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Survival Park

Survival Park Rulebook

Table of Contents

Table of Contents

  • Components
    • 9 Cards
    • 6 Additional Components
  • Setup
  • How to Play
    • Objective
    • Game Sequence
  • Areas
  • Dinosaurs
  • Items and Objectives
  • Actions
    • Take an Action
    • Do Not Take an Action
    • Exhaustion
    • Run
    • Escape
    • Pick Up
    • Limited Actions
      • Hide (Limited)
      • Shoot (Limited)
      • Drive (Limited)
  • Game Scheme
  • Difficulty

Components

9 Cards

1 Status

  • a. Map
  • b. Area
  • c. Road
  • d. Gate
  • e. Heliport
  • f. Health
  • g. Limited Actions
  • h. Objectives

8 Sectors/Actions

  • A. Sector (Outside)
  • B. Dinosaur
  • C. Damage
  • D. Item/Objective
  • E. Action

6 Additional Components

  • I. 1 Meeple (15mm, or small Pawn) — Character
  • II. 2 Tokens (8-10mm, or Clips) — Objective and Health Gauges
  • III. 3 Dice (d6, 12-15mm) — Limited Actions Gauges (Hideouts, Ammunition and Fuel)

Setup

  1. Place the status card in the center of the table.
  2. Place the 3 dice below the limited actions indicating a 6.
  3. Place the health token at the maximum level (top stripe).
  4. Place your character's meeple on the first space of the map.
  5. Place the objective token in the starting position (point to the left).

How to Play

Objective

The goal of the game is to REACH to the HELIPORT with your character and at least 1 health point, but first you must meet 2 objectives to be rescued: reactivate the ENERGY and call for help with the PHONE.

If your health level reaches zero (0) you lose the game.

Game Sequence

  1. Shuffle all sector/action cards.
  2. Make a row with as many cards as indicated by your character's location on the map. Place them from left to right, on the side indicated on the map, outside or inside, and all face up except the last one that goes face down. (See Areas).
  3. Draw 2 cards to make your hand.
  4. Play. (See Actions).
  5. Repeat step 4 until the cards in the row run out. Then move your character forward 1 place on the map (you cannot go back or repeat an area). In case there is a gate, you must have the required objective, otherwise you lose 6 health points to get it.
    • If you reach the Heliport, you've won!
    • If you did not reach the Heliport, repeat the game sequence from point 1.

Areas

The areas are made up of a certain number of sectors (3, 4 or 5) that form a road (row of cards). There are outside areas (green side) and inside areas (blue side). The last sector of each area remains hidden until you reach it.

Dinosaurs

In each sector you will find different dinosaurs that can cause damage if you do nothing to avoid it.

  • Compsognathus — Damage: 0-1. "Very small, you may not even see them."
  • Triceratops — Damage: 1. "Easily provoked."
  • Dilophosaurus — Damage: 2. "Poisonous and potentially deadly."
  • Velociraptor — Damage: 3. "Hunts in a pack, very intelligent."
  • Tyrannosaurus Rex — Damage: 4. "Extremely dangerous and lethal."

Items and Objectives

In some sectors you will find items that you can pick up (see Actions/Pick Up), and each one has an immediate effect.

  • Medkit. Gain 2 health points (you can have a maximum of 12).
  • Weapon. Gain 2 ammo points (you can have a maximum of 6).
  • All-Terrain. Gain 2 fuel points (you can have a maximum of 6).

You can also pick up the objectives needed to advance (when you get one, indicate it with the objective token). You can only pick up objectives you don't already own.

  • Energy. Allows access to insides areas.
  • Phone. Allows access to the final area, on the way to the heliport.

Actions

Take an Action

To perform the action of a card from your hand, play it on the discard pile.

Do Not Take an Action

If you don't want to, or can't, perform the action of one of your cards, take the damage indicated by the first card in the row (indicate with the health token) and draw 1 new card from the deck. If you have 2 cards in your hand, you must discard 1 card, since you can't have 3 cards at any time.

Note: Some cards do not deal damage on the first attempt to beat them (Damage: 0), but do afterward. (See Dinosaurs/Compsognathus).

Exhaustion

If you need to draw cards from the deck and it is exhausted, shuffle the discards and form a new deck, then take 1 point of damage.

Run

Take the first card of the row and put it into your hand, except for the last card (there is nowhere to run at the end of an area).

Escape

Take the first card of the row and put it into your hand. If it was the last card in the row, the area is over. If there are still cards in the row, draw 1 card from the deck and place it in front of the row.

Pick Up

Take the first card of the row and put it into your hand, but only when the card contains an Item or the next Objective you must get (see Items and Objectives). If it was the last card in the row, the area is over.

Limited Actions

You can only perform these actions if the value of its gauge is sufficient, as it decreases with each use. (To represent 0, remove the die).

Hide (Limited)

Draw a card from the deck without taking any damage (from the dinosaur or from exhaustion). Reduce 1 hideout point.

Shoot (Limited)

Discard the first card in the row. Reduce ammo points equal to the dinosaur's damage value (if it is currently 0 you cannot perform this action). If it was the last card in the row, the area is over.

Drive (Limited)

Discard as many cards in the row as you want (from left to right without skipping any), except the last card. Reduce fuel points equal to the number of cards discarded.

Game Scheme

  • A. Deck
  • B. Sectors of the Area
  • C. Player's hand
  • D. Discard
  • E. Status

Difficulty

You can modify the difficulty of the game before starting the game:

  • Easy: You take no damage from shuffling discards. (See Actions/Exhaustion).
  • Normal: Play with the current rules.
  • Hard: Start the game with 3 ammo points and 3 fuel points. (See Setup).
  • Extra Difficulty: Start the game with less health points (these less points cannot be recovered with the medkit).