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robinson_crusoe.rst

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Robinson Crusoe

This gives an overview of the game meant as a reminder and a quick look-up. Follow the setup in the official rules.

Time:60-120 min
# Players:1-4
Style:cooperative survival game

Table of Contents:

Token
cardboard discs
Marker
wooden black, white and blue discs
white markers can substitute black markers
Pawns
mark action taken by a character or Friday
mark action supported by a neutral pawn or the dog
Discard
mystery cards are put on the discard pile
inventions are shuffled back in the invention deck
other cards and discovery tokens are removed from the game
resources, tokens and markers are returned to the stock
Keep this card
card is placed next to the board
Closest source
the closest source to the camp is on the island tile containing the camp (exhausted sources are not considered)
if there are none, on an adjacent tile etc.
Island space
an empty, unexplored island hex (not the incomplete ones which are not used in the game)
Island tile
an island hex placed on an island space when exploring
Information
no information in the game is secret
Precedence
cards > scenario sheet > rules
if there are multiple options to resolve an effect, the players decide
Scenario sheet
lists the number of rounds along with the weather dice used in each round
describes the effect triggering when a totem symbol appears
lists the meaning of the special discovery tokens
defines the effect that must be applied when an event card with a book symbol is drawn
shows additional available inventions
Characters
have 2 action pawns (can be reduced to 1 but not 0)
special abilities can be used any time but each only once per round (mark with black marker)
wound markers crossing morale arrows reduce group morale by 1, morale is not increased through healing a wound
special wound tokens mark special wounds (multiple tokens on the same spot possible) that cannot be removed through simple healing
special invention can be built only by the characters but others can assist, if successful the characters earns two determination tokens
special inventions are treated like normal items once built
Action dice
unsuccessful actions award two determination tokens
when drawing an adventure card, the top part is resolved
build (brown): 4/6 character suffers 1 wound, 2/6 action is unsuccessful, 3/6 adventure card is drawn
gather (grey): 1/6 character suffers 1 wound, 1/6 action is unsuccessful, 3/6 adventure card is drawn
explore (green): 3/6 character suffers 1 wound, 1/6 action is unsuccessful, 5/6 adventure card is drawn
Weather/animal dice
white: 2x 2 rain clouds, 2x 1 snow cloud, 2x 2 snow clouds
orange: 3x 1 rain cloud, 2x 2 rain clouds, 1x 1 snow cloud
red: 1x food loss, 2x palisade loss, 1x beast, 2x nothing
Shelter
protection from wounds during the night
a shelter cannot be lost once built (cover the shelter action space with a black marker), it moves with the camp
roof and palisade cannot exist without a shelter
roof - protection against weather
palisade - protection against weather (storm) and wild animals
natural shelters work like shelters but the camp token is not flipped and the whole roof and palisade is lost when moving camp
built shelters loose half their roof and palisade rounded up when moving camp
Moving camp
reduce roof and palisade levels
remove the shortcut token from the board and flip the item invention side up
additional wood or food tokens are moved along with the camp or discarded if the same type is already on the new tile (flip accompanying items, discard accompanying treasure cards)
a forced camp move is handled the same as a voluntary one
if the camp is forced to move to an inaccessible island tile, it does not move and each player suffers 1 wound
Token/markers
only one token/marker of each kind can be placed on a single area of the board, additional ones are not placed
tokens not placed do not have any effect
markers not placed cause characters to suffer 1 wound (unfulfilled demand)
note: multiple special wound tokens can be placed in the same space
Mystery cards
include traps, creatures and treasures
when drawing, if only a subset of these is to be resolved, put aside the others
if only a certain number of a given type is to be resolved, put all exceeding this number aside
when resolving traps/creatures, do so immediately (though cards to help can be played first if available), afterwards discard them
players have to draw cards until they draw the first valid type, afterwards if there are still cards that can be resolved, they may stop or continue drawing
once finished, all cards put aside (not discarded or in future resources) are shuffled into the mystery deck again
if empty, the mystery discard pile is shuffled to form a new deck
Combat
  1. compare strength (weapon level plus temporary weapon level) with enemy combat strength, suffer 1 wound for each missing strength
  2. reduce the weapon level, if not possible suffer wounds due to unfulfilled demand
  3. food and fur go in future resources space
  4. palisade level is reduced, if not possible but required suffer 1 wound per missing level
  5. apply additional effects mentioned on the card
  6. discard the card (unless stated otherwise)
if only strength is given (e.g. dice roll), only do the first step
temporary weapon level +x improvements only apply for one combat (they do not change the weapon level, only count as plus x)
temporary weapon level improvements can be applied after revealing a combat card but count as being applied before the actual combat
temporary weapon level improvements can be used to meet requirements or resolve temporary situations
Neutral action pawns
neutral pawns can be used for their specific purpose only and only as support for a resolving character
must not be used during the planning phase
gained from item: can be used every round
gained from discovery token: can be used once
gained from cards: check what the card sais
Unfulfillable demands
characters suffer 1 wound FOR EACH resource or level they cannot pay/loose/reduce a level or do not have (like weapon level) when required
- first player: in combat triggered by event cards, if missing determination tokens to pay low morale
- player taking an action: in action phase
- all characters: in all other cases
having no food in night phase does not count as unfufilled demands (but applies 2 wounds anyway)
requirements must be met if possible, you cannot choose to be wounded (exception: discovery tokens or starting equipment do not need to be traded in)
the only exception is the morale track (nothing happens if at its highest/lowest) or if the card states "if possible"
when forced to make a decision, choices with unfulfillable requirements cannot be taken
Resources/Items etc.
two spaces
  • available resources: all resources gained before or after the action phase go in here
  • future resources: all resources gained during the action phase go here and are unavailable until moved to the available resources after the action phase
  • the latter also applies to treasures, discovery tokens, built inventions (items)
implicit space
  • assigned resources: all resources assigned in planning go to the corresponding action space with the character pawn and are not available any more
resources, starting equipment, items and special card effects can be used by any character
determination tokens can only be used by the character who owns them
weapon level and items can be used by any number of characters as soon as available (they are not assigned usually)
if an item needs to be assigned, it can be used any number of times by the character to which it is assigned in the current round
resources can be spend only once (they are assigned)
resources from one source can be gathered only once per round
item effects can be used at any time, including during the event phase, while resoving an action or at the start of the game
starting equipment can be used twice at the same time
flipping items:
- effects may require items to be flipped back to their invention side (character items go back to the character sheet), this cannot happen with scenario items
- they become unavailable, i.e. have to be built again
- has no effect on items requiring them in order to be built
- positive effects need to be reversed if possible (e.g. food must be discarded)
Discovery tokens

can be traded (discarded for its effect) at any time with some exceptions

candles
provide a one-time use brown action pawn for building
goat
can be discarded for food and fur if the weapon level is at least 1 -> available resources
cannot be used while resolving actions in the action phase
healing herbs
if the pot is available, build medicine -> available or future resource space (depends on when it is traded)
herbs
if the pot is available, increase morale by 1
large leaves
ignore 1 rain cloud in the weather phase
old machete
increase the weapon level by 1
poison
if the pot is available, increase the weapon level by 2
treasure
first player draws a treasure from the mystery deck -> available or future resource space (depends on when it is traded)
thorny bushes
if the shelter has been build, increase palisade level by 1
tobacco
increase morale by 1
vegetables
in night phase: if the pot is available, heal 2 wounds on 1 character or 1 wound on 2 characters
Effect/adventure tokens
all tokens in action spaces or on card decks are discarded after being triggered for the first time
all other tokens remain until the game ends unless removed by a card effect
tokens placed during an action phase take effect only after this action phase
reroll
the next successful die roll must be rerolled, only then discard
greater danger
if on hunt: increases beast strength by 1 for the next hunt, then discard
if on an island tile/space: weapon level needs to be > 1 for performing actions there (also applies to camp), not discarded
time-consuming action
if on action space: must be assigned an additional action pawn when taken, discard after resolving
if on island tile/space: ALL actions taken there require an additional action pawn (also applies to camp), not discarded
additional wood
if on build action space: next build action requires additional wood, if successful discard, else effect applies again
if on shelter/roof/palisade or weapons: build action costs one additional wood EVERY TIME (unless no wood is used but fur), not discarded
if on island tile: if the wood source is not exhausted, get an additional wood when producing or gathering the respective source, not discarded
additional food
if in night phase action space: each character must eat 1 more food or suffer 1 wound, then discard
if on island tile: if the food source is not exhausted, get an additional food when producing or gathering the respective source, not discarded
adventure tokens
the next time this action is taken an adventure card must be drawn and the top part resolved, then discard
do not draw an additional card for a rolled "?"
scenario-specific markers
explained on scenario
Inaccessible island tiles
flipped face-down, all tokens and markers discarded
count as unexplored but cannot be explored or moved to, no action can be performed there, no tokens or markers can be placed there
inaccessible tiles can split the island

SKIPPED IN FIRST ROUND

first player: reveal and resolve card(s) until event card is drawn (1-x)
- if adventury or mystery card: read and apply bottom part of the card, discard, draw
- if event card:
  1. place corresponding adventure token or apply book symbol effect
  2. apply event effect
  3. put the card in the Threat space, move all others to the left
  4. resolve Threat effect if any card is pushed off the board this way
combat triggered by event cards must be handled by first player alone (otherwise same as hunt)
resource gained are -> available resources

first player: based on morale marker, may gain or loose determination tokens or choose to heal INSTEAD (rightmost space)

gain 1 resource for each source depicted on the current camp tile plus tokens/markers -> available resources

planning stage
players discuss what to do and place their action pawns accordingly (all available character pawns must be placed, extra/neutral pawns are optional)
only one character resolves an action (only that character suffers consequences - positive or negative), others can support
requirements/resources for actions must be fulfilled/available or cannot be taken (no dependencies can exist between resolve actions)
multiple pawns on one action can be placed by multiple or one character
actions can be taken multiple times (unless stated otherwise)
some actions require support (e.g. hunting)
pawns are placed on the action displayed on the board or on the thing/invention to build or the resource to gather or the island space to explore
to support an action, stack pawns, to take the action multiple times, put them next to each other
the resolving character's pawn is on top of a stack
place required resources with pawns
resolving actions (once the players have placed all pawns)
actions on which at least one pawn was placed during planning are resolved given by the order on the board (see actions)
if the same action is resolved multiple times, the order is determined by the players
all planned actions must be resolved
build, gather, explore are automatically successful with two pawns, else roll the corresponding dice
pawns and resources are removed after resolving the action (to mark it resolved)
changes due to action resolutions apply after the current action phase (have no effect for the current resolution), except:
- the camp token is flipped immediately when building a shelter
- determination token gain/loss is applied immediately
- resources etc. are discarded immediately when lost and can be so only from the available resources space (not those assigned to actions)
- wounds and morale loss apply immediately
- changes to roof/palisade/weapon level apply immediately
resources, treasures, discovery tokens, built inventions gained during an action -> future resources space
end of action phase
move all resources and discovery tokens from future resource space -> available resource space
fallen tree or nourishing larvae discovery tokens must be traded in immediately
apply effects of inventions, flip them to their item side and place them with the other items/inventions (also character special inventions)
apply effects of treasures, if permanent or future effect, place them next to the board for use by all players
  1. roll weather dice if applicable
  2. weather token effects are always applied, even if no dice are rolled
  3. resolve weather effects
    • discard 1 wood for each snow cloud
    • compare the number of all clouds (rain and snow) with the roof level, discard 1 food and 1 wood for each missing roof level
  4. resolve animal effects
    • either discard 1 food or decrease palisade level by 1 or combat a strength 3 beast (compare with weapon level)
    • temporary weapon level increase can be applied
    • hungry animals die is only rolled once (even if required by multiple sources)
  5. resolve storm
    • reduce palisade level by 1
  6. discard all weather tokens

healing is possible at any time during this phase (and unless resting or stated otherwise only during this phase)

  1. each character must eat (discard 1 food) or suffers 2 wounds (players decide who eats if there is not enough food)
  2. choose to move your camp to an adjacent tile (can be done even if all characters are outside camp)
  3. if there is no shelter: each character suffers 1 wound
  4. all perishable food that cannot be stored is discarded
  5. all markers on the characters's special abilities are removed
  6. move the round marker and pass the first player token clockwise
if outside camp:
all mystery cards, discovery tokens and resources GAINED BY THE ACTION forcing the character to stay out of camp go to that character's sheet (can only be used by that character)
other actions are not affected unless they also require spending the night outside camp (in which case you can choose the tile)
food for eating must be on character sheet or the character suffers 2 wounds
the character suffers 1 wound for sleeping under an open sky if there is no shelter on the tile on which the action was triggered
weather is ignored by this character
at the start of the round (end of night phase), return to camp and all resources etc. on your character sheet are moved to -> available resources
threat
resolve a threat (lower part of an event card), discard the event card
wreckage cards can be used only once (lower or upper part)
hunt
fight a beast for food/fur
can be done once for every beast in the hunting deck (must have at least 1)
requires two pawns
combat is always successful but it can hurt a lot
build (camp action)
build/improve shelter, roof, palisade, weapons or turn inventions into items
if unsuccessful, resources are returned to the available resources space (determination tokens are returned to the character), else discarded
wood and fur cannot be combined to build a shelter/roof/palisade
roof and palisade can only be built if there is a shelter (natural or built)
roof, palisade and weapon levels can exceed the maximum shown on the board, use additional markers as indication
all except a character's special invention can be build by any character
inventions on the scenario board are marked with a black marker instead to indicate they have been build
gather
gather resources from non-camp tiles
1 source per gather action
required action pawns increase by 1 for each island tile between the camp and the tile gathered from, starting with 1 pawn for tiles adjacent to the camp (also applies to securing success)
sources can only be harvested once per round (resources from a source gained through shortcut cannot be gathered again)
even if production was skipped, camp tile sources cannot be gathered
gathering is only allowed from tiles that can be reached without crossing island spaces with no tile on them
explore
place island tiles on unexplored spaces
exploring is only allowed in spaces adjacent to at least 1 explored tile (i.e. without crossing island spaces with no tile on them)
exploring special locations on island tiles is done exactly like exploring island spaces in this location is
if exploring is successful, add an island tile, the following may apply:
  1. new terrain type: cover its requirement on all inventions with a black marker (terrain types can be unexplored, i.e. covered by a black marker, in this case, reverse)
  2. beast symbol: add a card from the beast to the hunting deck (unseen), shuffle the hunting deck
  3. totem symbol: trigger the x's totem scenario effect (x = number of totems discovered)
  4. draw discovery tokens if applicable
arrange camp (camp action)
gain 2 determination token and 1 group morale (in a 4-player game this is mutually exclusive)
rest (camp action)
character heals 1 normal wound per pawn
hammock and bed cannot be combined
Loose
any character's health drops to the skull (the character dies)
the last round ends and the scenario goal is not achieved
the camp/shelter is located on a tile that becomes inaccessible
Win
the scenario goal is achieved
easier game
add the dog
add Friday
draw more starting equipment
use fewer event cards with the book and more with adventure symbols (or vice versa in the first scenario)
harder game
draw fewer starting equipment
use more event cards with the book and less with adventure symbols (or vice versa in the first scenario)