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Gamehelprobinsoncrusoe

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Overview

Robinson Crusoe: Adventures on the Cursed Island is a fully cooperative survival game for 1-4 players. You win or lose together.

  • You win as soon as the scenario goal is fulfilled.
  • You lose if any player's character dies, if the last round ends without the goal fulfilled, or if the camp ends up on an inaccessible tile.

Nothing in the game is secret, so discuss your plans openly.

Scenario: Castaways

Goal: have the Fire Item built and the woodpile complete during round 10, 11 or 12, when a ship is nearby. The game lasts 12 rounds.

  • The woodpile needs 15 wood in 5 stages, filled from left to right: 1, 2, 3, 4 and 5 wood.
  • After the Production Phase, the First Player may put wood on the pile. This is free and costs no Action pawn.
  • Only one stage can be worked on per round, so the pile takes at least 5 rounds. Wood on the pile can never be taken back.
  • The Mast and the Oil token add wood outside this step, but only to the current stage. Any wood that does not fit is lost.
  • Fire is one of the Inventions available from the start. It needs the Mountains terrain to be explored.
  • Book and totem symbols have no effect in this scenario.

A round

Each round has 6 phases. The First Player token passes clockwise at the end of each round.

1. Event

Skipped in round 1.

Draw the top card of the Event deck.

  • Event card: place the Adventure token shown on the card on the matching deck, apply the Event Effect, then put the card on the right-hand Threat space. Cards already there shift left. A card pushed off the left-hand space triggers its Threat Effect.
  • Adventure or Mystery card (shuffled in earlier in the game): apply its Event Effect, discard it, then draw again.

2. Morale

The First Player applies the Morale track:

Morale Effect
-3 / -2 / -1 Discard that many Determination tokens. Each token you cannot discard is 1 wound.
0 Nothing
+1 / +2 Gain that many Determination tokens
Rightmost space Gain 2 Determination tokens or heal 1 wound

3. Production

Gain 1 resource from each food and wood source on the camp tile. Exhausted sources (covered with a marker) produce nothing.

4. Action

This is the heart of the game. All players plan at the same time, placing their pawns and clicking Ready. Each character has 2 pawns, and all of them must be placed. Actions then resolve in the order below, left to right along the bottom of the board.

Action Pawns Result
Threat 1 or 2, as shown on the card Always succeeds. Gain the reward and discard the card, so its Threat Effect never triggers.
Hunt Exactly 2 Fight the top Beast of the Hunting deck for food and fur. Needs a Beast in the deck.
Build 1 (roll dice) or 2 (auto-success) Shelter, Roof, Palisade, Weapon level, or turn an Invention into an Item.
Gather 1 (roll dice) or 2 (auto-success) Take resources from one source on a tile other than the camp tile. Each source once per round.
Explore 1 (roll dice) or 2 (auto-success) Reveal a new Island tile next to an explored one. It can bring terrain, sources, Beasts and Discovery tokens.
Arrange Camp 1 Gain 2 Determination tokens and +1 morale. With 4 players, choose one of the two.
Rest 1 Heal 1 wound.

Important rules:

  • Pay when planning. Requirements must be met when you place pawns. You can only use resources in the Available Resources space and Items that are already built.
  • Stacks. When pawns share an Action, the top pawn's character resolves it and takes all rewards and consequences. The other pawns only support.
  • Distance. Gather and Explore need 1 extra pawn for each tile crossed beyond the tiles next to the camp.
  • Future Resources. Anything gained during the Action Phase goes to the Future Resources space and becomes available when the phase ends, so you can still use it in that round's Weather and Night Phases.
  • Neutral pawns (from Items, cards or tokens) only work for the Action type of their colour and can only support a character.
  • Requirements are not re-checked. Once planned, an Action resolves even if its Item is lost before it comes up.

Action dice. A single pawn on Build, Gather or Explore rolls the 3 dice of that colour. Each die is independent:

  • Wound die: the character suffers 1 wound, or nothing happens.
  • Success die: the Action succeeds, or it fails and the character gains 2 Determination tokens. On a failed Build, the resources are not spent.
  • Adventure die: draw an Adventure card and resolve its top half, or nothing happens. Many of these cards come back later through the Event deck.

Combat. If the Weapon level is lower than the Beast's strength, the resolving character suffers 1 wound per missing level. Then lower the Weapon level as shown on the card, gain the food and fur, and lower the Palisade if shown. Each missing Weapon or Palisade level is 1 wound. A Hunt counts as successful even if the character is hurt.

Building costs.

Players Shelter, Roof or Palisade (each level)
1 or 2 2 wood or 1 fur
3 3 wood or 2 fur
4 4 wood or 3 fur
  • A Weapon level always costs 1 wood.
  • The Roof and Palisade need a Shelter, built or natural, and can be built from the round after it appears.
  • Each level needs its own Action.
  • Each Invention can be attempted only once per round.

5. Weather

The dice depend on the round. In Castaways:

Rounds Dice
1-3 None
4-6 Rain die
7-12 Rain, Winter and Hungry Animals dice

Weather tokens apply even if no dice are rolled. Resolve in this order:

  1. Snow: discard 1 wood for each snow cloud.
  1. All clouds: each rain or snow cloud beyond the Roof level costs 1 food and 1 wood.
  1. Hungry Animals: discard 1 food, lower the Palisade by 1, or fight a strength 3 Beast, depending on the die.
  1. Storm token: lower the Palisade by 1.

6. Night

  1. Eat: each character needs 1 food. A character who does not eat suffers 2 wounds.
  1. Move the camp to an adjacent tile if you wish. With a built Shelter, the Roof and Palisade are halved, rounding up. Leaving a natural shelter with no built Shelter drops both to 0.
  1. Sleep: with no Shelter, built or natural, each character suffers 1 wound.
  1. Food spoils: perishable food that cannot be stored is discarded. Wood, fur and nonperishable food stay.

Wounds and Determination

  • Wounds: moving the Wound marker past a morale arrow lowers morale by 1. Healing past one does not raise it. If a marker reaches the last space, that character dies and everyone loses.
  • Healing: only possible at night, except through the Rest Action and "immediate" effects.
  • Unfulfilled demand: if you cannot pay something you must discard or lose, suffer 1 wound for each missing resource or level.
    • During the Action Phase, the resolving character suffers the wounds.
    • In combat during the Event Phase, the First Player suffers them.
    • In all other cases, every character suffers them.
    • Morale already at its lowest causes no wounds, and neither do effects marked "if possible".
  • Determination tokens: these belong to the character who gained them. Spend them on your 4 special abilities, each usable once per round, at any time.
  • Shared items: resources, Items, Treasures and the 2 Starting Equipment cards (2 uses each) can be used by anyone.

Tokens on Action spaces

Token Effect on the next Action of that type
Adventure You must draw an Adventure card, whether or not the dice are rolled.
Reroll A rolled success must be rerolled once.
Time-consuming The Action needs 1 extra pawn.
Greater Danger On the Hunt space, the Beast has +1 strength.
Additional wood On the Build space, a Build that needs wood costs 1 more wood.

Player count and difficulty

The game gives each player a random character. Friday and the Dog depend on the player count and the Difficulty option:

Players Easier Standard Harder
1 - Friday and the Dog Friday only
2 Friday and the Dog Friday only Neither
3 Friday only or the Dog only Neither -
4 - Neither -
  • Solo: morale rises by 1 at the start of each Morale Phase, and you are always the First Player.
  • Friday has 1 pawn that can take any Action alone. He is unaffected by Events and weather, and needs no food or shelter. When rolling, he takes 1 wound instead of an Adventure card. If he dies, the game continues without him.
  • The Dog is a neutral pawn for Hunt or Explore, usable every round. It can only support and cannot die.