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Robinson Crusoe: Adventures on the Cursed Island

Robinson Crusoe: Adventures on the Cursed Island Rulebook

Table of Contents

Table of Contents

  • Components
  • Object of the Game
  • Scenarios
  • Setup
  • Character Cards
  • Starting Item Cards
  • Round Order
  • 1. Event Phase
  • 2. Morale Phase
  • 3. Production Phase
  • 4. Action Phase
    • 4.1 Planning Actions
    • Additional Pawns
    • More Details About Particular Actions
    • 4.2 Resolving Actions
  • Adventure Tokens and Board Tokens
  • 5. Weather Phase
  • 6. Night Phase
  • Game End
  • Additional Rules
  • Adjusting the Game
    • Friday
    • Easier Game
    • Harder Game
    • Solo Variant
  • Character Skills
    • Carpenter
    • Cook
    • Explorer
    • Soldier
  • Cards and Their Effects
    • Effects Introduced by Cards
  • Invention/Item Cards
  • Scenario Cards
    • Scenario Inventions/Items
    • Victory Points
  • Symbols and Their Effects
    • Discovery Tokens
    • Terrain Types
  • Credits

Components

  • 1 board
  • 11 Island tiles (Island tile number 8 has a Volcano on its back — this side is used only in one of the Scenarios; in any other Scenario this side has no effect)
  • 4 Character cards
  • Player pawns and additional pawns
  • Invention cards (each has an Invention side and an Item side)
  • Starting Item cards
  • Beast cards
  • Adventure cards (three sets: Gathering Resources, Building, Exploration)
  • Mystery cards (Treasure, Trap, Monster)
  • Event cards
  • Wreckage cards
  • Scenario cards
  • Special Arranging the Camp card (used only in a 4-player game)
  • Friday card and pawn
  • Dog card and pawn
  • First Player token
  • Resource cubes: wood, fur, food, and food that doesn't rot
  • Black markers, white markers (a replacement for black markers, sometimes used for some Scenario effects), blue markers (used to mark Scenario achievements or effects)
  • Wound markers, Round marker
  • Action dice and Weather dice
  • Adventure tokens, Discovery tokens, Weather tokens
  • Camp/Shelter token, Shortcut token
  • Determination tokens, Reroll Success token
  • Special Wound tokens
  • Additional effect tokens

Object of the Game

Robinson Crusoe is a cooperative game. The players will either all share the victory (if they all survive and fulfill the Scenario goal) or all lose (if one of the Characters dies or if they don't fulfill the Scenario goal in the designated number of rounds).

Scenarios

Before each game, players select one of the Scenarios which they want to play (it is recommended to start with Scenario 1). Every Scenario comes with its own Scenario card which describes:

  • The number of rounds played
  • The weather conditions
  • The goal of the Scenario
  • 4 discoveries
  • 2 Inventions
  • 1 Scenario effect (Book icon)
  • 3 or 4 tile effects (Totem icon)

This is the standard setup for the basic Scenario "Castaways". When you choose a different Scenario to play, you should check the Scenario chapter for any modifications to the setup. Each next Scenario is more difficult and has more complex rules than the previous one, so it is recommended to start with the first one and play in order.

Setup

  1. Place the board in the middle of the table.
  2. Each player draws a random Character card and places it in front of him or her (in a two-player game randomly draw a Character card out of only the following three: Carpenter, Cook and Explorer). Unused Character cards go back into the box. On each Character card a particular Invention is depicted; remove that matching card from the Invention deck and put it face up (Invention side up) on his or her Character card. Each player also takes 2 pawns in the color of his or her choice (blue, yellow, black or orange) and 1 Wound marker, placed on the leftmost space of the Character's life track. Each Character card has a male and a female side (only the picture differs), so players can choose their Character's gender.
  3. Put a white marker on level 0 of the Morale track on the main board.
  4. Put a black marker on the topmost space of the Weapon level track (next to the Weapon icon, which you can treat as level 0).
  5. Take the 9 Invention cards marked with the special symbol beside their names and another 5 random Invention cards, and place each of them face up (Invention side up) in the appropriate spaces on the main board. Shuffle the remaining Invention cards and place them face up (Invention side up) near the main board, creating the Invention deck.
  6. Separately shuffle the 3 sets of Adventure cards (separated by their backs) and place them face down next to the appropriate Action fields on the main board.
  7. Shuffle the Beast cards and place them face down near the main board, creating the Beast deck (note that this deck is not the same as the Hunting deck, which is created from Beast cards during the course of the game).
  8. Shuffle the Mystery cards and place them face down near the main board, creating the Mystery deck.
  9. Take the Island tile marked with the number 1 and place it face up in the indicated Island space on the main board. Place the Camp token (Camp side up) on that tile.
  10. Put a black marker on the Shovel card, covering the icon of the required terrain type: beach. This terrain type is explored at the start of the game with the placing of Island tile number 1.
  11. Shuffle the remaining Island tiles and place them in a face-down stack near the main board.
  12. Shuffle the 8 Starting Item cards, draw 2 of them and place them face up next to the main board. These Items are shared by the players. Each Item can be used only twice during the game and players can use them at any time (unless stated otherwise on the card). Place two black markers in the lower part of each Item card (covering the boxes icons). The remaining Starting Item cards go back into the box without looking at them.
  13. Shuffle the Discovery tokens and place them in a face-down stack near the main board.
  14. Place all the resource cubes, markers, remaining tokens, additional pawns and all the dice (Action dice and Weather dice) within easy reach of all players, next to the main board.
  15. Place the selected Scenario card near the main board and put the Round marker on the "Round 1" space on the Scenario card.
  16. Separate the Event cards into two face-down piles — one showing Book icons and the other showing Adventure icons (of any color) — and shuffle each. Then divide the number of rounds depicted on the selected Scenario card by 2 (rounded up) and take that number of cards from each pile, shuffle them together, and place them face down in the Event space on the main board, creating the Event deck. Any remaining Event cards go back in the box. (For example, the basic Scenario "Castaways" has 12 rounds, so you take 6 random Event cards with Book icons and 6 with Adventure icons and shuffle them together.)
  17. Place the Wreckage card "Food crates" in the rightmost space of the Threat Action field.
  18. The youngest player becomes the First Player and gets the First Player token. The First Player has two additional functions during the game: he or she gets/discards Determination tokens in the Morale phase, and resolves any disagreements between players.
  19. When there are 4 players, take the special Arranging the Camp card and place it on the board covering the corresponding space.
  20. When there are only 2 players, they have an additional Character — Friday. Take the Friday card and white pawn and place it in easy reach of the players. Take a Wound marker and put it on the leftmost space of Friday's life track.

Character Cards

Life track: At the beginning of the game, place a Wound marker on the leftmost field of your Character's life track. It represents the number of Wounds the Character can suffer before he/she dies.

  • Getting Wounds: each time you get a Wound, move your Wound marker one space to the right. Each time it passes a Morale-decrease symbol, decrease the Morale level by 1 on the main board if possible (it represents the Character complaining and lowering the group's morale). When your Wound marker reaches the last space of the life track, the Character dies and all players lose the game immediately.
  • Healing: move your Wound marker one space to the left. If it passes a Morale-decrease symbol in this direction, no change is made to the Morale level. Except for the Rest Action and the Cook's special skill, players can only heal during the Night phase.
  • Each Character picture shows a marked head, arm, belly and leg — those body parts are at risk of receiving special Wounds as an effect of various Adventures.
  • Character-specific Inventions: each Character has a specific Item located on his/her character board which only he/she can build. Once built, it becomes available for the whole group and the player immediately receives 2 Determination tokens (kept in his own supply).

Special Determination skills: Each Character has unique skills. To use a skill, the player spends the number of Determination tokens depicted next to it. Each skill can be used at any time, but only once per round. When you use a skill, put a black marker on the Character card to mark it as used this round; remove all such markers at the end of the Night phase.

Starting Item Cards

Starting Item cards are shared by the players. Each Item can be used only twice during the game. To track uses, place two black markers in the lower part of the card (covering the boxes icons); discard one black marker after each use, and when the second marker is removed, discard the card. Starting Items can be used at any time during the game, even at the beginning (unless stated otherwise). For example, an "Empty bottle" increases the Weapon level by 1 each time it is used; players can use it both times at the start to begin with Weapon level 2 and then discard it.

Round Order

The game is played over the number of rounds depicted on the selected Scenario card. Each round has six phases, executed in order:

  1. Event phase
  2. Morale phase
  3. Production phase
  4. Action phase
  5. Weather phase
  6. Night phase

1. Event Phase

Skip this phase in the first round. Starting in the second round (and each round thereafter), draw the top card from the Event deck and immediately resolve it.

At the beginning of the game, there are only Event cards in the Event deck. However, during the game you will shuffle some Adventure and/or Mystery cards into it. If you draw an Adventure/Mystery card from the Event deck, resolve its Event effect, discard the card and draw another card (as indicated on that card). As a result, you may draw and resolve several such effects before finally drawing an Event card.

When you draw an Event card:

  1. Check if the card is marked with an Adventure icon (question mark) or with a Book icon. If there's an Adventure icon, take the appropriate token and put it in the corresponding Action field on the main board. If there's a Book icon, check its meaning on the Scenario card (it varies in each Scenario).
  2. Resolve its Event effect, then place the card on the rightmost space of the Threat Action field on the main board. If there is already an Event card there, slide it one space to the left so the new card can be placed on the rightmost space. If sliding a card causes it to slide off the main board, the Threat effect of that card is resolved and the card is then discarded.

2. Morale Phase

Check the Morale level indicated by the white marker on the Morale track. According to the Morale level, the First Player:

  • has to discard the depicted number of Determination tokens, or
  • neither discards nor gains anything (level 0), or
  • gains the depicted number of Determination tokens (at the highest level, the First Player can choose to gain 2 Determination tokens or heal 1 Wound).

If the First Player has to discard more Determination tokens than he or she has, he or she discards all of them and receives 1 Wound for each lacking token (per the Unfulfilled Demand rule). For example, if Morale is at the lowest level, the First Player has to discard 3 Determination tokens but only has 1: he discards it and receives 2 Wounds.

3. Production Phase

Players get resources based on which sources are located on the Island tile where the Camp is located. Each source on that tile provides one resource cube. There are 2 types of sources:

  • source of food — provides food.
  • source of wood — provides wood.

All resources received in the Production phase (or, in rare instances, the Event phase) are placed in the Available Resources space and are available to use immediately. For example, if the Camp is on an Island tile with a source of food and a source of wood, players receive 1 food and 1 wood. The number of resources received can be modified by the effects of some Items, Adventures or Events.

4. Action Phase

This is the most important phase of the game and consists of two stages: Planning and Resolving Actions.

4.1 Planning Actions

There are no individual player turns; instead all players decide as a group which Actions to take, indicating their choices by assigning their pawns to certain Actions. Pawns represent a Character's activity on the island, so with two pawns each player can take up to 2 Actions. However, many Actions require more than one pawn.

The available Actions are:

  1. Threat Action (at least one available each round) — the number of pawns required is depicted on the specific Event card. Taken to prevent the Threat effect of the specific Event card in the Threat Action field. Once resolved, provides a benefit described on the card (Determination tokens or resources).
  2. Hunting (available only if there is a Hunting deck consisting of at least one Beast card) — always requires 2 pawns. Allows a player to get food and/or furs, but usually results in that player receiving Wounds.
  3. Building — can be taken with 1 or 2 pawns. Allows players to build Shelter, a Roof, a Palisade or Weapons and can turn Inventions into Items.
  4. Gathering Resources — can be taken with 1 or 2 pawns. Allows players to gain resources available on certain explored Island tiles (wood or food).
  5. Exploration — can be taken with 1 or 2 pawns. Allows players to explore the Island by placing subsequent Island tiles on the main board.
  6. Arranging the Camp — can be taken with 1 pawn. Each time, the player gets 2 Determination tokens and increases the Morale level by 1 (in a 4-player game, either gets 2 Determination tokens or increases Morale by 1).
  7. Rest — can be taken with 1 pawn. Each time, the player heals 1 Wound.

Note! Each Action can be taken multiple times in the same round, except for the Threat Action, which is a one-time Action taken on a specified card, after which the card is discarded. There can be a maximum of two Threat Actions taken because there are only two Threat Action fields. Only one Action per card can be taken.

Important! Several Actions (Building, Gathering Resources, Exploration) can be taken with 1 or 2 pawns. If only 1 pawn is assigned, when resolving you roll Action dice of the respective color to check if the Action is successful, if you get wounded, and if you have an Adventure. If 2 pawns are assigned, the Action is guaranteed to be successful and you don't roll any dice. The second pawn can be a player's pawn or an additional pawn.

How to assign pawns: To indicate selected Actions, each player places his pawns (and optionally additional pawns) in the appropriate spaces:

  • Threat Action — place pawn(s) on the respective Event card(s).
  • Hunting — place pawns on the Hunting Action field.
  • Building — depending on what you want to build, place pawn(s) on the Shelter, Roof, Palisade or Weapons track or on the selected Invention card.
  • Gathering Resources — place each pawn above the specific source on the Island tile(s) from which you are gathering.
  • Exploration — place the pawn(s) on the unexplored space(s) of the island you want to explore.
  • Arranging the Camp — place the pawn(s) on the Arranging the Camp Action field.
  • Rest — place the pawn(s) on the Rest Action field.

Important! When an Action is taken with more than 1 pawn, those pawns can come from more than one player or from additional pawns. If they come from different players, those players decide which one takes the Action and which is just supporting (his pawn is treated like an additional pawn). This matters because the effects of certain Actions (and Adventure cards resolved during Actions) affect only the player taking the Action, not the whole group (e.g. Hunting).

Additional Pawns

During the game, players can gain additional pawns (from Building certain Items like a Map or Lantern, from certain Mystery cards, or from certain Discovery tokens). Additional pawns are used during planning like players' pawns with two exceptions: (a) they are always restricted to certain types of Actions (as described on the card/token), and (b) they cannot take any Action on their own — they always just support a player and can only be assigned to an Action if a player's pawn is already assigned there.

More Details About Particular Actions

Threat Action. Each round, during the Event phase, a new Event card is placed in the Threat Action field after it is resolved. Each of these cards (except Wreckage cards) has a specific Threat effect and Threat Action. If a newly placed card causes a previously placed card to slide off the board, the described Threat effect is resolved. To prevent this, during the Action phase players can plan to resolve the Threat Action by assigning the depicted number of pawns (1 or 2) and meeting any additional requirements (discard food or wood, have a certain Weapon level, etc.). If met, players receive the benefits described (usually Determination tokens) and discard the card, preventing the Threat effect. Each Threat Action can only be taken once per card, but up to two Threat Actions can be taken during a round if two cards are in the field.

Examples: "Watch" — assign 1 pawn and have at least Weapon level 2. "Strengthening the camp" — assign 1 pawn and either discard 1 wood or have the "Shovel" Item.

Wreckage cards in the Threat Action field (which come into play only in the first round) offer a choice: assign either 1 pawn for fewer resources or 2 pawns for greater resources (both shown on the card). Choose one option when resolving, then discard the card.

Building. With each Building Action, players can build Shelter, a Roof, a Palisade, Weapons, or turn an Invention into an Item.

  • Shelter — protects you from getting Wounds for sleeping in the open air during the Night phase. Once built, it can't be lost; mark it with a black marker on the applicable space. (Note: certain Island tiles also contain Shelter, which is different from a player building Shelter.)
  • Roof — protects you from weather conditions during the Weather phase. To build a Roof, the Island tile with your Camp must already have Shelter (built or discovered). Each Roof built increases its level by 1.
  • Palisade — usually protects you from Storm effects and some other effects. To build a Palisade, the Camp's tile must already have Shelter. Each Palisade built increases its level by 1.
  • Weapons — required for Hunting. The higher the Weapon level, the less likely a player receives Wounds while Fighting a Beast. Each Weapon built increases the level by 1. Each time you build Weapons, discard 1 wood.
  • Items — building Items generally provides additional benefits (e.g. the Map provides an additional pawn for Exploration).

Shelter, Roof and Palisade all cost the same, depending on the number of players (see the table on the board). You can pay the build cost in either wood or furs, but you can't mix them. For example, in a 3-player game you need to discard 3 wood (or 2 furs) to build Shelter, but you can't pay 2 wood and 1 fur.

Requirements for building a particular Invention into an Item are depicted in the upper part of the Invention card (the requirement field): an explored terrain type, another Item already built, and/or resource(s) to discard.

Inventions you can turn into Items are found on the main board (available to everyone), on each Character board (only buildable by that player), and on the selected Scenario card (available to everyone).

VERY IMPORTANT! Everything players need to take a particular Action (resources, built Items, minimum Weapon level, etc.) they must already have at the moment of planning the Actions. While resolving Actions, players can only use resources they already had when planning (those in the Available Resources space); they cannot use resources gained in the same Action phase. Although Actions are resolved in a certain order, imagine they are all done simultaneously. It is recommended to assign the required resources from the Available Resources space along with the pawns. (For example, to build a Bow you need a Knife, so you cannot build a Knife and a Bow in the same round.)

Gathering Resources can only be performed on Island tiles that are (a) adjacent to the Camp's tile or (b) one tile away from it. It cannot be taken on the Camp tile itself (that tile provides resources during the Production phase). From each source on a tile you can gather only 1 respective resource (modifiable by Items, Adventures or Events). From one source you can gather only once per round.

Exploration can only be performed on unexplored spaces that are (a) adjacent to the Camp's tile or (b) one explored tile away from it (there must be one Island tile between the space to explore and the Camp tile).

When you take a Gathering Resources or Exploration Action on a tile/space that is one tile away from the Camp, you must assign one pawn more: you can't assign only 1 pawn; with 2 pawns you roll Action dice while resolving, and with 3 pawns the Action is guaranteed successful.

Each player's pawn assigned to Arranging the Camp or Rest is resolved separately. For example, if a player assigns both pawns to Arranging the Camp, he resolves it twice, receiving 4 Determination tokens and increasing Morale by 2 levels.

4.2 Resolving Actions

After all pawns are assigned, resolve Actions in this order (only those with assigned pawns):

1. Threat Action — discard the required resources depicted on the card (if any), follow the card's instruction, then discard the card and gain any resources or Determination tokens shown. Resources from a Threat Action go to the Future Resources space (not available until all Actions resolve). Determination tokens go to the player's own supply and can be used immediately.

2. Hunting — Draw the top card from the Hunting deck and Fight the Beast depicted.

Fighting the Beast:

  1. Compare the Beast's strength to the current Weapon level. If the Weapon level is lower, the player who fights gets 1 Wound for each lacking Weapon level.
  2. Decrease the Weapon level by the number shown on the card.
  3. Gain the number of food shown (place in Future Resources space).
  4. Gain the number of furs shown (place in Future Resources space).
  5. Decrease the Palisade level by the number shown (this appears only on a few Adventure cards).
  6. Apply any other additional effects and discard the card.

Some cards (Adventure, Event, Mystery) require you to Fight a Beast but only give the Beast's strength. In that case, only compare the strength to the current Weapon level; if the Weapon level is lower, the player gets 1 Wound for each lacking level.

Rolling Action dice. For each of Building, Gathering Resources and Exploration there are 3 respective Action dice. Each set consists of a Wound die, a Success die and an Adventure die:

  • Wound die: Get 1 Wound / Nothing happens.
  • Success die: The Action is successful (you build, gather resources or explore) / The Action is unsuccessful, but you gain 2 Determination tokens instead.
  • Adventure die: Draw the top Adventure card from the respective deck and resolve it / Nothing happens.

The outcome on each die is independent of the others. Regardless of the Success die, you still resolve the other dice (you can still get a Wound and/or have an Adventure). For example, while Building you might get a Wound, fail to build, gain 2 Determination tokens, and draw an Adventure card. It is recommended to resolve dice in the order: Wound die, Success die, Adventure die.

3. Building — When you build Shelter, discard the required resources, turn the Camp token to the Shelter side. That tile becomes your Camp tile. Once built, Shelter can't be lost. Mark it with a black marker, and place additional black markers on the topmost spaces of the Roof and Palisade level tracks (treated as level 0). To build a Roof or Palisade you must already have built Shelter or have your Camp on a tile with Shelter. Each time you build a Roof, Palisade or Weapons, discard the required resources and increase the respective level (Roof, Palisade and Weapons levels are not limited).

When you build Items from Invention cards, discard the required resources and place the Invention card in the Future Resources space. If a player builds an Item from the Invention on his Character card, he additionally gets 2 Determination tokens (own supply). At the end of the Action phase, take Item cards from the Future Resources space, apply any additional effects, and place them on the board with the Item side up. If a player builds an Item from the Scenario card, remember to apply its additional effect at the end of the Action phase (the Invention is depicted only on the Scenario card and is not moved to the main board).

4. Gathering Resources — Take the appropriate resources from the supply and put them in the Future Resources space. From each source you can gather only 1 respective resource (modifiable by Items, Adventures or Events).

5. Exploration — If exploration was successful, draw the top Island tile from the face-down stack and place it face up in the space you selected, then:

  • Mark all Invention cards that have the same terrain type as the newly explored tile in the requirements field with a black marker.
  • If there's a Beast card icon, shuffle one Beast card into the Hunting deck.
  • If there's a Mystery icon, check its meaning on the Scenario card.
  • Draw as many Discovery tokens as indicated and place them face up in the Future Resources space.

Some Island tiles have Shelter located on them. This doesn't mean you have built Shelter, so you don't mark the board (nor turn the Camp token to the Shelter side) until you build Shelter with the Build Action. After all Actions resolve, you can keep Discovery tokens for later use, but remember that food rots during the Night phase, so any tokens representing food will be lost. Discovery tokens are discarded after use.

6. Arranging the Camp — The player gains 2 Determination tokens (own supply) and increases the Morale level by 1 (differs in a 4-player game). If Morale is already at the highest level, the player just gains the Determination tokens.

7. Rest — The resting player heals 1 Wound by moving his Wound marker one space to the left.

8. After all Actions are completed:

  • Player pawns are returned to their owners.
  • Additional pawns are either discarded or placed back on their cards.
  • Move all resources and tokens from the Future Resources space to the Available Resources space (now available).
  • Take all Invention cards in the Future Resources space, apply any additional effects, and place them on the board with the Item side up.

Adventure Tokens and Board Tokens

Before assigning pawns, always check the board (especially Action fields and Island tiles/spaces) for tokens that affect Action resolution:

  • Reroll token: During the next Action of the indicated type that requires rolling Action dice, you must reroll the Success die once if it shows Success on the first roll. Discarded after its effect is resolved.
  • Adventure token: During the next Action of the indicated type, you must draw and resolve an Adventure card, regardless of how many pawns you assigned or whether you rolled an Adventure. Discarded after its effect is resolved. If you roll an Adventure and there's also an Adventure token on the same Action space, you only resolve one Adventure card and the token is discarded.
  • Beast Strength token (next to the Hunting deck): During the next Hunting, add 1 to the Beast's strength. Discarded after that Action.
  • Weapon-requirement token (on an Island tile/space): You must have at least Weapon level 1 during all Actions on that tile/space, or the player taking the Action gets 1 Wound.
  • Extra-pawn token (next to an Action field): For the next Action of that type, assign one pawn more than normally required. Discarded after that Action.
  • Extra-pawn token (on an Island tile/space): To take the Action on this tile/space, assign one pawn more than normally required.
  • Extra-wood token (on a Building Action field): During the next Building Action that requires wood, spend one additional wood. Discarded after that Action.
  • Extra-wood token (on a Shelter, Roof, Palisade or Weapons Cost field): Each time you build the corresponding item, spend one additional wood (only if you use wood).
  • +1 resource token (on an Island tile): This tile provides 1 additional wood/food while Gathering Resources or in the Production phase.

Tokens laying on the Action fields are discarded after resolving their effect; tokens laying in other parts of the board usually stay there for the rest of the game.

5. Weather Phase

During this phase players face weather conditions. To determine the weather, roll Weather dice. Look at the Scenario card to check which Weather dice to roll in the current round (the number of dice varies by Scenario and round). For example, in Scenario 1: rounds 1–3 roll no Weather dice; rounds 4–6 roll the Rain die; rounds 7–12 roll all 3 Weather dice.

There are 3 different Weather dice: the Rain die, the Winter die, and the Hungry Animals die. Always check the Weather space on the main board for any tokens (from Event or Adventure cards) that modify the results — those tokens are added to the outcome and then discarded. If you don't roll any Weather dice, just the weather depicted on the tokens (if any) applies.

The Rain die and Winter die both include 2 types of clouds (matching the tokens): Rainy Cloud and Winter Cloud.

Facing the weather:

  1. First, add up the total number of Winter Clouds (on dice and/or tokens) and discard 1 wood for each Winter Cloud, regardless of the current Roof level (it was cold and you had to use more wood to heat the camp).
  2. Then compare the total number of all Clouds (both Rain and Winter, from dice and/or tokens) to the current Roof level. The Roof level indicates the number of Clouds you're protected from. If there are more Clouds than your Roof level, for each unprotected Cloud discard 1 food and 1 wood. If you have no resource to discard, each player gets 1 Wound (per the Unfulfilled Demand rule).

Hungry Animals die shows other effects: Discard 1 food; Decrease the current Palisade level by 1; or Fight a Beast that has a strength of 3. If you can't resolve the effect of a roll, each player gets 1 Wound. (If you must decrease the Palisade but it's at 0, everyone gets 1 Wound; if you Fight a Beast of strength 3 and the Weapon level is lower, each player gets 1 Wound for every lacking level.) If you have to roll the Hungry Animals die because of an Event or Adventure card and the Scenario card also indicates rolling it, roll it just once.

Storm token: Resolve the Storm after any other effects. Storm decreases the Palisade level by 1; if you can't, each player gets 1 Wound.

At the end of the Weather phase, discard all tokens located in the Weather space.

6. Night Phase

  1. Eating. Discard 1 food per player. If you don't have enough food for everyone, decide which player(s) doesn't eat — each such player gets 2 Wounds.
  2. Moving the Camp. Players can decide whether the Camp stays on its current Island tile or moves to an adjacent one. The Camp's location impacts the next round's Production phase and which tiles/spaces are adjacent for Gathering Resources and Exploration.
    • If players have built Shelter and want to move the Camp to an adjacent tile, decrease both the Roof and Palisade levels by half (rounded down). For example, with Roof level 2 and Palisade level 1, moving decreases the Roof to 1 but the Palisade stays the same (half of 1 rounded down is 0).
    • If players haven't built Shelter yet, they can move with no consequences (moving to a tile with Shelter doesn't mean they've built Shelter). But if they haven't built Shelter yet but have built a Roof or Palisade (on a tile that had Shelter), moving to another tile loses both — decrease both levels to 0.
    • When you move Camp, discard the Shortcut token from the tile it was on and turn the Shortcut card back to its Invention side (it must be rebuilt to use again). If there are any +1 resource tokens on the tile the Camp was on, you can move them with the Camp (remember the One-token-only rule).
  3. Sleeping in the open air. If players haven't built Shelter (and the Camp is not on a tile with Shelter), each player gets 1 Wound.
  4. Food rots. Unless you have food that doesn't rot, or an Item ("Cellar") or a Treasure that allows you to store food ("Boxes" or "Barrel"), all remaining food in the Available Resources space rots and must be discarded. Other resources stay in the Available Resources space for the next round.
  5. End of round. Remove black markers from Character cards (used to mark skills used this round). Move the Round marker to the next round and pass the First Player token clockwise. You are ready to start the next round.

If players have an opportunity to Heal (from tokens or card effects), they can only do it during the Night phase (except for the Rest Action and the Cook's special skill).

Game End

The game can end in 3 ways:

  1. Players win immediately if they fulfill the Scenario goal within the number of rounds available (unless stated otherwise in the Scenario rules).
  2. Players lose immediately when one of the players' Characters dies.
  3. Players lose when the last round ends and they haven't fulfilled the Scenario goal.

Additional Rules

Priority. In case of a conflict, the Scenario rules take priority over or modify the general rules.

Unfulfilled Demand. When a player has to resolve an effect of any card (Event, Adventure, Mystery, etc.) and cannot meet the requirements, he receives a certain number of Wounds. For example: if a player has to discard something (wood, food, Determination token, etc.) and doesn't have it, he receives 1 Wound for each resource/token he couldn't discard; if a player Fights a Beast and the Weapon level is lower than the Beast's strength, he receives 1 Wound for each lacking Weapon level. When the effect of a card or die roll affects all players and they can't resolve it, each player receives 1 Wound for each level of the demand that couldn't be met. (For example, if players must decrease the Roof, Palisade or Weapon level by 1 but it's already at 0, each player receives 1 Wound; if players must cover a wood source but there's none, each player receives 1 Wound.)

Exception: Some cards have effects that you only resolve if possible. If it's impossible, nothing happens (the Unfulfilled Demand rule doesn't apply). For example, the Event card "Insects" requires discarding 1 wood only if possible — with no wood, nothing happens and no Wounds. Likewise, if you must increase/decrease Morale and it's already at the highest/lowest level, nothing happens.

One token only. On each Island tile/space, Action field, Weather space, Night space, etc., there can only be one token of each type. If an effect tells you to add a token that is already there, ignore it — the demand is already fulfilled and players don't get any Wounds.

Personal Determination. Players can't share Determination tokens with each other.

Adjusting the Game

4-player game. Take the special Arranging the Camp card and place it on the board covering the corresponding space. Each time a player takes the Arranging the Camp Action, he either gets 2 Determination tokens or increases the Morale level by 1 (not both).

2-player game. Players randomly draw a Character card out of only Carpenter, Cook and Explorer. They have an additional Character — Friday. Take the Friday card and white pawn and a Wound marker (placed on the leftmost field of Friday's life track).

Friday

Friday is represented by a special white pawn; the First Player decides how to use him. He can be assigned to take each type of Action:

  • as a single pawn,
  • as a pawn taking the Action with another additional pawn (for example a Map),
  • as an additional pawn along with a player's pawn.

Remember! Except for Friday's special rule below, if you assign a player's pawn and Friday's pawn to the same Action, it's always the player who takes the Action (Friday is treated as an additional pawn).

Friday special rules: When Friday takes an Action, resolve it as if a player took it, with this exception: if you assign Friday as a single pawn to Build, Gather Resources or Explore, one of the players rolls the Action dice for Friday. If you roll Adventure, don't draw an Adventure card — Friday doesn't resolve the Adventure card but gets 1 Wound instead.

Friday is not a player, therefore: he can't be First Player; if he dies, players can still win; he's not affected by weather; he doesn't have to eat in the Night phase; he doesn't need Shelter in the Night phase; and if an Event, Adventure or Threat effect requires players to discard something or get a Wound, this doesn't concern Friday. If Friday gets any Determination tokens, he can use them to reroll any die once during his Action.

Easier Game

If a Scenario is too difficult, adjust it:

  • A) Play with the Dog. Take the Dog card and purple pawn. The Dog is an additional pawn used only for Hunting or Exploration, and only for supporting other players' pawns. Especially recommended for a 3-player game.
  • B) Play with Friday (see rules above).
  • C) Draw more Starting Items (for example 3 or 4 instead of just 2).
  • D) While preparing the Event deck (setup step 16), take fewer Event cards with Book icons and more with Adventure icons (e.g. 4 Book + 8 Adventure instead of 6 + 6). Note: in the first Scenario this makes the game harder.

Harder Game

If a Scenario is too easy:

  • A) Play with just 1 Starting Item or none.
  • B) While preparing the Event deck (setup step 16), take more Event cards with Book icons and fewer with Adventure icons (e.g. 8 Book + 4 Adventure instead of 6 + 6). Note: in the first Scenario this makes the game easier.
  • C) Play without the Dog (only in a 2-player game).

Random Wreckage cards. During setup (step 17) you can draw a random Wreckage card, not necessarily "Food Crates".

Solo Variant

Apply all the standard rules with these changes:

  • Randomly draw a Character card out of only Carpenter, Cook and Explorer.
  • Take Friday and the Dog (as described above).
  • When you build Shelter, Roof or Palisade, pay the same cost as in a 2-player game.
  • You are always the First Player.
  • At the beginning of the Morale phase, increase the Morale level by 1 (because you're happy to stay alive) and then resolve it.

Character Skills

Each skill can be used at any time, but only once per round.

Carpenter

  • Economical construction: Discard 2 Determination tokens to spend 1 wood less during one Action of any type.
  • Craftsmanship: Discard 2 Determination tokens to reroll any brown Action die. (He can't use Determination tokens gained from an unsuccessful die roll to reroll that same die.)
  • A new idea: Discard 3 Determination tokens to draw 5 Invention cards and choose 1 (place it Invention side up on the appropriate board space). Put the other 4 aside face down, creating a discarded Inventions pile; when the Invention deck is empty, reshuffle the discarded Inventions into a new deck.
  • Handy man: Discard 3 Determination tokens to get an additional (brown) pawn usable only for the Building Action (discarded after that Action).

Cook

  • Grandma's recipe: Discard 2 Determination tokens to spend 1 food and heal 2 Wounds (of any player including himself; he can heal 1 Wound of two different players).
  • Searching talent: Discard 2 Determination tokens to reroll any grey Action die. (Same restriction as Craftsmanship.)
  • Stone soup: Discard 3 Determination tokens to get 1 food (placed in the Available Resources space).
  • Hooch: Discard 3 Determination tokens to ignore 1 Rainy Cloud or change 1 Winter Cloud into 1 Rainy Cloud during the Weather phase.

Explorer

  • Explorer: Discard 2 Determination tokens to reroll any green Action die. (Same restriction as Craftsmanship.)
  • Reconnaissance: Discard 2 Determination tokens to draw 3 Island tiles, look at them and choose 1; shuffle the other two into the stack and place the chosen one at the top.
  • Motivational Speech: Discard 3 Determination tokens to increase the Morale level by 1.
  • Scouting: Discard 3 Determination tokens to draw 2 Discovery tokens, choose 1 (place in the Available Resources space) and discard the other (don't shuffle it back).

Soldier

  • Tracking: Discard 2 Determination tokens to look at the top card in the Hunting deck and either put it back on top or at the bottom of the deck.
  • The Hunt: Discard 3 Determination tokens to increase the Palisade or Weapon level by 1.
  • Frenzy: Discard 3 Determination tokens to temporarily add +3 to the Weapon level for the Action he takes.
  • Defence plan: Discard 4 Determination tokens to take the top Beast card from the Beast deck and put it at the top of the Hunting deck without looking at the card.

Cards and Their Effects

Some cards use keywords:

  • DECIDE (used mostly on Adventure cards): players always have the choice described on the card. Usually a choice between discarding the Adventure card without effect, or getting some benefit but facing consequences later (e.g. shuffling the Adventure card into the Event deck and resolving a negative effect if drawn in a future round).
  • IF POSSIBLE: resolve the described effect only if possible. If you can't (e.g. you must discard a resource you don't have), nothing happens; the Unfulfilled Demand rule doesn't apply.

Effects Introduced by Cards

Night phase outside of the Camp: When a player spends the Night outside the Camp, he keeps everything he acquired during his Actions (resources, tokens, cards) in his own supply and only puts them in the Available Resources space at the beginning of the next round (so other players can't use them during the Weather and Night phase this round). This player is not affected by Weather but gets a Wound for sleeping in the open air (unless he explored a tile with Shelter), and he still has to eat in the Night phase by discarding one food if he gathered any; otherwise he gets 2 additional Wounds.

Drawing Mystery Cards: The Mystery deck consists of several types of Mysteries. When you must resolve a specific type, keep drawing and discarding cards until you get one of the indicated type. Once resolved, you may stop or continue drawing (discarding until you reach another of the specific type). At the end, shuffle all ignored Mystery cards back into the Mystery deck and discard those you resolved (unless stated otherwise).

Exhausted source: An exhausted source doesn't provide resources during the Production phase or Gathering Resources Action. However, if there's a +1 resource token on it, you can still get that 1 resource.

Inaccessible Island tile: When a tile becomes inaccessible (due to an Event or otherwise) and you turn it face down, remove all tokens and markers from it. You can't move your Camp there or take any Actions there (including Exploration). Treat its terrain type as unexplored.

Unexplored terrain type: If a tile contains a terrain type that is the only one of its type on the board and it becomes unexplored, you lose access to that terrain type and can't build Items requiring it. Remove the applicable marker(s) from Invention cards until that terrain type is found on a new tile (or a Threat Action regains access). You do not lose any previously built Items that required this terrain.

Turning Items face up (to Invention side): When you turn an Item back to its Invention side, you lose that Item and must rebuild it. If it was required for building another Item or taking a Threat Action, you can't do that now. If the Item had an additional effect, cancel it if possible (e.g. losing "Bricks" decreases the Palisade level by 1, unless it's at 0; losing "Shortcut" removes the Shortcut token; losing "Map" removes the additional Exploration pawn).

Fighting the Beast (as an Event effect): When you draw a card from the Event deck and must Fight the Beast, it's the First Player who fights it and only he gets potential Wounds.

Resolving an Event once again: Some Event effects have long descriptions and may state to "resolve it again". Apply the effect one more time, then discard the card (don't place it back on the Threat Action field).

Temporarily increased Weapon level: If any card or token effect temporarily increases your Weapon level, don't adjust the marker on the Weapon level track — the increase lasts only for that Action. If a player must decrease the Weapon level during the same Action, he marks it normally and can even get Wounds if the Weapon level is lower than the number to decrease.

Shuffling into the Event deck: Always refers to the card it is written on.

Invention/Item Cards

Effects of turning particular Inventions into Items:

  • Shortcut — provides a Shortcut token placed on an Island tile adjacent to the Camp; during the Production phase of following rounds, you gain 1 resource available on that tile.
  • Basket — after a successful Gathering Resources Action, gain 1 additional resource cube you wanted to gather. Usable for only 1 Action per round. Can be used with Sack.
  • Bed — each time you take the Rest Action, gain 1 Determination token and heal 2 Wounds instead of just 1.
  • Belts — 1 additional grey pawn for the Gathering Resources Action.
  • Bow — increases the Weapon level by 3.
  • Bricks — required for building other Items; increases the Palisade level by 1.
  • Cellar — allows you to store all your food so it won't rot during the Night phase.
  • Corral — when built, cover 1 food source on a tile adjacent to the Camp and put a +1 food token on the tile where your Camp is located.
  • Cure — gives you a Cure.
  • Dam — gives players 2 food that doesn't rot.
  • Diary — during the Morale phase, the First Player gets 1 Determination token more (or loses 1 less).
  • Fire — required for building other Items; increases the Palisade level by 1.
  • Fireplace — during the Night phase you can discard 1 food to heal 2 Wounds (2 from one player or 1 from two different players).
  • Furnace — lets you ignore 1 Winter Cloud during the Weather phase.
  • Drums — during the Morale phase the First Player gets 2 Determination tokens more (or loses 2 less).
  • Knife — required for building other Items; increases the Weapon level by 1.
  • Lantern — 1 additional brown pawn for the Building Action.
  • Map — required for building other Items; 1 additional green pawn for the Exploration Action.
  • Moat — increases the Palisade level by 2.
  • Pit — roll the brown Wound die during the Production phase; if you roll a Wound, gain 1 additional food.
  • Pot — required for using some Discovery tokens; during the Night phase you can discard 1 food to heal 1 Wound.
  • Raft — 1 additional pawn for either Gathering Resources or Exploration.
  • Rope — required for building other Items.
  • Sack — after a successful Gathering Resources Action, gain 1 additional resource cube you wanted to gather. Usable for only 1 Action per round. Can be used with Basket.
  • Shield — 1 additional red pawn for the Hunting Action.
  • Shovel — required for building other Items.
  • Sling — increases the Weapon level by 2.
  • Snare — when built, place a +1 food token on the tile where your Camp is located.
  • Spear — increases the Weapon level by 3.
  • Wall — increases the Palisade level by 2.

Scenario Cards

Each Scenario card describes: the name, plot, number of rounds, weather conditions (Weather dice to roll in the corresponding rounds), goal of the Scenario, special discoveries (discarded after use unless stated otherwise), Book icon meaning (apply each time you draw an Event card with a Book icon), Totem icon meaning (check each time you explore an Island tile with such icon — sometimes an instant effect, sometimes an opportunity to take a certain Action there), setup changes, other special rules, and 2 Inventions. Some Scenario cards have special elements like a special life track or a special Action.

Scenario Inventions/Items

  • Hatchet — after building, place a +1 wood token on the tile where your Camp is located.
  • Mast — gives 3 wood but only for the pile.
  • Cross — can be built multiple times. Each time, place a blue marker on a different Island tile. To place a marker on a tile with a Fog marker, assign 1 pawn more to build "Cross".
  • Sacred bell — can be built multiple times. Each time, take 3 Fog markers off the Island tiles/spaces.
  • Raft (Scenario) — after building, in one of the following rounds you can take an Exploration Action on this Item to rescue Jenny; when resolving, treat "?" as 1 Wound for the player taking that Action instead of resolving an Adventure card.
  • Lifeboat — if any other winning conditions are met and you build a Lifeboat, you win.
  • Rope ladder — gives an additional pawn only for the Totem Exploration Action.
  • Jelly-boat — if any other winning conditions are met and you build a Jelly-boat, you win.
  • Ballista — when built, increase the Palisade level by 2 and the Weapon level by 1.
  • Canoe — when built, during each successful Exploration Action take 2 Island tiles and choose 1 to place on the board, shuffling the other back into the stack.
  • Cultivation — when built, you get 4 food.
  • Fence — when built, increase the Palisade level by 1.

Victory Points

Each time you finish the game, even if you didn't fulfill the goal, you can count points for your achievements and write them in the Result diary. During future games, try to beat your score. The Victory Points are depicted in a table on the Scenario card.

Symbols and Their Effects

If a depicted icon (Resource, Token, Wound, Weapon, etc.) has no number in front of it, it usually stands for 1.

  • Life track passing a Morale-decrease symbol: decrease Morale by 1.
  • Roof, Palisade and Weapon levels: +/- 1 increases/decreases the respective level by 1.
  • Treasure, Monster and Trap are types of Mystery cards.
  • Heal one Wound is shown by the heal icon.
  • The number of use-icons on an Item shows how many times you can use it.

Discovery Tokens

Discovery tokens can provide (among others): increase the Palisade level by 1; increase the Weapon level by 1; ignore 1 Rainy Cloud; draw 1 Treasure from the Mystery deck; increase the Morale level by 1; get 1 wood; 1 additional brown pawn for the Building Action (usable for one Action then discarded); get 2 food (rots at end of Night phase unless you can store it). Some Discovery tokens have conditional effects: if the Weapon level is at least 1, exchange the token for 1 fur and 1 food; if you have a Pot, discard the token to heal 2 Wounds, to increase the Weapon level by 2, to build Cure for free without an Action, or to increase the Morale level by 1.

Terrain Types

Beach, Hills, Mountains, River, Plains.

Credits

Game author: Ignacy Trzewiczek. Published by Portal Publishing.