4) Play one Species card (optional)
5) Turf War (conditional)
• Multi-link bonuses
6) SUNSET powers
These steps occur in the order shown here, and rules for each step must be followed on every turn.
On your turn, other players may play cards and activate card powers only during a Turf War.
1. Draw One Card
You start your turn by drawing one card from the top of your draw pile. If you can’t draw a card, the game is over and you should determine a winner.
For more on determining a winner, see “Ending the Game.”
2. SUNRISE Powers
At this point, card powers labeled “SUNRISE” are activated.
You can only activate your SUNRISE card powers if it’s your turn. You can’t activate them on another player’s turn.
Check each of the Species cards you have in the field. Each one that has the word “SUNRISE” on it has a power that becomes active.
If one of your SUNRISE powers includes the words “you may,” you can decide whether or not to use it. If a power doesn’t say “you may,” its effect is automatic; you can’t decide not to use it.
You choose the order in which your SUNRISE powers become active.
You can use the SUNRISE power on each card only once a turn. (You can still use the same SUNRISE power on different cards in the same turn.)
For more on specific SUNRISE powers, see “SUNRISE Powers.”
3. Play One Xeko Card
You may play one Xeko card on your turn. You don’t have to play a Xeko card if you don’t want to.
To play a Xeko card, you’re required to have certain Trophic Tokens on your Species cards in the field. If you play the card but don’t have its required Trophic Tokens, you must put the Xeko card into your shed pile without its doing anything.
If you have the required Trophic Tokens, point them out to your opponent to show you’re able to meet the requirements for the Xeko card. Then follow all instructions in that card’s rules text.
Once you apply the Xeko card’s effects, put it into your shed pile.
4. Play One Species Card
You may play one Species card on your turn, but you don’t have to play a Species card if you don’t want to.
You have to play your Species cards facing you

When you play a Species card, it goes next to another card already in the field. The Species card must be able to link to that card by matching at least one of the colors in the links area of the card.

You may link your Species card to one of your own cards, a card controlled by another player, or the Hotspot card. (However, if your Species card has the “Provoke” power, you may only link it to an opposing Species. See “Provoke.”)
It’s fine to link two Species cards, as long as their links share at least one of the same colors.

You only have to match one color between the two links, even if there’s more than one color in one (or both) of the links.
In this example, one of the links contains Blue and Yellow and the other contains only Blue. These cards can still link, as shown.

Blank sides DO NOT count as links! You can’t play a card by linking a blank side on it to the blank side of another.
Turf Wars don’t occur between cards with blank sides touching.

Once Species cards are linked, their blank sides may only be next to other blank sides.

Linking a Species card to one or more Species cards controlled by another player starts a Turf War. (See “Turf War.”)
Linking a Species card only to Species cards you control doesn’t start a Turf War. Linking a Species card only to a Hotspot card doesn’t start a Turf War.
5. Turf War
A Turf War is a struggle to balance the competing resource needs of neighboring Species. A Xeko Master understands that a combination of cooperation and competition helps an ecosystem thrive. During a Xeko game, each player serves as a representative for their Species, helping them to thrive despite the sometimes-harsh competition for survival.
Linking a Species card to a card controlled by another player starts a Turf War. Turf Wars are not optional. (However, if your Species has the “Camouflage” power, you may choose not to start a Turf War. See “Camouflage.”)
The card power “Predator” may also start a Turf War. (See “Predator.”)
The player playing the Species card is considered the invading player. The player whose Species card is being linked to is considered the defending player.
The Species card being played is the invading species. The Species card being linked to is considered the defending species.
If a Species card links to more than one card controlled by another player, the invading player decides which of the defending Species cards will be in the Turf War.

The phases of a Turf War are:
a. Activate card powers
- Activate any relevant card powers on Species cards in the field that are controlled by the invading player.
- Activate any relevant card powers on Species cards in the field that are controlled by the defending player.
b. Play Boost cards (see “Boost Cards”)
- The invading player may play a Boost card or pass.
- The defending player may play a Boost card or pass.
- Players continue alternating playing Boost cards until both players pass.
c. Apply Multi-link bonuses (see “Multi-link bonuses”)
- Apply any Multi-link bonuses.
d. Determine the winner
- Compare Energy totals.
- If the Energy totals are the same, skip to the “Clean-up” phase of the Turf War.
- The player with the higher Energy total wins that Turf War.
e. Losing player takes a penalty
- Subtract the lower Energy total from the higher one to determine the difference, also known as the Diff.
- The losing player takes a number of cards equal to the Diff from the top of their draw pile and puts them in their shed pile. This is called “shedding.”
f. Clean up
- Put all Boost cards played during the Turf War in their owner’s shed piles.
- Apply any powers or effects that trigger at the end of a Turf War.
Multi-Link Bonuses
When you play a Species card that connects to more than one card, that Species card gets extra Energy for the rest of the turn. It doesn’t matter who owns the cards being linked to; they’re already in the field, so they don’t get the bonus. When you link to the Hotspot card, that link counts towards your Multi-link bonus

Remember, only the invading Species can get a Multi-link bonus.
Blank sides do not count toward Multi-link bonuses.
Species with the “Sneak” power get an additional Energy adjustment as part of their Multi-link bonuses. (See “Sneak.”)
6. SUNSET Powers
The “SUNSET” step is the last part of the turn. During this closing step, powers labeled “SUNSET” are activated.
You can only activate your SUNSET card powers if it’s your turn. You can’t activate them on another player’s turn.
Check each of the Species cards you have in the field. Each one that has the word “SUNSET” on it has a power that becomes active.
If one of your SUNSET powers includes the words “you may,” you can decide whether or not to use it. If a power doesn’t say “you may,” its effect is automatic; you can’t decide not to use it.
You choose the order in which your SUNSET powers become active. You can use the SUNSET power on each card only once a turn. (You can still use the same SUNSET power on different cards in the same turn.)
Effects from all Boost cards, Xeko cards, and Multi-link bonuses stop at the end of the turn in which they occur.
Species-card Power Keywords
Camouflage
This power lets you choose whether your Species gets into a Turf War or not. This ability always gives you the option not to be in a Turf War, whether your Species card is the invading Species or the defending Species. But you only get this choice when a Turf War is about to begin. If you choose to trigger the Turf War, you may not later decide to call it off.
Ferocity
This power adds to the Species card’s Energy when you’re the invading player. “Invading player” means you’re the one who plays the Species card that starts a Turf War.
Migrate
This power lets you move the Species to another spot in the field. (You might want to do this to set up a Multi-link bonus for later in your turn, for example.) You may use this power only during the “SUNRISE” step of your turn and only once a turn. Because this power says “you may,” you may choose not to use it.
To use this power, you must shed (move from the top of your draw pile to your shed pile) the number of cards written in the rules text. You can’t move the Species card until you’ve shed the appropriate number of cards. The Species card must be able to link with other cards in the new spot just as if it were being played from your hand. The move doesn’t count as playing the card from your hand, though, so it doesn’t trigger any powers or effects that happen when you play a card.
Moving a card with this power doesn’t start a Turf War.
Migrate has been written two different ways. On Mission: Madagascar and Mission: Costa Rica cards, it is written as, “SUNRISE — Migrate: You may shed two cards and move this Species to any legal spot in the field. (This movement doesn’t start a Turf War.)”
On Mission: Indonesia cards, a value has been added to the card power that represents the number of cards you must shed to use the power. Migrate is now written as “SUNRISE — Migrate 1: You may shed one card and move this Species to any legal spot in the field. (This movement doesn’t start a Turf War.)”
Morph
This power lets you draw extra cards when your Species is in a Turf War as either the invading or defending Species. This effect happens on any player’s turn. The number after the word “Morph” is how many cards you draw. (For example, “Morph 3” lets you draw three cards.) You draw the cards before Boost cards are played and before Multi-link bonuses are applied.
Nest
This power adds to the Species card’s Energy when you’re the defending player. “Defending player” means you’re not the one who plays the Species card that starts the Turf War.
Predator
This power lets you start a Turf War with a Species card that’s diagonal to the Species card you’re playing rather than next to it. This effect occurs only when you play a Species card. The Species card you play still must link to another card in the field as usual. If the Species card with the “Predator” power is linked to a Species card controlled by another player, the invading player may choose to start a Turf War with one of the adjacent Species cards or with a Species card positioned diagonally.
You may only use the “Predator” power once, when you play the card. You can’t use it to start a Turf War later

Provoke
This power restricts the spots where you can play your Species card. You can only play a card with the “Provoke” power if you link it to at least one of your opponent’s Species cards. The card may be played if it links both to one of your Species cards and to one of your opponent’s Species cards.
Sacrifice
This power lets you put the Species cards in a Turf War into their owners’ shed piles. You can use this power only if you’re the winner of the Turf War and the Diff is equal to or higher than the number written after the word “Sacrifice.” If you choose to use this power, you must move both Species cards in the Turf War; you can’t choose to only put your opponent’s Species card in the shed pile.
Sneak
This power increases the amount of a Multi-link bonus by the number written after the word “Sneak.” This effect is automatically activated when the Species with this power is in a Turf War and a Multi-link bonus would be applied. The Sneak value is part of the Multi-link bonus, and you add it during the “Apply Multi-link bonuses” phase of the Turf War. You can’t choose not to use this power.
SUNRISE
You can use these special card powers on your Species in the field during the “SUNRISE” step of your turn, right after the “Draw One Card” step.
SUNSET
You can use these special card powers on your Species in the field during the “SUNSET” step of your turn, right after any Turf Wars are completed.
Warning Call
This power lets you choose another of your Species cards and move it to another spot in the field. (You might want to do this to set up a Multi-link bonus for later in your turn, for example.) You may use this power only during the “SUNRISE” step of your turn and only once a turn. Because this power says “you may,” you may choose not to use it.
To use this power, choose a Species card you control that’s linked to the card with the “Warning Call” power and move it to another spot in the field. The Species card must be able to link with other cards in the new spot just as if it were being played from your hand. The move doesn’t count as playing the card from your hand, though, so it doesn’t trigger any effects that happen when you play a card.
Moving a card with this power doesn’t start a Turf War.
Card Guides
Here are some helpful hints for using some of the cards.
Mission: Indonesia Cards
Acropora
This card power happens during the “SUNSET” step of your turn. If you did not play a Xeko card during the “Play One Xeko Card” step of this turn, you may choose to draw one card before your turn ends.
Ant Plant
Immediately after you play this card, before moving to the “Turf War” step of your turn, you may look through your draw pile for a Species card with the Insect type. Choose an Insect card, reveal it to all players, and put it into your hand. Using this power is optional, but if you use it, you have to shuffle your draw pile when you’re done.
Bornean Flat-headed Frog
When this card would normally be moved from the field to your shed pile, it does not go to your shed pile. Instead it goes to the top of your draw pile. This power takes effect if the card is removed from the field by its own “Sacrifice” card power.
Golden Arowana
This card will let you reflip a coin that doesn’t land the way you want it to. With this card in the field on your side, follow these steps when you are flipping a coin: Identify the card that allows or requires you to flip a coin, flip the coin, instead of applying the result of that coin flip you may choose to reflip the coin, apply the result. You can’t choose to reflip more than one coin flip on your turn, no matter how many Golden Arowana cards you have in play.
Pondicherry Shark
When you play this card, flip a coin. Choose the spot for this card and flip a coin before triggering any effects or moving to the “Turf War” step of your turn. This card comes into play as normal if the coin-flip result is heads. If the result is tails, this card fails to come into play and is put back in your hand. You may then choose a different Species card from your hand to play.
Sumatran Tiger
This card can start a second Turf War on your turn during the “SUNSET” step of your turn. This is an optional power. If you want to start a Turf War, shed five cards. Treat the Sumatran Tiger card as if you had just played it from your hand and begin a Turf War with an adjacent Species card controlled by your opponent.
Trade Winds
Reveal the top five cards from your draw pile. Divide those five cards into two face-up piles. These piles will not contain equal numbers of cards: The two piles can be four cards and one card, two cards and three cards, or five cards and zero cards. Once you have divided the cards into two piles, your opponent may inspect the piles. Your opponent then chooses one pile. Take the cards from that pile and put them into your hand. Shuffle cards from the remaining pile back into your draw pile.
Mission: Costa Rica Cards
Africanized Bee
Immediately after you play this card, before moving to the “Turf War” step, you may look through your draw pile for a card. Using this power is optional, but if you use it, you have to shuffle your draw pile when you’re done. You may choose any card that’s not from the Mission: Costa Rica set. Mission: Costa Rica cards have the letters “CR” at the bottom of the card between the rarity icons and the card number, like this:
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If all the cards in your deck are from the Mission: Costa Rica set, put this card into your shed pile and shuffle your deck.
Almendro
This card lets you exchange your Almendro card in the field for a Species card in your shed pile. You may only do this during your “SUNRISE” step. Your opponent is allowed to know what card you return to your hand. If you return a Great Green Macaw to your hand, you also return all other copies of Great Green Macaw that are in your shed pile.
Bromeliad
This power is activated when you count Eco-points at the end of the game. All your 1-dot Species cards get +1 to their Eco-point values.
Brown-throated Three-toed Sloth
This card changes the rules of a Turf War so that the player with the lower Energy total wins it. This change means that the player with the higher Energy total sheds the Diff instead of the player with the lower Energy. (For example, I invade your Black-cheeked Ant Tanager with my Brownthroated Three-toed Sloth. Your Species has 11 Energy and my Species has 8 Energy. Ordinarily, I’d have to shed three cards. But having this power on my Species means that you have to shed three cards instead!)
Bullseye Electric Ray
This card lets you move the opposing Species card from the field to its owner’s hand if you win a Turf War with this Species.
Chase Off
This card lets you return a Species card from the field to its owner’s hand. If your opponent doesn’t have a Species card worth 10 or more Eco-points, you must choose one of your own Species cards worth 10 or more Eco-Points. If no one has a Species card in the field worth 10 or more Eco-points, put this card into your shed pile.
Deforestation
This card lets you move any two cards from the field to their owners’ hands. You can choose two of your opponent’s cards, two of your cards, or one card you each own, but you can’t choose to move only one card. If you can’t move two cards with the required symbols, put this card in the shed pile.
Dice’s Cottontail
This card lets you play a Species card at the end of any Turf War you win involving Dice’s Cottontail. Playing a Species card this way doesn’t start a Turf War.
Great Green Macaw
When you play this card, you must put one of your 1-dot Species from the field into your shed pile. This is not optional. If you don’t have a 1-dot Species in the field or you can’t put one into your shed pile for some other reason, you have to put the Great Green Macaw card into your shed pile.
Green Turtle
This card lets you play a Species card at the end of any Turf War you win with the Green Turtle. Playing a Species card this way doesn’t start a Turf War.
Guancaste Tree
This power is activated when you count Eco-points at the end of the game. The Eco-points you gain from this card’s power are in addition to any Conservation bonus you receive.
Guaria Morada
This power is activated when you count Eco-points at the end of the game. Each of your cards not from the Mission: Costa Rica set gets +1 Eco-point. Mission: Costa Rica cards have the letters “CR” at the bottom of the card between the rarity icons and the card number, like this:
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Hawksbill Hatchlings
This card changes the rules of a Turf War so that the player with the lower Energy total wins it. This change means that the player with the higher Energy total sheds the Diff instead of the player with the lower Energy. (For example, I invade your Humpback Whale with my Hawksbill Hatchlings. Your Species has 15 Energy, and my Species has 9 Energy. Ordinarily, I’d have to shed six cards. But having this power on my Species means that you have to shed six cards instead.)
Humpback Whale
When you play this card, you must move another of your Species cards already in the field to your shed pile. This movement is not optional. If you can’t move another of your Species cards to your shed pile, you have to put this card into your shed pile.
Plantation Bananas
This power is activated when you count Eco-points at the end of the game. This card reduces the Eco-points value of all the 4-dot Species cards, including yours. The Eco-points value of a Species card can’t drop below 0.
Rana de Hojarasca
This card changes the value of all Boost cards played by other players to 0 in any Turf War involving this Species. This affects Boost cards that have already been played during this Turf War as well as cards played later in this Turf War.
Mission: Madagascar Cards
Brown Mouse Lemur
This card lets you play a Species card at the end of any Turf War you win involving Brown Mouse Lemur. Playing a Species card this way doesn’t start a Turf War.
Comet Orchid
When you play this card, it lets you immediately play a Hawk Moth card from your hand if you have one. You must link the Hawk Moth to the Comet Orchid. If the Hawk Moth starts a Turf War, resolve the Turf War as usual.
Golden Bamboo Lemur
Turf Wars with this Species skip the “Play Boost cards” phase of the Turf War. No one can play any Boost cards during this Turf War. This effect happens regardless of whether you’re the invading or defending player.
Heavy Storm
This card ends the Turf War immediately. No one can play any additional cards, and Energy totals for this Turf War are considered equal. Proceed to the “Clean-up” phase of the Turf War.
Indri
This card lets you play a Species card at the end of any Turf War you win involving Indri. Playing a Species card this way doesn’t start a Turf War.
New Reserve
This card lets you play two Species cards during the “Play One Species Card” step of your turn. Turf Wars, as well as all other effects, card powers, and rules, happen as usual for both Species cards. You’re allowed to ignore this effect after playing your first Species card if you choose.
Peace Offering
This card lets you play a Species card during the “Play One Xeko Card” step of your turn. Playing a Species card this way doesn’t start a Turf War.
Sticky Web Trap
This card changes the Boost Energy value of all of your opponent’s Boost cards to 0 for this Turf War. This affects Boost cards that have already been played during this Turf War as well as cards played later in this Turf War.
Swarm
When you play this card, count the total number of Species cards in the field (controlled by anyone) that have a 1-dot Tropic Token. Multiply that number by 2 to determine the total Energy boost provided by the Swarm card.
Toxic
Look at the Energy value printed on the Species card you’re boosting with the Toxic card. That value is the total Energy boost provided by the Toxic card.
Glossary
adjacent
Cards that are next to one another are considered adjacent. Cards are adjacent when they are linked. Cards that are next to one another with their blank sides touching are also adjacent, even though they’re not linked.
blank sides
Sides of a Species card that don’t have a link on them are blank sides. Blank sides can only be adjacent to other blank sides in the field. These aren’t considered links.
Boost cards
Boost cards are played during Turf Wars. During a Turf War, you may play a Boost card even when it isn’t your turn. Boost cards boost the Energy of the card they’re linked to, obey all rules for linking, and are moved to the shed pile at the end of a Turf War.
card powers
Rules text on Species cards is known as card powers. These are effects that take place under certain conditions.
Conservation bonus
This is an Eco-point bonus received for cards left in a player’s draw pile at the end of a game. The Conservation bonus equals one-half the total number of cards left in the draw pile, rounded up.
Costa Rica
Costa Rica is part of the Mesoamerica hotspot and is a model for forward-thinking conservation. Tropical jungles, miles of coastline, and even active volcanoes make this one of the most dynamic ecosystems in the world. Mission: Costa Rica cards carry the “CR” mark:
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controlled
Cards that you get to make the decisions about are controlled by you. These decisions include where or when to play the card, the effects of a card power, etc. You are considered to be controlling a card if it is in your hand or if it is a card in the field that is facing you. There are currently no game effects that let a player control a card owned by another player.
deck
These are the cards from your collection that you’ll play in the game. Your deck can’t contain more than 40 cards, but it can contain exactly 40 cards or fewer than 40 cards. Your deck can’t include more than three copies of the same card. Once the game begins, your deck becomes your starting draw pile.
defending player
When it isn’t your turn and one of your Species becomes involved in a Turf War, you’re considered the defending player.
defending Species
When it isn’t your turn and one of your Species becomes involved in a Turf War, your Species is considered the defending Species.
diagonal
Cards in the field that touch only at the corners are considered diagonal.
the Diff
The point difference in each Turf War is known as the Diff. The Diff is the number of cards that must be shed.
discard
Take a card from your hand and put it in your shed pile.
Double-link bonus
Playing and linking a Species card to two cards earns a Double-link bonus of +5 Energy for the rest of the turn. (See also “Multi-link bonus.”)
Dozers
Dozers complicate Xeko missions. These seemingly good-intentioned, everyday people—some organized, most not—spread rumors and misinformation, damage or dismantle ecosystems, and muddy ecological knowledge. Like all of us, Dozers aren’t all bad or all good. They’re simply misinformed, poorly schooled, zoned on TV, brainwashed, and/or have bad manners.
draw pile
This is the stack of cards you use to play the game. No one can look at the cards in your draw pile (including you!), but you’re allowed to count the number of cards in anyone’s draw pile at any time in the game. Keep your draw pile facedown and shuffle it only when the rulebook or rules text says to.
Eco-points
These are points you accumulate by playing Species cards. At the end of the game, the winner is the player with the most Eco-points. The gemstone that surrounds this value is always red, but the shape may vary. (See “Counting Eco-Points.”)
effects
These are temporary rules that stop at the end of the “SUNSET” step of your turn and appear as rules text on Boost cards, Xeko cards, and some Species cards.
endemic
This is the ecological term for a species found only in a particular region. Species that are endemic to a particular Xeko mission location have a leaf symbol on their Species cards:

Energy
This is a number on Species cards that’s used to determine the winner of a Turf War. The Energy value can be modified during a turn or during a Turf War.
Ferocity
This is a card power that changes the Energy of your Species card. (See “Ferocity.”)
field
The area where your Species cards are played is the field.
flavor text
Flavor text is extra information about the card that has no effect on game play.
Golden Rule
The game rules can be overridden by the text on the cards. When in doubt, follow the rules on the cards.
hand
At the beginning of the game, you draw five cards from the top of your deck to create your hand. No one except you can look at the cards in your hand. At the beginning of your turn, you’ll draw one card from the top of your deck into your hand. There’s no limit to the number of cards you can have in your hand.
hotspot
Biodiversity hotspots, first identified by Norman Myers, are the most ecologically rich and most critically endangered habitats around the planet. Xeko missions are focused on these hotspots.
Hotspot card
This is the starting card, shared by both players, for every Xeko game. The Hotspot card isn’t counted as a card when determining your deck size.
Indonesia
Indonesia is part of the Sundaland hotspot. It is a country made up of more than sixteen thousand islands. Some of the most famous Indonesian islands in the Sundaland hotspot include Sumatra, Java, and Borneo. Indonesia’s size, climate, and geography support the world’s second-highest level of biodiversity. Mission: Indonesia cards carry the “IN” mark:
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invading player
The player who plays a Species card and starts a Turf War is considered the invading player.
invading Species
On your turn, if you play a Species card that starts a Turf War, that Species is considered the invading Species.
keywords
Keywords are labels for card powers that occur frequently, such as “Morph” and “Camouflage.”
link
The colored half-hexagon areas on the edges of a card are the card’s links. Links can contain many different colors.
linking
Linking cards means you play a Species or Boost card, keeping the card facing you while matching at least one colored link to the link of a card already in the field. The cards’ adjacent links must share at least one color to be linked.
Madagascar
The hottest hotspot on Earth and the site of the first Xeko mission, Madagascar is an island nation off the eastern coast of Africa. Madagascar is home to more than 5% of the planet’s plant and animal species. More than 80% of the species found in Madagascar are endemic. Mission: Madagascar cards carry the “MM” mark:
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Migrate
This card power lets you move your Species to a different spot in the field. Moving the card doesn’t start a Turf War. (See “Migrate.”)
Morph
This card power lets you draw cards. (See “Morph.”)
Multi-link bonus
This bonus changes the Energy of a Species card based on its spot in the field. When you link a Species to more than one card, you earn a Multi-link bonus. Multi-link bonuses don’t apply to Boost cards. The bonuses are +5 for linking to two cards, +10 for linking to three cards, and +15 for linking to four cards.
Nest
This is a card power that changes the Energy of your Species card. (See “Nest.”)
opposing Species
A Species card that’s not controlled by you in a Turf War is an opposing Species.
own
The cards you bring to a game are the cards you own. These are all cards that start the game in your control, comprise your deck, and are in your collection. There are currently no game effects that let a player control a card owned by another player. Ownership of a card does not change when playing Xeko.
Predator
This card power lets you start a Turf War with an opposing Species that’s diagonal to yours. (See “Predator.”)
Quad-link bonus
Playing and linking a Species card to four cards earns a Quad-link bonus, worth +15 Energy for the rest of the turn. See also “Multi-link bonus.”
Sacrifice
This is a card power that lets you put the Species in a Turf War into the shed pile. You can use this power only if you win the Turf War by a fixed amount. (See “Sacrifice.”)
shed
Move a card from the top of your draw pile to your shed pile.
shed pile
This is where your cards go after you’re through with them. Your Xeko and Boost cards go to your shed pile after their effects are finished. Keep the cards in your shed pile faceup. Anyone can look at the cards in your shed pile at any time.
Sneak
This card power adds Energy to your Species if it gets a Multi-link bonus. (See “Sneak.”)
Species card
A Species card is a type of card that represents real plants and animals. These cards may start Turf Wars when you play them. These cards have Ecopoints and Energy values.
SUNRISE
“SUNRISE” is the step during your turn that triggers any card powers that include the word “SUNRISE.” No one can play cards during the “SUNRISE” step. (See “SUNRISE.”)
SUNSET
The final step in your turn is the “SUNSET” step. All temporary effects and card powers end. No one can play cards during the “SUNSET” step. (See “SUNSET.”)
trigger
When you trigger a power or effect you cause it to occur. Some powers are triggered by certain conditions in the game, including certain steps in your turn.
Triple-link bonus
Playing and linking a Species card to three cards earns a Triple-link bonus, worth +10 Energy for the rest of the turn. See also “Multi-link bonus.”
Trophic Tokens (also, Tokens)
The small brown symbols in the lower left corner of Species and Xeko cards are its Trophic Tokens. To play a Xeko card, its Trophic Tokens must be on Species cards you already have in the field. (See “Xeko Cards.”)

Warning Call
This is a card power that lets you move an adjacent Species you control to a new spot in the field. Moving the card doesn’t start a Turf War. (See “Warning Call.”)
Xeko card
A Xeko card is a special card that describes temporary rules changes that lasts until the “SUNSET” step of the current turn. You play a Xeko card by reading the rules text aloud; they’re not put in the field. Xeko cards go to the shed pile after they’re played.
Xeko Apprentice, Xeko Agent, Xeko Master
A Xeko Apprentice is someone who is aware of Xeko and its mission. A Xeko Agent is actively participating in Xeko training and missions, learning how to support ecosystems. A Xeko Master has honed these skills and trains others on the Xeko path.
Xekopedia
A treasure trove of Xeko mysteries and knowledge has been logged and passed down through the ages by Xeko Masters in the Xekopedia.
Xeko-system
This is the combined result of all connected Species cards in the field. At the end of the game, take a moment to check out your Xeko-system and notice the connections.
X-list
The X-list is a list of cards that have been temporarily suspended or retired from the game. When an X-list is needed, you’ll find it at xeko.com.
Multiplayer Rules
Multiplayer Rules for Three Or Four players
A multiplayer game is played much like the two-player version of Xeko. When in doubt about a rule, refer to the two-player rules.
Decks should contain exactly 40 cards, unless all players agree to a different deck size.
A multiplayer game will take longer than a two-player game, so if you have limited time consider playing with 30-card decks.
Play proceeds clockwise from the starting player.
Play Species cards facing you.
When a card specifies an “opponent,” you may choose any other player still in the game.

Turf Wars in a Multiplayer Game
Species cards that link to more than one Species card get a Multi-link bonus as normal, even if the Species cards are controlled by different players.
Your Species can only be in a Turf War with one other Species. When you have a choice of Species to begin a Turf War with, you may pick any adjacent Species that is not controlled by you.
Boost cards are only played by players who are involved in the Turf War.
Ending a Multiplayer Game
A multiplayer game ends slightly differently than a two-player game. Players are eliminated from the game as they run out of cards until there are only two players left.
When playing with three players, the first player is eliminated when they run out of cards in their draw pile.
When playing with four players, the first two players are eliminated when they run out of cards in their draw pile.
Any player who is eliminated takes all of their cards out of the game, including Species cards in the field. This can create holes in the field, which can later be filled by the remaining players. Cards controlled by the remaining players do not leave the field, even if they are no longer linked to any cards.
Eliminated players do not score any Eco-points and therefore cannot win the game. The remaining two players finish the game and tally their scores normally.
Multiplayer FAQ
Mission: Madagascar
Q: How do I use the Warning Sign Boost card?
A: Choose a single player and count the number of cards in that player’s hand to determine the amount of the Energy-point increase.
Mission: Costa Rica
Q: How do I use the Treetop Scout Boost card?
A: Choose a single player and count the number of Species cards controlled by that player to determine the amount of the Energy-point increase.
Q: How do I use the Swipe Boost card?
A: You may choose any player and make them discard. The player you choose does not have to be the other player in the Turf War.
Game Credits
Created by Amy Tucker
Original Game Design by Tyler Bielman
Mission: Indonesia
Executive Director: Amy Tucker
Executive Producer: Sönny Spearman
Game Design: Tyler Bielman (lead), Jon Leitheusser
Game Development: Jim Lin, Skaff Elias
Project Manager: Jenny Scott Tynes
Game Art Director: Bo Geddes
Card Artists: Michel Gagné (lead), Adam Bolt, Brandon Bolt, BJ Nartker, Jordan Kotzebue, Travis Kotzebue, Augie Pagan
Identity & Packaging Design: Mark Tolleshaug & Carolyn Goodwin, Marketability Group
Packaging Artist: Steven Noble
Box Manufacturer: Bucephalus Production
Printing & Manufacturing: Innovative Finishing, Inc.
Indonesian Field Expert: Nicolas J. Pilcher
Species Research & Xekopedia: Robert Sutherland
Species Reviewer: Conrad Savy
Flavor Text: Tyler Bielman, Shana Doerr, Bo Geddes, Mark Gross, Jenny Scott Tynes, Amy Tucker
Editor: Jenny Scott Tynes
Lucky Xeko Coin Design: Bo Geddes
Master Craftsman: Matthew Richter
Marketing Director: Mark Gross
Marketing Manager: Shana Doerr
Marketing Intern: Shawn Green
Public Relations (Toy Industry): Lisa Orman, KidStuff Public Relations
Public Relations (Green Media): Pam Perry, Parsons Public Relations
Events: Lisa Bachman, All Points Connect, Inc.
Eastern Account Executive: Kathy Payne
Western Account Executive: Brian Rindler
Accounting: EJ Kim
Playtesters: Ellie Preston, Genna Harms, Micah Hadenfeldt, Kai Schmidt, Adam Bergamini, Brianna Peacock, Laura Elskan, Gabe Elskan, Tim Flannagan, Kiera Rudden-Flannagan, Isaac Floresca, Kim Floresca, Kelly Paananen, Grace Paananen, Maggie Kelsay, Heather Mahoney, Max Hutton, Madison Bradley-Kurttila, Colin Sacket, Carter Allen, Violet Luacirica, Siena Dinino-Pierce, Phillip Quinn, Liam Moore-Tobiason, Druce Maguire, Sean Maguire
Special thanks
Conservation International, whose good works and good people inspire Xeko, Dan Gilbert, Kramer, N. Pyett, Tina Trenkler, Heidi Shelton, Mr. K., Robert Sutherland, Scott & Shirleen Tucker, Eaglemom, Bob Lowdermilk, Uncle Mike, Aunt Katie, Stone, J & S Behnke, Zander, Jay Wolff, Ella, Silas, Addie Carlson, the Market Magician, Rainer Jenss, Steve Fawcett, the Cavs, Malaika Burt, Wendy Maguire, Dan Tibbles, Mike McLaren, Jamie Brasier, Bing, John Scott Tynes, Kirby & Deb, John Hay Elementary, TT Minor, AS-1, Stevens Elementary, Xeko Agent 5, Peter Seligmann, Rod Mast, Angela Prosek, Jason Anderson, Stephen Nash, Brian Hutchinson, Tom Brooks, Debbie Marcinkowski, Conrad Savy, Xeko retailers, redlist.org, and Lucy (woof).