Tzolk’in: The Mayan Calendar rules – how to play and how to score
Reviewed on 21 October 2026 against the publisher’s rulebook. How we check
Tzolk’in plays 2 to 4 players, and 5 with the Tribes & Prophecies expansion: your workers ride a calendar of gears toward ever better actions. Here are the essential rules, setup and final scoring, based on the official rulebook.
- Players
- 2 to 4 (5 with the expansion)
- Play time
- About 90 minutes
- Winner
- Most points; on a tie, most workers on the gears
Tzolk’in: The Mayan Calendar quick rules
- The goal
- You lead a Mayan tribe. The game board is a calendar: a central gear turns five smaller gears, five locations where you place your workers. Each tick of the calendar moves them toward better actions. The game lasts one full revolution of the calendar, and whoever has the most victory points wins.
- A turn
- On your turn, you place workers or pick some up, never both, and you cannot skip your turn. After each round, the central gear turns one day and every placed worker moves one action space ahead. Corn is both food and currency; with 2 corn or fewer, you may beg for corn to get back to 3, at the cost of one temple step.
- Placing workers
- Each worker goes on the lowest-numbered unoccupied action space of the gear you choose: you don’t pick the space. You pay corn equal to each space’s number, plus extra for the number of workers placed that turn. You begin with 3 workers and can have up to 6.
- Picking up workers
- A worker you pick up performs the action of its space, or a lower action on the same gear for 1 corn per step back, or nothing. The highest spaces are free choice actions on that gear. A worker pushed off its gear by the calendar comes back without doing anything.
- The five locations
- Palenque gives corn and wood, Yaxchilan gives resources and crystal skulls. Tikal advances technologies and constructs buildings and monuments. Uxmal lets you climb a temple, trade at the market, gain a worker, construct with corn or use another location’s action. In Chichen Itza, you place a skull for points, a temple step and a resource; each space there can only be used once.
- The temples
- Three temples track your standing with the gods. Begging for corn or burning the forest in Palenque makes you step down one step. Only one player can occupy the top step of a temple, and reaching it flips your player board to its lighter side.
- The Starting Player Space
- Placing a worker on the Starting Player Space gives you the corn accumulated on the calendar and the Starting Player Marker. With your board lighter side up, you can also advance the calendar two days, unless that would push a worker off a gear.
- Food Days
- Four times per game, each player feeds their workers 2 corn apiece; each hungry worker costs 3 points. Then the gods give rewards: resources and skulls on brown-orange Food Days, points and a bonus for the highest player on each temple on blue-green Food Days. At the midpoint, Age 2 buildings arrive.
- End of the game and scoring
- The game ends after the fourth Food Day. Resources are converted to corn, worth a quarter point each; each skull you still have is worth 3 points, and monuments add their points. On a tie, the most workers left on the gears wins; otherwise the victory is shared.
- Beginner pitfalls
- Keep corn for every Food Day, pick up your workers before they leave the gears, and beware of crowded gears: you don’t choose where a worker goes. Architecture technologies never apply to monuments.
- With Tribes & Prophecies
- Each player keeps one of two Tribe Tiles, with a unique special ability. Three prophecies each last one quarter of the game: a calamity makes play harder, then the prophecy makes players gain or lose points at the end of the next Food Day. The expansion adds eight buildings.
- With five players
- The expansion lets you play with five, using a quick action board. A worker placed on a Quick Action Space, for 1 corn plus the usual extra cost, performs the action right away and comes back on its own at the end of the round; technologies never apply to it.
How to score Tzolk’in: The Mayan Calendar
- Scoring track
- Your position on the track at the end: temples on end-of-age Food Days, Chichen Itza, buildings, technologies, minus 3 points per unfed worker; expansion prophecy points are already included. It can be negative.
- Leftover corn
- A quarter of a victory point per corn, not rounded.
- Leftover wood
- Converted to 2 corn at the market: half a point per wood.
- Leftover stone
- Converted to 3 corn: three quarters of a point per stone.
- Leftover gold
- Converted to 4 corn: 1 point per gold.
- Crystal skulls you still have
- 3 points per skull still in front of you; those placed in Chichen Itza don’t count here.
- Monuments
- The end-of-game points of each of your monuments, as described on its tile.
- Workers on the gears
- Scores nothing: on a tie, the most workers left on the gears wins, then the victory is shared.
Worked example
Emma ends at 68 points on the track. She has 9 corn left (2.25 points), 2 wood (1 point), 1 stone (0.75 point), 1 gold (1 point) and 2 crystal skulls (6 points), and her monuments score 14 points: 68 + 2.25 + 1 + 0.75 + 1 + 6 + 14 = 93 points.
Common mistakes
- Rounding corn: the rules score a quarter point per corn, with no rounding.
- Counting skulls placed in Chichen Itza: only the ones you still have are worth 3 points.
- Forgetting the 3 points lost per unfed worker: they come off the track on the Food Day.
- Adding prophecy points separately: with the expansion, they are already on the scoring track.
How to set up Tzolk’in: The Mayan Calendar
Setup takes about ten minutes. The number of Harvest Tiles and monuments depends on the player count; Tribes & Prophecies steps are marked.
The game board
- Place the assembled game board in the middle of the table.Before your first game, attach the gears and put on the Food Day stickers.
- Rotate the Tzolk’in gear until its arrowhead points at one of the two blue-green teeth.That is the final Food Day: the first round is not a Food Day.
- Place Corn Harvest Tiles on the fields of the jungle, next to Palenque.4 fields per group with 4 players, 3 with 3 players, 2 with 2 players; one group for each of Palenque actions 2, 3, 4 and 5.
- Tribes & Prophecies, with 5 players: set up a fifth field in each group with the expansion’s Harvest Tiles.4 Corn Tiles, and 3 Wood Tiles for the groups of actions 3, 4 and 5.
- Put a Wood Harvest Tile on top of each Corn Harvest Tile in the groups for Palenque actions 3, 4 and 5.
- Tribes & Prophecies, with 5 players: place the quick action board over the Starting Player Space.
- Tribes & Prophecies, with 5 players: shuffle each age of Quick Action Tiles separately and set the Age 2 tiles aside.They come in on the first Food Day.
- Tribes & Prophecies, with 5 players: place the Age 1 Quick Action Tiles on the upper half of the Tzolk’in gear, one every 2 days.The tile for the starting tooth goes on the quick action board.
Buildings and monuments
- Make 3 face-down stacks by their backs: Age 1 buildings, Age 2 buildings, monuments; shuffle each one.
- Deal 6 monuments with 4 players, 5 with 3 players, 4 with 2 players, and put the rest away.The expansion rulebook gives no other number for 5 players.
- Deal 6 Age 1 buildings and keep both building stacks near the game board.
- Tribes & Prophecies: draw 3 Prophecy Tiles and place them at random on the prophecy board.
- Put the wood, stone, gold, crystal skulls and unused workers in the bank; the corn goes in the middle of the Tzolk’in gear.There are only 13 crystal skulls.
Each player
- Each player takes their player board, lighter side up, and 3 workers of their color.The other 3 stay in the bank.
- Each player places a marker on the white step of each temple and on the leftmost space of each technology track.
- Each player puts their scoring counter on space 0.
Starting wealth
- Deal 4 Starting Wealth Tiles face down to each player.
- With 2 or 3 players, before choosing, draw the remaining Starting Wealth Tiles one at a time and place a dummy worker on the action space shown.The first dummy worker on a gear brings a second one on the opposite space, except on Chichen Itza: 6 dummy workers with 3 players, 12 with 2.
- Tribes & Prophecies: deal 2 Tribe Tiles to each player.Each player keeps one while choosing Starting Wealth Tiles.
- Each player keeps 2 Starting Wealth Tiles, discards the other 2, then everyone receives the items on the tiles they kept.
Frequently asked questions
Who goes first in Tzolk’in?
The player who most recently sacrificed something; after that, the Starting Player Marker only changes hands through the Starting Player Space.
What is corn worth at the end of Tzolk’in?
A quarter of a point per corn, after converting resources at the market rate: 2 corn per wood, 3 per stone, 4 per gold.
What happens if I can’t feed my workers in Tzolk’in?
You feed as many workers as you can, 2 corn each, and lose 3 points for each worker you couldn’t feed.
Ludingo’s Tzolk’in: The Mayan Calendar sheet was last reviewed on 21 October 2026, based on: iello.fr, czechgames.com, BoardGameGeek.