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(Initial set of rules for Dont let it die)
 
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=== Player Phase ===
== Overview ==
Each character takes a turn taking actions. Followed by the night phase, and morning phase.
 
{| class="wikitable"
''Don't Let It Die'' is essentially "RPG Skill Tree: The Game". As a team of four cavepeople, you must gather resources to stay alive--food, weapons, craftable items--while keeping the fire alive. The fire is how you gain FKP (fire knowledge points) or skill points that you use to improve your abilities, grow stronger, and survive. You have fifteen days to learn how to start your own fire, but if you die before then or the fire goes out due to lack of wood, the game is over.
|+Actions
 
!Cost
== Phases ==
!Action
 
Like most co-op games, the game alternates between "player actions" (day phase) and "bad things happen" (night phase).
 
==== Day Phase ====
 
Each character spends their turn taking actions, which cost stamina points. These are the basic actions. Some characters may have additional skills or abilities that alter actions.
 
{| class="wikitable" style="width:auto;" border="2"
!| Action || Stamina cost || Requirements || Description || Objective
|-
| '''Gather''' || 2 || None || Draw a card from the Outskirts. || Deck of 8 cards: 2x '''wood''', 2x '''rock''', nothing, 2x danger-1, danger-2.
|-
| '''Forage''' || 2 || None || Draw a card from the Meadow. || Deck of 8 cards: 3x '''berry''', 2x '''fiber''', nothing, danger-1, danger-2
|-
|-
|0
| '''Harvest''' || 3 || Equipped tool || Draw a card from the Forest. || Deck of 9 cards: '''wood'''-2, wood-3, wood-4, '''rock'''-2, rock-3, nothing, danger-1, 2x danger-2
|Add Wood to fire
|-
|-
|0
| '''Hunt''' || 3 || Equipped weapon || Draw a card from the Watering Hole. || Deck of 12 cards: '''meat'''-1, meat-2, meat-3, '''bone'''-1, bone-2, '''hide'''-1, hide-2, danger-1, 2x danger-2, 2x danger-3
|Spend Fire Knowledge Points (FKP)
|-
|-
|0
| '''Investigate Fire''' || 3 || None || Roll the fire dice || Gain the number of fire icons on the dice (0-3) in Fire Knowledge Points
|Eat
|-
|-
|1
| '''Eat Food''' || None || Food resources (berries or meat) || Consume food resources to regain HP || <ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;"><li>3 raw berries/2 raw meat -> +1 HP</li><li>2 cooked berries/1 cooked meat -> +2 HP</li></ul>
|Cook Food
|-
|-
|1
| '''Add Wood''' || None || Wood resources || Consume wood resources || Increase the wood pile on the fire to make the fire last longer
|Trade resources with neighboring tribe
|-
|-
|2
| '''Spend FKP''' || None || FKPs || Spend Fire Knowledge Points on the skill tree || To gain new abilities and skills
|Forage / Gather
|-
|-
|3
| '''Cook Food''' || 1 || Skill unlocked || Convert raw food to cooked food || Cooked food uses fewer resources and adds more HP
|Investigate Fire
|-
|-
|3
| '''Trade Resources''' || 1 || 3+ of any 1 resource ||  Exchange 3 of any resource for 1 of any resource || You cannot trade cooked food. You ''can'' trade FKP.
|Craft
|-
|-
|3
| '''Craft''' || 3 || Skill unlocked || Use resources to build weapons and tools || These add benefits to your character(s). Crafted items can be traded between characters. Each character can have only 1 weapon and 1 tool. Only 1 building can be created per game.
|Hunt (Requires Weapon) / Harvest (Requires Tool)
|-
|-
|4
| '''Explore''' (Hindrance expansion) || 4 || None || Draw an Explore card || Gain ''Dino Eggs'', ''Medicinal Herbs'', ''Gemstones'', etc.
|Explore (Hindrance Expansion)
|}
|}


=== Combat ===
'''<u>Danger! Cards</u>'''
 
When performing any actions that require drawing a card, there is a risk of drawing a Danger! card that represents wildlife trying to kill you. When encountered, the following rules are applied:
 
<ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
  <li>If your character has no weapon ''OR'' a weapon with less damage than the card's Life number, lose HP equal to the Damage number.</li>
  <li>If your character has a weapon with damage equal or greater than the Life number...
  <ul class="bulletlist" style="padding-inline-start:40px;">
    <li>If the weapon has Range 1, lose 1 HP and gain '''Meat''' equal to the Life number.</li>
    <li>If the weapon has Range 2, gain '''Meat''' equal to the Life number (lose no HP).</li>
  </ul></li>
</ul>


* If no weapon or damage is less than the Danger! cards life take health equal to the card's damage
If a character has 0 HP, they are ''Incapacitated'' and cannot take any actions. Another character must use 3 cooked Meat to revive them (even if the character cannot eat Meat). The revived character will gain 3 HP and full stamina at end of the next morning phase.
* If you have a weapon with 1 Range, take 1 Damage and Meat equal to the card's life
* If you have a weapon with 2 Range, take 0 Damage and Meat equal to the card's life


=== Crafting ===
==== Night Phase ====
Items can be crafted and traded between characters. Each character can have 1 weapon and 1 tool.


Crafting Discoveries will unlock additional crafting options.
After all players have taken their turn, a Night Event card is drawn. These cards usually have a negative effect, such as losing resources or dealing with obstacles.


Only 1 building can be created per game.
====Morning Phase====


There is a limited number of each item.
After the Night Phase, the following actions are taken in order:


=== Knowledge Tree ===
<ol class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
  <li>Wood is removed from the wood pile by the fire (based on the day track). If the wood pile ever has 0, the game ends in defeat.</li>
  <li>Day counter increases by 1</li>
  <li>All characters lose 1 HP</li>
  <li>All characters regain their stamina points</li>
  <li>Players may trade weapons and tools with each other</li>
  <li>The "first player" token is moved to the next character in sequence</li>
</ol>


* Investigate the fire to generate Fire Knowledge Points (FKP)
After this, a new Day Phase begins.
* Spend FKP to unlock discoveries
* All discoveries with a gold arrow must be unlocked as prerequisites.


=== Night & Morning Phase ===
== Game End ==


* Draw a night event
If you unlock the Fire Starter skill on the Fire Knowledge Tree before 15 days have passed, you win.
* Remove wood from the fire
 
* Damage each character
You lose if, at anytime...
* Trade Items between characters
 
<ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
  <li>There is 0 wood in the wood pile for the fire.</li>
  <li>All members are incapacitated</li>
  <li>The Night Phase for Day 14 comes without having unlocked the Fire Starter Skill</li>
</ul>
 
== Hindrance (Variant) ==


=== Hindrance (Hindrance Expansion) ===
A physical hindrance is acquired from events or when taking damage from combat.
A physical hindrance is acquired from events or when taking damage from combat.


There is a max of 3 physical hindrances and 1 mental hindrance.
There is a max of 3 physical hindrances and 1 mental hindrance.


If a character has a maximum number of physical hindrances, the next draw will will be a mental hindrance (unless maxed), and all physical hindrances will be removed.
If a character has a maximum number of physical hindrances, the next draw will will be a mental hindrance (unless maxed) and all physical hindrances will be removed.
 
=== Game End ===
'''Win''' when you unlock the Fire Starter discovery


'''Lose''' when there is 0 wood in the fire, when all members die, or when night phase 14 comes.
Physical hindrances can be removed by spending a stamina and Medical Herb

Latest revision as of 21:59, 2 January 2026

Overview

Don't Let It Die is essentially "RPG Skill Tree: The Game". As a team of four cavepeople, you must gather resources to stay alive--food, weapons, craftable items--while keeping the fire alive. The fire is how you gain FKP (fire knowledge points) or skill points that you use to improve your abilities, grow stronger, and survive. You have fifteen days to learn how to start your own fire, but if you die before then or the fire goes out due to lack of wood, the game is over.

Phases

Like most co-op games, the game alternates between "player actions" (day phase) and "bad things happen" (night phase).

Day Phase

Each character spends their turn taking actions, which cost stamina points. These are the basic actions. Some characters may have additional skills or abilities that alter actions.

Action Stamina cost Requirements Description Objective
Gather 2 None Draw a card from the Outskirts. Deck of 8 cards: 2x wood, 2x rock, nothing, 2x danger-1, danger-2.
Forage 2 None Draw a card from the Meadow. Deck of 8 cards: 3x berry, 2x fiber, nothing, danger-1, danger-2
Harvest 3 Equipped tool Draw a card from the Forest. Deck of 9 cards: wood-2, wood-3, wood-4, rock-2, rock-3, nothing, danger-1, 2x danger-2
Hunt 3 Equipped weapon Draw a card from the Watering Hole. Deck of 12 cards: meat-1, meat-2, meat-3, bone-1, bone-2, hide-1, hide-2, danger-1, 2x danger-2, 2x danger-3
Investigate Fire 3 None Roll the fire dice Gain the number of fire icons on the dice (0-3) in Fire Knowledge Points
Eat Food None Food resources (berries or meat) Consume food resources to regain HP
  • 3 raw berries/2 raw meat -> +1 HP
  • 2 cooked berries/1 cooked meat -> +2 HP
Add Wood None Wood resources Consume wood resources Increase the wood pile on the fire to make the fire last longer
Spend FKP None FKPs Spend Fire Knowledge Points on the skill tree To gain new abilities and skills
Cook Food 1 Skill unlocked Convert raw food to cooked food Cooked food uses fewer resources and adds more HP
Trade Resources 1 3+ of any 1 resource Exchange 3 of any resource for 1 of any resource You cannot trade cooked food. You can trade FKP.
Craft 3 Skill unlocked Use resources to build weapons and tools These add benefits to your character(s). Crafted items can be traded between characters. Each character can have only 1 weapon and 1 tool. Only 1 building can be created per game.
Explore (Hindrance expansion) 4 None Draw an Explore card Gain Dino Eggs, Medicinal Herbs, Gemstones, etc.

Danger! Cards

When performing any actions that require drawing a card, there is a risk of drawing a Danger! card that represents wildlife trying to kill you. When encountered, the following rules are applied:

  • If your character has no weapon OR a weapon with less damage than the card's Life number, lose HP equal to the Damage number.
  • If your character has a weapon with damage equal or greater than the Life number...
    • If the weapon has Range 1, lose 1 HP and gain Meat equal to the Life number.
    • If the weapon has Range 2, gain Meat equal to the Life number (lose no HP).

If a character has 0 HP, they are Incapacitated and cannot take any actions. Another character must use 3 cooked Meat to revive them (even if the character cannot eat Meat). The revived character will gain 3 HP and full stamina at end of the next morning phase.

Night Phase

After all players have taken their turn, a Night Event card is drawn. These cards usually have a negative effect, such as losing resources or dealing with obstacles.

Morning Phase

After the Night Phase, the following actions are taken in order:

  1. Wood is removed from the wood pile by the fire (based on the day track). If the wood pile ever has 0, the game ends in defeat.
  2. Day counter increases by 1
  3. All characters lose 1 HP
  4. All characters regain their stamina points
  5. Players may trade weapons and tools with each other
  6. The "first player" token is moved to the next character in sequence

After this, a new Day Phase begins.

Game End

If you unlock the Fire Starter skill on the Fire Knowledge Tree before 15 days have passed, you win.

You lose if, at anytime...

  • There is 0 wood in the wood pile for the fire.
  • All members are incapacitated
  • The Night Phase for Day 14 comes without having unlocked the Fire Starter Skill

Hindrance (Variant)

A physical hindrance is acquired from events or when taking damage from combat.

There is a max of 3 physical hindrances and 1 mental hindrance.

If a character has a maximum number of physical hindrances, the next draw will will be a mental hindrance (unless maxed) and all physical hindrances will be removed.

Physical hindrances can be removed by spending a stamina and Medical Herb