RulesPal
Chat
Rulebook
Perseverance: Castaway Chronicles – Episodes 3 & 4 thumbnail

Perseverance: Castaway Chronicles – Episodes 3 & 4

Perseverance: Castaway Chronicles – Episodes 3 & 4 Rulebook

Table of Contents

Table of Contents

  • Components
    • Common Components
    • Player Components
    • Deterministic Combat Variant Components
  • Game Overview
  • Setup
    • Main Play Area Setup
    • Wilderness Setup
    • Player Setup
      • Goal Card Setup
      • Personal Supply Setup
      • Player Board Setup
    • 2-Player Setup
    • Before Starting Play
  • Assets
    • Resources
    • Units
    • Dino Hierarchy
    • Other Assets
  • Turn Structure
  • Primary Action
    • Working in the City
    • Rules for Die Placement
  • City Zone Effects
    • Sustenance — Market Square
    • Military — Training
      • Infirmary
      • Dino Taming
      • Starting an Adventure
    • Expansion — Settlers
      • Settlement Bonuses
    • Construction — Workyard
      • Ranch Tiles
  • Exploring the Wilderness
    • Exploring a Location
    • Combat with Dinos
    • Exploration After Combat
    • Exploring Temples
    • Exploring the Ironjaw Temple
    • Visiting Explored Locations
  • Leaders
    • Rider Leaders
  • Artifacts
  • Secondary Action
    • Officers and Favors
      • Officer Tile Anatomy
      • Captain's Favor
      • Chief of Security's Favor
      • Chief Steward's Favor
      • Chief Mate's Favor
      • Chief Engineer's Favor
  • Landmarks
  • Adventure Stage Resolution
  • End-of-Turn Checks
  • Assemblies
    • Assembly in a City Zone
    • Preparing for the Next Assembly
    • Assembly in the Wilderness
  • Ending the Game
    • Goal Scoring
    • Final Scoring
  • 2-Player Specific Rules
  • Optional Ruleset
    • Deterministic Combat
    • Fully Random Officers
  • Appendix
    • Officer Scoring Conditions
    • Stash Tiles
    • Player Board Effects and Bonuses
      • Ranch Effects and Placement Bonuses (Common)
      • Adelita
      • Keoni
      • Phoenix
      • Jack
    • Ranch Tiles
    • Exploration Tiles
    • Adventures
    • Landmark Abilities and Scoring Conditions
    • Goal Cards
  • Credits
  • Icon Glossary

Components

Note: The box of this game holds the components for two entire games, Episode 3 and Episode 4. Some components are shared between the two Episodes, some are used only for either one. For Episode 3, only use the component amounts indicated here, even if you would find more in the box.

Common Components

  • 1x Main board (with 2-3-player and 4-player side)
  • 6x Neutral dice
  • 1x Threat die
  • 30x Glowberry pieces
  • 6x Dark Glowberry pieces
  • 20x Raptor Dino miniatures
  • 20x Shieldhead Dino miniatures
  • 12x Thunderhorn Dino miniatures
  • 12x Ironjaw Dino miniatures
  • 20x Scrap tokens
  • 20x Food tokens
  • 20x Island Resource tokens
  • 2x Adventure Blocker tiles
  • 9x Swamp Adventure cards
  • 11x Jungle Adventure cards
  • 17x Hills Adventure cards
  • 1x Raptor Temple Adventure card
  • 1x Thunderhorn Temple Adventure card
  • 1x Ironjaw Temple Adventure card
  • 1x Shieldhead Temple Adventure card
  • 5x Officer tiles
  • 26x Exploration tiles (8x Swamp, 8x Jungle, 10x Hills)
  • 3x Wilderness Assembly Reminder tiles (1x Swamp, 1x Jungle, 1x Hills)
  • 4x Dice Blocker tiles (2-player only)
  • 15x Goal cards
  • 8x Assembly Scoring tiles (with 2-3-player and 4-player side)
  • 8x Stash tiles
  • 9x Landmark tiles (2-sided)
  • 32x Ranch tiles (8x Administration, 8x Amenities, 8x Cultivation, 8x Domestication)
  • 1x Assembly board (with 2-3-player and 4-player side)

Player Components

  • 4x9 Ranger and Leader base caps
  • 4x Infirmary Overlay tiles
  • 4x Combat Aid sheets
  • 4x Turn Sequence and Final Scoring sheets (2-sided)
  • 4x8 Island Artifact tokens (8 types)
  • 4x Player boards
  • 4x8 Ranger miniatures
  • 4x Leader miniatures (Keoni, Jack, Phoenix, Adelita)
  • 4x3 Player dice
  • 4x Rider Leader miniatures (Keoni, Jack, Phoenix, Adelita)
  • 4x6 Crates*
  • 4x Adventure and Preparation Stage marker (2-sided)
  • 4x Rider Leader base caps
  • 4x10 Large Saddles
  • 4x5 Small Saddles
  • 4x16 Settlements

*There are more components of this type in the box, but you only need the indicated amount for Episode 3.

Deterministic Combat Variant Components

  • 4x Follower Dials
  • 4x18 Influence cubes
  • 4x Threat Track card
  • 4x Threat tracker

Game Overview

In Perseverance: Episode 3, you will be taking Actions mainly by drafting dice from a pool and placing them on spaces to resolve various Effects. The dice represent groups of specialist survivors in the Perseverance colony, with the different faces representing a specific specialist and the skill they are proficient in. Neutral dice all have the same distribution of sides:

  • Adventurers—facing the dangers of the island.
  • Organizers—coordinating residents.
  • Facilitators—managing resources and the workforce.
  • Innovators—expanding the living spaces.

Leverage the skills of these specialists to make your mark in Perseverance: Episode 3. Cleverly drafting and placing dice allows you to address the many new exciting challenges facing you and the other survivors. Address these challenges well and you'll establish yourself as a strong and savvy leader, gaining Followers. The player with the most Followers at the end of the game wins.

You will place dice and other components on the Main board to grow Perseverance and explore the surrounding wilderness. Your various impacts on the Main board will gain you the Followers you need to win the game. The Main board is split into three main areas: 4 Zones at the bottom of the board (the Sustenance, Military, Expansion, and Construction Zones, collectively referred to as the City), an area above the City called The Plains, and a Zone at the top of the board called The Wilderness, made up of the Hills, Jungle, and Swamp areas. The Sustenance, Military, Expansion, and Construction Zones have spaces where Settlements, dice, Leaders, Rider Leaders, and Tamed Thunderhorns can be placed.

The City is now also growing outside the old walls. Landmarks can be built on the large parcels of the Plains, extending the neighboring City Zones even further. The Wilderness Zone shows a Map of Locations connected with lines. These Wilderness Locations are inhabited by wild Dinos you must capture in order to discover a new area. When explored, Wilderness Locations will unlock powerful Effects.

Setup

Main Play Area Setup

Before starting the setup, select one of the four player colors for each player.

  1. Place the Main board in the middle of the table with the side appropriate to the player number (2-3-player or 4-player).

  2. Find the 3 Temple Adventure cards (Raptor, Thunderhorn, and Ironjaw), and place them face up to the right of the Main board. Place the 3 corresponding Temple miniatures beside them.

  3. Separate the Wilderness Adventure cards, based on their back side, and create 3 decks: Swamp, Jungle, and Hills. Shuffle each deck separately and place them face down on the table. Put the corresponding Adventure Blocker tiles on the Jungle and Hills decks. From the Swamp deck reveal the top 2 cards in a 2- or 3-player game and 3 cards in a 4-player game, to create the Adventure offer.

  4. Place the Threat die next to the Wilderness Adventure cards.

  5. Separate the Exploration tiles, based on their back side, and create 3 stacks: Swamp, Jungle, and Hills. Shuffle each stack separately and place them face down on the table. Insert the Swamp, Jungle, and Hills Assembly Reminder tile into the following positions of the respective Exploration tile stack, based on the number of players and counting from the top:

    2 players3 players4 players
    Hills7th9th11th
    Jungle7th9th9th
    Swamp7th7th9th
  6. Separate the Ranch tiles, based on their back side, and create 4 stacks: Administration, Amenities, Cultivation, and Domestication. Shuffle each stack separately, place them face down on the table, and reveal the top 2 tiles of each to create the Ranch offer.

  7. Separate the Landmark tiles: First take the one titled Ancient Portal and place it next to the Ironjaw Temple Adventure. Then, split the rest into two piles based on the number on their right side: 1-4 and 5-8. Take the first 4 tiles (numbered 1-4), and randomly decide which side of them is up, then place them on the Landmark spaces on the Main board that show the corresponding number and City Zone color. Place the other 4 Landmarks (numbered 5-8) in a stack on the table next to the Main board. These tiles will be used later in the game.

  8. Place the Assembly board next to the Main board with the side appropriate to the player number (2-3-player or 4-player). Take the Assembly Scoring tiles and flip them to their side appropriate to the player number (2-3-player or 4-player). Place the tile with the header "I" on its top to the left space of the Assembly board. Sort the rest of the tiles into an ordered stack with tile "II" on the top and "VIII" on the bottom. Place the stack on the right space of the Assembly board.

Note: The starting dice pool (Neutral dice + Player dice) totals 6 dice for two players, 10 for three players, and 14 for four players. (2 more Player dice will be added to the 2-player pool at a later step.)

Wilderness Setup

  1. Place the Shieldhead Temple miniature on its indicated space.

  2. Place the type of Dino miniature indicated on the hexagonal space in the center of each Location where you see the wild-Dino-setup symbol.

    Note 1: Ignore the Dissenter setup symbol at this point. It's used in a later step in a 2-player game. Note 2: You need to place a total of 2 Shieldheads, 7 Raptors, 6 Thunderhorns, and 4 Ironjaws.

Player Setup

Goal Card Setup

Each player will receive 1 Goal card. These cards contain secret objectives that the player keeps hidden from each other until the end of their last turn.

  1. Separate the Goal cards, based on the Officer on the front of the card (under the "Shared Officer Goal" header), into 5 face-up decks (each consisting of 3 cards): Captain, Chief Mate, Chief of Security, Chief Steward, and Chief Engineer.

  2. Shuffle each deck and place them face down on the table.

  3. Draw the top card of each deck face down and shuffle them together into a new face-down deck.

  4. Deal 1 Goal card to each player.

  5. Return all remaining Goal cards to the box, without looking at them.

    Note: For your first game, simply find and hand each player these Goal cards: Jack — Card #15, Keoni — Card #9, Phoenix — Card #6, Adelita — Card #1.

Personal Supply Setup

Each player chooses one of the four aspiring Leaders (Adelita, Jack, Keoni, or Phoenix) and takes their respective:

  • (A) Player board, leaving some space next to it for a personal supply
  • (B) Leader miniature
  • (C) Rider Leader miniature
  • (D) Follower dial, set to 10 Followers
  • (E) Infirmary Overlay tile

Each player takes the Player tray of their chosen color and from it adds to their personal supply:

  • (F) 16 Settlements
  • (G) 18 Influence cubes
  • (H) 1 Player die
  • (I) 8 Ranger miniatures
  • (J) 9 Ranger base caps, attaching them to the Rangers and Leader
  • (K) 10 Large Saddles
  • (L) 5 Small Saddles
  • (M) 6 Crates
  • (N) 1 Rider Leader base cap, attaching it to the Rider Leader
  • (O) 1 Adventure- and Preparation Stage marker
  • (P) 8 Island Artifacts (1 of each type)

Note: There are a total of 8 Crates in your tray although you only need 6.

Player Board Setup

  1. Place the Adventure and Preparation Stage marker in the leftmost Adventure track space. Flip the marker to its Adventure side. From now on it will be referred to as the Adventure Stage marker.
  2. Place 1 Food, 1 Island Resource, and 3 Glowberries on the Home area (the top left quarter) of the Player board.
  3. Place the Infirmary Overlay tile on the bottom half of the Infirmary area.
  4. Place 1 Ranger in the Home area, and 1 Ranger on one of the Infirmary spaces.
  5. Place 2 Shieldhead miniatures in the Home area.
  6. Place a Large Saddle on the back of one of the Shieldheads.
  7. Place Crates on the Crate spaces to the left of the Ranch that are indicated with a start-icon symbol.
  8. Place the Leader miniature in the Home area.

2-Player Setup

  1. Select a 3rd, unused player color for the Dissenter, a passive, player-like faction trying to hinder both players.

  2. Add 2 Player dice of the Dissenter's color to the collective dice pool. You should now have 8 dice there in total.

  3. Remove the wild Dinos from Locations 5, 9, and 17, which all have the Dissenter setup symbol next to them.

  4. Place a Large Saddle of the Dissenter's color on 2 Shieldheads, and a Small Saddle of the Dissenter's color on 1 Raptor from the general supply.

  5. Place these 2 Shieldheads on the Dino space (the hexagon featuring the wild-Dino-setup symbol) of Locations 5 and 9, and the Raptor on the Dino space of Location 17.

  6. Take the bottom Swamp, Jungle, and Hills Exploration tiles from their stacks, and, without looking at them, place them face down on Locations 5, 9, and 17.

    Note: When covering Locations 9 and 17 with Exploration tiles, do not place a Dissenter Influence on the Officer in the Wilderness Zone.

    Example: When setting up Location 5, place the Dissenter Shieldhead on its Dino space, then cover it with a face-down Swamp Exploration tile drawn from the bottom of the stack.

  7. Use Dice Blocker tiles to randomly cover 1 of the 4 dice spaces above every City Zone:

    • Make sure all 4 Dice Blocker tiles have their X side face up.
    • Start in Sustenance. Flip the tile along a random side, see which of the 4 die spaces shows an X symbol in the tile's current orientation, then place that tile X side up on the die space shown.
    • Repeat this for each City Zone. You should use all 4 Dice Blocker tiles.

    Note: Keep the Dice Blocker tiles in their place during the whole game.

  8. Draw 1 more Goal card without looking at it and place it face down next to the Main board. This Goal will be revealed at the end of the game.

    Note: The Shared Officer Goal of this third Goal card will be evaluated, so a third, unknown Officer will be scored in addition to the two in the hands of the players.

Before Starting Play

The player who has seen a dinosaur fossil most recently will be first in player order. Player turns will proceed clockwise.

  1. Starting with the last player in the player order and proceeding counter-clockwise, each player picks a different starting Zone.
  2. Each player places 1 Settlement on the chosen Zone.
    • In City Zones on the bottommost Settlement space.
    • In the Wilderness Zone on a space on Outpost A.
  3. All players place 1 of their Influence cubes on every Officer, then each player places 1 additional Influence cube on the Officer assigned to their chosen Zone.
  4. Each player changes their starting assets based on the Stash tiles under their chosen Zone. Resolve all instructions according to the explanations in the Appendix. Return all Stash tiles to the box (including any that were not selected by players).

2-Player Rules — Steps Before You Play:

  1. Remove the Landmarks placed above the Zones selected by the players. If a player chose the Wilderness Zone, remove a Landmark of that player's choice. The removed Landmarks will not be available during the game.
  2. Place 1 Dissenter Settlement on the bottom space of each City Zone that no player selected, and if no player selected the Wilderness Zone, place 1 Dissenter Settlement on Outpost A.
  3. Place 1 Dissenter Influence cube on every Officer assigned to Zones that no player selected.

Note: For your first game, select the following Zones (and Stash tiles): Adelita — Sustenance (Stash #5), Jack — Construction (Stash #7), Phoenix — Expansion (Stash #4), Keoni — Wilderness (Stash #8).

Assets

Assets are all of the components that you can have over the course of the game. They can be gained, used, and spent in various ways that are explained in this chapter. These terms are used throughout the rulebook, so remember you can return here for details about these components.

Resources

Food, Scraps, Island Resources, and Glowberries are commonly referred to as Resources. These are gained from the general supply and returned there when spent. Dark Glowberries represent 5 regular Glowberries and they can be swapped out for each other at any time. These Resources are considered unlimited—in the unlikely case the general supply runs out of any of them, use proxies as replacements.

Units

You can enlist Rangers to capture wild Dinos and go on Adventures. They are gained from your personal supply to the Home area of your Player board. Rangers are hard limited: you cannot have more than 8 at the same time.

Dinos have 4 species: Shieldhead, Raptor, Thunderhorn, Ironjaw.

Untamed Dinos can be gained from the general supply or can be captured from the Wilderness. When gained, they are placed on the Home area of your Player board. Until they are tamed, Untamed Dinos are treated more like a Resource, being spent to resolve various Effects. When spent, they are moved back to the general supply. Dinos are hard limited: you cannot gain a Dino if there are none of its species in the general supply.

Tamed Dinos are powerful Units that can be used to capture wild Dinos, go on Adventures, and explore the Wilderness (or can sometimes be spent like a Resource). They are acquired by taming your Untamed Dinos with certain game Effects (see "Dino Taming" below).

To indicate that a Dino is Tamed, place a Saddle from your personal supply on its back. Large Saddles are placed on Shieldheads, Thunderhorns, and Ironjaws, and Small Saddles are placed on Raptors. If you spend a Tamed Dino, remove the Saddle from them, and return both to their respective supply. Saddles are also hard limited: you cannot have more than 5 Tamed Raptors and 10 of the other Tamed Dinos combined. You can discard a Tamed Dino from your Player board to the general supply at any time to retrieve its Saddle.

Both Rangers and Tamed Dinos have special states:

  • Available: to be used in the Home area of the Player board.
  • Tired: Units are placed in the Tired area, and are unavailable until the start of your next turn.
  • Injured: Units are placed in the Infirmary, and are unavailable until treated.
  • Defeated: Units are removed from your Player board and returned to their supply.

Your Leader is a special Unit that can act as a Ranger whenever you would need one. Leaders can only become Tired. Whenever they would become Injured, they become Tired instead. They can never be Defeated. (See "Leaders" below.)

Dino Hierarchy

Tamed Dinos have a hierarchy to them, with the Shieldhead on the bottom, followed by the Raptor, the Thunderhorn, and the Ironjaw on the top (Shieldhead lowest tier; Ironjaw highest tier). You can be asked to use a:

  • Shieldhead or higher
  • Raptor or higher
  • Thunderhorn or higher

In these cases, you can use any Tamed Dino higher in the hierarchy.

Other Assets

Crates are a special type of asset that, after being gained from your personal supply, are always stored on the designated Crate spaces on the left side of the Ranch area of your Player board. When spent, they are returned to your personal supply. Since there are 6 spaces on each Player board, you can never have more than 6 Crates at once.

Ranch tiles are another special asset related to the Ranch. They are gained from the Ranch offer and placed immediately in the Ranch area of your Player board. You never lose or spend Ranch tiles. (See "Construction" below.)

There are 8 uniquely shaped Artifacts in the game. They are gained from your personal supply onto your Player board into 8 Artifact spaces that are shaped identically to the Artifacts themselves. When you would gain another copy of a certain Artifact, you gain 2 Followers instead. You never spend or lose Artifacts. (See "Artifacts" below.)

It is the goal of the game to collect the most Followers. They are tracked on your Follower dial, visible to everyone. Certain Effects require you to lose Followers—if you need to lose more than you have, lose as many as you can (down to 0 Followers) and ignore the rest.

Turn Structure

Your turn consists of the following steps:

  1. Primary Action: Choose from the following two options:
    • Working in the City, by placing a die in a City Zone.
    • Exploring the Wilderness, by placing a Tamed Dino in the Wilderness Zone.
  2. Secondary Action: Perform one Secondary Action after resolving your Primary Action:
    • Use Crate(s)
    • Use an Officer's Favor
  3. Adventure stage resolution: This step only applies if you have an Adventure card in front of you. Resolve the current stage of the Adventure card in front of you.
  4. End-of-turn checks:
    • Move your Adventure Stage marker to the next space.
    • Return your Tired Units to your Home area.
    • Check for an Assembly in the City and Wilderness.
    • Turn 8: Reveal and evaluate your personal Goal card.

The game ends after all players have taken their 8th turn.

Note: To speed up the game, players may agree to resolve their Adventure stage after the next player has started their turn, as long as it doesn't affect that player's decisions. The Adventure stage must be resolved first if the turn ends with an Assembly and/or Goal card resolution.

Primary Action

On your turn, you always take one Primary Action. There are two options:

  • Working in the City: Select and place a die from the pool on a matching die space on the Main board to resolve various City Zone Effects.
  • Exploring the Wilderness: Select and place a Tamed Dino from your Player board into the Wilderness, resolving the resulting Combat with a Dino, and choosing an Exploration tile to place on the Location you explored.

Working in the City

You can use dice to resolve the Zone Effect found in each City Zone. To do this, you must take a die from the pool and place it in an empty die space with a matching icon. Select any two different of the Effect's options to resolve in any order, paying any costs necessary to do so.

Note: Zone Effects have 4 options on them, but the 4th (bottom) option of each is unavailable at the start of the game. They become available when the Adventure indicated on them is completed.

Additionally to placing a die, you may choose to place a Tamed Thunderhorn in the same Zone at the same time. If you do so, you may select three different Effect options to resolve in any order (instead of the default two).

Rules for Die Placement

  • You may choose any die to place. However, if you select an opponent's die, you must spend 2 Glowberries (or 3 Followers if you do not have enough Glowberries).
  • Before you place a die, you may spend 2 Glowberries to change its face (or 3 Followers if you do not have enough Glowberries).
  • If you do not have enough Glowberries or Followers, you may spend as many Followers as you can then change the face of the die. You must select your die or a Neutral die before selecting an opponent's die.
  • You may not place a die just to block a space, you must be able to resolve at least one option of the Effect in the Zone where you place a die.

City Zone Effects

Sustenance — Market Square

Market Square Effect Options:

  • Gain 2 Food, Scrap, or Island Resource in any combination.
  • Gain 1 Untamed Shieldhead and 2 Glowberries.
  • Spend 1 Scrap to gain 2 Crates and 1 Untamed Raptor.
  • If the Ironjaw Temple Adventure is completed (by any player), spend 1 Tamed Raptor and 1 Glowberry to gain the Shield Artifact.

Military — Training

Training Effect Options:

  • Gain 2 Rangers and apply 2 Treatments. You can regain 1 Ranger from the Infirmary by applying 1 Treatment, and regain 1 Tamed Dino from the Infirmary by applying 2 Treatments. (See "Infirmary" below.)

    Note: If you would gain a Ranger while your personal supply is empty, you can move an Injured Ranger from the Infirmary to your Home area instead as a "new" Ranger.

  • Tame up to 3 Dinos. Spend the resources for Taming based on the specific Dino species. (See "Dino Taming" below.)

  • Start a Wilderness Adventure. You cannot select a Temple Adventure to start, and you cannot pick this option if you already have an ongoing Adventure. (See "Starting an Adventure" below.)

  • If you have at least 1 completed Wilderness Adventure, gain the Sapling Artifact.

Infirmary

Whenever a Unit is Injured, it must be moved to the Infirmary on your Player board.

Each Unit takes up one space in your Infirmary. If there are no empty spaces, you must either defeat the Injured Unit instead or you must make space for it by defeating a Unit already in the Infirmary.

You can return Units to your Home area by applying Treatment. Each Ranger needs 1 Treatment applied to them, and each Tamed Dino needs 2 Treatments. Treatments cannot be stored. You must apply them immediately.

During setup, an Infirmary Overlay tile is placed on the Infirmary area which reduces the number of its spaces. When you gain a specific Artifact (see "Artifacts" below), you remove the tile to increase the capacity.

Note: You may never gain Followers for Units in the Infirmary, unless stated specifically.

Dino Taming

You may tame your Untamed Dinos for the Resource costs shown on the right side of your Player board:

  • Shieldhead: 2 Glowberries
  • Raptor: 1 Glowberry and 1 Food
  • Thunderhorn: 2 Glowberries and 1 Island Resource
  • Ironjaw: 2 Glowberries and 1 Scrap

Notice that the Resource costs are printed in Artifact spaces. When you gain one of these Artifacts, it will cover the cost, and you can bypass it for the rest of the game.

Further notice that, in addition to the Resource cost, taming some Dinos puts physical strain on your Rangers:

  • Raptor: Tire 1 Ranger (placing in the Tired area of your Player board)
  • Thunderhorn: Injure 1 Ranger (placing it in the Infirmary on your Player board)
  • Ironjaw: Defeat 1 Ranger (returning it to the supply)

This strain on Rangers cannot be bypassed by Artifacts.

When a Dino is Tamed, place a Saddle of your color on its back (see "Units" above on how to handle Saddles).

Starting an Adventure

There are two types of Adventures: Wilderness and Temple. To start a Wilderness Adventure, you must take the following steps:

  1. Take any one face-up Adventure card from the offer (Swamp, Jungle, Hills) and place it at the top of your Player board so that the leftmost semicircle on the bottom of the card lines up with your Adventure Stage marker.
  2. Immediately place a number of Units (Ranger, Tamed Dino, or Leader) on the Adventure card equal to or greater than the number shown on the top left of the card (next to its title). In the case of Dinos, the Adventure card might require you to place a specific type of Tamed Dino, or it might allow you to send a type higher in the Dino hierarchy.
  3. Refill the offer by sliding the remaining card(s) of the same type downwards (if needed) and revealing a new card from the deck.

The selected Adventure is now ongoing, and you will resolve one stage of it at the end of each of your turns until it is completed. You cannot start an Adventure while you still have an ongoing one. (Starting Temple Adventures is explained under "Exploring Temples" below.)

Note: You cannot choose an Adventure if you don't have the required specific Units available as indicated in the top left.

Example: The requirement on Swarm Welcome is 1 Tamed Shieldhead (or a Dino higher in hierarchy) and 2 more of any Unit. Connor places 1 Tamed Raptor, 1 Ranger, and the Leader (Phoenix) on it in order to start it.

Expansion — Settlers

Settlers Effect Options:

  • Resolve the Foraging Effect at up to two different of your Settlements in the Wilderness. The Foraging Effects are found at the Outposts (A and B) and on the top half of Exploration tiles. (See "Exploration Tiles" in the Appendix.)

    Note: If you have 2 Settlements on the same Location, they do count as different Settlements, so you may select the same Foraging Effect twice.

  • Build a Settlement on the bottommost available space in a City Zone. You do not gain the indicated Settlement bonus.

  • Spend 1 Food to build a Settlement on any empty Settlement space in a City Zone. It does not need to be the bottommost available space, and you do gain the indicated Settlement bonus.

  • If the Raptor Temple Adventure is completed (by any player) defeat 1 Ranger to gain the Spire Artifact.

Options 2 and 3 have the following restrictions:

  • You cannot build 2 Settlements in the same Zone if you select both options.
  • If the Zone has no empty Settlement spaces left, you cannot select that Zone.
  • You may not place a Settlement on a Landmark this way.

Settlement Bonuses

Placing a Settlement in a City Zone can often earn you a Settlement bonus that is printed on the Settlement space. Most of the Settlement bonuses are identical throughout the different City Zones: place 1 Influence cube on the Officer of this Zone; gain 2 Followers; gain 1 Follower.

However, the topmost bonus is unique to every City Zone specifically: Sustenance grants 1 Untamed Shieldhead; Military grants 1 Ranger; Expansion grants 2 Glowberries; Construction grants Apply 2 Treatments.

Note: The shown pictures are for the 2-3 player side of the Main board.

Construction — Workyard

Workyard Effect Options:

  • Build a Settlement in the Wilderness, on the Outpost or any explored Location. You do not resolve the Foraging Effect with this option.
  • Gain a Ranch tile from the offer. (See "Ranch Tiles" below.)
  • Spend 1 Island Resource to gain a Ranch tile from the offer and gain 1 Crate.
  • If the Thunderhorn Temple Adventure is completed (by any player) spend 1 Tamed Shieldhead to gain the Acorn Artifact.

Note: If you take a Ranch tile using options 2 and 3, immediately refill the offer after resolving each option.

Ranch Tiles

Your Ranch is a grid of 9 spaces on your Player board, each with an Effect on them.

When you resolve 1 Ranch Effect, you select a single space of this grid and resolve the top half of it. On the bottom is a placement bonus indicated with an exclamation mark and lighter background, that you do not resolve at this point.

When you gain a Ranch tile, you take one from the Ranch offer and immediately place it on a space in your Ranch, effectively upgrading the old Effect. When you place the tile, you'll cover and immediately gain the placement bonus. Finally, refill the offer by sliding the remaining tile of the same type to the left (if needed) and revealing a new tile from the stack.

There are 4 Ranch tile types, 2 of each revealed in the Ranch offer. Ranch tiles of the same type feature similar (but not identical) Effects:

  • Administration: Gain Followers for your achievements.
  • Amenities: Influencing Officers and applying Treatments.
  • Cultivation: Gain Resources and resolving Foraging Effects.
  • Domestication: Gain and tame Dinos.

Note 1: Ranch tiles from the offer do not feature a placement bonus. Note 2: You can place a Ranch tile on top of another Ranch tile. If you do this, you do not gain the placement bonus on the space it covers (you can only get each placement bonus once when you cover it the first time).

Exploring the Wilderness

The Wilderness consists of 3 Zones, and within them, multiple Locations that you can explore:

  • Swamp: Outposts (A & B), 1, 2, 3, 4, 5, and 6.
  • Jungle: 7, 8, 9, 10, 11, 12, and Raptor Temple.
  • Hills: 13, 14, 15, 16, 17, 18, 19, Thunderhorn Temple, and Ironjaw Temple.

Exploring a Location

To explore the Wilderness, first select a Location that is available, meaning it has an empty Tamed Dino space and it is adjacent to another, explored Location. A Location is explored when it has either an Exploration tile or a Temple miniature on it.

Note 1: Locations are adjacent if there is a white line connecting them. Note 2: At the start of the game, the only explored Location is the Outpost.

Place a Tamed Dino from your Home area on the Tamed Dino space of the Location. The type should be matching or higher in hierarchy than what is indicated on the space.

After placing your Tamed Dino, you must also capture the wild Dino on that Location by defeating it in Combat (see "Combat with Dinos" below). If you cannot defeat the wild Dino on a Location, you cannot explore it.

Finally, after Combat you must place an Exploration tile on the Location and resolve its Effect.

Note: Combat is deterministic, so you can check if you can defeat a wild Dino before fighting it.

When a Tamed Dino is placed on a Jungle or Hills Location (regular or Temple) for the first time, immediately open up the Jungle or Hills Adventure offer (respectively) by removing the Adventure Blocker tile from the corresponding Adventure deck, and placing the deck next to the already open Adventure offer. Reveal 2 cards from the deck in a 2- or 3-player game, and reveal 3 in a 4-player game. This happens before Combat at the Location.

Combat with Dinos

A reliable way to capture wild Dinos is defeating them in Combat while exploring Wilderness Locations. The process for Combat with a Dino is deterministic and always the same.

To capture a wild Dino you must gather a group of Units against it. This group is unique for each Dino type. Combat puts physical strain on the group, making the participants either Tired, Injured, or Defeated.

There are two types of Unit groups that you can send against each Dino type: an On-foot group, composed mostly of Rangers, or a Mounted group, composed of Tamed Dinos.

The ways to capture the Dinos and the strain on the Units are the following:

Ironjaw

  • On-foot group: Injure 1 Ranger, defeat 1 Ranger, and injure 1 Tamed Shieldhead (or higher).
  • Mounted group: Tire 1 Tamed Raptor (or higher), and injure 1 Tamed Raptor (or higher).

Thunderhorn

  • On-foot group: Tire 1 Ranger, injure 1 Ranger, and defeat 1 Ranger.
  • Mounted group: Tire 1 Tamed Shieldhead (or higher), and injure 1 Tamed Shieldhead (or higher).

Raptor

  • On-foot group: Injure 1 Ranger, and defeat 1 Ranger.
  • Mounted group: Tire 1 Tamed Thunderhorn (or higher).

Shieldhead

  • On-foot group: Injure 2 Rangers.
  • Mounted group: Tire 1 Tamed Raptor (or higher).

(Dino hierarchy: see "Dino Hierarchy" above.)

After your Units suffer the consequences, you successfully capture the Dino by placing it on the Home area of your Player board.

If you use a Mounted group, you gain an additional reward depending on the captured Dino type:

  • Ironjaw: 4 Followers.
  • Thunderhorn: 3 Followers.
  • Raptor: 1 Island Resource and 1 Follower.
  • Shieldhead: 1 Food.

Additionally, for each of your Tamed Ironjaws that participate in Combat, gain 3 Followers.

Note: On-foot Combat mostly uses your Rangers and lower tier Tamed Dinos which are available from the start of the game. Mounted Combat requires higher tiered Dinos and gains you additional rewards.

Example: Joel goes to Location 13 with a Tamed Raptor. Now he must capture the Ironjaw there, and he has two options: using an On-foot group, that consists of 2 Rangers and a Tamed Shieldhead (or a Dino higher in hierarchy), or using a Mounted group that needs 2 Tamed Raptors (or a Dino higher in hierarchy). He decides on the Mounted group and sends a Tamed Ironjaw and a Tamed Raptor. From this Combat the Ironjaw becomes Tired and the Raptor becomes Injured. The wild Ironjaw is successfully captured and is moved to Joel's Home area. Defeating the wild Ironjaw with a Mounted group earns Joel an additional 4 Followers, and using his own Tamed Ironjaw in Combat earns him another 3 Followers.

Exploration After Combat

Exploring Wilderness Locations and clearing them of wild Dinos paves the way for you (and the other Leaders) to build Settlements at them.

After resolving Combat at a Wilderness Location you've explored, reveal the top two Exploration tiles from the stack matching the type of terrain (Swamp, Jungle, Hills) the Location is located in. Choose one to place on the Location you've explored and discard the other face down to the bottom of its respective Exploration stack.

If a placement bonus is printed on the board on the bottom half of that Location, immediately gain it when you cover the space with the Exploration tile.

Note: Always draw 2 Exploration tiles and discard 1. If you would only draw 1 tile, the Assembly in that Zone would be late. (See "Assemblies" below.)

As a reward for exploring this Location, decide whether to resolve the Foraging Effect on the top half of the tile or the Discovery Effect on the bottom half of the tile:

  • Foraging Effect: Build 1 Settlement on either open Settlement space on the tile. This allows you to immediately gain what is printed between the 2 Settlement spaces.
  • Discovery Effect: Requires no further steps. Simply immediately gain or resolve what is printed on the bottom half of the tile and the Artifact shown on the bottom left of the tile. Do not build a Settlement on the tile if you choose this option.

Example: After capturing the wild Dino on Location 13, Joel now draws 2 Hills Exploration tiles. He chooses Carnivore's Den to place and discards the other to the bottom of the stack. When he places the tile, he gains 1 Follower that is printed on the Location. Now he must choose: he can either choose to build 1 Settlement here to resolve the Foraging Effect (which is spending 2 Glowberries and gaining a Tamed Raptor), or he can choose not to place the Settlement and resolve the Discovery Effect (gaining the Jewel Artifact and an Untamed Ironjaw).

Note: The Foraging Effect can be resolved again using various different Effects in the game, while the Discovery Effect can only be resolved by placing a Tamed Dino in the Wilderness.

Exploring Temples

The Raptor Temple in the Jungle, the Thunderhorn Temple in the Hills, and the Ironjaw Temple in the volcanic region of the Hills are unexplored at the start of the game. Explore them to make new discoveries and earn rewards.

When placing a Tamed Dino on a Temple Location, you must immediately start the corresponding Temple Adventure. This means that you can only explore a Temple Location if you already meet the Unit requirements for starting that Adventure (see "Starting an Adventure" above) and do not already have an ongoing Adventure. There are no wild Dinos at the Temples, so Combat does not occur when exploring these Locations.

The first time any player explores a Temple, place the corresponding Temple miniature on the specified Wilderness Location to indicate that the Temple is considered explored. This allows all players to resolve the Effects that require a certain Temple to have been explored.

Note: If the Temple Location later on becomes available again, you can place a Dino there but gain no further Effects from doing so.

Exploring the Ironjaw Temple

The player who explores the Ironjaw Temple (after having started the Ironjaw Temple Adventure) must place the Ancient Portal Landmark tile on the Ironjaw Temple Location and then place a Settlement on the tile along with the Ironjaw Temple miniature to indicate they were the one who explored the Ironjaw Temple. The Ancient Portal Landmark scores Followers to whoever owns it at the end of the game, based on the amounts of Rangers and Tamed Dinos they have.

Visiting Explored Locations

Very rarely it can happen that a Wilderness Location is already explored, but the Dino was retrieved from the Dino space next to it. In this case, it is possible to place your Tamed Dino there (respecting the Dino requirement of the space). No Combat will take place. You do not choose a new Exploration tile to place on the Location. Instead, choose to resolve 1 of the 2 usual Exploration tile Effects:

  • If there is an empty Settlement space on the tile, build a Settlement there to resolve the Foraging Effect.
  • Resolve the Discovery Effect.

Leaders

Your Leader is a special Unit that can be used for various purposes:

  • You can place your Leader in a City Zone from your Player board, using the Captain's Favor.
  • You can use them in Combat as a Ranger which would be Injured. In this case the Leader becomes Tired instead of Injured. You cannot use them to negate a defeat on a Ranger.
  • When placing a Leader on an Adventure, they count as a Ranger.
  • When they are Injured due to a Threat roll of an Adventure, they become Tired instead. Topple them over and keep them on the Adventure.

Rider Leaders

Once you collect a certain Artifact (as printed on your Player board), your Leader immediately becomes a Rider Leader. Replace the Leader miniature with the Rider Leader miniature, wherever the Leader currently is. Return your Leader miniature to the box. Each Leader needs a different Artifact to become a Rider, and rides a different Dino.

LeaderArtifactDino Type
KeoniMauve HourglassShieldhead
JackSapphire HoneycombRaptor
PhoenixAzure WreathThunderhorn
AdelitaTangerine JewelIronjaw

Rider Leaders have various benefits in addition to their basic Leader benefits:

  • From this point on, your Rider Leader also works as a Tamed Dino of the type they ride.
  • You can send your Rider Leader to Wilderness Locations and Adventures with your Primary Action, the same way as you would a Tamed Dino.
  • You may use them in Combat as the type of Dino they ride (or as a Ranger).
  • You can now move your Rider Leader, instead of only placing it on an empty space, with the Captain's Favor by paying 1 Glowberry, even if they are already placed somewhere (excluding your Player board or an active Adventure).

Note: You cannot spend your Rider Leader as a Dino cost for building Landmarks (see "Landmarks" below).

Artifacts

The left 4 Artifact spaces on your Player board show a placement bonus that you can instantly resolve when you fill in the space with an Artifact. The bonuses are not exactly the same for the Leaders (and can be found in the Appendix), but they are very similar and roughly the following:

  • Change the Leader into a Rider Leader.
  • Change a Neutral die into a Player die.
  • Upgrade the Infirmary (remove the Overlay tile).
  • A bonus unique to the Leader.
NameFound on…
Mauve HourglassSwamp Exploration tiles
Sapphire HoneycombJungle Exploration tiles
Azure WreathJungle Adventure cards
Tangerine JewelHills Exploration tiles

Each of the right 4 Artifact spaces shows the Resource cost of taming a Dino. Covering one with an Artifact means you no longer have to pay that Resource cost (but your Rangers still suffer the strain).

NameFound on…Taming discount
Amethyst SaplingSwamp AdventureFree Shieldhead Taming
Emerald SpireRaptor Temple AdventureResource discount on Raptor Taming
Sage AcornThunderhorn Temple AdventureResource discount on Thunderhorn Taming
Crimson ShieldIronjaw Temple AdventureResource discount on Ironjaw Taming

If you ever would gain a specific Artifact that you already own, gain 2 Followers instead. Part of your final score will also be based on how many Artifacts you have collected (see "Final Scoring" below)!

Secondary Action

As described in "Turn Structure" above, after you resolve your Primary Action, resolve one of the following two Secondary Actions:

  • Use Crate(s): Choose one of the three rows in your Ranch, then spend 0 Crates from the spaces next to the chosen row to resolve 1 Ranch Effect in that row, 1 Crate to resolve 2 different Ranch Effects, or 2 Crates to resolve all 3 Ranch Effects.
  • Use Favor: Choose one Officer, then remove 1 of your Influence from the Officer to use their Favor (see below).

Note: There is a pre-printed Crate next to each of the Ranch rows. This is a reminder that when you resolve the Action "Use Crate(s)", you can always resolve 1 Effect in that row for free before you must spend any Crates to resolve more.

Example: The top Ranch row of Adelita currently only has a pre-printed Crate on it. If you choose this row, you can resolve 1 Ranch Effect in that row.

Officers and Favors

Officer Tile Anatomy

  • Officer name: There are 5 unique Officers in Episode 3.
  • Influence pool: Removed to use the Officer's Favor (through the Secondary Action) and checked for majority during an Assembly in their Zone.
  • Officer Favor: A unique set of Effects that reflects their purpose as influential members of the community. It can be used by players as a Secondary Action for a cost of 1 Influence.
  • Scoring condition: A unique condition that is evaluated during an Assembly by the first and second place in majority of Influence.

Captain's Favor

Either place your Leader in a City Zone from your Player board, or spend 1 Glowberry to move your Rider Leader to any different Zone than they currently are in, including the Wilderness, then resolve the Effect of the Zone.

In a City Zone, you must place the Leader in an empty Leader space. Then resolve an entire Working in the City Primary Action, the same way as if you have placed a die. You can place a Tamed Thunderhorn at the same time with your Leader to pick 3 options instead of 2.

In the Wilderness, you must place the Rider Leader in an available Location where the Dino type requirement allows it. Then resolve an entire Exploring the Wilderness Primary Action as if you have placed a Tamed Dino there.

Note: You may move your Rider Leader from one Wilderness Location to another as long as it's in a different Wilderness Zone (Swamp, Jungle, or Hills). You may not move your Rider Leader from another Zone or Wilderness Location.

Chief of Security's Favor

Spend 1 Island Resource to place a Tamed Dino (or Rider Leader) from your Player board to an available Wilderness Location, then resolve an entire Exploring the Wilderness Primary Action.

Chief Steward's Favor

Recall a Tamed Dino from a Dino space (Wilderness or Thunderhorn City space), meaning you take it back to the Home area of your Player board. Then apply 1 Treatment. Finally, start a Wilderness Adventure.

Chief Mate's Favor

Spend 1 Food to gain a Ranch tile from the offer, then resolve any one Effect in your Ranch. (See "Ranch Tiles" above.)

Chief Engineer's Favor

Spend 1 Scrap and (specifically) an Untamed Shieldhead to build a Landmark. (See "Landmarks" below.)

Landmarks

Now that the people of Perseverance have Tamed Dinos, they are able to use them to clear land more efficiently and expand the colony by building Landmarks. There are 2 plots of land above each City Zone where players can build these Landmarks.

Landmarks can only be built by using the Favor of the Chief Engineer after removing an Influence as a Secondary Action.

When you build a Landmark, place one of your Settlements on it to show you were the one who built it. Each Landmark shows an ability that is available only to the player who built it.

There are two types of Landmark abilities:

  • Landmarks on the bottom row have a permanent passive ability that is available every turn. These can be built starting from the beginning of the game.
  • Landmarks on the top row have a scoring condition that can be evaluated at the end of the game. These can only be built after the 3rd Assembly has taken place.

Example: The Arboretum has a permanent passive ability that lets you change the first option of Market Square to "gain 1 Food and 1 Scrap and 1 Island Resource", while the Hydroponics has a scoring condition that says "at the end of the game, gain 1 Follower for each Food, and/or Scrap, and/or Island Resource, and/or pair of Glowberries you have, combined."

Adventure Stage Resolution

You can go on two different types of Adventures on the Island: the Wilderness Adventures that happen on various parts of the Swamp, Jungle, and Hills, and the Temple Adventures that delve directly into the Dino Temples in search of Ancient Artifacts. Both Adventure types have two stages to be resolved: one during the turn you start the Adventure and another at the end of the following turn.

Follow these steps to resolve an Adventure stage:

  1. Gain the rewards of the stage. Gain all Assets shown above your Adventure Stage marker and immediately resolve any Effects you see there.

    Cartography reward: The 2nd stage of every Adventure is split into two parts, with a default reward on the left and a Cartography reward on the right side. You only gain the Cartography reward if you have a Settlement on the indicated Wilderness Location.

    City reward: Similar to the Cartography reward, you only gain this if you have one or more of your Player dice in the indicated City Zone.

  2. Threat roll. There are 1 or 2 Threats shown at the end of each stage. Immediately after collecting the rewards, roll the Threat die for each Threat shown. If you roll a number lower than the Threat then injure 1 Unit of your choice on the Adventure (move it to the Infirmary). 1 Injury in total can be assigned to your Leader on the Adventure to make it Tired (toppling over the miniature).

    Temple Adventures show a specific Unit to be Defeated as a Threat. Do not roll the Threat die, simply defeat the shown Unit.

  3. Wrap up. After resolving the Threat of the 2nd stage, the Adventure is completed. Immediately remove all Units back to your Player board (if you have a toppled Leader, set it upright), flip the Adventure card face down, and place it in your personal supply.

Note: You cannot cancel or discard any ongoing Adventure, you must see them through fully before being able to start another.

End-of-Turn Checks

  1. Advance your Adventure Stage marker (even if you have no ongoing Adventure).
  2. Return your Tired Units to your Home area.
  3. Check for an Assembly (see "Assemblies" below for more details).
  4. On the 8th turn, evaluate your own Goal card.

Assemblies

There are two types of Assemblies:

  • Assembly in a City Zone
  • Assembly in a Wilderness Zone

An Assembly is triggered at the end of a player's turn when a certain condition in a Zone is met. This is different for a City Zone and a Wilderness Zone. In case multiple Assemblies occur in a single turn, start with the City Zone, then move on to the Wilderness Zone Assemblies (starting with Hills, then Jungle, then Swamp).

There are two important terms regarding Assemblies:

  • Presence in a Zone: it is equal to the number of pieces in a player's color present in that Zone. In City Zones, these are Player dice, Settlements in the Zone and on Landmarks above the Zone, the Tamed Thunderhorns (due to their saddle color), and the Leader. In Wilderness Zones, these are Settlements on Exploration tiles, Tamed Dinos, and the Rider Leader.
  • A friendly tie means that if multiple players tie for a position they both fully gain the rewards for that and the player right behind them in order gains the next reward.

Doing well in an Assembly will score a significant amount of Followers for the players with the most Presence in a Zone, so it can be a very important milestone on the path to victory.

Example: Joel and Abby both have 3, while Ellie has 1 piece of their color in the Expansion Zone. This means Joel and Abby are tied for first place with regards to Presence, and Ellie is second place (not third, even though two players are above her).

Assembly in a City Zone

A City Zone Assembly will trigger if there is a number of dice in that Zone equal to the player count: 2 dice in a City Zone in a 2-player game, 3 dice in a City Zone in a 3-player game, 4 dice in a City Zone in a 4-player game.

A City Zone Assembly is resolved through the following steps:

  1. Assembly scoring. The player with the most Presence gains the Followers seen on the top of the current Assembly Scoring tile. The players with the second and third most Presence gain the Followers and/or Crates seen on the middle and bottom of the tile, respectively. Players without Presence score nothing from the tile. In case of a tie, each tied player gains the rewards indicated.

  2. Officer scoring. Evaluate the scoring condition of the Officer in the Zone. The player(s) having majority of Influence gain the full amount of Followers. The player(s) second in majority gain half the Followers (rounded down). Players without Influence on the Officer gain no Followers. Ties in Influence are resolved in a friendly way.

    Example (Officer scoring, 4 players): Joel has 3 Influence on Captain, making him first in majority. Connor and Abby have 2 Influence each, making them tied for 2nd place. Ellie has only 1 Influence, making her 3rd. Joel has 1 Tamed Thunderhorn and 1 Tamed Shieldhead which nets him 2 Followers for the Thunderhorn, but none for the Shieldhead, as he would need another to gain 1 Follower for them. Connor has 3 Tamed Raptors. He would get 3 Followers in total, but since he is 2nd place, he halves the points (to 1.5) and rounds down to 1 Follower. Abby has no Tamed Dinos at the moment, so she has nothing to score, even though she is also 2nd place. Ellie is neither 1st or 2nd in majority, so she gets no Followers, even though she has Tamed Dinos.

  3. Wrap up. After resolving the City Zone Assembly, remove all dice from the triggered City Zone spaces and reroll them into the dice pool. If present, return the Leader and Tamed Thunderhorn in the Zone to the Home area of their respective owner(s).

    Example (Assembly scoring, 4 players): Ellie and Connor both have 3 colored pieces in Sustenance, Abby has 2 colored pieces, and Joel has 1 colored piece. Ellie and Connor gain the "1st place" reward of the Assembly Scoring tile, Abby gains the "2nd place" reward, and Joel gains the "3rd place". Note that nobody is "4th place" even though there are 4 players in the game.

Preparing for the Next Assembly

After an Assembly has been triggered and resolved, move the Assembly Scoring tile off the board and replace it with the next Assembly Scoring tile on the top of the stack to the right.

Example: After the 1st Assembly, discard the 1st Assembly Scoring tile and replace it with the 2nd Assembly Scoring tile, which should show as the top card in the stack.

If there are no more Assembly Scoring tiles in the stack, keep the 8th Assembly Scoring tile and use it for Assemblies for the remainder of the game.

The discarded Assembly Scoring tile can have an icon in the top left corner which indicates that an extra Action needs to happen:

  • Refresh Adventure Offer: Discard the bottommost Adventure of each type to the bottom of their respective decks, then slide the rest and reveal new ones.
  • Refresh Ranch Offer: Discard the leftmost Ranch tiles of each type to the bottom of their respective stacks, then slide the rest and reveal new ones.
  • Place new Landmarks: Take the 4 Landmark tiles with "End of Game" scoring conditions and place them with a random face up in their 4 respective Zones. They are now available to be built by using the Chief Engineer's Favor.

Note: Unlike Episodes 1 & 2 there are no Assembly Reward tiles. The current Assembly tile will tell you exactly what you get.

Assembly in the Wilderness

An Assembly in the Wilderness is similar to one in the City.

Differences in triggering:

  • Because there are no dice placed in the Wilderness, a Wilderness Assembly is triggered when the Assembly Reminder tile is revealed in the Exploration stack of a Wilderness Zone (Swamp, Jungle, or Hills). The Assembly happens in the Zone matching the Exploration stack where the Assembly Reminder was revealed.

    Note: You can predict when an Assembly will arrive, as each time a player places an Exploration tile, they also discard one.

    Example: Having 6 Exploration tiles above the Jungle Assembly Reminder tile means the trigger will happen when 3 more tiles are placed on the Jungle Wilderness Zone.

Differences in resolution:

  • Presence is made up of Settlements on Exploration tiles, Tamed Dinos, and Rider Leaders. It is counted separately in the Swamp, Jungle, and Hills Assembly. Be careful not to count Presence in other Wilderness Zones.
  • The Officer in the Wilderness is scored in each Wilderness Assembly (Swamp, Jungle, or Hills).
  • After the Assembly, any Rider Leader in the Zone is returned to the Home area of their owner. Note that the regular Tamed Dinos are not returned.

Ending the Game

Goal Scoring

At the end of their 8th turn, each player must reveal their Goal card and evaluate all 3 secret scoring conditions on them.

  1. Personal Goal: If you have the required number and type of assets or other items, gain 6 Followers.
  2. Zone Goal: Count the number of Settlements and Landmarks in the indicated Zones. For each Zone where you have the most, (including ties with other players) gain 4 Followers. This is a personal scoring. No other players will gain Followers from it. If you have no Settlements or Landmarks in a Zone at all, you gain no Followers.
  3. Shared Officer Goal: Similar to an Assembly, all players evaluate the shown Officer's scoring condition together, considering the majority of Influence on the Officer, in exactly the same way as the Officer scoring step of an Assembly.

Note: Goals are evaluated at the end of each player's 8th turn, not together at the end of the game. This is very important, as majorities may change as each player takes their final turn.

The game ends immediately after all players finish their 8th turn and have evaluated their own Goal cards.

Final Scoring

At the end of the game, each player gains Followers in several ways:

  1. Landmarks: Each player evaluates the "End of Game" scoring condition of all Landmarks with their own Settlement on them. This includes the Ancient Portal at the Ironjaw Temple. (See all Landmark scoring conditions in the Appendix.)
  2. Collected Artifacts: Each player gains Followers based on the number of different Artifacts they have collected.
  3. Leftover assets: Each player gains 1 Follower for each Food, Scrap, and Island Resource remaining. They also gain 1 Follower for each 2 Rangers not in the Infirmary (including Tired ones and those on ongoing Adventures) and each 2 Glowberries remaining.

The player with the most Followers wins the game. If multiple players tie, the winner is the player with the most Influence on Officers in total. Any players still tied share the victory.

2-Player Specific Rules

If the Location that you just explored is adjacent to Location 5, 9 or 17, then, at this point, immediately flip the Exploration tile on that Location. Place a Dissenter Settlement on one of the Settlement spaces of it. The Location is now considered explored (all Locations adjacent to it became available to explore).

Example: Joel just explored Location 3, which is adjacent to Location 5, therefore the Dissenter (blue color) flips the Exploration tile on Location 5 and places a Settlement there from theirs.

At Assembly Scoring and Officer Scoring, the Dissenter should be considered as a third player in any case, meaning they can be first, second, third or tied with any other player. They, however, do not gain any of the Followers or Crates from the Assembly Scoring tile or Officer scoring condition.

After an Assembly in a City Zone, place 1 Dissenter Influence on the Officer of that City Zone and a Dissenter Settlement to the bottommost empty space of the City Zone, if available. If there is no empty space available in the selected Zone, they place the Settlement in the next Zone following the Sustenance → Military → Expansion → Construction loop.

Example: After a fully resolved Assembly in Sustenance, the Dissenter places 1 of their Influence on the Captain. Then, they would place their Settlement to the same Zone which is full, so they will place it in the next empty space in the next available Zone following the loop, Military.

After an Assembly in the Wilderness, place 1 Dissenter Influence on the Officer in the Wilderness. Then, choose the Location in the Zone with the smallest number (or the Outpost), that has an empty Settlement space, and place a Dissenter Settlement on it. If there are no empty spaces, skip placing the Settlement.

Example: After a fully resolved Assembly in the Swamp, the Dissenter places 1 of their Influence on the Chief of Security. Then, they place their Settlement on Location 2, because that is the lowest explored Location in the Swamp.

At the end of the game, reveal the 3rd Goal card and evaluate the Shared Officer Goal on it. This means that a secret, 3rd Officer will also be scored.

Optional Ruleset

Deterministic Combat

This variant eliminates the randomness from how Injuries are inflicted during Adventures.

Setup: Leave the Threat die in the box. Instead, give each player a Threat Track card and a Threat tracker. Place the tracker on the space marked with the Setup icon on the Threat Track card.

Gameplay: Whenever you would need to roll the Threat die, advance instead on the Threat track a number of steps equal to the Threat value shown on the Adventure stage. If there are multiple Threat values, simply add them up. Each time you cross the Injury icon, injure 1 Unit of your choice on the Adventure.

Example: The Adventure "Serpent's Nest" has two Threat rolls in its 2nd stage, with Threat values 3 and 2, a total of 5. After resolving the second stage of his Adventure cards, Joel moves the Threat tracker 5 spaces forward. While moving he crosses the Injury icon, so he decides to injure one of his Rangers and moves them to the Infirmary on his Player board.

Fully Random Officers

In this variant the Chief of Security is not exclusive to the Wilderness. This enables Officer-Zone combinations that beginner players may feel are unfair, but veteran players can enjoy.

Setup: Skip step 11 of the Main Play Area Setup, and in step 12 randomly assign the 5 Officers to the 4 City Zones and the Wilderness Zone.

Appendix

Officer Scoring Conditions

  • Captain: Gain 1 Follower for each Tamed Raptor and/or pair of Tamed Shieldheads you have. Gain 2 Followers for each of your Tamed Thunderhorns and/or Tamed Ironjaws. The Dinos can be anywhere except the Infirmary. Your Rider Leader counts as the corresponding Tamed Dino for this purpose.
  • Chief Mate: Gain 1 Follower for each of your Settlements in the Wilderness Zone. Gain 2 Followers for each of your Landmarks (including the Ironjaw Temple Landmark).
  • Chief Engineer: Gain 1 Follower for each pair of your Rangers (anywhere, except the Infirmary). Gain 3 Followers for each pair of Ranch tiles on your Player board (Ranch tiles below others count as well).
  • Chief of Security: Gain 1 Follower for each of your Tamed Dinos in the Wilderness. Your Rider Leader counts as a Tamed Dino for this purpose. Gain 2 Followers for each of your ongoing or completed Adventure (Wilderness or Temple).
  • Chief Steward: Gain 1 Follower for each of your Settlements in the City (not counting those on Landmarks). Gain 1 Follower for each Crate at your Ranch.

Stash Tiles

All Stash tiles remind you to place 1 Settlement in the Zone the tile is in (bottommost available space in the City, Outpost A in the Wilderness), and 1 Influence on the corresponding Officer.

On the bottom of the tile are additional instructions that modify your setup.

  • #1 Return 1 Food to the general supply. Place 1 Island Resource and 1 Glowberry on your Player board. Place 1 Settlement in the bottommost available space of a City Zone that is different from your starting Zone (ignoring any icon you cover with it).
  • #2 Place 1 Glowberry on your Player board. Place a Settlement on Outpost B in the Wilderness.
  • #3 Return 1 Island Resource to the general supply. Place 1 Food on your Player board. Place 1 Influence on an Officer that is in a different Zone than your starting Zone.
  • #4 Place 1 Food and 1 Ranger on your Player board.
  • #5 Return 1 Glowberry to the general supply. Place 1 Island Resource and 1 Untamed Raptor on your Player board.
  • #6 Place the Hourglass Artifact in its space on your Player board.
  • #7 Return 1 Glowberry to the general supply. Place 1 Scrap on your Player board. Place 1 Crate next to the Ranch area of your Player board, in a Crate space of your choice.
  • #8 Move the Ranger in your Infirmary out into the Home area of your Player board. Place a Large Saddle on the Shieldhead on your Player board that doesn't have one yet.

Player Board Effects and Bonuses

Ranch Effects and Placement Bonuses (Common)

This table shows all Effects and bonuses that are the same for all Leaders. Unique differences are indicated in this table and are explained in each Leader separately.

Ranch EffectRanch EffectPlacement Bonus
Different Effect for each Leader.Place 1 Influence on an Officer of your choice.Place 1 Influence on an Officer of your choice.
Gain 2 Followers.Gain 2 Glowberries.Different placement bonus for each Leader.
Gain 1 Food.Place 1 Influence on an Officer of your choice.Place 1 Influence on an Officer of your choice.
Gain 1 Follower.Gain 1 Ranger.Gain 1 Scrap.
Apply 3 Treatments. (Different for Jack.)Gain 2 Glowberries or tame 1 Dino (paying your current taming cost for that Dino). (Different for Adelita.)Place 1 Influence on an Officer of your choice.
Gain 1 or 2 Followers (depending on the Leader).Gain 1 or 2 Followers (depending on the Leader).Place 1 Influence on an Officer of your choice.

Adelita

Artifact placement bonuses:

  • Mauve Hourglass (left): Discard the Infirmary Overlay tile and gain 2 Followers.
  • Tangerine Jewel (right): Adelita becomes a Rider Leader (Tamed Ironjaw). Exchange her miniature immediately.
  • (lower-left icon): Replace a Neutral die in the pool with the Player die in your supply (keeping the face). If there are no Neutral dice in the pool, replace one in a City Zone.
  • (lower-right icon): Gain 1 Untamed Dino whose Temple has already been explored.

Ranch Effects and placement bonuses:

  • Ranch Effect (top left): Place 1 Influence on the Officer in the Zone where your Leader is, then retrieve your Leader from that Zone.
  • Ranch Effect (bottom middle): Tame 1 Dino (paying your current taming cost for that Dino) and gain 2 Glowberries.
  • Placement bonus (top right): Gain 1 Untamed Shieldhead and 1 Glowberry.

Keoni

Artifact placement bonuses:

  • (left icon): Gain a Ranch tile from the offer.
  • Tangerine Jewel (right): Replace a Neutral die in the pool with the Player die in your supply (keeping the face) and gain 4 Followers. If there are no Neutral dice in the pool, replace one in a City Zone.
  • (lower-left icon): Keoni becomes a Rider Leader (Tamed Shieldhead). Exchange his miniature immediately.
  • (lower-right icon): Discard the Infirmary Overlay tile and gain 3 Followers.

Ranch Effects and placement bonuses:

  • Ranch Effect (top left): Build a Settlement in the Wilderness.
  • Placement bonus (top right): Resolve the Foraging Effect on any Swamp Location (even without your Settlement).

Phoenix

Artifact placement bonuses:

  • Mauve Hourglass (left): Phoenix becomes a Rider Leader (Tamed Thunderhorn). Exchange her miniature immediately.
  • Tangerine Jewel (right): Discard the Infirmary Overlay tile and gain 2 Followers.
  • (lower-left icon): Build a Settlement on the bottommost available space in any City Zone without gaining the Settlement bonus.
  • (lower-right icon): Replace a Neutral die in the pool with the Player die in your supply (keeping the face) and gain 2 Followers. If there are no Neutral dice in the pool, replace one in a City Zone.

Ranch Effects and placement bonuses:

  • Ranch Effect (top left): Resolve the Foraging Effect at one of your Settlements in the Wilderness.
  • Placement bonus (top right): Apply 3 Treatments.

Jack

Jack starts with 3 spaces in his Infirmary.

Artifact placement bonuses:

  • (top-left icon): Replace a Neutral die in the pool with the Player die in your supply (keeping the face) and gain 2 Followers. If there are no Neutral dice in the pool, replace one in a City Zone.
  • (top-right icon): Gain 1 Untamed Dino of your choice and 2 Followers.
  • (bottom-left icon): Discard the Infirmary Overlay tile and gain 1 Follower.
  • (bottom-right icon): Jack becomes a Rider Leader (Tamed Raptor). Exchange his miniature immediately.

Ranch Effects and placement bonuses:

  • Ranch Effect (top left): Gain 1 Untamed Raptor.
  • Ranch Effect (bottom left): Apply 4 Treatments and gain 1 Glowberry.
  • Placement bonus (top right): Tame 1 Shieldhead without paying the taming Resource cost.

Ranch Tiles

Administration

#NameEffect
1Land RegistryIf you have at least one column full of Ranch tiles, gain 1 Food and 1 Island Resource. If you have at least one row full of Ranch tiles, gain 2 Glowberries and 1 Follower.
2Recycling CenterGain 1 Scrap, and if you have 5 or more Ranch tiles, gain 3 Followers.
3Operations OfficeIf you have at least one column full of Ranch tiles, tame 1 Dino (paying your current taming cost for that Dino) and gain 1 Follower. If you have at least two columns full of Ranch tiles, gain 3 additional Followers.
4Recruitment OfficeIf you have at least one row full of Ranch tiles, gain 1 Ranger and 2 Followers. If you have at least two rows full of Ranch tiles, gain 3 additional Followers.
5Employment AgencySpend 1 Glowberry (in total) to gain 2 Followers for each of your Landmarks.
6Excursion HubGain 1 Follower for each of your Settlements in either the Swamp, or the Jungle, or the Hills (your choice).
7Civic CenterGain 1 Follower for each of your own Settlements and Landmarks in one City Zone of your choice.
8Mounted Patrol HQGain 1 Follower for each of your Tamed Dinos in the Wilderness.

Amenities

#NameEffect
9Planning RoomSpend 1 Glowberry to gain 1 Ranger and place 1 Influence on an Officer of your choice.
10Elite GuesthouseSpend 2 Glowberries to choose an Officer that you have no Influence on; place 2 Influence on that Officer.
11Architect's HutPlace 1 Influence on the Officer in the Wilderness and spend 1 Scrap to build a Settlement in the Wilderness.
12Radio StationSpend 2 Glowberries to choose an Officer in a Zone that has any of your Player dice or Leader in it; place 2 Influence on that Officer.
13Healing SpringApply 3 Treatments and the Foraging Effect at one of your Settlements in the Swamp.
14Herb GardensGain 1 Glowberry for each of your Settlements in the City and apply 1 Treatment for each of your Settlements in the City.
15Recovery WardGain 2 Rangers and apply 2 Treatments.
16DispensaryApply 8 Treatments.

Cultivation

#NameEffect
17OrchardGain 2 Food.
18SawmillGain 2 Island Resources.
19Communal GardenGain 4 Glowberries and 1 Follower.
20Scrap YardGain 1 Scrap and gain 1 Crate on a different row than this Ranch tile.
21Fortified RoadsGain 1 Island Resource and resolve the Foraging Effect at one of your Settlements in the Swamp.
22Bounty TrailGain 1 Glowberry and resolve the Foraging Effect at one of your Settlements in the Wilderness.
23Remote FarmGain 1 Food and resolve the Foraging Effect at one of your Settlements in the Jungle.
24Wild DocApply 1 Treatment and resolve the Foraging Effect at one of your Settlements in the Wilderness.

Domestication

#NameEffect
25Town CouncilGain 1 Untamed Shieldhead and place 1 Influence on an Officer in a City Zone where you have 2 or more Settlements.
26Carnivore CampGain 1 Untamed Raptor and 1 Island Resource.
27Sparring GroundsGain 1 Tamed Shieldhead.
28Herbivore CampGain 1 Untamed Shieldhead and 1 Food and 1 Glowberry.
29BarracksGain 2 Rangers and tame 1 Dino (paying your current taming cost for that Dino).
30Dinoback AcademyGain 2 Glowberries and tame up to 2 Dinos (paying your current taming cost for those Dinos).
31Dino WhispererSpend 1 Glowberry to tame 1 Dino without paying the taming Resource cost.
32Obedience CenterSpend 1 Glowberry to tame up to 3 Dinos (paying your current taming cost for those Dinos).

Exploration Tiles

#NameForaging EffectDiscovery Effect
1Glowberry GroveGain 3 Glowberries.Gain 1 Injured Tamed Shieldhead.
2Raptor NestGain 1 Island Resource.Gain 1 Glowberry and 1 Untamed Raptor.
3Hidden DepositoryGain 1 Crate.Gain a Ranch tile but do not gain the placement bonus for it.
4Training GroundApply 1 Treatment and tame 1 Dino (paying your current taming cost for that Dino).Gain 2 Rangers.
5Marshland EncampmentGain 1 Untamed Shieldhead and 1 Glowberry.Start a Wilderness Adventure or build a Settlement on this Exploration tile.
6Forager's HutGain 1 Food.Place 1 Influence on the Officer in the Wilderness.
7First Aid TentApply 3 Treatments.Gain 1 Glowberry and 1 Crate.
8Ancient SiteTame 1 Shieldhead without paying the taming Resource cost.Build a Settlement on the bottommost available space in any City Zone without gaining the Settlement bonus.
9Alluring TrailsSpend 1 Glowberry to place 1 Influence on an Officer of your choice.Recall your Leader, then start a Wilderness Adventure.
10Canopy TreehouseGain 1 Scrap.Place 1 Influence on an Officer of your choice.
11Riverbank HabitatApply 1 Treatment and gain 1 Island Resource.Gain 2 Glowberries and 1 Crate.
12Waterfall HideoutApply 4 Treatments.Gain 1 Untamed Shieldhead and 1 Injured Tamed Shieldhead.
13Gatherer's ShelterGain 1 Glowberry and 1 Food.Gain 1 Crate and 1 Ranger.
14Alien LegacyGain 1 Crate and 1 Follower.Spend 1 Glowberry to gain a Ranch tile from the offer.
15Pathfinder's ClearingSpend 2 Glowberries to gain 3 Followers.Apply 1 Treatment and gain 2 Rangers.
16Ravine BaseGain 1 Ranger and tame 1 Dino (paying your current taming cost for that Dino).

Adventures

Swamp Adventures

TitleRequirements to start1st stage reward2nd stage rewardCartography reward
Acids and Bases1 Tamed Raptor (or higher tier), 2 or more of any UnitGain 1 Scrap and 1 Crate and 1 Food.Gain the Sapling Artifact and 1 Glowberry.(Location 5): Place a Ranch tile.
Ancient Knowledge1 Tamed Shieldhead (or higher tier), 3 or more of any UnitPlace 1 Influence on an Officer of your choice and gain 2 Glowberries.Gain 1 Crate and 2 Followers.(Location 6): Gain the Honeycomb Artifact.
Scouting at Dawn2 Rangers, 1 or more of any UnitGain 1 Crate and 1 Untamed Raptor.Gain the Sapling Artifact and place 1 Influence on an Officer of your choice.(Location 3): Tame 1 Raptor without paying the taming Resource cost and gain 1 Glowberry.
See You Later, Gator1 Ranger, 2 or more of any UnitGain 1 Untamed Shieldhead and 1 Island Resource.Gain the Sapling Artifact and 1 Crate.(Location 4): Gain 1 Glowberry and place 1 Influence on an Officer of your choice.
Serpent's Nest1 Tamed Shieldhead (or higher tier), 2 or more of any UnitGain a Ranch tile from the offer.Gain the Sapling Artifact and 3 Glowberries.(Location 1): Build a Settlement in the Wilderness (do not resolve the Foraging Effect).
Swamp Up the Jam1 Ranger, 2 or more of any UnitGain 2 Glowberries and 1 Food.Gain the Sapling Artifact and 1 Glowberry and 1 Island Resource.(Location 2): Build a Settlement on the bottommost available space in any City Zone without gaining the Settlement bonus.
Swamped GiantLeader, 2 or more of any UnitGain 1 Food and 1 Island Resource.Gain the Sapling Artifact and 1 Untamed Thunderhorn.(Location 5): Resolve 1 Effect in your Ranch.
Swarm Welcome1 Tamed Shieldhead (or higher tier), 2 or more of any UnitGain 1 Glowberry and 1 Island Resource.Gain 1 Glowberry and place 1 Influence on an Officer of your choice.(Location 1): Gain the Hourglass Artifact.
The Witch's Hut2 Rangers, 1 or more of any UnitGain 3 Glowberries.Place 1 Influence on an Officer of your choice and apply 2 Treatments.(Location 6): Tame 1 Thunderhorn without paying the taming Resource cost and apply 1 Treatment.

Jungle Adventures

TitleRequirements to start1st stage reward2nd stage rewardCartography reward
Alien vs Predators1 Tamed Thunderhorn, 2 or more of any UnitGain 1 Untamed Raptor and 1 Crate.Gain the Wreath Artifact and 1 Untamed Raptor.(Location 12): Gain the Spire Artifact and tame 1 Raptor (paying your current taming cost for that Dino) and gain 1 Glowberry.
Dino Catcher1 Tamed Raptor (or higher tier), 1 Ranger, 2 or more of any UnitGain 1 Untamed Thunderhorn and 2 Glowberries.Gain the Wreath Artifact and 1 Untamed Raptor.(Location 12): Gain 1 Untamed Ironjaw and 2 Followers.
Following the Stream1 Tamed Raptor, 3 or more of any UnitGain 1 Island Resource and 1 Scrap.Gain the Wreath Artifact and 1 Untamed Dino whose Temple has already been explored.(Location 9): Tame 1 Dino without paying the taming Resource cost and gain 1 Follower.
Mind the GapLeader, 1 Ranger, 1 or more of any UnitGain 1 Food and 1 Scrap.Gain the Wreath Artifact and build a Settlement in any City Zone on the bottommost available space without gaining the Settlement bonus.(Location 9): Resolve the Foraging Effect at up to two different of your Settlements in the Wilderness.
Mushroom RunLeader, 3 or more of any UnitPlace 1 Influence on an Officer of your choice and gain 2 Glowberries.Gain the Wreath Artifact and 1 Crate.(Location 7): Gain a Ranch tile from the offer and gain 1 Glowberry.
Paradise Falls1 Tamed Shieldhead, 1 Tamed Shieldhead (or higher tier), 2 or more of any UnitGain 1 Food and 3 Glowberries.Gain the Wreath Artifact and 1 Untamed Ironjaw.(Location 11): Tame 1 Ironjaw without paying the taming Resource cost.
Raid Hunting1 Tamed Raptor, 3 or more of any UnitGain 1 Food and 1 Island Resource.Gain the Wreath Artifact and 1 Tamed Shieldhead.(Location 10): Gain 1 Untamed Thunderhorn and 1 Island Resource.
Settling Down3 Rangers, 1 or more of any UnitBuild a Settlement in the Wilderness (do not resolve the Foraging Effect).Gain the Wreath Artifact and resolve the Foraging Effect on any Wilderness Location (even without your Settlement).(Location 7): Place 1 Influence on an Officer of your choice and gain 2 Glowberries.

Hills Adventures

TitleRequirements to start1st stage reward2nd stage rewardCartography reward
Devil's Den1 Tamed Shieldhead, 1 Tamed Raptor (or higher tier), 3 or more of any UnitGain 4 Glowberries and 2 Island Resources.Place 1 Ranch tile and immediately resolve its Effect.(Location 19): Gain 1 Crate and 4 Followers.
Earth-Shattering Discovery1 Tamed Thunderhorn, 1 Tamed Shieldhead (or higher tier), 2 or more of any UnitPlace 1 Influence each on two different Officers.Gain the Acorn or Wreath Artifact.(Location 16): Gain 3 Followers for each pair of Artifacts you have.
Fata Morgana1 Tamed Thunderhorn (or higher tier), 2 or more of any UnitBuild a Settlement in the Wilderness (do not resolve the Foraging Effect) and place 1 Influence on an Officer of your choice.Gain 1 Food and 2 Crates.(Location 15): Gain any 1 Untamed Dino and 2 Followers.
For Pit's Sake1 Tamed Shieldhead, 1 Tamed Thunderhorn (or higher tier), 2 or more of any UnitGain 3 Rangers and place 1 Influence on an Officer of your choice.Resolve the Foraging Effect on a Swamp and a Hills Location. You don't need your Settlements on them.(Location 14): Resolve the Discovery Effect on a Jungle Location (without placing a Dino).
Gentleman's Treasure1 Tamed Shieldhead (or higher tier), 1 Tamed Thunderhorn, 2 or more any UnitGain 1 Tamed Raptor and 2 Glowberries.Resolve the Foraging Effect on a Jungle Location (even without your Settlement) and gain 3 Followers.(Any Hills Location): Gain the Jewel Artifact.
Hunter Games1 Tamed Raptor, 1 Tamed Shieldhead (or higher tier), 2 or more of any UnitGain 1 Untamed Ironjaw and 1 Scrap and 2 Glowberries.Gain 1 Untamed Thunderhorn and place 1 Influence on an Officer of your choice.(Location 13): Gain 1 Follower for each Untamed Dino on your Player board.
It Takes a Killer...1 Tamed Raptor, 1 Tamed Raptor (or higher tier), 3 or more of any UnitGain 1 Untamed Ironjaw and 2 Glowberries and 2 Followers.Gain the Jewel Artifact and 2 Glowberries.(Location 18): Tame 1 Dino without paying the taming Resource cost and gain 3 Followers.
King of the Hill1 Tamed Shieldhead (or higher tier), 1 Tamed Thunderhorn (or higher tier), 2 or more of any UnitGain 2 Rangers and tame 1 Dino without paying the taming Resource cost.

Temple Adventures

TitleRequirements to start1st stage reward1st stage Threat2nd stage rewardCity reward
The Raptor Temple1 Tamed Shieldhead (or higher tier), 2 Rangers, 1 or more of any UnitGain 1 Tamed Raptor and build a Settlement in the Wilderness (do not resolve the Foraging Effect).Defeat 1 Ranger on the Adventure.Gain the Spire Artifact and resolve 1 Effect in your Ranch.(Expansion): Gain 1 Scrap and 2 Followers.
The Thunderhorn TempleLeader, 1 Tamed Shieldhead, 1 Ranger, 1 or more of any UnitGain 1 Tamed Thunderhorn and build a Settlement in the Wilderness (do not resolve the Foraging Effect).Defeat 1 Tamed Shieldhead on the Adventure.Gain the Acorn Artifact and move your Leader from here into a City Zone of your choice to resolve its Effect (2 different options). You may not place a Thunderhorn to resolve a 3rd option.(Construction): Place 1 Influence on an Officer of your choice and gain 2 Followers.
The Ironjaw Temple1 Tamed Raptor, 2 Rangers, 1 or more of any UnitGain 1 Tamed Ironjaw and the Shield Artifact.Defeat 1 Tamed Raptor on the Adventure.Tame 1 Dino (paying your current taming cost for that Dino).(Sustenance): Gain 2 Followers and tame 1 Dino (paying your current taming cost for that Dino).

Landmark Abilities and Scoring Conditions

Passive-ability Landmarks:

TitlePassive abilities
1A — ArboretumBuilding bonus: Place 1 Influence on the Officer in the Sustenance Zone. The first option of the Market Square Effect (in the Sustenance Zone) may be replaced with: You gain 1 Food and 1 Island Resource and 1 Scrap.
1B — Trade PlazaBuilding bonus: Gain 1 Food. You may place any dice without matching the Specialist icon and you may ignore the Dino placing requirements on Wilderness Locations (including Temples).
2A — Boot CampBuilding bonus: Place 1 Influence on the Officer in the Military Zone. The first option of the Training Effect (in the Military Zone) may be replaced with: You gain 1 Tamed Shieldhead and then you either gain 1 Ranger or apply 2 Treatments.
2B — CartographerBuilding bonus: Gain 1 Island Resource. You may gain the Cartography reward on your Wilderness Adventures even when you fail to meet the Location requirement, as long as one of the following is true: (A) the Location is already explored (by any player), or (B) the Location is adjacent to an already explored Location (including Temples).
3A — AcademyBuilding bonus: Gain 1 Crate. The first option of the Settlers Effect (in the Expansion Zone) may be replaced with: Resolve the Foraging Effect at 3 different of your Settlements in the Wilderness.
3B — Leaders' ForumBuilding bonus: Gain 1 Ranger. When placing a die in the City during your Primary Action you may simultaneously place your Leader in the Thunderhorn space of the Zone to resolve 3 different Effect options instead of 2. If you place your Rider Leader in this way, the 3rd option does not have to be different, it can be the same as one of the first two.
4A — Glowstone MineBuilding bonus: Gain 1 Crate. When resolving the Use Crate(s) Secondary Action, you may spend 1 additional Crate (on top of the allowed maximum of 2) from a different row to resolve 1 additional Ranch Effect in the row of that spent Crate.
4B — ObservatoryBuilding bonus: Gain 1 Ranger. The first option of the Workyard Effect (in the Construction Zone) may be replaced with: Build a Settlement in the Wilderness and resolve the Foraging Effect.

Changing the Effect option is not mandatory, the original option may be used as well.

End-of-game scoring Landmarks: (built after the 3rd Assembly.) You may not gain more than 12 Followers for the scoring condition of a single Landmark.

TitleScoring condition at the end of the game
5A — Floating MarketBuilding bonus: Gain 1 Ranger. At the end of the game score 1 Follower for each Settlement you have in the Swamp and in the Jungle. Then, gain 2 Followers for each Settlement you have in the Hills.
5B — HydroponicsBuilding bonus: Gain 1 Crate. At the end of the game, gain 1 additional Follower for each Food and/or each 1 Scrap and/or each Island Resource and/or each pair of Glowberries that you have.
6A — Obstacle CourseBuilding bonus: Gain 1 Ranger. At the end of the game, gain 2 Followers for each of your completed and ongoing Wilderness Adventures. Then, gain 4 Followers for each of your completed and ongoing Temple Adventures.
6B — EnclosureBuilding bonus: Gain 1 Crate. At the end of the game, gain 2 Followers for each of your Untamed Shieldheads and/or Untamed Raptors. Then, gain 3 Followers for each of your Untamed Thunderhorns and/or Untamed Ironjaws.
7A — ExhibitionBuilding bonus: Place 1 Influence on the Officer in the Expansion Zone. At the end of the game, gain 2 Followers for each of your Artifacts.
7B — TheaterBuilding bonus: Gain 1 Food. At the end of the game, gain 2 Followers for each City Zone that has 2 of your Settlements and gain 4 Followers for each City Zone that has 3 or more of your Settlements.
8A — Officers' HQBuilding bonus: Gain 1 Island Resource. At the end of the game, gain 2 Followers for each Officer with 2 of your Influence on them and gain 3 Followers for each Officer with 3 or more of your Influence on them.
8B — Farmers' Co-OpBuilding bonus: Place 1 Influence on the Officer in the Construction Zone. At the end of the game, gain 1 Follower for each Ranch tile you have (including Ranch tiles under others) and gain 1 Follower for each Crate you have at your Ranch.
S — Ancient Portal (Ironjaw Temple Landmark)Building bonus: None. At the end of the game, gain Followers for the following Units on the Home area and/or Tired area of your Player board (and not anywhere else): 1 Follower for each pair of Rangers and/or for each Tamed Shieldhead and for each Tamed Raptor, then 2 Followers for each Tamed Thunderhorn and/or Tamed Ironjaw. Your Rider Leader counts as the corresponding Tamed Dino for this purpose.

Goal Cards

#Personal GoalZone Goal (3 Zones)Shared Officer Goal
01Have 5 or more Settlements in the City (not counting Landmarks).Sustenance, Expansion, HillsChief Mate
02Have 3 or more Tamed Dinos in the Wilderness.Military, Construction, JungleChief Mate
03Have 1 or more Tamed Thunderhorns and have 1 or more Tamed Ironjaws (anywhere except the Infirmary). Rider Phoenix counts as a Thunderhorn and Rider Adelita counts as an Ironjaw for this purpose.Construction, Swamp, HillsChief Mate
04Have 1 or more Food and 1 or more Island Resources and 1 or more Scrap and 2 or more Glowberries.Sustenance, Construction, HillsCaptain
05Have 7 or more of your Influence on all of the Officers combined.Expansion, Construction, JungleCaptain
06Have 5 or more Settlements in the Wilderness.Sustenance, Swamp, JungleCaptain
07Have 4 or more Ranch tiles.Military, Construction, HillsChief Steward
08Have 2 or more Landmarks. The Ironjaw Temple Landmark counts as a Landmark for this purpose.Sustenance, Jungle, HillsChief Steward
09Have 1 or more Temple Adventures completed or ongoing.Military, Expansion, SwampChief Steward
10Have your Rider Leader placed in the Wilderness at the end of your 8th turn.Construction, Swamp, HillsChief of Security
11Have 4 or more Rangers (anywhere except the Infirmary) and 2 or more Crates on your Ranch.Military, Expansion, JungleChief of Security
12Have 2 or more Wilderness Adventures (not Temple Adventures) completed or ongoing.Sustenance, Military, SwampChief of Security
13Have your Leader placed in the City at the end of your 8th turn.Expansion, Swamp, HillsChief Engineer
14Have 4 or more Artifacts.Sustenance, Expansion, JungleChief Engineer
15

Credits

Game design: Viktor Péter, Richárd Ámann, Dávid Turczi, Thomas Vande Ginste. Lead development: Mihály Vincze. Development: Jace Ravensburg, Marcel Cwertetschka. The Dissenters solo mode designed by: Dávid Turczi with John Albertson.

Creative direction and head of world building: Richard Ámann. Art direction: Villő Farkas. Main board & Player board illustration: Csilla Kiskartali. Box art & Character art: István Dányi.

Rulebooks written by: Mihály Vincze, Jace Ravensburg. Additional writing: Marcel Cwertetschka.

This project was funded on Gamefound, with the help of 4604 citizens and crew members. Find out more about the world of Perseverance at www.mindclashgames.com

©Copyright, 2025, GMH Games Kft. Contact us at: [email protected]

Icon Glossary

Player, Food, Island Resource, Scrap, Glowberry, Crate, Treatment, Influence, Dissenter Influence, Ranger, Leader, Rider Leader, Unit, Any Artifact, Gain Follower, Lose Follower, Settlement, Landmark, Majority, Untamed Dino (any type), Tamed Dino (any type), Higher in Dino Hierarchy, Exploration tile, Ranch tile, Wilderness Adventure, Temple Adventure, Temple, Player Die, Neutral Die, Dissenter Die, Officer, Officer Favor, Zone Effect, Ranch Effect, Discovery Effect, Foraging Effect, Threat, Assembly, Combat, Resolve, Place (or gain to Player board), Flip, Refresh (card- or tile offer), Spend, Retrieve, Move, Discard, Replace, Complete/Have, Pick One (from multiple options), Pick Two Different, Setup, 2-Player Setup, Within a Zone, Tired, Injured, Defeated.

  • Place the Dinos, Food, Island Resources, Scrap, Glowberries, and Dark Glowberries next to the Main board as the general supply.

  • Create the dice pool by gathering and rolling a number of Neutral (white) dice: 2 for two players, 4 for three players, and 6 for four players. Additionally, roll and add 2 Player dice from each player.

  • Place the Chief of Security Officer tile to the right of the Main board near the Wilderness Zone.

  • Place the remaining 4 Officer tiles below the Main board randomly, assigning each of them to a different Zone.

    Note: For your first game, we suggest using the setup below:

    • Captain — Sustenance
    • Chief Mate — Military
    • Chief Steward — Expansion
    • Chief Engineer — Construction
  • Take the 8 Stash tiles and randomly place 1 face up next to each Officer tile (including the Chief of Security). Return the remaining 3 Stash tiles to the box.

    Note: For your first game we suggest:

    • Sustenance — tile #5
    • Military — tile #6
    • Expansion — tile #4
    • Construction — tile #7
    • Wilderness — tile #8
  • Apply 1 Treatment and start a Wilderness Adventure.
    17Canyon of UnveilingsGain 1 Scrap and 1 Crate.Gain a Ranch tile from the offer or resolve 1 Ranch Effect.
    18Carnivore's DenSpend 2 Glowberries to gain 1 Tamed Raptor.Gain 1 Untamed Ironjaw.
    19Remote FacilityGain 1 Glowberry and place 1 Influence on an Officer of your choice.Build a Settlement on any available space in the City, gaining the Settlement bonus.
    20Dino ValleyGain 1 Follower for each of your Tamed Shieldheads and/or Tamed Raptors.Gain 2 Glowberries and 1 Untamed Thunderhorn.
    21Highland VentureGain 1 Tamed Shieldhead.Apply 2 Treatments and start a Wilderness Adventure.
    22Thunderhorn FarmGain 2 Followers for each of your Tamed Thunderhorns.Build a Settlement on the bottommost available space in any City Zone without gaining the Settlement bonus and gain 1 Follower.
    23Hidden OasisApply 3 Treatments and gain 1 Crate.Gain 1 Injured Tamed Raptor.
    24Training PlateauApply 2 Treatments and tame up to 2 Dinos (paying your current taming cost for those Dinos).Gain 2 Rangers and start a Wilderness Adventure.
    25Abundance GorgeGain 1 Island Resource and 1 Food.Gain 2 Glowberries and tame up to 2 Dinos (paying your current taming cost for those Dinos).
    26Ironjaw RidgeGain 2 Followers for each of your Tamed Ironjaws.Gain 2 Crates.
    Tales from Space1 Tamed Shieldhead (or higher tier), 3 or more of any UnitBuild a Settlement in the Wilderness (do not resolve the Foraging Effect) and gain 1 Scrap and 1 Glowberry.Gain the Spire Artifact and tame up to 2 Dinos (paying your current taming costs for both).(Location 8): Resolve any 1 option of a City Zone Effect and gain 1 Glowberry.
    Tender Tendrils1 Tamed Shieldhead (or higher tier), 3 or more of any UnitPlace 1 Influence on an Officer of your choice.Gain the Wreath Artifact and 1 Food and 1 Glowberry.(Location 8): Gain 3 Rangers and 1 Glowberry.
    Thermal Terror1 Tamed Thunderhorn (or higher tier), 2 or more of any UnitPlace 1 Influence on an Officer of your choice and gain 1 Food.Gain the Wreath Artifact and 1 Crate.(Location 11): Gain a Ranch tile from the offer and 2 Glowberries.
    Gain 5 Followers.
    (Any Hills Location): Gain any one Artifact.
    Maximum Madness1 Tamed Raptor, 1 Tamed Raptor (or higher tier), 2 or more of any UnitGain 1 Scrap and 2 Crates.Gain 1 Follower for each Crate placed on your Ranch.(Location 16): Spend 1 Scrap to build a Landmark.
    Prince of IronLeader, 4 or more of any UnitGain 1 Untamed Ironjaw and place 1 Influence on an Officer of your choice.Gain 2 Scraps and 1 Crate.(Location 19): Spend 1 Scrap to build a Landmark.
    Silence, Please!1 Tamed Shieldhead (or higher tier), 1 Tamed Thunderhorn (or higher tier), 2 or more of any UnitBuild 2 Settlements in the Wilderness (do not resolve the Foraging Effects) and gain 1 Crate.Gain the Honeycomb Artifact and 2 Followers.(Location 14): Gain 1 Follower for each of your Settlements in the Wilderness.
    Starry Night View1 Tamed Shieldhead, 1 Tamed Raptor (or higher tier), 3 or more of any UnitResolve 1 Effect in your Ranch and place 1 Influence on an Officer of your choice.Gain 2 Followers for each of the Landmarks/Temple Landmarks you have built.(Any Hills Location): Gain 1 Follower for each Glowberry you have in your personal supply.
    The Peak1 Tamed Thunderhorn, 3 or more of any UnitBuild a Settlement in the Wilderness (do not resolve the Foraging Effect) and gain a Ranch tile from the offer.Gain 2 Food and 1 Crate.(Location 17): Gain 1 Follower for each Food you have.
    The Outcast2 Tamed Shieldheads (or higher tier), 1 or more of any UnitTame 1 Dino without paying the taming Resource cost and gain 1 Crate.Gain a Ranch tile from the offer and gain 1 Island Resource.(Location 15): Spend 1 Crate to resolve any 2 different Effects in your Ranch.
    ThunderstruckLeader, 1 Tamed Shieldhead (or higher tier), 2 or more of any UnitGain 1 Tamed Thunderhorn.Build a Settlement in any City Zone gaining the Settlement bonus and gain 1 Glowberry.(Location 13): Gain 2 Followers for each of your Tamed Thunderhorns and/or Untamed Thunderhorns.
    Volcano ShrineLeader, 1 Tamed Shieldhead (or higher tier), 2 or more of any UnitPlace 2 Influence on one Officer of your choice.Gain the Shield Artifact and 2 Glowberries.(Location 18): Gain 2 Followers for each Officer you have 2 or more Influence on.
    Your Highness1 Tamed Thunderhorn (or higher tier), 4 or more of any UnitGain 1 Island Resource and 1 Scrap and resolve the Foraging Effect at one of your Settlements in the Hills.Place 1 Influence on an Officer of your choice and build a Settlement in any City Zone on bottommost available space without gaining the Settlement bonus.(Location 17): Gain 1 Follower for each Island Resource you have and/or Scrap you have.
    Have 3 or more Tamed Raptors (anywhere except the Infirmary). Rider Jack counts as a Tamed Raptor for this purpose.
    Military, Swamp, Jungle
    Chief Engineer