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Marooned! A solo game of survival thumbnail

Marooned! A solo game of survival

Marooned! A solo game of survival Rulebook

Table of Contents

Table of Contents

  • Set Up
  • On Each Turn
  • Moving
  • Ships
  • The Playing Area
  • Flipping
  • Card Icons
  • Rescue
  • Victory Points (VP)
  • Notes

Set Up

  • Cut out the components card and place the Health marker on top of the Tracker so that it points to '16'.
  • Set aside the Ship card (the ship is now 'in Port').
  • Shuffle the remaining 16 cards, with the flip icon sides face up, keeping the deck hidden from your view.
  • Draw the top card from the hidden deck. Place it face up with your Footprints on it.

On Each Turn

  1. Move (see MOVING)
  2. Reduce Health by 1 on the Tracker
  3. Flip one card if you have the prerequisite (optional)
  4. Move Ship, if in play (See SHIPS)

Moving

Either decide where to move (adjacent to your current position), draw and place a card, moving your Footprints onto it - or move your Footprints onto an adjacent card already in play.

Ships

  • On drawing a card with a ship icon, a ship sets sail. Place the Ship card on the NW, NE, SW or SE corner of the group of cards already in play. This then defines the 4 x 4 card playing area where cards must be placed (see 'THE PLAYING AREA' for more information).
  • The Ship will sail alongside one 4 card coastline, 1 card distance per turn (even if cards have not yet been placed to complete that coastline) in the direction shown.
  • When a Ship reaches the next starting position, return it to Port.
  • While a Ship is sailing, ignore other ship icons on cards you draw (those ships have sailed elsewhere).

The Playing Area

Diagram: a 4 x 4 card area. Ship starting positions and directions of travel sit at the corners: NW (travelling east, along the top row), NE (travelling south, down the right column), SE (travelling west, along the bottom row), SW (travelling north, up the left column). Cards in the 12 outer squares of the 4 x 4 area are Coastline cards (C). The Message in a Bottle only works on the coastline squares marked with a star: the second and third squares of each side (not the corners).

The Ship starting position defines the playing area. For example:

  • Turn 4: First Ship starts in NW corner. Cards played so far (in order): 1 and 2 in the top row, 4 and 3 beneath them (a 2 x 2 group in the top-left of the 4 x 4 area, which extends right and down from it).
  • Turn 10: Next Ship starts in SE corner, redefining the playing area. Cards played (in order): 1, 2 in the top row of the group; 4, 3, 8, 9 in the second row; 5, 6, 7 in the third row, and 10 in the top row at the right end; the 4 x 4 area now extends up and to the left from the SE corner.

Flipping

  • You may flip a card in play if the card shown next to its flip icon is also in play or the conditions stated are met. You do not need to be on the card (unless it says so). Follow any instructions.

Card Icons

  • Flip icon: Flip this card if you have the prerequisite.
  • Ship icon: If no ship is in play, then a ship sets sail from the island corner stated and will sail in the direction indicated.
  • Heart icon: Move the Health marker the number of spaces shown in the icon.
  • Circle icon: If you are rescued, add the number of victory points shown to your total score.

Rescue

  • If a Ship in play sees your SOS or Lit Beacon, or picks up your Message, then you are rescued!

Victory Points (VP)

  • If you're rescued then add up the VP shown on the cards in play and add the following as a bonus:
  • For each Health point remaining +1 VP.
  • (Cards played ÷ 4) VP, rounding down any fractions, e.g. 14 cards played = 3 VP.

Notes

  • Mirage must be moved immediately and any actions or effects shown on the card which replaces it happen again (useful if it has a Ship or +Health icon, not so if it puts you back in the eye of the Storm).
  • Sea Serpent as a coastline card effectively means a Ship won't see a distress signal in that row/column.
  • Heart icons with a positive value only increase your Health once: when the card is placed. If you return to that card later they have no effect.
  • If Storm is the 13th card drawn, flip it immediately (so that its effect is replaced by that of Tornado).