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Perseverance: Castaway Chronicles – Chronicle Expansion

Expansion for Perseverance: Castaway Chronicles – Episodes 1 & 2Expansion for Perseverance: Castaway Chronicles – Episodes 3 & 4

Perseverance: Castaway Chronicles – Chronicle Expansion Rulebook

Table of Contents

Table of Contents

  • Components
  • Common Terms
    • Cache
    • Glory
    • Marking an Achievement
  • Setup
    • Campaign Preparations
    • Main Play Area Setup
    • Achievement Tiles, Milestone Cards, Setup Cards
    • Chronicle and Chronicle Conclusion Cards
    • Player Setup
    • Starting Zones, Cache Cards, and Starting Achievement
    • 2-Player Setup Additional Steps
    • 1-Player Setup Additional Steps
    • Turn Tracks and Game Length
    • Dissenter Unrest
  • Achievements
    • Changes in the Turn Structure
  • Claiming an Achievement
    • Claiming Achievements Multiple Times
    • Achievements Additional 2-Player Rules
    • Achievements Additional 1-Player Rules
    • Sustenance
  • Chronicle Cards
    • Chronicle Actions and Modifiers
    • Episode 4 Chronicle Conclusion Cards
  • Milestone Cards
    • Milestone Conditions
  • End of a Game
    • Episodes 1, 2, 3
    • Episode 4
    • Summary Side of the Campaign Log
  • End of a Campaign
  • Appendix
    • Chronicle Cards Reference
      • Episode 1 Chronicle Cards
      • Episode 2 Chronicle Cards
      • Episode 3 Chronicle Cards
      • Episode 4 Chronicle Conclusion Cards
    • Achievement Tiles
      • Episode 1 Achievements
      • Episode 2 Achievements
      • Episode 3 Achievements
      • Episode 4 Achievements
    • Setup Cards
  • Icon Glossary

Components

  • 4x8 Chronicle tokens
  • 24x Achievement tiles
  • 1x Campaign Log paper pad
  • 25x Episode 1 Chronicle cards
  • 32x Episode 2 Chronicle cards
  • 6x Episode 2 Setup cards
  • 32x Episode 3 Chronicle cards
  • 8x Episode 3 Setup cards
  • 15x Episode 4 Chronicle Conclusion cards
  • 8x Episode 4 Setup cards
  • 8x Milestone cards
  • 4x Cache tuckboxes

NOTE: Chronicle tokens are intended to be unlimited. In the unlikely event of them running out, use any proxy as necessary.

Common Terms

Cache

Your Cache stays with you throughout the campaign. It is represented by a tuckbox. When instructed to store a card in your Cache, put it into your tuckbox. The card is out of play, but it is still yours. Some stored cards will come back into play in the following game, while some will stay in the Cache, but all stored cards will be counted at the end of the campaign.

Glory

Glory represents the success of your deeds as a Leader in the growing society. When instructed to record a Glory, fill in the pale star icons on the top of the track of your Campaign Log sheet to mark the Glory you gain. You can never lose Glory in any way; you gain it permanently. If a Glory is printed on a card you store, do not record it (as the contents of your Cache will score at the end of the campaign).

The Glory that you gain during the final scoring of Episode 4 is equivalent to the Glory gained via the Achievement and Chronicle cards, however they do not mix - do not record your Episode 4 "in-game" Glory on the front of your Campaign sheet. See the End of a Game on page 14 for details.

Marking an Achievement

This rulebook will refer to placing a Chronicle token below an Achievement tile as "marking an Achievement", and returning your Chronicle token from an Achievement to your supply as "unmarking an Achievement". An Achievement can either be marked or not marked, based on the presence or absence of your Chronicle token under it.

Setup

Campaign Preparations

At the beginning of the first game (Episode 1), each player receives a sheet of the Campaign Log to keep track of their Glory and a Cache to store their cards in. The same sheet is used for all games of a single campaign. If playing multiple campaigns at the same time, you will have to find your own storage solution for saving multiple sets of Caches.

Main Play Area Setup

You will play one game of Episode 1, 2, 3, and 4 each, in this order. Set up the upcoming game normally, according to the core rules.

EPISODE 2: Use the "B" sides of all Map hex tiles and place the Temple as usual. In 2-player games only, use C3A and C7A instead (to bring the Temple one area closer).

Achievement Tiles, Milestone Cards, Setup Cards

3A Find all Achievement tiles showing the current Episode's icon. If a tile also shows other Episodes' icons, take that as well. Return the rest of the Achievement tiles to the box.

3B Shuffle the Achievement tiles into a face-down pile and reveal the following number to form the Achievement Display: 3 in a 1-player game, 4 in a 2- or 3-player game, and 5 in a 4-player game. Return all remaining Achievement tiles to the box.

NOTE: In 1- and 2-player games, it's important to lay the Achievement Display out in a straight row, so that the "order" of the Achievements are clear. In 3- and 4-player games their arrangement does not matter.

3C Find all Milestone cards that show the current Episode's icon, and place them next to the Achievement tiles.

3D EPISODES 1, 2, 3: Find the Setup cards corresponding to the current Episode and the selected Achievement tiles, and place them to the side in a face up pile. Return the remaining Setup cards to the box.

NOTE: Setup cards are public information, but they are unnecessary to seriously consider during gameplay (as they only affect the next game), hence they are not displayed, just put to the side. They will be used during the End of the game.

Chronicle and Chronicle Conclusion Cards

EPISODES 1, 2, 3:

4A Find every Chronicle card showing the current Episode's icon and at least one icon currently visible on the Achievement tiles in the Display. Return the rest to the box.

4B Create the Chronicle offer by shuffling the Chronicle cards and splitting the deck into 4 face-down draw decks. Place these decks next to the Achievement Display, so that the icons of their respective Achievements are visible. Leave room for a Chronicle discard pile nearby.

EPISODE 4:

4A Take all Chronicle Conclusion cards and shuffle them into a face-down deck.

4B Draw 3 in a 1-player game, 4 in a 2- or 3-player game, and 5 in a 4-player game.

4C Place one Chronicle Conclusion card face-up beneath each Achievement tile, pairing them up.

2-PLAYER RULES: Place the Conclusion cards and Achievement tiles under the Main board so that each pair is associated with one of the four Zones.

Player Setup

Take the following additional steps:

EPISODE 1: Set your player area up according to the core rules of the Episode. Each player must select the same Leader in every game of the same campaign. Use the "B" side of the Player boards.

5A Each player takes the Cache tuckbox of their Leader.

5B Each player takes 8 Chronicle tokens of their chosen color.

EPISODES 2, 3, 4: Each player must select the same Leader as in the previous Episode of the same campaign. Before setting up the player areas, determine the player order. For this you will need the Cache tuckbox of the Leader.

1-PLAYER RULES: You are the starting player, as normal.

2-, 3-, OR 4-PLAYER RULES: The player who holds the previous game's Governor Milestone card in their Cache decides the relative turn order position of each player. We recommend rearranging seating positions, so that play still proceeds clockwise. Set your player area up according to the core rules of the Episode, and take the 8 Chronicle tokens of your chosen color.

Starting Zones, Cache Cards, and Starting Achievement

6 Starting Zones: Select starting Zones, placing Settlements/Influence cubes/etc. and all starting bonuses according to the core rules of the Episode.

7 Resolving your Cache cards: Take out the following cards from your Cache, and resolve them:

7A Find all Setup cards you stored in your Cache during the End of a Game of the previous game (see page 14). These cards show the current Episode's icon on their bottom half. In turn order, starting from the first player, each player resolves their Setup card effects in the order of their choosing. Return the resolved Setup cards to your Cache.

7B Find all Chronicle cards you have stored during the previous game. Select up to three of them, and return the rest to your Cache.

  • Tuck the selected cards under the right side of your Player board, so that only the right sides of the cards are visible.
  • Resolve all of the selected Chronicle cards that show a Setup icon in the order of your choosing (in turn order, starting from the first player, proceeding clockwise if it matters).
  • For any of the selected cards showing Chronicle token slots (1 or 2), place the appropriate amount of Chronicle tokens.

7C EPISODES 3, 4: The player (if any) who stored Discoverer (Episode 3) and/or Archeologist (Episode 4) Milestone cards during the previous game resolves the setup Effect shown on the bottom of these cards.

8 Starting Achievement

  • EPISODE 1: Each player, in turn order, marks one different Achievement.
  • EPISODES 2, 3: Each player, in ascending order of Total Glory (the sum of your Recorded Glory and Cache Glory), marks one different Achievement tile. In case of a tie the player first in turn order chooses first.
  • EPISODE 4: Each player, in ascending order of Total Glory (the sum of your Recorded Glory and Cache Glory) places a Chronicle token on a different Chronicle Conclusion card. In case of a tie the player first in turn order chooses first.

2-Player Setup Additional Steps

Place the Chronicle tokens in the Dissenter's color nearby as well. These will be known as Dissenter Chronicle tokens from now on.

EPISODE 4: The Dissenter places 1-1 Chronicle token on the 2 Conclusion cards that the players have not chosen. (Printed as "1-1 Chronicle token".)

1-Player Setup Additional Steps

Difficulty settings: Mark the difficulty of the campaign (Easy [I], Medium [II], or Hard [III]) on your Campaign Log. Optionally record 10 Glory to the Dissenters at the beginning of the Campaign, for further increased difficulty. You may freely set the difficulty of the Dissenters (the difficulty found in the core rules) in each Episode, independently of the campaign difficulty.

Dissenter setup: Place the Chronicle tokens in one of the Dissenter's colors nearby. These will be known as Dissenter Chronicle tokens from now on. For thematic reasons, we suggest keeping the Dissenters' Agenda cards consistent: Assign both Dissenters the same title they received in Episode 1, then select the cards featuring the same Officer in Episodes 2, 3 and 4.

EPISODE 4: Place a Dissenter Chronicle token in the 5th space of your turn track. If playing on Medium [II] difficulty, add 1 Dissenter Chronicle token to each Chronicle Conclusion card. If playing on Hard [III] difficulty, add 2 instead.

Turn Tracks and Game Length

EPISODE 3: Move your Adventure Stage marker to the second space of the turn track instead of the first. The game will be 7 turns long (instead of the usual 8).

EPISODE 4: Move your Preparation Stage marker to the second space of the turn track instead of the first. The game will be 6 turns long (instead of the usual 7).

NOTE: Your progression is greatly accelerated in Episodes 3 and 4 due to your Chronicle abilities, so having one less turn will result in a progression similar to what you would have in a regular (non-Chronicle) game.

Dissenter Unrest

EPISODES 2, 3, 4: If you won the previous Episode against the Dissenters (and stored the Governor Milestone card in your Cache), then, before taking your first turn, resolve the Dissenter Unrest steps listed below, giving them various advantages:

EPISODE 2:

  • Narek places 2 Settlements in his Agenda Zone (or a Camp and an Outpost if it's Discovery) and 1 additional Influence cube on the Officer shown on his Agenda.
  • Camilla replaces a Neutral die in the pool with one of her Player dice and gains 2 Reserve.
  • Place a Dissenter Chronicle token on the rightmost Achievement.

EPISODE 3:

  • Narek gains the Sapling Artifact and builds the Landmark in his Agenda Zone.
  • Camilla gains 1 untamed Shieldhead, 1 untamed Raptor, and 2 Reserve.
  • Both Narek and Camilla place 1 additional Influence on their Agenda Officers.
  • Place a Dissenter Chronicle token on the leftmost and the rightmost Achievement.

EPISODE 4:

  • Narek places one of his Player dice in the Sustenance Zone, and advances on his Rally track twice, and places 1 additional Influence on his Agenda Officer.
  • Camilla places one of her Player dice in the Construction Zone and builds a Marine and a Surgeon Cabin in her Agenda Zone, and gains 1 Reserve.
  • The Dissenters gain 10 Followers on their shared Followers dial and place 2 Dissenter Chronicle tokens on the middle Achievement.

Achievements

Achievement tiles represent challenges that only the most capable citizens of Perseverance can deal with. When you overcome them, you have not only proven yourself to the people, but also have improved as a Leader by acquiring new skills.

There are 9 types of Achievements, each displaying the type of role you need to fulfill when dealing with them, with a title and an icon on the top of the tile. Certain Achievement types are not present in certain Episodes.

The types are: Defender, Hunter, Scout, Homesteader, Orator, Commander, Mentor, Builder, Survivalist.

Each Achievement tile in play shows a condition you need to meet in order to claim it. You may claim an Achievement during any player's turn during the Claim Achievements step of their End-of-Turn checks (see next sections for details on the turn structure and how to claim them).

Changes in the Turn Structure

The turn structure of a game with the Chronicle Expansion is based on the core rules, but the last step, End-of-Turn checks, is expanded with Claim Achievements. The exact order depends on the current Episode:

EPISODE 1 End-of-Turn checks:

  • Dino spaces full in Zone → DINO ATTACK
  • Claim Achievements
  • If there are no dice in the dice pool → ASSEMBLY

EPISODE 2 End-of-Turn checks:

  • Reset toppled Soldiers/Leader
  • Resolve ongoing Breach
  • Claim Achievements
  • If there are no dice in the dice pool → ASSEMBLY

EPISODE 3 End-of-Turn checks:

  • Move the Adventure Stage marker
  • Claim Achievements
  • Check for ASSEMBLY

EPISODE 4 End-of-Turn checks:

  • Move the Preparation Stage marker
  • Retreat unfit Dinos
  • Check for Combat(s) on the Battlefields
  • Claim Achievements
  • Check for ASSEMBLY

Claiming an Achievement

EPISODES 1, 2, 3: If you meet the condition of one or more Achievements during any player's turn (not necessarily yours), it allows you to claim these Achievements later in the same turn.

If you claim an Achievement that you haven't marked yet, mark it with 1 of your Chronicle tokens and record 1 Glory.

If you have already marked this Achievement, choose one of the following three options.

1 Gain a Chronicle card, if any Achievement's icon you currently have marked (in this or any former turn) is visible in the Chronicle offer:

  • 1A Draw each of the four Chronicle cards in the offer with a back showing at least 1 icon matching any Achievement you currently have marked (including Achievements that you are not claiming at this moment).
  • 1B Choose one of the Chronicle cards drawn to keep, and discard the rest to the discard pile.
  • 1C Tuck the chosen Chronicle card under the left side of your Player board, so that only the left half is visible.
  • 1D The card may show (1 or 2) Chronicle token spaces. Place that amount of Chronicle tokens on it.
  • 1E Every player, including you, unmarks this Achievement.

The amount of cards you can have tucked under your Player board is limited, depending on the Episode:

  • Episode 1: 2 Chronicle cards
  • Episode 2, 3: 3 Chronicle cards

When you gain a card above this limit, you can either store it in your Cache or store an already tucked card to make space for the new card.

2 Gain a bonus:

  • 2A Record 2 Glory, and gain one of the following, depending on the Episode:
    • EPISODE 1: 1 Food, or 1 Scrap, or 1 Story, or 1 Light Soldier, or 2 Valor, or 2 Safeguard
    • EPISODE 2: 1 Food, or 1 Island Resource, or 1 Scrap, or 1 Story, or 1 Light Soldier, or 2 Glowberries, or 2 Valor
    • EPISODE 3: 1 Food, or 1 Island Resource, or 1 Scrap, or 1 Ranger, or 2 Glowberries
  • 2B Discard the top card of all four decks in the Chronicle card offer.
  • 2C Every player, including you, unmarks this Achievement.

3 Gain nothing to leave your Chronicle token in place. All other players must still unmark this Achievement.

Example (Episode 1): Joel claims the Defender Achievement while having the Defender and Scout Achievements marked (I), and decides to gain a Chronicle card. There are 2 Chronicle decks where the top card has a Defender (II) and/or Scout (III) icon on its back. Joel draws them, chooses the Pathfinders card (IV), and tucks it under the left side of his Player board (V). He discards the other Chronicle card. Every player unmarks the Defender Achievement (VI).

As soon as one of the four decks in the Chronicle card offer is empty, shuffle the discard pile, roughly halve it, and place one half face down in the empty space to recreate the deck. Place the other half back into the discard pile. If there is one or zero cards in the discard pile when a deck empties, leave the deck empty, and play with one fewer card on offer for the remainder of this game.

It is possible to claim an Achievement another player already claimed during the same turn. If multiple players want to claim Achievements, start with the current player and proceed clockwise until all players have claimed their Achievements.

EPISODE 4: If you meet the condition of one or more Achievements during any player's turn, it allows you to claim these Achievements later in the same turn by placing one of your Chronicle tokens on the associated Chronicle Conclusion card.

You can find the clarifications of each Achievement in the Appendix on page 24–25.

Claiming Achievements Multiple Times

It is possible to claim a particular Achievement multiple times on the same turn. To do so, you must consider the category of its condition that is found on the top of the tile, under its title:

  • Across your turn: You may claim this Achievement as many times as you meet its condition across an entire turn.
  • Once per turn step: You may claim this Achievement multiple times, but only once during each distinct step of the same turn:
    • Resolve Primary Action (including Dino Attack resolution in Episode 2).
    • Resolve Secondary Action (including Dino Attack resolution in Episode 2).
    • Patrol, Adventure, or Preparation stage resolution.
    • Dino Attack in Episode 1 or Combat in Episode 4.
  • Once per turn: You can only claim this Achievement once in a turn, even if you have met its condition multiple times.
  • In a specific step: You can only claim this Achievement once in the turn, and you must meet its condition in a specific step of it. This varies from tile to tile.

Achievements Additional 2-Player Rules

EPISODES 1, 2, 3: If, on any turn, only one of the two players claimed Achievements, that player must choose one of the following options:

  • A Select an Achievement not marked by the Dissenter and mark it with one of the Dissenter's Chronicle tokens.
  • B Select an Achievement already marked by the Dissenter. Every player (including the Dissenter) unmarks this Achievement.

Whenever the Dissenter unmarks an Achievement, return their Chronicle token to their supply.

EPISODE 4: When an Assembly is resolved, place 1 Dissenter Chronicle token on the Conclusion card associated with the Zone of the Assembly.

Achievements Additional 1-Player Rules

The Dissenters do not claim Achievements the same way you do but they place Chronicle tokens on them, similarly to how you mark them.

On the Dissenters' turn, after you place both Action cards on the Dissenter board and before Narek's turn, place a Dissenter Chronicle token on the lone Action card remaining on the Action Row.

Sustenance

Then, after discarding the resolved Action cards and before refilling the Action Row:

EPISODE 4: Take the Chronicle token from the last Action card and look at the three "card icons" on that card's bottom - these now represent the three Conclusion cards. Find the Conclusion card that corresponds to the × icon and place the Dissenter Chronicle token on it.

EPISODES 1, 2, 3: Take the Chronicle token from the last Action card, and look at the three "card icons" on that card's bottom - these now represent the three Achievement tiles. Find the Achievement that corresponds to the × card icon on the Action card:

  • A If this Achievement card has no Dissenter Chronicle token on it, place the Chronicle token on it now.

  • B Otherwise, return the Dissenter Chronicle token from it (and the one you took off the Action card as well) to the Dissenter's supply. You must unmark this Achievement as well, if present. Record a number of Glory for the Dissenters depending on the Episode and the difficulty of your campaign (marked on your Log):

    • 1 Glory in Episode 1
    • 2 Glory in Episode 2
    • 3 Glory in Episode 3
    • 1 additional Glory on medium difficulty
    • 2 additional Glory on hard difficulty

    Then, discard all Chronicle cards from the Offer showing the icon of the Achievement in question.

If you have met the conditions of any Achievements during either Dissenter's turn, mark them at this point (which can happen after an Assembly, unlike in 2-4 player games). If you were to claim the same Achievement multiple times during the Dissenters' turn, treat each Dissenter's turn as a separate step.

Chronicle Cards

Chronicle cards represent events in the world of Perseverance that relate to your Achievements as a Leader. Each Chronicle card is a fragment of a large-scale story you experience throughout the campaign, and each card grants you special abilities that represent your growth as a Leader. Chronicle cards' abilities fall into four categories:

  • Setup abilities only trigger during the setup of a game.
  • Permanent abilities give you a passive player power. They are in effect as long as they are visible, for the duration of the current game. You can use any number of them (even on other players' turns), regardless of any other Chronicle abilities used.
  • Chronicle Action and Modifier abilities have one or two Chronicle Token slots next to them. When you gain that ability (upon acquiring the Chronicle or upon setup of the following game), place the indicated number of your Chronicle tokens on the card. These abilities are optional to use. See details on how to use these kinds of Chronicle cards in the next section.

The left halves (A) of Chronicle cards are visible during the game they were gained in, while the right halves (B) of the cards are visible during the next game. Thus each card affects your gameplay for two games. The left and the right half give different effects, to signify the later consequences of your earlier actions.

You cannot use Chronicle cards' abilities to affect the turn you gained them on.

Chronicle Actions and Modifiers

Chronicle Actions and Modifiers use Chronicle tokens to keep track of how many more times you can use their ability. To use such an ability, remove a Chronicle token from the card granting it. Once no more tokens remain on a card, you may not use that ability anymore.

Some abilities require you to place one or more Chronicle tokens on a particular part of the play area - you may use the same token you took from the card for this purpose. If a card that placed such a token is stored later during the game (for example, to be replaced by another card), also remove the token it placed.

Example: The left side of Friendlier Neighborhood can be used once in Episode 2, placing the Chronicle token from this card in a City Zone (A). The right side can be used up to twice in Episode 3 to change the positions of Ranch tiles (B).

Chronicle Actions and Modifiers can only be used during your own turn, and you are limited to using a maximum of one such ability total per turn, either one Chronicle Action or one Modifier.

EPISODE 4: This limit is increased to 2 in Episode 4. See the details on the Episode 4 Chronicle Conclusion cards below. Permanent abilities do not count towards this limit.

Modifiers explicitly say when they can be used. They modify a rule during the resolution of an Effect, during a Dino Attack, etc.

A Chronicle Action can be used at one of the following times:

  • Before your Primary Action.
  • Before your Secondary Action (after resolving the Primary Action, including drawing a Dino Attack if necessary in Episode 2).
  • After your Secondary Action (including drawing a Dino Attack if necessary in Episode 2), but before Patrol/Adventure/Preparation resolution.

You may not claim an Achievement for anything you've done during a Chronicle Action.

Episode 4 Chronicle Conclusion Cards

Episode 4 features a special set of Chronicle cards, called Chronicle Conclusion cards. They are paired with Achievements face-up and are available to all players throughout Episode 4. When claiming an Achievement, you place one of your Chronicle tokens on the associated Conclusion card (as explained on page 9).

Once you have one or more tokens on a Chronicle Conclusion card, you can remove one of yours from it (A) to use the Chronicle Action or Modifier shown on the card (B). Do not remove other players' Chronicle tokens (C).

In Episode 4 you may use up to 2 Chronicle Actions and/or Modifiers, which includes using both Episode 3 Chronicle cards and Chronicle Conclusion cards. However, you may not use the same card twice in the same turn.

During the End of a Game procedure (see page 14) for Episode 4, each Chronicle Conclusion card is scored.

Milestone Cards

Milestone cards provide Glory and other rewards to the single player that secures them. Each Milestone card has a condition and a time when it is evaluated. The player meeting the condition at the given time immediately secures the Milestone, storing the card in their Cache, and marking it on the Summary side of their Campaign Log. Each Episode features different Milestones with their own unique conditions.

1-PLAYER RULES: The Dissenters cannot secure Milestones but they can prevent you from doing so.

Milestone Conditions

EPISODE 1, 2, 3: Governor: Secured during Final scoring to the player who wins the game.

EPISODE 4: Governor: Secured during Final scoring by the player with the most Followers.

EPISODE 2: Explorer: Secured at any time during the game by the player who first starts their Temple Adventure.

EPISODE 3: Archeologist: Secured right before Final scoring by the player who completed the most Temple Adventures. If tied, the player who completed the Ironjaw or the Thunderhorn Temple Adventure (in this order) secures it.

1-PLAYER RULES: Secured by completing more Temple Adventures than how much the Dissenters have discarded, . (Printed as shown, with a stray comma and period after "discarded".)

EPISODE 4:

  • Admiral: Secured at any time during the game by the player who first has a total of 12 of a mix of Cabins and/or met 1st conditions on different Voyage cards.

    Example (Episode 4): Joel has 10 Cabins and has already met the 1st condition on 2 Voyage cards. He immediately secures the Admiral Milestone.

  • Warchief: Each time a player opposes an Ancient Sixleg Unit, they place a Chronicle token on (or near) this card. The first player with 4 tokens placed, immediately secures this Milestone.

1-PLAYER RULES: After your 5th turn, randomly remove from the game either the Admiral or Warchief Milestones, whichever is still available. Remove the Chronicle token from your Preparation track, which was a reminder for this.

End of a Game

Episodes 1, 2, 3

Perform the Final scoring of the current Episode according to the core game rules. Then, store all Chronicle cards you have in play in your Cache, and perform the following Chronicle scoring steps:

1 Governor Milestone: The player who has won the current Episode stores the Governor Milestone card. If multiple players are tied, the player later in turn order gets the card, and the other tied player(s) records 2 Glory.

2 Setup cards (3-4 players): The players, in reverse order of most Followers, may take 1 Setup card corresponding to an Achievement they currently have marked, and store it in their Cache. If tied for Followers, the player later in turn order picks first.

2 Setup cards (1 player): If you won the game against the Dissenters, store 1 Setup card corresponding to any Achievement that only you have currently marked. Skip steps 3 and 4.

3 Follower advantage (3-4 players): Each player records Glory based on the difference in Followers compared to the player with the fewest Followers:

  • 1-20 Followers: 1 Glory
  • 21-40 Followers: 2 Glory
  • 41-60 Followers: 3 Glory
  • 61+ Followers: 4 Glory

3 Follower advantage (2 players): The player with more Followers records Glory based on the difference in Followers compared to the other player:

  • 1-10 Followers: 1 Glory
  • 11-30 Followers: 2 Glory
  • 31+ Followers: 3 Glory

4 Most Achievements (3-4 players): The player(s) with the most marked Achievements (regardless of other players' tokens present) records 2 Glory.

4 Most Achievements (2 players): The player who has more Achievement tiles that are neither marked by their opponent, nor by the Dissenter, records 2 Glory. If the two players are tied, no Glory is recorded.

5 Glory Summary: Write the following 3 values on the Summary side of your Campaign Log for this Episode:

  • 5A Recorded Glory: The amount of Glory currently recorded (on the Recorded Glory side of the Log).
  • 5B Cache Glory: The total Glory value of all (Chronicle and Milestone) cards currently in your Cache.
  • 5C Total Glory: The sum of the above two.

6 Catch up (3-4 players): The player(s) with the fewest current Total Glory may take any one of the remaining Setup cards to store. In case of a tie, the player later in turn order picks first.

6 Catch up (2 players): If one player has 3 current Total Glory less than the other, they may take any one of the remaining Setup cards to store.

6 Catch up (1 player): If you have lost the current game, the Dissenters record 5 Glory and you may take any one of the Setup cards to store.

Example (Step 2, Episode 2): Joel, Ellie, and Connor have finished Episode 2 having 82, 94, and 113 Followers, respectively. Joel, who has the least Followers, takes a Setup card first. He may only select ones corresponding to Achievements he has marked. He selects the Defender Setup card (A). Then Ellie takes the Homesteader Setup card (B). Connor is unable to take any Setup card, because he only marked the Defender and Homesteader Achievements and the Setup cards corresponding to those have already been taken.

Example (Step 3): Ellie has 94 - 82 = 12 more Followers than Joel, recording 1 Glory. Connor has 113 - 82 = 31 Followers more than him recording 2 Glory.

Episode 4

Perform the Final scoring according to the core game rules, and write the resulting Glory on the Summary side of your Campaign Log. Store all Chronicle cards you have in play in your Cache, and perform the following Chronicle scoring steps:

1 Governor Milestone: The player with the most total Followers stores the Governor Milestone card. If multiple players are tied, the player later in turn order gets the card, and the other tied player(s) records 3 Glory.

  • 1-PLAYER RULES: If the Dissenters have more Followers than you, they record 3 Glory.

2 Chronicle Conclusion cards: Score each Chronicle Conclusion card individually:

  • 2A The player(s) with the most Chronicle tokens on a card records 2 Glory, and additionally 1 Glory for each of their own tokens on that card.
  • 2B The player(s) with the second most Chronicle tokens on a card records 1 Glory.
  • 2C The player(s) with no Chronicle tokens on a card records no Glory.
  • 2-PLAYER RULES: The Dissenter counts as one of the players, and can be first or second place. If a player has the most Chronicle tokens, they record 1 Glory additionally for each of the Dissenters tokens.
  • 1-PLAYER RULES: Both Narek and Camilla record Glory in the same way as the player (collecting Glory together, as usual).

3 Glory Summary: Write the following 3 values on the Summary side of your Campaign Log for this Episode:

  • 3A Recorded Glory: The amount of Glory recorded (on the Recorded Glory side).
  • 3B Cache Glory: The total Glory value of all (Chronicle and Milestone) cards in your Cache.
  • 3C Total Glory: The sum of the above two.

Proceed to the End of a Campaign.

Summary Side of the Campaign Log

(Printed heading: "Summary Side of the Campaing Log"; spelling corrected here.)

The printed page shows a diagram of the Summary side (Recorded Glory, Cache Glory and Total Glory per Episode, the Current Total Glory boxes, the Tie-breaker box for Milestones in Cache, and an Achieved Milestones row). The diagram is not reproduced here; the values it refers to are the ones listed in steps 3A–3C and 5A–5C above.

End of a Campaign

Determine your Final Campaign score (C) by adding up the following two values:

  • A The Total Glory after Episode 4.

  • B The Glory gained from the Final scoring of Episode 4.

  • 2-4 PLAYER RULES: The player with the highest Final Campaign score (C) is the winner. In case of a tie, the player with more stored Milestone cards wins. Players still tied share a victory.

  • 1-PLAYER RULES: Add up the recorded Glory of the Dissenters and the Glory scored solely from the Final scoring of Episode 4 (according to the core rules). If your Final Campaign score (C) is greater than this number, then you have won; otherwise you have lost.

Appendix

Chronicle Cards Reference

Each card below lists its left half (current Episode) and right half (next Episode), as printed.

Episode 1 Chronicle Cards

RefNameLeft half (Episode 1)Right half (Episode 2)
#1PathfindersPermanent: When completing a Patrol, gain 1 Food.Setup: Gain 1 Island Resource and 1 Food.
#2Master DealerPermanent: The second option of the "Politics" and "Settle" Effects costs 1 Story fewer.Setup: Gain 3 Stories.
#3Proven in CombatChronicle Action (2): Up to twice, spend 1 Valor to gain 2 Votes.Setup: Gain 1 permanent Vote.
#4What Doesn't Kill You...Modifier (2): Add +2 to all Threat rolls during this turn's Patrol resolution.Permanent: During Combat step 4 you may spend 1 Valor to cancel the injury of 2 Light Soldiers each.
#5Ear of the CouncilPermanent: You may change the face of a die in the pool before placing it, without having to spend 1 Story. You may not do this if there is another die you could legally place in the same space.

Episode 2 Chronicle Cards

RefNameLeft half (Episode 2)Right half (Episode 3)
#1Wonders to DiscoverPermanent: When completing an Adventure, gain 1 Food.Modifier (2): When placing a die to resolve the "Settlers" Effect, you may use one of your picks to gain 1 Crate and apply 2 Treatments instead.
#2Keeper of the LegendariumPermanent: When resolving the "Politics" or "Settle" Effect spend 1 fewer Story than you would normally do.Setup: Gain 2 Scraps.
#3Veterans' RespectChronicle Action (2): Up to twice, spend 1 Valor to gain 2 Votes.Setup: Draw 2 Goal cards instead of 1. Permanent: After the end of your 5th turn, discard one of your Goal cards.
#4Watch Your StepModifier (2): Add +2 to all Threat rolls during one Adventure resolution.Permanent: Add +1 to all Threat rolls.
#5Experienced NegotiatorPermanent: You may change the face of a die in the pool before placing it, without having to spend 1 Story. You may not do this if there is another die you could legally place in the same space.

Episode 3 Chronicle Cards

RefNameLeft half (Episode 3)Right half (Episode 4)
#1Field HospitalPermanent: You have 2 additional Infirmary spaces.Permanent: You have 2 additional Infirmary spaces.
#2Lumbering ShieldheadsModifier (2): You may place a Tamed Shieldhead into a space in the Wilderness that requires a Raptor or higher in hierarchy.Permanent: When you gain an Artifact, gain 2 Glowberries.
#3ReassignmentChronicle Action (2): Return (and reroll) a Neutral die from a City Zone to the dice pool or swap 2 already placed dice. You may change the die faces in the process of swapping them.Setup: Gain 1 Food and 1 Glowberry.
#4Ugly DucklingModifier (2): You may use a Tamed Raptor instead of a Tamed Thunderhorn to place in a Thunderhorn space in the City.Setup: Gain 1 Thunderhorn and 1 Valor.
#5Trading FavorsChronicle Action (2): Move up to 2 of your Influence Cubes between Officers.

Episode 4 Chronicle Conclusion Cards

Printed on the Episode 4 Chronicle Conclusion cards, each card has a Title, a Chronicle token placement box, and an Ability. The placement box is where your Chronicle token is placed when you claim the Achievement paired with the card.

RefNameAbility
#1Call me "Admiral"!Modifier: When you complete a Preparation, pick 2 different options: Gain 3 Glowberries or gain 1 Food or spend 1 Glowberry to advance on your most advanced Officer Contribution track (your choice if tied).
#2Bustling CityModifier: During your Primary Action, you have an additional, different option pick. If at least one of the picked options has its cost covered by a Crate, gain 1 Glowberry.
#3Charge Ahead!Chronicle Action: Spend 1 Food to, up to twice, rally 1 or 2 Dinos to a Battlefield without gaining the placement bonus.
#4Search and Rescue TeamChronicle Action: Choose one: • Gain 1 Raptor and 2 Shieldheads • Gain 1 Ironjaw • Build 1 Cabin • Place 1 Crate on a Battlefield
#5Supplying the HarborModifier: After starting a Preparation, immediately progress the Preparation.
#6Community DonationsChronicle Action: Discard a Crate from one of your Officer Contribution tracks to gain 4 Followers. The discarded Crate is removed from the game.

Achievement Tiles

Each Achievement tile shows a Title, an Icon, a Repeatability indicator, a Condition, and an Episode indicator. There are 3 common repeatability indicators that you'll find on Achievements. If the repeatability indicator is unique, the description directly specifies when you must meet the condition to claim the Achievement.

  • Unnumbered repeat icon ("Across your turn"): You may claim it any number of times during every player's turn, even if completing it across multiple steps.
  • Numbered step icon ("Once per turn step"): You may claim it once in each step of every player's turn.
  • "1x" icon ("Once per turn"): You may claim it once in every player's turn.

Episode 1 Achievements

  • Defender: Build a Wall in a Defense area using the "Fortifications" Effect, where you already have both a Trap and a Heavy Soldier and/or your Leader.
  • Hunter: Defeat at least 2 Raptors during the same Dino Attack using your Soldiers and/or your Leader.
  • Scout: Start a Patrol assigning at least 2 Heavy Soldiers and one more Unit to it than the requirement.
  • Homesteader: During your Primary Action, build 2 Settlements, with at least one built in a Zone where you already have 2 or more Settlements.
  • Orator: Either place (not move) your Leader into a Zone with 2 (or more) of your dice already there, or place your own die into a Zone with exactly 1 of your dice already placed there.
  • Commander: Gain an Officer Bonus while having sole majority of Influence on that Officer.

Episode 2 Achievements

  • Defender: Resolve a Counterattack Secondary Action, or successfully defend a Dino Attack in a Canyon area, exceeding Defense Threshold of the card by 2.
  • Hunter: During an Adventure Action, deal 3 Damage using your Soldiers (not your Leader).
  • Scout: Play an Adventure assigning at least 2 Heavy Soldiers (not your Leader) and one more Unit to it than the requirement.
  • Homesteader: During your Primary Action, build 2 Settlements (in the City), with at least one built in a Zone where you already have 2 or more Settlements.
  • Orator: Either place (not move) your Leader into a Zone with 2 (or more) of your dice already there, or place your own die into a Zone with exactly 1 of your dice already placed there.
  • Commander: Gain an Officer Bonus while having sole majority of Influence on that Officer.
  • Mentor: During your Secondary Action, gain a Perk from the Officer corresponding to the Zone your Leader is currently in.
  • Builder: Build an Outpost on a space that gives a Follower placement bonus.

Episode 3 Achievements

  • Hunter: Gain a Tamed Ironjaw or tame an Ironjaw or tame 2 Untamed Dinos.
  • Scout: Place a Raptor, Thunderhorn, or Ironjaw on a Jungle or Hills Location (including the Temples).
  • Homesteader: During your Primary Action, build 2 Settlements (in the City), with at least one built in a Zone where you already have 2 or more Settlements.
  • Orator: Have your Leader in a City or Wilderness Zone which is eligible for an Assembly (you may check this after Primary or Secondary Actions, and Adventure Stage Resolution as well).
  • Commander: During your Primary Action, place a Tamed Thunderhorn in a Zone where you have 1 or more Influence on the Officer corresponding to that Zone.
  • Mentor: Place 1 Influence on the Officer corresponding to the Zone your Leader is currently in.
  • Builder: Either build 2 Ranch tiles in the same row during a single turn, or build a Landmark with an End-of-Game scoring condition.
  • Survivalist: During your "Use Crate" Secondary Action resolve all 3 Ranch Effects in the same row.

Episode 4 Achievements

  • Defender: Rally an Ironjaw or a Thunderhorn to a Battlefield where you already have 3 or more Dinos rallied (including your Rider Leader).
  • Hunter: Rally Dinos to oppose a Raider and a Sixleg on 2 different Battlefields during the same turn. This can be completed across multiple steps.
  • Orator: Either place your Leader on a Battlefield of a Zone with 4 or more of your Cabins, or place a Neutral die into a Zone your Leader is currently in (either in the Community area or the Battlefield).
  • Commander: Spend 9 or more Valor on Rewards in a single Combat. When you gain a discount because of your Marines, you can act as if you have spent the full cost of the Reward.
  • Mentor: Remove the Crate from the 5th space of one of your Contribution tracks.
  • Builder: During the same turn, either build 2 different Cabins in the same Ship Section, or gain the Supplier reward of a Preparation stage you are resolving. If the Supplier reward lets you build Cabins, those count towards an additional claim of this Achievement.
  • Survivalist: During your Secondary Action, search a Ruins where you have a Stronghold.

Setup Cards

In the following table each cell is explaining a different Setup card. The rows show the Achievement a particular Setup card is connected to, and the columns show the Episode in which you would gain them along with the next Episode, in which you would use them.

AchievementSetup Episode 1 to Episode 2Setup Episode 2 to Episode 3Setup Episode 3 to Episode 4
DefenderYou may spend 1 Scrap to place a Settlement in a different Zone than your Starting Zone, receiving the placement's benefit (Officer Influence or Perk).Gain 1 Food, and place 1 Settlement in any City Zone on the bottommost available space without gaining the placement bonus.-
HunterGain 10 Followers.Gain 10 Followers.Gain 10 Followers.
ScoutGain 1 Trampler into your Enclosure and 2 Glowberries.Gain 1 Untamed Thunderhorn and 1 Glowberry.Build a Salvager Cabin in the Ship Section of your starting Zone, and gain 1 Food.
HomesteaderYou may spend 1 Island Resource to build an Outpost (receiving the Valor placement bonus shown).Gain 1 Scrap and 1 Crate.Rally your starting Thunderhorn from the Infirmary to oppose a Spearman, gaining the immediate bonus you covered.
OratorGain 1 Island Resource and 1 additional Adventure card.

Milestone Cards Reference

NameEpisodeTriggerConditionGlory rewardSetup next Episode
GovernorEpisode 1After Final Scoring (see page 14)Have the most Followers21-player: Dissenter Unrest. 2-4 player: Before setup, you may determine the turn order of the next game.
GovernorEpisode 2After Final Scoring (see page 14)Have the most Followers21-player: Dissenter Unrest. 2-4 player: Before setup, you may determine the turn order of the next game.
GovernorEpisode 3After Final Scoring (see page 14)Have the most Followers21-player: Dissenter Unrest. 2-4 player: Before setup, you may determine the turn order of the next game.
GovernorEpisode 4

The printed milestone table repeats the Episode 2 Governor row across pages 26 and 27; it is listed once here. Each Governor's Episode is read from the printed icon.

Icon Glossary

The printed icon glossary is reproduced in words:

  • Chronicle token
  • Glory
  • Record Glory
  • Reduce cost
  • Once per turn (of any player)
  • During a turn (of any player, any number of times)
  • Once per turn step (of any player)
  • Switch
  • Reminder (check the Appendix)
  • Sole majority
  • Dissenter Glory
  • Dissenter Chronicle token
  • Opponent or Dissenter Settlement
  • Permanent ability (Chronicle card)
  • Chronicle Modifier (Chronicle card)
  • Chronicle Action (Chronicle card)
  • Milestone Cards Reference
  • Permanent: You may resolve your Primary and Secondary Action in either order.
    #6Trampling DistractionChronicle Action (1): Place 1 Trampler on an empty Dino space and then you may swap two already placed dice. You may change the dice faces during this process. You may not trigger a Dino Attack this way.Permanent: The first time you kill a Trampler during your turn, gain 1 Valor. The first time you capture a Trampler during your turn, gain 1 Vote. You may gain these once each of your turns. You may use the gained Valor to cancel an Injury in the same Combat.
    #7Scout's HonorPermanent: The first time one of your Soldiers dies during one of your turns, place 1 Influence on an Officer of your choice.Setup: Gain 2 Valor and place 1 Influence on your starting Officer.
    #8Our Lookout Reports...Modifier (2): Do not place Dinos during your Primary Action.Modifier (2): When you place the Rally marker, no Dino Attack card is drawn (by you or by the owner of the Outpost in question). (Printed with a duplicated "Modifier (2):" label; shown once here.)
    #9An Old FriendChronicle Action (1): Place a Chronicle token and 1 Influence on an Officer of your choice. Permanent: During an Assembly, if you have the single most Influence cubes (not tied) on the Officer with your Chronicle token, record 1 Glory.Setup: Build a Camp on the bottom-right cleared Area (gaining a Perk from the Officer in the Discovery Zone as normal).
    #10Onboarding the YoungstersChronicle Action (2): Gain 1 Light Soldier.Chronicle Action (2): Gain 1 Light Soldier.
    #11Society's SupportModifier (2): When resolving a "Training" or "Fortifications" Effect, resolve one of the selected options twice.Modifier (2): When resolving a "Training" or "Build" Effect, you may spend 1 Glowberry to gain a Perk.
    #12Immediate Attention PleaseChronicle Action (2): Retrieve your Leader.Permanent: When you place your Leader, place 1 Influence on the Officer corresponding to the Zone you placed your Leader in.
    #13Battle-hardened SoldiersPermanent: After resolving a Dino Attack, you may convert 1 of your participating Light Soldiers that defeated a Dino into a Heavy Soldier.Setup: Convert one of your starting Light Soldiers into a Heavy Soldier and you may spend 1 Story to gain 1 Heavy Soldier.
    #14EntrenchmentsChronicle Action (2): Resolve a "Place Soldiers" Secondary Action.Permanent: When you successfully defend an Area with a Watchtower, gain 1 Glowberry and 3 Followers.
    #15Friendly NeighborhoodChronicle Action (1): Place a Chronicle token in a Community area of a Zone. Permanent: Every time another Player builds a Settlement in the Zone with your Chronicle token, gain 1 Vote. Every time you build a Settlement in the Zone with your Chronicle token, gain 1 Follower.Permanent: When resolving a "Marketplace" Effect, you may spend an additional Glowberry to gain another 2 Resources of your choice.
    #16Foundations of the WallChronicle Action (1): Place 1 Wall in an empty wall space in any Defense area.Setup: Gain 1 Scrap.
    #17A New SpeciesChronicle Action (2): Place 1 Shieldhead on a Dino space (that does not trigger a Dino Attack). Permanent: If your Heavy Soldier (or Leader) defeats a Shieldhead, record 2 Glory. Shieldheads act as a Trampler in case of a Breach but act as a Raptor in all other steps of Combat.Setup: Start with a Shieldhead in your Enclosure, and gain 2 Glowberries.
    #18Defend At All Costs!Chronicle Action (1): Place a Chronicle token in a Defense area, and remove the Dangerous Combat area tile from it. The area is now Dangerous. Do not remove the Community area cover tile of the Zone yet. Permanent: When the defense of the area marked with your Chronicle token is successful, record 1 Glory, and gain 1 Valor and 1 Safeguard (before spending Combat Rewards).Permanent: When you resolve a Counterattack against 3 or more Dinos, record 1 Glory and gain 1 Valor.
    #19Intricate TrapsPermanent: After a Dino Attack, you may leave up to 2 of your Traps face-up in play in the Defense area.Chronicle Action (2): Resolve a Counterattack without Combat. Gain the Savior Bonus from the Dino Attack card, then discard the card with along with all Dinos on it (you may not kill or capture them). Discard the Breach token from the corresponding Area as normal.
    #20Protect and LeadPermanent: When resolving a "Place Soldiers" Secondary Action, you may place 1 Influence on a single Officer in (one of) the Zone(s) you placed a Soldier into.Permanent: When resolving the "Influence Officer" Secondary Action, gain 1 Vote.
    #21DinowrestlerChronicle Action (2): Remove every Dino in the same column as your Leader in a Defense area. For each Dino removed this way, gain 1 Valor and 1 Safeguard.Permanent: When you assign your Leader to an Adventure, reduce the Soldier requirement for that Adventure by 1 then immediately draw and resolve a Heavy Challenge card (without a Threat roll).
    #22Battle ProwessChronicle Action (2): Place a Chronicle token in a Defense area. Permanent: After the next Dino Attack in this area, immediately before retrieving the Soldiers, gain the Placement Reward an additional time for the surviving Soldiers.Permanent: Ignore the Threat roll on one Challenge card each Adventure resolution.
    #23Camouflaged SettlementsChronicle Action (2): Place a Chronicle token in a Community area, and place one of your Settlements on the placed token (it does not take up a space in the Zone). Permanent: Settlements on Chronicle tokens add to the Population and Presence in their Zone, but breaching Dinos ignore them.Modifier (2): When building a Settlement, if you receive the Settlement Bonus, receive it an additional time.
    #24Thorough SurveysModifier (2): After resolving a "Patrol" Effect, you may resolve one option of either the "Training" or "Fortifications" Effect.Setup: Gain a Light Soldier, and play your Starter Adventure (assigning Soldiers and/or your Leader on it).
    #25Forward PostsPermanent: Reduce the requirement of each two-staged Patrol by one Soldier (to a minimum of 1) for each Zone where you have at least one Settlement in the top 4 spaces (labeled "7" through "10").Setup: Gain 3 Valor.
    Setup: Place an Influence on 3 different Officers, excluding your Starting Officer.
    #6Rustling and HustlingChronicle Action (1): Place a Dino of your choice on an empty Dino space, and you may swap two already placed dice. You may change the die faces in the process.Modifier (2): When starting an Adventure, you may use a Shieldhead instead or a Raptor (or vice versa) for meeting the starting requirements.
    #7Fallen ComradesPermanent: The first time one of your Soldiers dies during one of your turns, place 1 Influence on an Officer of your choice.Setup: Gain 1 Ranger, and apply 1 Treatment to the Ranger starting in your Infirmary.
    #8All is Clear From Up Here!Modifier (2): When you place the Rally marker, no Dino Attack card is drawn (by you or by the owner of the Outpost in question).Setup: Draw a Jungle Adventure and set it aside. Chronicle Action (1): Start the set aside Jungle Adventure (you must still meet the starting requirements).
    #9New AlliancesChronicle Action (1): Place a Chronicle token and 1 Influence on an Officer of your choice. Permanent: During an Assembly, if you have the single most Influence cubes (not tied) on the Officer with your Chronicle token, record 1 Glory.Modifier (2): When triggering an Assembly during your turn, you may place your Chronicle token on the corresponding Officer (max. once per Officer). Permanent: Double the Followers you gain from the Officer with your Chronicle token during its Officer scoring. If you have single most Influence cubes on this Officer (not tied), record 1 Glory.
    #10Ready the Armory!Chronicle Action (2): Gain 1 Light Soldier.Modifier (2): When placing a die to resolve a "Training" Effect, you may use one of your picks to spend 1 Food and 2 Glowberries to Influence two different Officers instead.
    #11Wonders of LeadershipModifier (2): When resolving a "Training" or "Build" Effect, resolve one of the selected options twice.Modifier (1): You may resolve your Secondary Action before resolving your Primary Action.
    #12On Your Mark!Chronicle Action (2): Retrieve your Leader.Permanent: When you place your Leader (not move them) in a Zone, place 1 Influence on the Officer connected to the Zone your Leader was placed in.
    #13You Deserve a PromotionPermanent: After resolving a Combat, you may convert one of your participating Light Soldiers that dealt Damage to a Dino into a Heavy Soldier.Modifier (2): The Dinos you gain from Market Square during your turn are Tamed instead of Untamed.
    #14They Call for Our AidChronicle Action (2): Resolve a Counterattack Secondary Action.Permanent: When you assign your Leader to an Adventure, you may reduce the total Unit requirement by two: one Unit whose type is directly specified, and one whose type is unspecified ("any Unit").
    #15Friendlier NeighborhoodChronicle Action (1): Place a Chronicle token in a City Zone. Permanent: Every time another player builds a Settlement in the City Zone with your Chronicle token, gain 1 Vote. Every time you build a Settlement in the City Zone with your Chronicle token, gain 1 Follower.Chronicle Action (2): Swap 2 already placed Ranch tiles in your Ranch area or move 1 Ranch tile into an empty space. You do not trigger any Placement bonuses.
    #16Structure on the HorizonChronicle Action (2): Resolve an Adventure Effect.Permanent: You may place a Dino to an inaccessible Temple in the Wilderness, if you spend 2 Glowberries for each unexplored Location between the closest already discovered Location and that Temple . (Printed with a stray space before the full stop.)
    #17Badland PioneersChronicle Action (1): Build 1 Outpost. (Printed with a doubled full stop.)Setup: Gain 1 Untamed Thunderhorn and 1 Glowberry.
    #18Unexpected LootPermanent: When completing an Adventure, gain 1 Island Resource and 1 Glowberry.Permanent: When completing an Adventure, gain 1 Island Resource and 1 Glowberry.
    #19Training the BeastsChronicle Action (2): Choose one: • Gain any 1 Dino into your Enclosure. • Spend 1 Shieldhead, 1 Raptor, and 1 Trampler from your Enclosure to gain 2 Heavy Soldiers and to record 2 Glory.Modifier (2): When taming a Dino, ignore all taming Resource costs, and also do not tire/injure/defeat Rangers.
    #20We Must Keep Watch!Chronicle Action (1): Place 1 Watchtower. Chronicle Action (1): Resolve a Counterattack Action against a Breach on an Area with a Watchtower.Chronicle Action (1): Build a Settlement in the Wilderness.
    #21Defining MomentChronicle Action (1): Spend 1 Valor to resolve a Secondary Action.Chronicle Action (2): Retrieve your Leader.
    #22Shifting LoyaltiesChronicle Action (2): Remove 1 of your Influence cubes, either from an Officer or from one of your Perks of that Officer. Then place 2 Influence on a different Officer.Permanent: You may change the face of a "Organizer" or "Negotiator" die in the pool before placing it, without having to spend 2 Glowberries. You may not do this if there is another die you could legally place in the same space.
    #23Rampaaage!!!Chronicle Action (1): Place up to 2 Raptors on a valid Plains hex tile. Permanent: When you defeat and/or capture at least 2 Raptors in a single Combat resolution, gain 3 Followers.Chronicle Action (2): Up to 2 times, recall 1 Dino from the Wilderness to gain 1 Glowberry.
    #24Reinforced OutpostsChronicle Action (1): Place a Chronicle token on one of your Outposts in the Plains. Permanent: The Outpost with your Chronicle token on it always counts as defended against Dino Attacks.Permanent: All Dino taming costs are reduced by 1 Glowberry.
    #25Rich New FrontiersPermanent: When resolving an Explore Secondary Action, you may pick a second, different option of the same three (2 Glowberries/1 Valor/1 Story) to gain.Permanent: Whenever you build the 3rd Ranch tile in a row, gain 1 Ranger and 2 Followers.
    #26They Owe Me a FavorPermanent: When gaining an Officer Bonus, additionally gain a Perk from that Officer.Setup: Gain 1 Food, and place 1 Influence on an Officer of your choice.
    #27Bold ExpansionChronicle Action (1): Place a Chronicle token on one of your Outposts. Permanent: If this Outpost is successfully defended from a Dino Attack, you may gain a Perk from any Officer.Modifier (2): You may place a Dino in an inaccessible non-Temple Wilderness Location, skipping 1 unexplored Location.
    #28Settlements Beyond the WallModifier (2): When building a Camp, immediately draw and resolve a Dino Attack card (as if the Camp was attacked). If you successfully defend against the Dino Attack, additional to the Success Reward, place a Settlement in any Zone. If you fail to defend, nothing happens.Setup: Gain 1 Crate and 3 Glowberries.
    #29Expert OpinionPermanent: Ignore the Story/Valor costs of the "!" Officer Perks.Setup: Draw 2 Amenities Ranch tiles, and build one of them (shuffle the other back into the stack).
    #30Populist PoliciesModifier (2): After resolving a "Pub" Effect or the third option of the "Politics" Effect, place a Settlement in any City Zone.Permanent: You may place/move your Leader into occupied Leader spaces in the City.
    #31Leading From the Back of a DinoPermanent: When resolving an "Adventure", "Training", "Marketplace", or "Build" Effect, one of your picks may be a repeat of another.Permanent: When placing a Tamed Thunderhorn in a City Zone, one of your picks may be a repeat of another.
    #32Here to StayModifier (2): After resolving a Counterattack Secondary Action, build a Camp on the same or adjacent cleared area.Permanent: When building a Settlement in the Wilderness, you may apply 2 Treatment to Injured Units.
    Setup: Place one of your Crates on a Battlefield, applying the Treatment shown.
    #6WindfallPermanent: Whenever you finish an Adventure, gain 1 Crate.Setup: Place one of your Crates in a Community area, gaining the shown cost.
    #7Unbreakable RanksModifier (2): When choosing the "On-Foot" option in one Combat against a Wild Dino, gain the "Mounted" additional reward and only tire the Rangers that you would normally injure.Permanent: Your Leader deals 1 additional Damage in Combat.
    #8StimulantsChronicle Action (1): Apply 8 Treatments.Permanent: Your Leader may cancel 1 Injury in each Combat they are present in (assigned to themselves or another Unit).
    #9Into the UnknownChronicle Action (2): Start an Adventure. Permanent: When completing a Hills Adventure, record 1 Glory.Permanent: When completing a Preparation, gain 1 Food.
    #10Rescue Splint KitModifier (2): Add +3 to all Threat rolls during one Adventure Stage resolution.Modifier (1): Cancel all Injuries you received during a single Combat resolution.
    #11Breaking New GroundChronicle Action (2): Build a Settlement in the Wilderness.Chronicle Action (2): Search a Ruins tile, where you have a Stronghold (or on a Ruins tile of the same type if you have the Chief Engineer's second Perk).
    #12Thunder and LightningModifier (2): When placing a Tamed Thunderhorn to a non-Temple Location in the Wilderness, automatically defeat the Dino there (capturing it) and gain the "Mounted" additional reward of that specific Dino.Modifier (2): After building a Cabin, gain 1 Valor for each Cabin you have built in that Ship Section.
    #13A Friend in NeedPermanent: You may spend a Crate from your Ranch instead of an Influence to use an Officer's Favor.Modifier (1): You may resolve your Secondary Action before your Primary Action, spending no Influence to use the Officer's Favor.
    #14Big Bone BurialPermanent: If at least one of your Dinos is defeated during your turn, place one Influence on an Officer of your choice. You may not defeat a Dino from your Infirmary if it's not full.Chronicle Action (2): Apply 2 Treatments.
    #15Shieldhead MenagerieChronicle Action (2): Gain 1 Tamed Shieldhead.Modifier (2): You may start a Port Preparation with no Shieldheads or a Naval Preparation with 1 Shieldhead. If your Shieldhead becomes Injured after the 1st stage of a Naval Preparation, you may still resolve the 2nd stage, gaining the rewards (and ignoring the Threat roll).
    #16Reinforced WeaponryModifier (2): When choosing the "Mounted" option for Combat, gain 1 Scrap.Modifier (2): Have an additional pick during Combat Rewards spending 2 fewer Valor than normal (a minimum of 0). This does not count towards the Commander Achievement.
    #17Communal Food RationingPermanent: Ignore the Food cost when resolving the "Settlers" Effect.Chronicle Action (2): Spend 2 Glowberries to advance on your least advanced Contribution track (your choice if there are ties).
    #18One Step AheadModifier (2): When using the Captain's Favor, you can move your Leader even if they are not a Rider Leader yet while ignoring the Glowberry cost for doing so.Chronicle Action (2): Rally your Leader, receiving the placement bonus.
    #19Rescue MissionsPermanent: When completing an Adventure, gain 1 Ranger.Setup: Gain 3 Glowberries and 3 Followers.
    #20Big Game HuntingChronicle Action (1): Spend 1 Island Resource and Injure 2 Rangers to gain 1 Untamed Ironjaw.Setup: Build 1 Marine Cabin in the Bridge or in the Coach.
    #21Reinforced OutpostModifier (1): Resolve both options of the "Exploration" Effect in the Wilderness (i.e. on the selected Exploration tile resolve the Discovery Effect and also build 1 Settlement to resolve the Foraging Effect).Modifier (2): When resolving your Primary Action, ignore the result of your Normal or Dangerous Ancient Scout die roll (place no Ancient Unit and do not trigger Combat).
    #22Field SnacksChronicle Action (2): Place your Chronicle token next to a Settlement in the Wilderness belonging to another player. Permanent: The Settlement with your Chronicle token next to it counts as yours when you resolve Foraging Effects.Chronicle Action (1): Move one of your Player dice to a different Zone. This must be a legal placement and does not trigger an Ancient Rally for placing the die.
    #23Friends in High PlacesChronicle Action (1): Place a Chronicle token and 1 Influence on an Officer of your choice. Permanent: During an Assembly, if you have the single most Influence cubes (not tied) on the Officer with your Chronicle token, record 1 Glory.Setup: Draw and keep an additional Reclamation card. When resolving the Reclamation cards at the end of the game, for each of the four rows, you may score for one of the two depicted Artifacts. This might cause you to score for an Artifact twice, but no Artifact can be worth more than 3 Glory each.
    #24Welcome to the...Hills?Modifier (1): When you explore a Jungle Location, you may draw Hills Exploration tiles instead (draw 2, pick 1).Chronicle Action (1): Move a Warpath marker one space upwards, away from the City.
    #25Rebel OutpostsModifier (2): When resolving a Use Favor Secondary Action, ignore the Resource cost printed on the Officer's tile (but still spend the Untamed Shieldhead on Chief Engineer).Modifier (1): When building a Stronghold, you may build it above the Warpath marker (further away from the City).
    #26A Landmark for the AgesPermanent: When building a Landmark, you may first choose to flip the tile to the other side instead.Setup: Build 1 Stronghold next to the Near Ruins in your starting Zone.
    #27From Stables to CablesChronicle Action (2): Activate one of your Ranch tiles.Setup: Build a Technician Cabin in the Hold or in the Engine.
    #28Creative EngineeringModifier (1): When placing a die to resolve the Workyard Effect, you may spend 1 Scrap and 1 Untamed Shieldhead to build a Landmark.Modifier (1): When building a Cabin, place one of your Chronicle tokens between two Crew types, then build your Cabin on top of it (instead of on a regular Cabin space). Permanent: The Cabin with your Chronicle token underneath it has the special ability of both Crew types and for each Voyage card or Preparation card it counts as either one of the Crew types (you may change which one it counts as in each turn step).
    #29Dino Anatomy ResearchPermanent: It only costs 1 Treatment instead of 2 Treatments to retrieve a Dino from the Infirmary.Setup: Gain 1 Shieldhead and build a Surgeon Cabin in your starting Zone.
    #30Dino WhispererChronicle Action (2): Tame up to 2 Dinos, whose Temple has already been explored, without paying the taming Resource cost.Chronicle Action (2): Remove an unopposed Ancient from a Battlefield.
    #31Unwavering BeastsPermanent: You may place Injured Dinos from the Infirmary to Wilderness Locations (but you still cannot send Injured Dinos to Adventures or Combat).Modifier (2): After starting a Preparation, immediately progress the Preparation.
    #32Versatile SpecialistsPermanent: You may change the face of a die in the pool before placing it, without having to spend 2 Glowberries. You may not do this if there is another die you could legally place in the same space.Permanent: At the End of the Game (after every player have finished their turn, but before scoring Reclamation cards) gain any 1 Artifact from the Main board (even from above a Warpath marker).
    #7Making AmendsChronicle Action: Up to twice, you may place 1 Influence on Officers on whom you currently have 0 Influence. (Printed as "1 Influence an Officers"; corrected here.)
    #8Jack of All TradesChronicle Action: Build a Cabin in a Ship Section of your choice without it taking up a space. Place the Cabin piece next to the spaces, to still indicate its Crew type.
    #9Selfless ContributionChronicle Action: Advance on a Contribution track of your choice.
    #10Behind Enemy LinesModifier: When searching a Ruins where you are not eligible for the Salvager reward, you can still resolve the Effect on the right side and additionally gain 1 Valor.
    #11Call me "General"!Modifier: If the Combat has a Victory outcome, gain 2 Valor and you may pick rewards from both Relief and Haul, in any combination.
    #12Desperate StandChronicle Action: Rally 1 or 2 Dinos to a Battlefield, gaining the placement bonus. These Dinos may be placed directly from the Infirmary.
    #13Calling in FavorsModifier: When using an Officer's Favor, resolve all three options (instead of two).
    #14Fortified OutpostsChronicle Action: Place your Chronicle marker on an empty Stronghold space (not above a Warpath marker) and place a Cabin on it. Permanent: The Cabin on your Chronicle token counts as one of your Strongholds (for all purposes).
    #15Any Help AppreciatedChronicle Action: Start a Preparation and apply 1 Treatment.
    Gain 1 Amenities Ranch tile from the offer.
    You may spend your starting Shieldhead to build a Stronghold (at a Near Ruin), not in your starting Zone.
    CommanderGain 1 Heavy Soldier and 1 Valor.Gain 1 Tamed Raptor.Gain 1 Tamed Thunderhorn and 2 Valor.
    Mentor-Gain the Hourglass Artifact or gain the Sapling Artifact.You may discard a Crate from one of your Officer Contribution tracks and build a Technician Cabin in any Ship Section. The discarded Crate is removed from the game.
    Builder-Place an additional Influence on your starting Officer, and gain 1 Island Resource.Gain 1 Shieldhead, and advance on the Officer Contribution track of your starting Officer an additional time (unlocking the Perk).
    Survivalist--Build a Marine Cabin in any Ship Section, and gain 2 Glowberries.
    After Final Scoring (see page 14)
    Have the most Followers
    3
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    ExplorerEpisode 2Immediately when the condition is metResolve your Temple Adventure2All player counts: Gain the Amethyst Sapling Artifact.
    ArcheologistEpisode 3End of the gameHave the most Temple Adventures completed2All player counts: Gain an Ironjaw.
    AdmiralEpisode 4Immediately when the condition is metHave 12 total Cabins and/or Voyages with their 1st stage completed3-
    WarchiefEpisode 4Immediately when the condition is metWhen opposing a Sixleg, place a Chronicle token on this card. Have 4 tokens on this card.3-