{"schema_version":"1.0","content_type":"Puzzlewick certified guide answer package","canonical_url":"https://puzzlewick.com/guides/dewan-how-to-play-strategy-guide/","api_url":"https://puzzlewick.com/api/guides/dewan-how-to-play-strategy-guide.json","title":"How to Play Dewan: Your First Game, Better Routes and Smarter Scoring","seo_title":"How to Play Dewan: Beginner Rules & Strategy Guide","description":"Two actions, a crowded map and a surprising amount to think about. Yumi explains the first game, route costs, Story overlap, scoring, included scenarios and what is actually worth buying.","direct_answer":"Dewan is a competitive board game for 2-4 players, ages 10+, with about forty minutes of play. On each turn, take two adjacent Terrain cards or pay a route to place one camp. Begin with the base scenario and learn route endpoints, distinct terrain zones and Story scoring. Four alternative modes are already included; extra accessories are optional.","verdict":"Choose Dewan for a short competitive route puzzle with room to improve. Begin with one base box and one patient teach. Correct route payment and Story overlap are more useful than an expensive accessory stack. Try another included scenario when the group understands the choices it changes.","published":"2026-09-01","modified":"2026-09-01","evidence_reviewed":"2026-09-01","quality_status":"certified","accountable_editor":{"name":"Robert Pruitt","role":"Founder & Editorial Director","url":"https://puzzlewick.com/about/#robert"},"editorial_presenter":{"name":"Yumi","role":"The Hostess","url":"https://puzzlewick.com/curator/yumi/","disclosure":"Fictional AI-assisted Puzzlewick editorial presenter; research and final judgment are accountable to Robert Pruitt."},"classification":{"guide_type":"beginner-guide","wing":"cross","search_cluster":{"name":"Board Game Buying Guides","url":"https://puzzlewick.com/topic/board-game-buying-guides/"},"universes":[],"primary_query":"how to play Dewan","secondary_queries":["Dewan rules","Dewan strategy","Dewan scoring","Dewan scenarios","Dewan board game for beginners"],"purchase_stage":null},"quick_verdicts":[],"sections":[{"heading":"Is Dewan fun for your kind of table?","summary":"Dewan is for people who enjoy making a small, visible plan and adapting when somebody occupies the useful bit. You collect terrain cards, spend them to place camps, and use your position to satisfy Story objectives. The action menu is short. The map is shared. Those two facts do most of the work. Expect route planning, card timing and competition for destinations, not battles, character powers or a campaign plot. The pleasure is finding a camp that finishes one Story, helps another and leaves you a better starting point next turn. The sting is watching a friend notice the same destination. Nobody attacks your camp; they can still be extremely inconvenient. Good fit: two to four players who like a teachable competitive puzzle, open information and changing plans. Pause first: a couple seeking a relaxed, nonblocking activity. Try a demonstration before buying solely for two. Choose something else: solo play, cooperative adventuring, hidden-role drama or a long narrative campaign. Space Cowboys lists ages ten and up and about forty minutes. Give a first teach extra time. This is a source-led buying and strategy guide , not a claim that Puzzlewick played a review copy. What independent players disagreed about In Opinionated Gamers' January 27 review , Dale Yu praised the compact tension and overlapping objectives. Mark Jackson and Dan B. described positive four-player experiences, while Doug G. reported that two-player play fell flat for his pair. Those are useful, limited observations, not proof that every two-player game disappoints or that four is objectively best. Rules reference: official English rulebook, page 2 .","steps":[]},{"heading":"What to buy: one complete box, not an expansion shopping project","summary":"The English Dewan base game is the complete starting purchase. It contains the standard game, Team Play, Downpour, Volcano and Lake Villages. You do not buy those four alternatives separately. The current publisher page describes included content; it does not establish a separate expansion you need to order. The core inventory is ten regular Territory tiles, four Tribe boards, thirty-six wooden camps, fifteen Berry tokens, fifty-five Terrain cards, twenty-four Story tiles, a Dewan first-player token and a scorepad. The scenario material adds four scenario tiles to the base tile, two special Territory tiles, eight Lava markers, eight Water markers, one Event tile and twenty Fish tokens. That means five scenario tiles and twelve Territory tiles in the complete inventory , not conflicting editions. The linked Amazon page identifies Dewan, but seller, language and delivery still need checking on the live offer. Do not mistake an import listing for confirmed domestic stock. The game's appeal does not justify paying any price a scarce-looking search result suggests. Want to understand it before purchasing? Use the publisher's English video rules and the manual. No extra card packs or premium components are required for the first evening. Rules reference: official English rulebook, page 3 .","steps":[]},{"heading":"Set up once, then explain the goal before the details","summary":"Begin with the base scenario tile. Give each player a random Starting tile and choose one Neutral tile per player. Assemble them in the arrangement printed on that scenario tile for your player count. Random orientation is part of setup; an attractive free-form island is not a substitute for the prescribed layout. Place two Berry tokens on each marked Berry location. Each player takes a Tribe board and nine camps of one color. Put eight camps in the board's recesses and the ninth in the center of that player's Starting tile. Lay out five face-up Story tiles and keep the remaining stack nearby. Deal each player two Terrain cards; reveal six more as the shared market. Randomly choose a first player and give them the Dewan token. Choose initial Stories in reverse turn order, beginning to the first player's right. Take one of the five visible tiles or the top of the stack. Refill a visible gap immediately. Now say: \"We are trying to score points by placing useful camps and completing Stories. On a turn we either take two adjacent cards or pay to place one camp.\" Explain the route cost with a demonstration. Save detailed scenario rules for another night. Keep all six market cards visible from every seat. Adjacency is a rule, so a decorative two-tier display or a curved arrangement that makes the ends look connected can cause real confusion. Rules reference: official English rulebook, page 3 .","steps":[]},{"heading":"Your turn: take two cards OR place one camp","summary":"Taking cards is one whole action. Choose two face-up Terrain cards that sit next to each other in the six-card row. You cannot choose any two separated cards, and you cannot draw blind from the pile instead. Refill the two gaps beginning with the one closest to the draw pile. Your hand has no size limit. Placing a camp is the other action. Choose one of your camps on the map as the origin, choose an empty non-Water destination, then pay for the complete legal route. Use the leftmost remaining camp from your Tribe board. Your existing camp stays where it is: this is expansion, not moving a pawn and abandoning its old space. After placement, collect one Berry if the destination's zone still contains one, then resolve the newly revealed camp-slot reward. At the end of your turn, check all your Stories and draw one Terrain card for each newly completed Story. You can complete more than one on the same turn. A useful teaching question is: \"Am I acquiring the cards for a move, or making the move?\" Dewan does not grant both simply because the plan is excellent. Rules reference: official English rulebook, page 4 . Rules reference: official English rulebook, page 7 .","steps":[]},{"heading":"Pay the whole route, including the space you leave","summary":"Count the starting space and the destination, not only the spaces between. For ordinary land spaces you cross, spend one matching Terrain card per space. A dual-terrain card pays for one of its printed terrain types, not two spaces at once. The original starting camp has a helpful exception: its payment can be any Terrain card. It still costs one card. When leaving a different camp of your color, the first card must match that camp's terrain. A route you can count without guessing Consider a route from your original starting camp through one Mountain space, a connected stretch of three Water spaces and one Forest destination. Its cost is four cards: any card, Mountain, Water, Forest . The three connected Water spaces cost one Water card altogether. A longer-looking route can therefore cost fewer cards than a short land route. If the Mountain space contains an opponent's camp, give that player the Mountain card rather than discarding it. You still paid four cards; one payment helped a rival. An opponent's original starting camp similarly receives a card of your choice when crossed. In the base game, water is a route, not a destination. Finish on an empty land space. Lake Villages is the explicit later exception. Before spending, trace your route aloud and confirm the destination is still available. Rules reference: official English rulebook, page 4 .","steps":[]},{"heading":"Stories want distinct zones, not a pile of neighboring camps","summary":"A zone is a connected area of one terrain type. Five connected Forest spaces make one Forest zone. Two camps inside it still supply one qualifying Forest zone. For a Story asking for two Forest zones, reach two separate Forest zones or use an appropriate tucked card to supply another. Water requirements work through adjacency: your camps need to be next to distinct Water zones. One camp can qualify beside more than one Water zone. Resource requirements similarly concern distinct printed resource icons beside your camps, not repeated access to the same icon. Two of your camps pointing at one Crystal do not make two Crystals. Different players can both use that same map resource for their own requirements. Your original starting camp does not satisfy Story requirements. This exception is worth saying before the first Story is chosen. It prevents a perfectly understandable but incorrect free head start. Each Story is checked separately. A useful camp or tucked card can help several Stories; you do not consume it when completing the first. Overlap is an efficiency opportunity, not cheating. At the end of your turn, slide newly completed Stories upward and take their card rewards. Rules reference: official English rulebook, page 6 .","steps":[]},{"heading":"The player board is a schedule: save a card for the tuck","summary":"Eight camps begin on your Tribe board; the ninth is already on the map. To avoid confusion, the numbers below refer to the eight removable slots, left to right , not your total camps in play. Slot 1: no extra camp-slot reward. Slots 2, 4 and 6: choose a new Story from the five visible tiles or draw the top tile blind. Refill a visible gap. Slots 3, 5 and 7: optionally tuck one Terrain card from your hand under that spot, leaving one terrain and its associated symbol visible. Slot 8: your final camp triggers the end-round condition and adds one Fire at scoring. A tucked card counts as one zone of its displayed terrain and, if present, one displayed resource. It is no longer a spendable route card. If you skip a tuck opportunity, that slot stays empty; it is not a reservation for a future turn. Here is the easy mistake: you plan to tuck a wonderful card, then use every card in hand to pay for the route. The camp goes down, but your hand has nothing left to tuck. Decide what must remain after payment before you commit. On a Story-reward slot, look at the market before selecting your destination. A camp can be efficient geographically yet leave you choosing between three poor objectives. Sometimes waiting is sensible; sometimes waiting loses the only useful space. That tension is the game, not an administrative inconvenience. Rules reference: official English rulebook, page 5 .","steps":[]},{"heading":"Scoring: groups, berries and the surprisingly generous fire tie","summary":"Use the base scenario for this scoring lesson. Add the printed points on completed Stories. Incomplete Stories are discarded without points. Then count Fire from completed Stories, cards tucked under your board and the final-camp bonus if you placed that camp. Each Fire scores one point. The player with the most gains four additional points; every player tied for the most receives that four-point bonus . Each separate connected group containing at least two of your camps scores four points. A single connected group of six is still one group, not three pairs. Two separate qualifying groups score eight. A new connecting camp can merge groups and reduce that category, even while improving routes or finishing a valuable Story. Berries score two points each, counting collected tokens and Berry symbols visible on tucked Terrain cards. After adding all categories, a points tie is broken by Terrain cards remaining in hand. If that is also tied, share the victory. An original score example You complete Stories worth sixteen points, finish with four Fire, tie for the Fire lead, have two qualifying camp groups, and collect three Berry tokens plus one tucked Berry symbol. Your score is 16 + 4 + 4 + 8 + 8 = 40 . The bonus for tying the Fire lead is separate from the four points earned by the Fire itself. Do not let the clean example become an automatic strategy. Adding one Fire to tie a leader may be excellent; if acquiring it costs the turn needed for a seven-point Story, compare both outcomes first. Rules reference: official English rulebook, page 8 .","steps":[]},{"heading":"How to improve without memorizing a supposedly perfect opening","summary":"Choose an achievable Story first, then buy the route it needs. Drafting cards because they look broadly useful can leave you rich in terrain and poor in completed plans. Before taking a pair, name a destination or a tuck that at least one of those cards enables. Give a camp more than one job Look for a destination that satisfies a Story, collects a Berry, supports another objective and becomes a cheaper origin later. Not every move will do all four. The point is to compare its contributions before paying for distance that achieves very little. Draft timing is a visible clue, not mind-reading Everybody sees cards leave the market, although hands are private. An opponent repeatedly choosing Mountain cards may be assembling a nearby route. Check the board and their visible Stories before spending a turn on speculative blocking. A bad move made solely to annoy someone remains a bad move, with a social surcharge. Count turns as well as cards If your current hand affords a four-card route that finishes a Story, a supposedly cheaper two-card route may still be slower when you need another drafting action to obtain its particular cards. Compare the turns remaining, not just the nominal route bill. This is strategic inference from the action system, not a mathematical proof that expensive routes are always better. Look before joining groups Connecting two existing qualifying groups changes their base group score from eight to four. It can still be correct if the new camp finishes enough Story points, collects a Berry or secures something urgent. Name the tradeoff; do not accidentally pay for it. For your first three games, concentrate on one improvement each: correct route payment, useful Story overlap, then endgame timing. Nobody needs to learn card counting while also asking which pile is the discard.","steps":[]},{"heading":"Your first game: agree on a generous teaching turn","summary":"Before competition starts, demonstrate one adjacent-pair draft and one short paid route. Return the example to its starting state, then begin the real game. This lets everyone see the two actions without secretly giving the experienced player a head start. During the first round, invite players to announce their intended route before discarding. If somebody forgot the starting cost, explain it before the irreversible action. Agree on this teaching convention together; it is table etiquette, not a published undo rule. Ask permission before advising: \"Would you like me to check the payment, or would you rather work it out?\" Helping with a rule is different from choosing somebody's strategy. Let the newcomer own the decision and enjoy the discovery. Afterward, choose one moment to discuss: a camp that served two Stories, a water shortcut, or a scoring group that unexpectedly merged. Avoid delivering a transcript of every suboptimal turn. A second game is a better learning tool than a closing argument.","steps":[]},{"heading":"The final camp ends the round, not necessarily your opponent's turn","summary":"When somebody places their final camp, complete the current round so all players have taken the same number of turns. Use the Dewan first-player token to see where that round ends. This does not mean every other player receives one extra turn. For example, with turn order A, B, C, D, if C places their final camp, D still plays. A and B already took their turns in that round, so they do not get another. If D triggers the ending, the round is already complete. If A triggers it, B, C and D each have their remaining turn. The first empty board does not automatically win. Before accelerating the end, compare your likely score with what your opponents can finish. When behind, bank points you can reach now rather than beginning a route that needs three more actions. The remaining camps are public information. Glance at them before drafting a speculative pair. A long-term plan is only long-term if the game agrees to continue. Rules reference: official English rulebook, page 8 .","steps":[]},{"heading":"Which included scenario should you try next?","summary":"Start with Base; choose the next scenario for the kind of interference you enjoy. The extra rules change scoring as well as geography. Do not add a volcano to the table and quietly keep every base-game scoring category. Team Play: coordination for exactly four Two teams of two sit opposite their partners. Points and Fire are handled at team level, but the group and Berry rules require contributions from both teammates. A team's qualifying group needs camps from both colors; Berry pairs need one from each partner. Read page ten before trying to score it as two independent games added together. Downpour: an expanding water network Events convert eligible empty land beside Water into Water. Routes and zones change. Remove the five Water-requirement Stories during setup. Its scoring rewards occupied Forest/Mountain zones and Pigment/Artifact pairs instead of simply copying the base group and Berry categories. Volcano: routes can close Lava spreads onto eligible empty non-Water spaces beside the volcano or existing Lava. Camps cannot route through Lava or the volcano. The changed scoring includes Water adjacency, camps beside opponents' starting centers, and Pigment/Fire pairs. Choose it when your group enjoys tactical rerouting. Lake Villages: water becomes a place to compete You may establish one Lake Village per Water zone, paying Water for the destination. A village can become a starting point and collect a Water-card toll when opponents cross its zone. It is not adjacent to the Water zone it occupies. That distinction matters for Stories and scoring. Events allow each player with villages to pay exactly one Terrain card for one Fish per village. Lake Villages awards six points for sole camp-adjacency leadership around each Water zone, but three to each tied leader. That is a different tie rule from the four-point Fire bonus. Fish score three each; Pigment/Crystal pairs score three. Keep the scenario tile beside the scorepad. The shared event clock The three environmental scenarios use a small draw pile of six, eight or ten cards for two, three or four players. Depleting it during market replenishment triggers the event. Story completion rewards come from the separate supply, not that event pile. This changes timing without inventing a third normal action. Rules reference: official English rulebook, page 10 . Rules reference: official English rulebook, page 11 . Rules reference: official English rulebook, page 12 .","steps":[]},{"heading":"The Story art is doing more work than it first appears","summary":"Dewan's world is colorful, but the publisher's brief deliberately avoids magic. The development diary describes a distant future Earth where nature has returned around the remains of an earlier civilization. The setting invites archaeological curiosity, not a claim that the game contains a hidden novel you need to read first. Here is a lovely detail worth examining on the real Story tiles: the number of people corresponds to the tile's victory-point value, and light sources correspond to its Fire . Project manager Cyprien describes that connection directly in the publisher development interview . The rules icons still control play; count the illustrated people for pleasure, not as a replacement for reading a partly obscured symbol. Arthus Pilorget's illustrations carry the environment and its everyday life, while the graphic design makes requirements and rewards readable. That distinction matters. Beautiful art and a usable game interface are different pieces of work, and Dewan needs both. For the evening itself, treat each Story as a compact goal with an image that gives it character. You are competing over a shared landscape, not role-playing a campaign protagonist. A reader expecting branching dialogue or a quest book should know the difference before buying.","steps":[]},{"heading":"Accessories: protect the small cards, keep the tiny tokens together","summary":"Nothing extra is required. Dewan's stock organizer already separates much of the game. Dale Yu's review found the small tokens could migrate and used a spare bag to contain them. Begin there: a small bag you already own may solve the problem completely. Token storage: solve the job you actually have A compartment box with removable trays can make sense if you regularly transport several games or want Berry, Fish, Lava and Water pieces separated at the table. Gamegenic's Token Silo Convertible has nine removable trays in three sizes and measures 212 x 166 x 32 mm. It is a reusable organizer, not a fitted Dewan insert; in-box clearance has not been measured for this guide. Choose it for a multi-game kit. For Dewan staying at home, try the existing insert and a spare bag first. See the Token Silo Convertible on Amazon Sleeves: measure first, especially here The fifty-five Terrain cards are small and repeatedly handled. A standard Magic or Pokemon sleeve is not the default answer. We have not verified an exact sleeve model against a physical English copy, so this guide does not pretend one is confirmed. Measure a card, compare the sleeve maker's supported card size, then test one sleeve and the storage clearance before ordering the full quantity. Story tiles are a separate component, not fifty-five more cards. A mat is about the table, not the brand A modestly cushioned surface can make lifting cards comfortable. Check the entire layout including four Tribe boards and both markets, not just the central map. Avoid a busy printed mat that hides the small colorful components. There is no verified official Dewan mat in this selection; another franchise's logo does not make a generic accessory more compatible. Save the free scorepad before buying a scoring gadget Space Cowboys provides a downloadable official scorepad . Reprint it when needed. Our separate reference below focuses on route payment, Story checks and the base score calculation; neither replaces the scenario rules. For broader collection care, browse the Puzzlewick accessory store . Buy for a recurring handling or transport problem, not because every game needs its own premium luggage.","steps":[]},{"heading":"Watch the teach, keep a reference, then choose another evening","summary":"The English How to Play Dewan video linked by Space Cowboys is a useful companion to the written rules. The publisher also links French, German, Spanish, Italian and Chinese versions on its video rules page . Use the language your group will comfortably discuss, not the one that looks most impressive in a browser tab. After your first play, ask whether the enjoyable part was the route puzzle, the shared-space rivalry or the colorful short teach. Our new board-game buying guide compares different kinds of evenings rather than assuming you need another map game. The board-game shelves collect the wider library. Yumi's recommendation: choose Dewan for a compact competitive map puzzle, teach the route exceptions carefully, and let the included scenarios extend the game before shopping for an expansion that the box already contains. The stopping point is simple: you can explain both actions, pay a route correctly and enjoy seeing what someone else does next.","steps":[]}],"recommendations":[{"rank":1,"product":"Dewan - English Edition","maker":"Space Cowboys","best_for":"The complete Dewan experience","recommendation":"The English base box already contains the competitive game and its scenario variations; there is no expansion ladder to buy before learning the route puzzle.","caveat":"Confirm the English edition and exact Space Cowboys box; no accessory is a substitute for the game.","product_url":"https://www.amazon.com/dp/B0G8KZST62?tag=puzzlewick-20"},{"rank":2,"product":"Gamegenic Token Silo Convertible","maker":"Gamegenic","best_for":"One organized bank for camps, berries and shared pieces","recommendation":"Nine removable trays let the table place each component family where players can actually reach it, then collect everything without a twenty-minute archaeological dig.","caveat":"It is a table organizer, not a verified in-box insert; measure the packed box before assuming it will store inside.","product_url":"https://www.amazon.com/dp/B0B7MH8M6Q?tag=puzzlewick-20"},{"rank":3,"product":"Luck Lab Folding Silicone Token Trays, six pack","maker":"Luck Lab","best_for":"A compact budget answer to wandering tokens","recommendation":"The folding bowls create six visible component zones and pack flatter than a rigid organizer.","caveat":"They organize play, not long-term storage, and Dewan does not require them.","product_url":"https://www.amazon.com/dp/B0896586L5?tag=puzzlewick-20"},{"rank":4,"product":"Roll-Play reversible 3 x 4 foot board game mat","maker":"Roll-Play","best_for":"A quieter, grippier shared map surface","recommendation":"The broad neoprene surface makes thin cards and tokens easier to lift while protecting the table from a long evening of route building.","caveat":"Three by four feet is substantial; measure the table and accept that it is intentionally unbranded.","product_url":"https://www.amazon.com/dp/B07KBFFM1M?tag=puzzlewick-20"},{"rank":5,"product":"KISLANE expandable board game carrying case","maker":"KISLANE","best_for":"Taking Dewan and another medium box to game night","recommendation":"A padded multi-pocket carrier is more sensible than balancing a game box under one arm with snacks under the other.","caveat":"Check Dewan's actual box dimensions and do not treat the case as crush-proof shipping protection.","product_url":"https://www.amazon.com/dp/B08YDNJ7VK?tag=puzzlewick-20"},{"rank":6,"product":"HLWGOG board game organizer with twelve labeled zipper bags","maker":"HLWGOG","best_for":"Separating component families across a wider board-game library","recommendation":"The removable labeled bags can shorten setup when Dewan is one of several games using the same organizer system.","caveat":"This is deliberately optional and bulkier than the game's own bags; never discard original packaging until the replacement fit is proven.","product_url":"https://www.amazon.com/dp/B0D3Y2TYWB?tag=puzzlewick-20"}],"comparison_table":[{"Need":"First play","Choice":"Base scenario","Reason":"Learn route cost, zones and scoring"},{"Need":"Four-player teamwork","Choice":"Team Play","Reason":"Partner-dependent scoring"},{"Need":"An evolving map","Choice":"Downpour or Volcano","Reason":"Flooded zones or blocked routes"},{"Need":"Water competition","Choice":"Lake Villages","Reason":"Villages, Fish and water-zone majorities"},{"Need":"Solo or narrative campaign","Choice":"A different game","Reason":"Not provided by this rulebook"}],"faq":[{"question":"Is Dewan easy to learn?","answer":"Its two normal actions are approachable: take two adjacent Terrain cards or pay to place a camp. The details worth teaching carefully are endpoint payment, connected Water zones, distinct Story zones and scoring."},{"question":"How many players can play Dewan?","answer":"The publisher lists 2-4 players, ages 10+, and about forty minutes. The included Team Play mode requires four players. The current English rulebook has no official solo mode."},{"question":"Do you pay for the starting space in Dewan?","answer":"Yes, and for the destination. From your original starting camp the first payment may be any Terrain card. From another of your camps, it must match that camp's terrain."},{"question":"Does every Water space cost a card?","answer":"No. One Water card lets a route cross a connected Water zone. In the base game, the destination must still be empty non-Water terrain."},{"question":"Can your starting camp complete a Story?","answer":"No. The original starting camp does not count toward Story requirements. Later qualifying camps and tucked Terrain cards can serve several Stories."},{"question":"Do two camps in one Forest count as two Forests?","answer":"Not if the spaces belong to the same connected Forest zone. Stories count distinct qualifying zones. An appropriate tucked card can supply an additional zone."},{"question":"Can you tuck a card later if you skip the reward?","answer":"No. The corresponding tuck slot remains empty. On removable camp slots 3, 5 and 7, keep a suitable card in hand after paying the route if you want to tuck it."},{"question":"Who wins a tied Fire majority?","answer":"In the base game, every tied Fire leader receives the four-point majority bonus, in addition to one point for each of their Fire symbols from scoring sources."},{"question":"Does the first player to place all camps win?","answer":"No. It triggers the end after the current round is completed with equal turns. Add points to determine the winner; cards remaining in hand break a points tie."},{"question":"Does Dewan need expansions?","answer":"The base box already includes Team Play, Downpour, Volcano and Lake Villages in addition to the base scenario. This guide has not verified a separately released expansion that is required to begin."},{"question":"What sleeves fit Dewan?","answer":"No exact model has been physically verified for this guide. The 55 Terrain cards are small; measure one and compare supported card dimensions before buying. Do not assume standard-size TCG sleeves are appropriate."},{"question":"Can Lake Villages count their own Water zone for adjacency?","answer":"No. A Lake Village is not adjacent to the Water zone it occupies. Apply the scenario's separate rules for Story requirements and water-majority scoring."}],"evidence":{"source_count":10,"source_mix":{"official":5,"rules":1,"community":1,"video":0,"review":3},"visual_count":55,"reviewed_scope":"Ultra release 2026-09-01: 30 distinct documentary images, 8 shareable raster infographics with desktop/mobile/Pinterest renditions, 8 distinct curator scenes, 1 reviewed store alternatives, full narration, printable reference, exact product CTAs and source-led beginner decisions. In-app browser attachment was unavailable after the host reboot; fresh server-rendered page checks and prior visual inspections are recorded without claiming a new interaction pass.","sources":[{"title":"Space Cowboys: Dewan product, contents and resources","url":"https://www.spacecowboys-games.com/game/dewan/","kind":"official"},{"title":"Official English Dewan rulebook","url":"https://cdn.svc.asmodee.net/production-spacecowboys/uploads/2025/11/SCFC01_EN_DEWAN_RULES_20250611_compressed.pdf","kind":"rules"},{"title":"Space Cowboys: behind the scenes of Dewan","url":"https://www.spacecowboys-games.com/diary/behind-the-scenes-of-the-game-dewan-publishing/","kind":"official"},{"title":"Dale Yu and contributors: Dewan review","url":"https://opinionatedgamers.com/2026/01/27/dale-yu-review-of-dewan/","kind":"review"},{"title":"Official Dewan video rules directory","url":"https://www.spacecowboys-games.com/dewan-video-rules/","kind":"official"},{"title":"Asmodee Canada: Dewan product and component views","url":"https://www.asmodee.ca/en/product/dewan/","kind":"official"},{"title":"Gamegenic: Token Silo Convertible specifications","url":"https://www.gamegenic.com/product/token-silo-convertible/","kind":"review"},{"title":"Space Cowboys: printable official Dewan scorepad","url":"https://cdn.svc.asmodee.net/production-spacecowboys/uploads/2026/04/SpaceCowboys_DEWAN_SCOREPAD.pdf","kind":"official"},{"title":"BoardGameGeek: The Hotness discovery page","url":"https://boardgamegeek.com/hotness","kind":"community"},{"title":"Board Game Arena: Dewan game page","url":"https://en.boardgamearena.com/gamepanel?game=dewan","kind":"review"}]},"attribution":{"citation":"Puzzlewick, “How to Play Dewan: Your First Game, Better Routes and Smarter Scoring,” https://puzzlewick.com/guides/dewan-how-to-play-strategy-guide/","editorial_policy":"https://puzzlewick.com/methodology/","corrections":"https://puzzlewick.com/research/","note":"Cite the canonical guide, not this API representation. Product links may be affiliate links; sources remain editorial evidence."}}