21 Days
21 Days Rulebook
Table of Contents
Table of Contents
First Time Setup
- Refer to the "Stickered Dice" video at www.21daysboardgame.com for details.
- Before your first play of the game, stick stickers on 2x Red, 2x Yellow, 2x Blue, 3x Green 15mm dice. Be sure that opposite sides of each die add up to 7. For example, 1 is opposite 6, 3 is opposite 4, and so on.
- Stick stickers on the 12mm purple Weather die, the 12mm blue Kite die, and the 12mm green Octopus die. The values of the stickers in relation to each other is not important on these dice.
- Assemble the two pieces of the Rescue Ship token to make it into a standee. Insert the two notches so the Rescue Ship token stands upright.
Goal of the Game
21 Days is a cooperative game that lets 1-4 players relive the events recorded in the survivors' Logbook over a period of 21 days.
The goal of the game is to get at least one of the survivors to safety on the 21st day. If you work together as a team and choose your actions on the game board wisely, you might survive long enough for the rescue ship to reach you – and win the game. If none of the characters on the raft survive, you lose the game.
Game Components (Kickstarter Edition)
Items and rules for the Scruffs Up! variant (see SOLO VERSION, below) are shown in red throughout this manual.
-
1 Gameboard.
-
1 Rulebook. Contains the rules for the game. If ever a card disagrees with a rule in the rulebook, the card takes precedence.
-
31 Logbook cards (36 in Kickstarter edition). The top third of each Logbook card contains the Morning actions, the middle third contains the Midday actions, and the bottom third contains the Evening actions. The actions are described with symbols, which are defined below. Every week, these cards get more weathered-looking, faded, damaged, and blood-stained, representing the strain and stress on the survivors.
-
13 Survivor cards (3 red, 3 yellow, 3 blue, 4 green) (Kickstarter edition adds two additional survivors for a total of 15). See SURVIVORS for a description of each survivor.
-
1 Starting Player token. This token is placed in front of the starting player. The token is passed clockwise at the end of every round, denoting the new starting player for that round.
-
7 Swap Location tokens. The Swap Location on the game board is a variable location. The Logbook indicates when a new Swap Location token must be placed on this space of the game board.
-
6 Disaster cards. Disasters befall the survivors from time to time. They are detailed on these cards.
-
1 Shark Distance card. Sharks attack during the game. This card tracks the distance of the sharks to the raft. There is one promo shark card that provides 6 (instead of 5) steps before the Shark attacks. This promo card may be used with the promo Bye Bye Shark! Card, or that Bottle card may optionally be left out.
-
11 Bottle cards. The bottle cards bring a bit of good luck to the survivors on the raft. There are four promo bottle cards: Blowfish, Bye Bye Shark!, Plank Location, and Plant. They are described below. These may be added to the Bottle deck as desired.
-
3 Jellyfish cards. One of the survivors falls from the raft and encounters a swarm of Jellyfish.
Promo Bottle Cards
-
Bye Bye Shark!: Fewer shark attacks this game, when using the Shark Distance card that give 6 (instead of 5) steps before Shark attacks. The Bye Bye Shark! Bottle card, when activated, resets the Shark Distance card to 6. (Spellenspektakel 2017)
-
Blowfish: Don't eat that blowfish! It's poisonous! Too late… When played, minus 1 Strength for every survivor. (Spiel 2017)
-
Plank Location: When activated, the survivor who owns this card may place their placement die here. Rolling a '6' will return a plank to the rack, then discard the Plank Location card. (Spiel 2017)
-
Plant: When activated, take the plant card and place it underneath the Bottle card. Every day, the plant will grow right before the Survivors choose their action in the Midday phase. Simply slide the Plant card one space upward to see the plant grow. Place fruit (Hope tokens from the token bag) on the fruit spots on the Plant card.
At the end of the third day, after resolving Evening events, the plant is fully grown and may be harvested. You get 3 Hope tokens and 2 extra Strength. Because you like to share, you may share with your fellow raft mates.
Component Anatomy
There are many symbols and components in 21 Days. Components requiring addition explanation are listed below. Note: If the description of the component was sufficient in the Component List above, the component is not listed again below.
- Symbols: You will see these symbols in a variety of places throughout the game – in the Logbook, on Bottle cards, Scruffs tokens, Disaster cards, and more. On the Logbook cards, do what the symbols tell you to do starting at the top left and moving to the bottom right.
| Symbol | Description |
|---|---|
| Esperanza emblem | The players, starting with the starting player, place their placement dice on the available locations on the board. When all placement dice are distributed, activate the locations by rolling the placement dice in the order described in GAME BOARD LOCATIONS. |
| Two clasped hands | Shuffle all discarded Disaster cards with all unused Disaster cards to form the new Disaster card deck. |
| Two Hope tokens | Take 2 Hope Tokens from the Hope Bag. Players decide which survivor(s) get 1 (or 2) Hope Tokens. |
| Compass with a question mark | Select a Swap Location token of your choice and place it on the game board. |
| Warning triangle | The starting player takes a disaster card. (see Disaster Cards) |
| Dolphin | The Swap Location "Dolphin" is placed (or remains) on the game board. |
| "+1!" survivor heart | Each survivor gains 1 Visible Strength. |
| Logbook icon (figure with a "-1" disc) | Remove the next Logbook on the Logbook supply stack. IMPORTANT: This action cannot be taken on day 20. |
| "-1!" survivor heart |
-
Survivor cards: The front of each survivor card shows the color and number associated with the survivor, and their portrait. The number on the survivor card refers to their class on the Esperanza (1st class, 2nd class, 3rd class, & Crew). In this example, the Maya's card is Blue and the number is "1" indicating that she is a 1st class passenger. It also shows the survivor's special skill and the cost to perform it (if any), and a brief flavor-text description of the survivor. On the back of the survivor card is the character's boarding information.
-
Raft planks: The raft planks line up on the silhouette on the game board to represent the raft hastily built by the desperate survivors. There are four spots on the raft for the survivor's dice stacks. Players use the Colored Markers to determine placement, or choose where to place the survivors on the raft in whatever way feels appropriate.
-
Logbook cards: The front of the Logbook cards are divided into three sections, from top to bottom: a Morning phase, a Midday phase, and an Evening phase respectively. The back of Logbook cards has the word "Logbook" at the top and a circled number (1, 2, or 3) indicating the week of the Logbook card. Some Logbook cards are mandatory; these cards are indicated by a red ship's wheel symbol (see "Preparing the Logbook").
-
Swap Location tokens: The Swap Location tokens add variety and unpredictability to the game. The front of the Swap Location token shows the action of the Swap Location. The back of the Swap Location token shows a compass symbol. At certain points during the game, indicated by the Logbook, a new Swap Location token may become available. The available Swap Location tokens are:
-
Turtle (3 tokens): When a placement die is placed at this location (one token allows placement of 2 placement die; the other two tokens allow only one placement), the Turtle hope location will award a Hope Token for every 1 or 2 points rolled (cost defined by the Turtle token) instead of the regular cost of 3 points per token. Dice placed at the regular Hope location still cost 3 points per token.
-
Game Board Locations
There are six locations where placement dice can be placed during rounds of the game (the numbers in the image above correspond to the numbers below). Once all placement dice have been placed, each location is activated in the order listed shown in the image above (starting at location 1 and ending at location 6). On each location, the number of compasses visible defines how many placements are available. Each location is described below.
-
Octopus location – 1 placement die max: IMPORTANT: The Logbook dictates when this location must be used. The only way a placement die can be placed on this location is when directed by the Logbook, indicated by this Octopus symbol. See OCTOPUS ATTACK.
-
Flare location – 3 placement die max: On this location, survivors attempt to shoot flares to attract the attention of the rescue ship. When activating this location, you roll the dice and pray for a "6". If you roll a 6, the rescue ship moves one space to the right on the rescue track. Remember, you may throw your die to the Dolphin if that token is in play!
IMPORTANT: When 3 dice are placed in this location and anyone at this location rolls a "1", move the rescue ship one space to the left on the rescue track. You shoot a blank and the rescue ship does not notice you.
IMPORTANT: The rescue ship may only move to the final spot, the rescue buoy, on day 21 of the Logbook. Each die present at the Flare location when the ship reaches the anchor symbol before day 21 will receive one Hope Token. This Hope Token can be given to a survivor of your choice.
-
Bottle location – 2 placement die max: The world is your oyster! On this location, you can choose to attempt to receive or play a Bottle card. IMPORTANT: When resolving this location, first activate "Receive" and next activate "Play". Bottle cards cannot be exchanged between survivors. Each survivor may only have 1 Bottle card at his/her disposal. The only way to be able to obtain a new Bottle card is to play the old one.
a. Receive: Place your placement die on the Receive location. During the midday phase, roll a 2, 4, or 6 to receive a message in a bottle (take the top Bottle card).
b. Play: Place your placement die on the Play location. During the midday phase, roll a 1, 3, or 5 and you may play your Bottle card. Once played, the Bottle card is removed from the game.
-
Swap Location – number of spaces vary per token: The Swap Location is a variable location. The Logbook indicates when a new Swap Location card must be placed on the game board. When directed to do so by the Logbook's compass symbol, shuffle the Swap Location tokens, turn over the top Swap Location token, and place it on the game board. Return the old Swap Location token on the game board to the stack of Swap Location tokens.
Setup the Game
Setting up the board
-
Place the game board on the playing surface within reach of all players.
-
Assemble the 6 plank pieces in the center of the board as indicated by the silhouette.
-
Each player selects a survivor following the instructions for player count (see below). Each game must have one survivor from each class (color). The players may choose to control all survivors together if they do not want player elimination. Discuss each of the selected survivor's unique abilities as well as the special ability granted by the Flip token.
- a. When playing the Scruffs Up! solo mode (see SOLO VERSION below), choose Scruffs as the Crew (green) survivor.
- i. Or play the game solo, set up as a four player game, controlling all the survivors without using Scruffs as the Crew (green) survivor or the Scruffs tokens.
- b. 2 Players: Each player chooses 2 survivors.
- c. 3 Players: Each player chooses 1 survivor, and one player chooses 2 survivors.
- d. 4 Players: Each player chooses 1 survivor.
- a. When playing the Scruffs Up! solo mode (see SOLO VERSION below), choose Scruffs as the Crew (green) survivor.
-
Place the survivor cards, face-up, on the designated spots on the game board.
-
Place the 8 numbered Octopus tentacles, colored side up, on their corresponding spots on the game board.
-
Shuffle the Disaster cards and place them, face-down, on their spot on the board.
-
Shuffle the Jellyfish cards and place them, face-down, on their spot on the board.
-
Shuffle the Bottle cards and place them, face-down, on their spot on the board.
Preparing the Logbook
Permanently remove from the game the Week 2 card that has "LOGBOOK" printed on both sides; it is extra and can be discarded or, as suggested in the video on the game's website, used as a bookmark, to cut a banana, or clean a fish tank.
-
Sort the weeks by the circled number at the top-center of the Logbook cards into four piles: Week 1, Week 2, Week 3, and the "21st Day" card in its own pile.
- a. Week 1 has no mandatory cards.
- b. Week 2 has one mandatory card (all mandatory cards are marked on their back with the red ship's wheel symbol).
- c. Week 3 has three mandatory cards (remember, all mandatory cards are marked on their back with the red ship's wheel symbol).
One of Week 3's mandatory cards merits special mention:
PARANOIA STRIKES! The backward printed card in Week 3 is called the Paranoia card. It is a mandatory card.
Using this card: Use the Colored Tokens to pick a survivor, roll their placement die and the result will tell you by how much Visible Strength the survivor has lost. This dice roll could mean death for the survivor, however the survivor may prevent losing Visible Strength by paying 1 Hope Token for each strength that would be lost, up to the value on the placement die. The other survivors may not contribute Hope Tokens in this situation.
Hunger, thirst, the burning of the sun and the never-ending pounding of the waves will drive even the heartiest person insane! But if you want to stay alive and make it to day 21, the last thing you want to lose will be your sanity! Your fate will be up to a roll of the die.
-
Place the 21st Day card on the right-hand spot of the Logbook on the board, with the word "Logbook" facing down.
-
Shuffle the three mandatory Week 3 cards. Randomly remove one of these cards from the game and put it back in the box, unseen.
-
Add four random Week 3 cards to the two mandatory Week 3 cards and shuffle these six cards.
-
Place the shuffled Week 3 cards on top of the 21st Day card on the board, with the word "Logbook" facing down.
The Logbook is now ready for use in the game.
Play the Game
The player who was most recently on a boat is the Starting Player. Or, decide who will be the starting player and place the Starting Player token in front of them.
The Game Begins on day 1 of the Logbook. This is your first day at sea. At the beginning of the game, move the top Logbook card from the stack on the right to the Logbook space on the left. Two Logbook cards should be visible, one on the left (the current day) and one on the right (tomorrow).
Game Phases
-
Weather Phase (only if using the Weather Expansion).
-
Shark Phase: The Shark Distance card tells you when a group of 4 Sharks have found the raft and attack. The starting player slides the Shark Distance card one space to the right so that it shows the next (lower) number. At the end of the day on which the Shark Distance card shows a "1", a Shark attack will occur during the Attack Phase. When the Sharks have just attacked (the Shark Distance card shows a "1"), the starting player shoves the card to the left until it shows the "5".
IMPORTANT: Be sure to adjust the Shark Distance card from "5" to "4" at the start of the game on day 1.
-
Morning Phase: Resolve the Morning events from the Logbook.
-
Midday Phase: Choose and Activate Locations.
When playing Scruffs Up!, play a Scruffs token before choosing and activating actions. Scruffs' strength must be a "5" or a "6". (See Scruffs Up!).
a. The starting player places their placement die on one of the available locations, then the turn progresses clockwise to other players who place their placement die. We encourage you to discuss with each other the location that you feel would be most beneficial for each survivor. All available locations are marked with the illustration of a compass. Do not yet roll the die; just place it for now.
b. Activate each location by rolling the placement die/dice on that location. Start at the Octopus location and end at the Fishing location.
-
Evening Phase: Resolve the Evening events from the Logbook.
-
Attack Phase: During the Attack Phase on a day on which the Shark Distance card shows a "1", a Shark attack will occur. Resolve the Shark Attack Phase by following the instructions under Shark Attack in this manual. After the Sharks have attacked, the starting player shoves the Shark Distance card under the game board so that the number "5" is visible. The next day, the Shark Distance card will remain at "5"; it will not advance until the Shark Phase of the following day. See Shark Attack & EXAMPLE SHARK ATTACK, below.
Attacks
During an Octopus attack, the lower the survivor's Visible Strength, the greater their chance to escape from the Octopus' grip (the survivor is thinner, so it is easier to slip free from the tentacle). When Sharks attack, a high Visible Strength is needed to increase chances for survival (higher Visible Strength makes it easier to fend off a shark by punching it in the nose).
Shark Attack
When the Shark Distance card shows a "1" and after the Evening Phase has been resolved, a pack of Sharks have found the raft and will attack during the Attack Phase. Each time the Shark Distance card shows a "1", the Sharks attack survivors on the raft four times.
The Starting Player rolls the Shark Die and compares the number of the outer die with the numbers on the board (next to the shark fins by the raft) to determine which Shark will attack which survivor. (See EXAMPLE SHARK ATTACK, below.)
The inner Shark Die shows the strength of the Shark attack. When the result of this attack roll is higher than the survivor's Visible Strength, the shark successfully wounds the survivor, resulting in a loss of 1 Visible Strength. When the result of the attack roll is equal to or lower than the Visible Strength of the survivor, nothing happens. Therefore, when the targeted survivor has a Visible Strength of "6", shark attacks cannot harm that survivor.
Should a shark attack target a survivor no longer on the raft, use the Colored Tokens to determine the new victim.
Resolve the Shark Die a total of four times to determine which survivors are attacked. Since sharks can be very unpredictable and cunning creatures, it is possible that they will attack the same survivor multiple times.
Once the Shark Die has been resolved, the Shark attack is over. The starting player shoves the Shark Distance card under the game board so that the number "5" is visible. The next day, the Shark Distance card will remain at "5"; it will not advance until the Shark Phase of the following day.
When the Logbook shows one of these symbols (Shark 1 or Shark 6), Shark 1 or Shark 6 attacks once. Since it is obvious which shark attacks which survivor, you only roll the Shark Die once to see if the shark's attack is successful (as usual, the attack is successful if the inner die's value is higher than the Visible Strength of the targeted survivor). Should a shark attack a survivor no longer present on the raft, use the Colored Tokens to determine the new victim.
EXAMPLE SHARK ATTACK: In this example, Shark "2" (outer die number) will attack with a strength of "5" (inner die number). The survivor in the position on the raft nearest shark number "2" is attacked. If that survivor's Visible Strength shows "1"-"4" (less than the strength on the inner Shark die), that survivor will take one point of damage (lower the survivor's Visible Strength by one). If that survivor has a Visible Strength of "5" or "6" (equal to or greater than the strength on the inner Shark die), nothing happens.
Octopus Attack
On days when the Logbook shows the Octopus symbol, the Starting Player must place his placement die on the Octopus location. All other survivors then place their placement die on locations as normal.
Once all other placement die have been placed, the Starting Player rolls the Octopus die. The Octopus location activates first in rounds when it is an active location.
a. Blank: If you roll a blank on the Octopus die, the Octopus remains asleep and the Starting Player quietly paddles the raft past without disturbing it. Proceed to the Midday Phase of the Logbook card -- all the other locations are activated as normal, however, the Starting Player does not get to activate a placement this round.
b. Tentacle: If the Octopus die result shows any part of a tentacle, you have disturbed the Octopus and it will attack. None of the other locations can be activated this turn; all survivors are pitching in to fight the Octopus. See Octopus Attack, below.
The Octopus attacks the group with each of its tentacles. While the Octopus has all its tentacles, it will have 8 attempts to attack the survivors! The fight that ensues occupies the survivors entirely, so they do not perform any of their placements or activations for the day and skip to the Evening phase after resolving the Octopus attack.
When the Octopus attacks, beginning with the Starting Player, each player takes turns rolling the small white die once for each tentacle.
- When the result of a roll of the white die corresponds with any survivor's Visible Strength, the Octopus attacks this survivor.
- If multiple survivors' Visible Strength matches the result of the white die roll, use the Colored Tokens to determine which matching survivor gets attacked.
- The survivor fights back by rolling his placement die. The lower your Visible Strength, the greater your chance to escape the grip of the Octopus.
- When rolling a lower number than the Octopus' roll, the Octopus wounds the survivor, and chucks the poor soul back on the raft. The survivor loses 1 strength.
- When the result of the survivor's roll equals the Octopus' roll, the survivor avoids the tentacle, uninjured.
- When the survivor's roll is higher, the survivor takes no damage, and is successful in cutting off the Octopus' tentacle. Remove one of the tentacle tokens (put it back in the box) each time a survivor cuts off a tentacle. The next time the Octopus attacks, it will have fewer tentacles and thus, fewer attempts!
Flip the tentacle tokens to keep count of the Octopus' attacks. When the fight is over, turn all the tentacle tokens back to their colored side (except the tentacles that were cut off and taken out of the game). When the fight is over, skip to the Evening phase of the day.
If the Octopus has no tentacles, it will not attack and you may ignore the Octopus symbol in the Logbook.
EXAMPLE OCTOPUS ATTACK: Each of the survivors show the following Visible Strength: Red "3", Blue "1", Green "5", and Yellow "3". In this example, the Octopus only has 3 tentacles left.
The Octopus' first tentacle rolls a "5", which matches Green's Visible Strength. Green tries to escape the grip of the tentacle. Green's survivor rolls a "6", and not only succeeds in escaping but manages to cut off a tentacle while doing so! This tentacle token is removed from the game.
The second attack roll is a "1", which matches Blue's Visible Strength. Blue rolls a "1" and escapes; however, the Octopus keeps his tentacle. Flip the tentacle's token to show the players have already dealt with this tentacle.
The third attack roll results in a "3", which matches the Visible Strength of both Yellow and Red. Dropping a Colored Token decides that Yellow is grabbed by the Octopus' tentacle. The result of Yellow's defense roll is a "2". The Octopus wounds Yellow. Yellow loses 1 strength and now has a Visible Strength of "2".
Jellyfish Swarm
When the Logbook shows the Jellyfish symbol, your gut feeling may already tell you: "Nothing good can come of this". The raft is hit by a small rogue wave and one of the survivors falls into the water. The survivor may not make it back to the raft alive. (See EXAMPLE JELLYFISH SWARM, below.)
Use the Colored Tokens to decide which survivor falls off the raft.
This survivor finds himself in the middle of a swarm of Jellyfish. The only way out of this is to swim back to the raft avoiding as many of the slimy creatures as possible by swimming the safest route. The safest route is determined by drawing the top Jellyfish card and placing it next to the raft with the outline of the name tag at the bottom.
Take the survivor's character die/dice from the raft and place on the spot on the Jellyfish card indicated by the red glow. The survivor uses his placement die to swim back to the raft. To prevent being stung by the Jellyfish, he will have to pass the dice challenges on the card.
Every failed roll results in a loss of 1 Visible Strength.
Move forward to the next spot on the Jellyfish card, no matter if you take damage or not.
After the Jellyfish card is resolved, replace it in the Jellyfish deck, shuffle the Jellyfish deck, and place it face down on the board.
EXAMPLE JELLYFISH SWARM: In this example, the survivor's first roll must be higher than a "1", the second roll higher than a "2", the third roll lower than a "3", and the fourth roll lower than a "4". For every challenge that is failed, the survivor loses 1 Visible Strength. If no more Visible Strength is available on the top die it is permanently removed from the game. If the survivor runs out of Visible Strength on their lower die, they die and are removed from the game (see Death of a Survivor).
Death of a Survivor
When a survivor dies, his/her Hope Tokens are returned to the Hope Bag. Remove their survivor card from the game. Their character die/dice are removed from the game board. If the survivor had a Bottle card, shuffle it back into the Bottle cards on the game board.
Day 21 / End of the Game
When at least one of the survivors is still alive on day 21, they hope to be found by the rescue ship which has scoured the seas looking for you.
Remember:
- The bonus on special Hope Tokens may not be used today, but the special Hope Tokens may be used as regular Hope Tokens if they're still in the game.
- No placements or activations are made on day 21.
- Sharks will not attack on this day (skip the Shark attack if the Shark Distance card is a "1" on day 21).
- The Dolphin may help you if the Dolphin Swap Location token is on the board!
On day 21:
- Each character loses 1 strength due to exhaustion, after which they try to get the rescue ship to notice them.
- Spend 2 Hope Tokens to shoot the flare gun. This is indicated by the flare gun symbol on the day 21 Logbook card. A flare is successful when the die result is a "6". On a successful flare roll, move the rescue ship one space to the right.
- For those that are in the unfortunate position of not having Hope Tokens, they may shout out for help by rolling a die. Every attempt to shout costs "2" Visible Strength. This is indicated by the megaphone symbol on the day 21 Logbook card. A shout is successful when the die result is a "6". On a successful shout roll, move the rescue ship one space to the right.
- If you are able through flares or shouting (or both!) to move the rescue ship to the final spot on the rescue track, you will be saved and win the game!
- If you are playing with the Kite expansion (see The Kite Expansion, below), your survivors may attempt to build the kite, or roll the kite die once the kite has been built.
Survivors
If a survivor's action has a Hope cost and the survivor cannot pay the Hope cost, the survivor cannot use their action.
- Prof. Magnusson (first class passenger): When present on the Octopus location, the Professor may re-roll the octopus die once at the cost of 2 Hope.
- Maya Ayushi (first class passenger): Once a day Maya may give herself or someone else 1 Visible Strength at the cost of 2 Hope.
- Horvath Husar (first class passenger): When present on the Flare location, Horvath may make attempts at the cost of 2 Hope for each attempt.
- Rosina Bernard (second class passenger): Rosina may choose and activate a location at the beginning of day 21. She is the only survivor who can activate a location at the beginning of day 21.
- Herr Pfennig (second class passenger): This gentleman gains 1 Hope Token at the beginning of each day when the Sharks are at a distance of 4 or 5.
- Diva Dino-Voce (second class passenger): On day 21, this lady tries to lure the rescue boat by using her powerful voice. Every attempt will cost her 1 Hope. Maximum of 3 attempts.
- Aleta da Cruz (third class passenger): On days when Aleta's Visible Strength is 4 or higher, she can perform a re-roll for anyone at the cost of 2 Hope.
- Tomi Suzuki (third class passenger): When Tomi fishes at the Fishing location, he catches one extra fish for himself or for someone else at the cost of 2 Hope.
- Mick McCoy (third class passenger): Whenever Mick receives 3 Hope Tokens all at once, he will gain 1 extra Hope Token.
- The Kid (third class passenger): Once a day the Kid may place his placement die on the location on the back of his survivor card for the cost of 2 Hope. See SURVIVOR PROFILE: The Kid, below. Kickstarter Exclusive.
Survivor Profile: The Kid (Kickstarter Exclusive)
The Kid: 3rd class... kind of! This plucky stowaway got himself more adventure than he bargained for!
During survivor selection at the beginning of the game, select The Kid as one of the 4 survivors, not as an extra survivor! See www.21daysboardgame.com for more info about The Kid.
Once a day, the player(s) who control The Kid may turn the Kid card over and place the Kid's placement die on the location shown on the backside of that card at a cost of 2 Hope.
This location will be activated last (after activating the Fishing location).
Roll the die. On a result of...
- 1-2 ...Nothing happens
- 3-4 ...Minus 1 strength (for The Kid)
- 5-6 ...Select one of the following:
- Cancel today's Disaster
- +2 Visible Strength, distributed as desired among any survivor(s) (including The Kid)
- Remove the next page of the logbook
(The manual prints this heading as "SURVIOR PROFILE"; corrected here.)
Solo Version
Solo Game – Scruffs Up! variant
When playing the game solo, you have 2 options:
- Scruff's Up! Play the game as a two, three, or four player game, controlling all the survivors, with Scruffs the dog as the Green (Crew) survivor. During setup, pay attention to the instructions in red. Scruff's Up! variant and the Scruffs tokens makes the solo game more varied.
- Play the game solo, set up as a four player game, controlling all the survivors without using Scruffs as the Crew (green) survivor or the Scruffs tokens.
Solo Game Setup
When playing 21 Days solo you will choose (randomly or as you wish) 3 human survivors, represented by the colors Yellow, Blue, and Red, and the amazing dog Scruffs who is represented by the color Green. Be certain to select one Yellow, one Blue, and one Red survivor. Shuffle the Scruffs tokens and place them face-down on the paw space on his survivor card.
Scruffs is symbolized by 1 Green survivor die (not 2 die as in the normal game) placed on the raft space nearest the fishing location. At the beginning of the game, Scruffs has a Visible Strength of 4. Place the Scruffs die, which will be used to face the challenges on the Scruffs tokens, next to his survivor card. Scruffs does not have a placement die, nor can he receive or play Hope Tokens and Bottle cards. However, Scruffs may fall into the water and interact with the Jellyfish cards.
Playing the Scruffs Tokens
Every day, when Scruffs has a Visible Strength of "5" or "6", at the beginning of the Midday phase, the player in control of Scruffs activates a Scruffs token. Therefore, if Scruffs is a happy healthy puppy (with a Visible Strength of "5" or "6"), the crew could be in for some good news.
Every Scruffs token presents a challenge.
- You succeed a Scruffs challenge when you roll one of the die result(s) on the Scruffs token. You receive the reward, after which the Scruffs token is removed from the game (put into the game box).
- When you fail the Scruffs challenge, discard the Scruffs token into a discard pile near the game board. When the supply of Scruffs tokens has been depleted, shuffle the discard pile and place them back on the board.
You may choose not to use any or all the effects of a Scruffs token that provides multiple effects. If you choose not to use any/all the effects of a Scruffs token, you may remove the Scruffs token from the game. You may remove a Scruffs token just before taking a new Scruffs token.
IMPORTANT:
- Dolphins do not like Scruffs, therefore a player cannot use the Dolphin effect when rolling for Scruffs.
- Some Scruffs tokens have an effect that lasts more than one round. During these rounds, no new Scruffs token can be taken.
- Use Marker tokens to keep track of the number of times the effect of these tokens has been used.
- When Scruffs' Visible Strength is "4" or less, you cannot use the Scruffs tokens.
- On days with the Octopus symbol in the Logbook, you will first place one of the survivor's placement dice on the Octopus location and resolve it. If the Octopus attack does not trigger, play a Scruffs token (if possible), and finally place the other survivors' placement dice. If the Octopus attack triggers, Scruffs does not get to play a Scruffs token this round, as he is busy helping to fight the Octopus.
Scruffs Tokens
The 10 Scruffs tokens are as follows:
- Hope tokens (3 tokens, "+2" and "+3"): Scruffs earns +2 or +3 (indicated on the Scruffs token) Hope Tokens, which must be divided among the other survivors (Scruffs cannot have Hope Tokens).
- +2 Visible Strength (1 token): +2 Visible Strength for Scruffs or one other survivor.
- Swap Location (2 tokens): Choose a Swap Location token to place on the Swap Location.
- Shark reset (1 token): Shove (reset) the Shark Distance to "5".
- Re-rolls (1 token, "2x"): 2 re-rolls for any survivor. Only one of these re-rolls can be used per day. Use Marker tokens to keep track of the number of times this effect has been used.
- Flare (1 token, "+1"): +1 successful flare! Move the rescue ship one space to the right. Cannot be used on day 21.
- Die alteration (1 token, "2x"): The result of any rolled die may be altered "+1" or "-1". A "3" may become a "4" or a "2", and a "6" may become a "1" (or a "1" may become a "6"), and so on. Can be used once a day. Use Marker tokens to keep track of the number of times the effect has been used.
Expansions
The Weather Expansion
Setup: Place the Weather Forecast board next to the game board. If you are also playing with the Kite Expansion, place the Weather Forecast board with the Kite side up (indicated by the kite symbol near the bottom of the Weather Forecast board). Place the Cloud token in the starting position on the Weather Forecast board.
How to Play the Weather Expansion: Roll for Weather before the Shark Phase each day. If the die result shows clear skies, you do not use the weather forecast board this round. If the result shows a cloud symbol or a lighting symbol, you must use the weather forecast board. Place the Cloud token, with the corresponding symbol on the rolled weather die face-up, on the starting position.
Then, while resting your thumb on the board, flick the Cloud token forward, using only your index finger. When flicking the cloud token, you are allowed up to 2 attempts. The second attempt is the one you must use. When flicking the lightning side of the cloud token, you only have one attempt.
The spot your token covers may have consequences tomorrow. Use the red dot on the cloud token to determine which space on the Weather Forecast board the cloud token covers. If you miss and the Cloud token leaves the board or doesn't cover a space, this is considered to be a mis-fire and you shoot again.
When the Cloud token covers one of these locations, the location cannot be used tomorrow: Flare Location, Swap Location, Hope Location, Fishing Location, Bottle Location (Receive), Bottle Location (Play), Jellyfish Location. HEAVY WEATHER: NO Locations can be used!
When the Cloud token covers one of these symbols, the effect is active the next day:
- -1 Visible Strength for one survivor.
- "Swarm of Jellyfish" at the start of the Morning Phase. Resolve a Jellyfish Swarm (see JELLYFISH SWARM).
- +1 Visible Strength for one survivor. Award during the Morning Phase.
The Kite Expansion
Setup:
- A. Place the Compass token on the designated spot on the game board.
- B. Place the Suitcase tokens, face down, on the designated spot on the game board.
- C. This location is where pieces of the kite are placed when the kite has been built.
How to Play the Kite Expansion
The Jellyfish Location: In this expansion, a new location can be used: the Jellyfish location. A survivor may now choose to place their placement die on the Jellyfish location. This location activates after the Flare location and before the Bottle location.
When resolving this placement, draw one Jellyfish card and navigate it as in the base game (see JELLYFISH SWARM) to reach floating suitcases hoping to find something useful. The attempt will cost the survivor 2 Hope. If they are unlucky, the survivor takes damage from the Jellyfish.
In 3 of the 5 suitcase tokens, a piece of a kite can be found. In one of the suitcases you may find a Hope Token. Use this token as a regular Hope Token. This increases the Hope Token pool by one.
On the 21st day, if you have all the pieces of the kite, you can construct and fly this kite, alerting the rescue ship.
Obtained pieces of the kite are placed on the raft; they belong to all survivors. Yes, even Scruffs!
Building the Kite on Day 21: On day 21, in addition to shooting flares and shouting for help, a survivor may choose to roll the Kite die to try to build the kite. Every roll costs 2 Hope. When the die shows a part of the kite, a part of the kite may be moved from the raft to the designated spot on the game board. The symbol on the die does not have to match the symbol on the suitcase token.
The kite is built when all three pieces of the kite are on the designated spots on the game board. Once the kite is built (flying!), move the rescue ship one space to the right.
Kite Die: Once the kite has been built, you may continue to use the kite die. Every time you roll a kite symbol, the rescue ship moves one space to the right. Every time you roll a Hope Token, take a Hope Token from the token bag.