Turn structure
At the start of each round, the start player declares it sane or insane by flipping the sanity disc.
At the start of each round, the current start player chooses whether the round will be a sane round or an insane round, flipping the sanity disc to indicate their choice. All players in that round may only take the actions corresponding to that round type (sane or insane) on their action cards.
Turn structure
On your turn, you must play exactly two action cards from hand, one at a time.
On your turn, you must play two action cards from hand, one at a time. Each card is revealed, its action (matching the current round type) is taken, and then the card is placed in the discard pile — unless it bears an artifact (lost page, map fragment, or ancient rune), in which case it is added to the corresponding section of your journal.
Drawing
At the end of your turn, draw two new action cards to refill your hand to five.
After playing two action cards and taking any desired desperate actions, draw two new cards from the top of the action deck and add them to your hand, bringing it back up to five cards. If the action deck runs out, reshuffle the discard pile to form a new deck.
Card play
Each action card has a sane half (white frame) and an insane half (dark frame); only the side matching the current round type is used.
Every action card is divided into two parts: a sane side (white frame) and an insane side (dark frame). When you play a card, you perform only the action shown on the side corresponding to the current round type. You cannot choose to use the other side.
Card play
Action cards that show artifacts (lost pages, map fragments, ancient runes) are added to your journal, not discarded.
Cards that feature one of the three artifact types — lost pages, map fragments, or ancient runes — are always added to the corresponding section of your player journal when played. They are never placed in the discard pile.
Turn structure
After each round, the start player passes the sanity disc to the player on their left.
At the end of each round, the current start player passes the sanity disc to the player seated on their left. That player becomes the new start player for the next round and will choose the round type (sane or insane).
Resource management
During a sane round, collect a lost page by adding the card to your journal in numerical order.
When you take the 'collect a lost page' sane action, add the action card to the lost pages section of your journal, tucking it partially beneath the top edge. Arrange all lost pages in numerical order. There are 20 different lost pages (numbered 1–20), and only one copy of each exists in the entire game.
Resource management
During a sane round, collect a map fragment by adding it to your journal to build completed maps.
When you take the 'collect a map fragment' sane action, add the card to the map fragments section of your journal, tucking it partially beneath the top edge. Arrange map fragments next to each other to form maps. A completed map requires four unique fragments: NW, NE, SW, and SE. If you already have a completed map, start a new one.