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You’ve been shipwrecked on a deserted isle—do you have the wits to survive until a rescue ship arrives? To make it, you’ll need to build a camp and explore the interior to reach the summit. From there, you scan the horizon for sign of a nearby ship. Only then will you be able to make a signal and get rescued! GAME BOARDS If you are rescued, your tale will be told around the world—but only if you have the best tale to tell! Of course, if you are not rescued, no one will hear your story… OBJECT OF THE GAME The castaways must work together to survive on the island and signal a passing rescue ship. During the game, you will collect “Story Points”. If you are rescued, the castaway with the most Story Points is the winner. If there is no rescue, everyone loses!

COMPONENTS CARDS • 4 game boards (camp, exploration, and 2-part main board) • 2 dice • this rulebook CARDS • 127 plot cards (with a number in a circle) • 12 castaway cards (male and female versions of 6 castaways) Remains Event • 5 base camp cards • 21 basic event cards • 30 basic remains of the ship cards • 39 exploration cards, divided into 3 decks: coast (11), interior (18), and heart (10) • 6 blank “create your own adventure” cards Base Camp Castaway Plot TOKENS • 8 action markers (“meeples”) in 4 colors: 2x 2x 2x 2x 3 DECKS

4 1_= 5_ • 8 cubes in 4 colors: 22 x 2 x 2 x 2 x ×12 +

• 16 black cubes (for trauma and Salvage) 1_= • 24 white cubes (for injuries and use as markers) ×8 4 • 16 food tokens 1

3_ 81 Coast Interior Heart • 16 wood tokens 4 4 _ 1_= 5_ ×12 + + • 1 white meeple (starting player action marker) 2 4 4 4 2_ 4 1_= 1_= _ 5_ 3 3 3 3 × ×8 +1 +1 12 @#[: +3_ +3 ILES 4 -2 @#[: _ -2 + +4 4 T ]{}: _ ]{}: +4_ 4 4

4 4 1 33 333 3 1 = 1 = 3 +1 +1 3 3 _ 2 _ _ • 39 food tiles (15 fi sh tiles (13 numeric, 1 jellyfi@#[: +3_ sh, and 51_ shark) and 24 forage tiles ) 2 2 @#[: +3_ 3 3 2 +1 +1 4 -2 -2 ? +1 ?4 ×12 ×8 2]{}: +4_ ]{}: +4_ +3 0 1 3 4 @#[: _ -2 3 3 ]{}:+ +4_

4 3 33 3 _ 4 2 2 3 3 3 33 3 2 1 1_= +1 2 1 = 4 1 +1 1 +1 2 2 _ _ 3_ _ 5_ • 38 Story Point tiles0 (called “SP”)1 3 3 3 4 ×12 2 0 0 2 4 0 2 1 ×8 + 2 2 ? ? 3 3 @#[: +1_ 4 @#[: +1_34 3 -1 3 3 4 4 -1 ]{}: +2_ ]{}: +2_ 1 24 2 ? ? 4 81 81 1 1 2 3 4 0 1 0 2 1 4_ 1_= 1_= 3 3 0 124__ 3_ 4_ 4_ 5_ 0 +1 2 2 2 ×8 2 0 2 +3 × @#[: _ 12 2 2 2 @#[: +1_ 4 4 -2 + 4 -1 4 • 22 other tiles, including: 2 ropes0 , 2 sails0]{}: +21_ , 1 starting1 ]{}: +4 _ player + 0, 4 shelters 1 + , 1 campfi re , @#[: +1_ @#[: +1_ 4 4 -1 44 44 2 2 ? ? -1 4 4 ]{}: +2_ ]{}: +2_ 4 2 81 @#[: +2_ @#[: +2_ 3 3 ? ? 0 -1 1 81 -1 0 1 2 2 1 ]{}:2 +3_ 2 ]{}: +3_ 4 04 1 2 3 +1 2 1 = 3_ 2 3 3 4_ 3 2_ 2 4_ 4 _ +1 0 0 1 1 2 2 0 1 _ 4 @#[: +3_ @#[: +2_ × _ 1 sign in the sand , 1 huge bonfi re4 -2, 1 raft-1 , 1 pantry0 , 1 dog1 , 1 goat , 1 canon , 1 May they 8 0 ?4 4?]{}:4 +4_ 4]{}: +32_ ? ? 3 + 0 2 3 semper mi. Integersemper rhoncus mi. Integer justo vitaerhoncus justo vitae 3 3 2? 2? +2 @#[: +2_ + 2@#[: _ -1 3 -1 ? ? 0 2 1 0 2 ]{}: +3_ ]{}:3 +3_ 3 3 0 2 12 ? ? 2 2 2 3 1 @#[: +3_ @#[: +3_ 0 2 +1 -1 -1 0 1 2 4 ]{}: +4_ _ 3 _ ??]{}:3 +4_??? ? 0 1 4 _ +1 ? ? _ 0 @#[: _ 2 3 0 +3 2 Rest in Peace and 43 lost tiles @#[: _ 4 ) 4 -1 -1 2 2 3 3 0 ]{}: +2_ 0]{}: +42_ ? ?2 1 3 32 0 0 2 2 32 22 ? ? 1 2 @#[: +3_ @#[: +3_ 0 1 ? ? -1 -1 0 1 3 ]{}:0 +4_ ]{}: +4_ ?2 ? ? ? 4 4 0 1 2 2 2 2_ 4_ 4_ +1 0 @#[: +2_ 2 @#[: _ 0 2 4 4 -1 2 2 -1 2 ]{}: +2_2 21 2 1 3 1 31]{}: +32_ 1 12 112 21 1 2 3 2 32 2 2 0 ? ? 2 ? ? 3 2 3 2 0 1 0 01 2 ? ? 4 4 2 2 3

@#[: +2_ 1 1 1 1 1 @#[:1 +3_ 2 2 2 2 2 2 I 4_ 4 4-1 4 4 3 3 -1 1 1 2 2 2 2 ]{}: +3_ 1 1 2 1]{}: +42_ 1 2 2? 22?2 2 2 2 22 3 3 3 3 0 ? ? 2 0 2 0 2 3 12 2 ? ? 3 3 3 3 3 3 3 3 4 4 4 44 44 44 444 4 44 44 4 4 @#[: +3_ 1 1 1 1 2 2 2 2 2 2 42 24 4 4 3 3 -1 ]{}: +4_ 3 3 0 ? ? 2 1 1 1 2 2 12 2 22 2 2 3 3 4 44 44 44 44 44 443 4 3 3 3 3 3 3 1 1 1 2 2 1 2 1 2 2 22 22 2 42 43 43 4 3 3 4 4 4 4 4 4 4 3 3 3 3 3 3 3 1 1 2 2 2 2 4 4 4 4 3 3 4 4 4 4 4 4 4 3 3 3 3 3 3 3 Divide the exploration cards into the coast, interior, and SETTING UP THE GAME heart decks (according to their backs). Add the 8 randomly The game boards show the island where you have washed chosen plot cards to the appropriate decks. Shuffl e each ashore. The different areas on the board show the many deck separately and place them on the matching spaces of things that you can do on the island (actions, exploration, the exploration board. etc.) and the many things the island can do to you (events, weather, salvage from the shipwreck, etc.). Place the rest of the plot cards near the board (you may need them during the game). Place the exploration, camp, and main boards on the table where all players can reach them easily. Each player chooses a castaway card and takes the 2 action tokens, 2 cubes, and 1 lost tile of his chosen color. Pull out all of the plot cards (with a number in the circle on the upper left side) and sort them by number. Separate NOTE: Unless otherwise stated, all cards and tiles are placed the cards with the number “0” and shuffl e them. Randomly face down! choose 8 of those (without revealing them) and return the rest to the box.

Place a cube of your color EXPLORATION BOARD on the highest space of EXPLORATION the energy track on your Coast Deck Interior Deck Headland Heart Deck castaway card. TRACK Place a cube of your color on the starting space of the exploration track. Your cube will show how much of the island you have explored.

Amateur Hunter

RETURN TO CAMP TRACK 4 44 1 = 5 11___== Place a white cube on the 55___ ×××121212 +++ “4” space of the return to Keep your action markers camp track—this shows 1 = handy. They will be used to how hard it is to fi nd your 11___== ×××88 pick your actions each turn. way back to camp. 8 Pending Explorations

11 1 3 33___

THAT CAN BE EATEN ONE BIG EFFORT FISHING 2 CAMP BOARD 22 2 4 22___ 44___

Place the 5 base camp cards, one per space, on the camp board. ?? ?? ? ? 3 33 4_ You receive 3_ extra this turn. However, 44__ You receive 1%. you suffer an injury in exchange. Add 1 fish tile to the storage. Use white cubes for the extra energy points When the tiles on this card are and discard the ones not used at end of the depleted, shuffle the discarded ? ? turn. ?? ?? ones and make a new stack.

N-53 N-52 N-54 Set aside the Shark tile, then shuffl e the rest of the fi sh tiles LAN AN A QUICK LOOK P together and place them on the Fishing camp card. EXPLORATION

Pay 1_. Draw 3 cards from the coast If your next action is to start an deck. Put one of them at the bottom exploration, don’t pay any _ for it and Empty Spaces of the coast deck and the other two receive 1 ^. in any order on top.

N-55 N-56

II WEATHER: Place a white cube on the fi rst Shuffl e the forage tiles. Take as many tiles as sunny square of the weather track. MAIN BOARD the number of players and place them in the EVENTS: If playing forage box. with more than 2 players, Place the rest of the please remove the basic forage tiles near the event cards with the board (any time you add icon on the bottom left. forage tiles to the box, Shuffl e the event cards 222 1 take them from here). and randomly choose: • 12 for 4 players A 44 • 15 for 3 players 4 H I BASIC ACTIONS

81 • (A) Forage81 • 18 for 2 players 2 81 4_ EVENTS 44__ • (B) Wood+ • 21 for 1 player. ++ B This creates the event • (C) Diary H I deck. Place it on the • (D) Salvage matching space of the main board. Return the 3 • (E) Light Csmpfi re other event cards to the • (F) Build box (without revealing REMAINS OF C I • (G) Explore them). THE SHIP H • (H) Rest SHIPWRECK REMAINS: Place • (I) Camp Action 6 black cubes on the shipwreck spaces. I D E H

3 Sort the shelter tiles in Shuffl e the basic order and place them remains of the ship cards in a stack with the “4” and place them on the H I tile at the bottom of the matching space of the F stack (4, 3, 2, 1). Make main board. sure the requirements STORAGE side is showing. The black “?” space G H I CONSTRUCTIONS: is used for other Place the huge bonfi re constructions that you and sign in the sand may fi nd as you explore tiles on the matching the island. spaces. Make sure the 3 3 4 requirements side is showing. STORAGE: Place 1 wood token and as many food tokens as players minus 1 (minimum 1) in FIRE: Place the campfi re tile the storage. in the campfi re space with the burning side face down. Place the dice, black and white cubes, SP tiles, food tokens, and wood tokens OTHER SPACES within easy reach. • (1) Sign in the Sand • (2) Huge Bonfi re • (3) Other Tiles 2 2 • (4) Shelter 2

Decide who will be the starting player4 by drawing lots. The starting player 4 takes the starting player tile and action4 marker (white meeple). 81

4_ 81 4+_ 81 4 _ + + III CASTAWAY CARDS AND ENERGY LEVELS PHILIP ASHTON Before the game begins, you will choose one of the 6 different castaways. Each castaway has a unique ability that will help you survive on the island. There Clara started the game with 6 are male and female versions of each castaway: two castaways with the same 6 energy. However, after an 5 exhausting hunt for food her 4 abilities cannot be chosen. 3

energy is reduced by 2 points, 2 On the right side if your castaway card is your energy track. You always start Amateur Hunter leaving her with 4 energy. 1 Add 1 to all return rolls of any exploration you take part it. the game with your full, maximum energy, which will decrease as you perform 0 actions and will increase with rest and food. Use a cube of your color to mark N-59 your current energy during the game. Your energy level can never be less than zero. If you need to lose energy and During an exploration, Clara you have none to lose, your castaway suffers an injury—place a white cube in PHILIP ASHTON sprains her ankle, and suffers the highest space of your energy track. If this happens again, you must place an injury. She places a white 6 another white cube in the second highest space, and so on. In this way, injuries 5 cube in the top box (6) of her temporarily reduce your maximum energy until you recover. 4 energy track. Clara won’t be 3 able to use that space again 2 Amateur Hunter NOTE: If you lose 2 or more energy at the same time, you still only receive 1 injury. 1 until the injury is healed Add(and 1 to all return rolls of any exploration you take part it. the cube is removed). 0 Injuries may become serious trauma. If this happens, replace the top white cube N-59 on your energy track with a black cube. Traumas (and the loss of energy) are permanent! If you need to place an injury on the “0” space of your energy track, your highest Later, Clara is attacked andP HILIP ASHTON injury becomes trauma instead. receives 2 more injuries. These 6 If you ever receive a fourth trauma, your castaway dies! injuries cover the numbers “5” 6 and “4” on her energy track, 5 4

NOTE: If your energy is 0, you can’t take any actions or choose any options that cost you pushing her energy marker 3 energy. downwards. Now Clara can’t 2 Amateur Hunter 1 recover any energy, sinceAdd 1 to all return rolls of any exploration you take part it. her injuries are blocking her 0 N-59 energy track. She really needs DEATH OF A CASTAWAY a rest! If a castaway receives his fourth trauma, he will die. In this (unlikely) event, your marker is removed from the exploration PHILIP ASHTON Clara now has 6 injuries. track and any objects you have are divided 6 Sadly, she receives another among the other players, who choose 5 objects one by one beginning with the one. Since she can’t push her 4 starting player. The only exception is if energy marker any lower, 3 2 she must replace her top Amateur Hunter your castaway is killed while exploring 1 Add 1 to all return rolls of any injury with a trauma. exploration you take part it. the island alone, in which case all of your 0 belongings are lost. N-59

STRENGTH Sometimes, you will need to make a strength roll: Roll 1 die and add the strength modifi ers on any cards you (or your group) own. You will need to make a strength roll if you encounter something hostile on the island, but it is also used to resolve arguments between the players. If a strength value appears on a plot card, the card’s total strength is listed (do not roll a die and add it to the card’s strength). In case of a tie, the defender wins.

Energy is one of your most important resources in Castaways. It is used for everything: getting food, building, fi nding fi rewood, recovering remains from the shipwreck… There will be moments when you are exhausted (0 energy), and your only available options will be to write in your diary or rest. You should always try to have more than 0 energy at the start of a turn, or your chances of being useful to the group will be very limited! Remember that injuries can be cured. Try to rest and recover from them before they become trauma and cause a permanent reduction to your energy. IV PLAYING THE GAME The game is played over a series of turns. PLAY SEQUENCE The total number of turns in the game depends on the number of event A) EVENTS cards. So, a 1-player game will last a maximum of 21 turns, while a 4-player B) ACTIONS game can only go 12 turns. If a rescue ship has not arrived before the end of the last turn, all players lose the game! • Starting Player Each turn is divided into 4 phases: • Castaways in Camp • Lost Castaways A) EVENTS • Action Resolution Start the turn by turning over the top event card and resolving the effects: C) SURVIVAL 1. Weather: If the weather icon is a sun, move the weather marker 1 space • Feeding to the right. If the icon is a storm, move the marker 1 space to the left. • Resting – If the marker is now on “scorching”, all castaways lose 1 energy D) END OF TURN immediately. • Injuries – If the marker is now on “storm”, the campfi re is extinguished and you cannot fi sh this turn. • Upkeep – The weather may also affect your return to camp rolls (-1 if the 2 weather is rainy or -2 if there’s a storm). 6 1 2. Shipwreck: if the number of black cubes on the shipwreck spaces is higher than or equal to the number on the card, and there is no black cube in the salvage action space, move one of those cubes to the salvage space.

3 3. Effect: Follow the instructions on the event card.

NOTE: If all players are lost and the event should affect them, the event has no effect at all.

When you have fi nished the event, place the card face up on top of the event Storm Rainy Foggy 2 x Sunny Scorching deck, so all players can see it. Discard it at the start of the next Events Phase.

B) ACTIONS • Starting Player (skip this step if the starting player is lost): If you are the starting player, place the white action marker on 1 of the Camp cards, and immediately follow the instructions on that card. • Castaways in Camp: – The starting player (if he is not lost) now places one of his action markers on one of the action spaces next to the action he would like to perform, followed in clockwise order by The red player paid the rest of the players who are not lost. After all players have had a turn, the process is 2 energy to place her repeated again to place your second action marker. marker on the fi rst space of the Forage – When you place your action marker on a space with a number, you must immediately action. The next player pay that amount of energy. If the space shows “?_”, you will decide how much energy to to place here will spend during Action Resolution. have to pay 1 energy. – Action markers are always placed in the fi rst empty space for the chosen action, starting from the left. The number of markers that can be placed on an action is limited by the number of spaces there. For example, you can place up to 4 markers on the Forage action, but only 1 person can look for Salvage or light the campfi re. – A castaway cannot choose the same action twice during the same turn (for example, you cannot rest twice, or use 2 camp cards, or write in your diary twice). V • Lost Castaways: Castaways who are lost now try to get back to camp: – Each lost castaway must use 1 action marker to move his lost token 1 space to the left on the return to camp track (this will reduce the roll you need to return by 1 point). – Each group of lost castaways now rolls the dice. If the result (after applying any modifi ers) is higher than or equal to the number indicated on the track, you manage to return to camp! You may now place your second action marker on an action as described above (“Castaways in Camp”). – If the number rolled is lower than the number indicated, each lost castaway must use his other action marker to again move his lost token 1 space to the left. Each group rolls the dice again and returns to camp if the roll is successful. If the second roll also fails, they will still be lost at the beginning of the next turn. • Action Resolution: Now the actions are resolved from the top to the bottom and from left to right, as they are printed on the board. As you take an action, remove your marker from the board.

FORAGE Take 1 forage tile from the forage box The forage box shows your knowledge of and place it face up in storage. If there where food can be gathered. At the start, you are no forage tiles left in the box, this only know of a handful of places. The best way action has no effect at all. to increase your supply is by exploring.

WO OD Take 1 wood token and place it in storage. STORY POINTS (SP) Story Points that you collect represent the notes in your diaries and how emotive your experiences 2 are. If you don’t make it off the island, nobody will ever hear about your adventures and your SPs WRITE IN won’t have any value at all. But, if the castaways are rescued, DI A RY the SPs will determine which of them will be remembered for Take 1 SP tile without showing it to generations to come as an example of heroism and survival anybody. 4 skill. That castaway will win the game!

NOTE: You may discard 1 of your SP tiles to81 re-roll any dice roll. Only 1 SP tile can be used on each roll. 4_ You can only choose this action if there is + a black cube in the salvage space. Draw S A LVA G E 5 cards from the remains of the ship deck and show them to the group. Each player Salvage is your only connection to civilization. chooses 1 card (you choose fi rst, then Anything you recover from the shipwreck will going clockwise). When everyone has improve your chances of surviving. Among taken a card, discard the rest and remove them you may fi nd some things you need to get the black cube from the salvage space. off the island!

OBJECTS IN THE GAME Objects can be given away or traded between castaways at any The Machete gives 1 time except during exploration. You are free to negotiate with your SP at the end of the objects any way you want. But, a castaway is not forced to give game. back an object that someone has lent him! Some objects have an SP value, which will be used in the scoring SP value phase at the end of the game. Strength Modifi er 1 VI 4 3 3 +1 +3 4 @#[: _ -2 ]{}: +4_ 3 3 +1 3

LIGHT THE First, declare how much energy you want 3 3 to spend to light the campfi re (move the Without a shelter, castaways only recover CAMPFIRE 1 marker on your energy track), then roll 1 1_ - it’s just sleeping on the beach. You die. If the result of the roll is less than or should build and upgrade your shelter as 0 2 equal to your declared energy and there is soon as possible to provide yourself with a @#[: +1_ 4 4 -1 at least 1 wood in storage, fl ip the campfi re good night’s sleep. ]{}: +2_ tile to the “burning” side and place 1 wood token from storage on it. You will fi nd 6 Rest actions on the board, one after each main action.2 So, choose 0 1 wisely the best time to have a rest. REST Roll 1 die and compare it to the current 4 4 shelter: you recover the amount of energy +2 @#[: _ -1 indicated—If no shelter has been built, you ]{}: +3_ recover 1 energy. Then, remove the lowest injury cube from your energy track (if you After the third shelter is ? ? have any).4 built, any castaway who 3 0 2 1_= 5_ rests will recover 3 energy on a roll of 1-3 and 4 CAMP ×12 + energy on a roll of 4-6. @#[: +3_ Choose 1 of the available actions on the -1 ACTION ]{}: +4_ camp board. Place your action marker on After that, he will recover ? ? the chosen card and follow the instructions. 1 injury. 0 2 You cannot choose a card that already has an action marker. 1_= ×8 There are 2 types of constructions: those that must be completed in 1 turn 1 1 1 2 2 2 BUILD (like shelters and raft) and those that can be continued over several turns (like sign in the sand and huge bonfi re). • Single-turn constructions show the energy points and 1 construction materials you must spend on the requirement side: Starting 3_ with the castaway who began the build action and going clockwise, every castaway who is not lost states how much energy he will spend to help build. 1 1 2 2 2 2 If the total amount of energy spent is higher than or equal to the amount shown on the tile and there are enough materials available, the construction is successful: remove the The level 1 Shelter materials from storage, fl ip the tile, and place it on the matching space (each shelter tile has to42 be built in 4one 4 4 4 4 4 is placed on top of the previous2_ one). The player who began the construction takes 1 SP single turn.4_ tile. If the castaways did not spend enough energy, the construction fails. The energy is still spent, but any materials4 remain in storage. 1_= • Multiple-turn constructions5_ show an hourglass symbol : Starting with the ×12 castaway who began the Build+ action and going clockwise,? every castaway? who is not lost states how much energy he will spend to help build. Place a white cube on the tile 3 for each energy spent building if you are building the sign in the sand, or move a wood 4_ token from storage to the tile for each energy spent if you are building the huge bonfi re. The sign in the sand Once the number of materials on the tile meets the requirements, remove them from the can be built over board, fl ip the tile over, and place it in the matching space.? The player? who began the many1 turns._= construction on the turn it was completed takes 1 SP tile. ×8

As the game goes on and you explore the island, you will fi nd new constructions you can build. When

they appear, place them on the appropriate spaces of the board. These spaces are not1 restricted: if a new construction is found, you can use any empty space next to the Build action. If there 3are_ no empty spaces, keep the tile to the side until one of the active constructions are fi nished and a space becomes available. You can build these using the same process described above.

2 The sign in the sand2 and_ the huge bonfi re are 2 things that will help ships notice you. You shouldn’t4_ put off building these until the end of the game, or you may not have enough time to fi nish them! ? ? 3 VII 4_ ? ? Deck Card All players with an action marker on exploration become explorers for EXPLORATION is From the turn, and join the same exploring party. There is only 1 exploring party per turn, and all explorers are together. The order of the markers on the action spaces determines the “walking order”. 1. Title Descriptive When an exploration begins, move the white cube on the return to Text camp track to the “4” space. Then, there are a series of “exploration rounds”, following the order of the action markers on the exploration spaces. During an 2. Advance exploration round, each explorer gets to take 1 action: Explore or Return to Camp. exploration rounds are repeated until all explorers have returned to camp (or gotten lost). • Explore: Draw the top card from an exploration deck or choose and resolve 1 Pending exploration card. You can only draw cards from a deck if the most advanced member of the exploring party has reached that area of the island (on the exploration track). To resolve the card: 1) Read the title and descriptive text out loud (to set the atmosphere). 2) If there is a symbol, the explorers in the part of the island that card belongs to (or in an earlier area) advance their markers 1 space on the exploration track. NOTE: If the cube of an explorer lands on the last square, he reaches the highland (see End of the Game).

3) If there is a icon, advance the white cube on the return to camp track the number of spaces listed. 3. Return 4) If there is a icon, draw 1 SP tile (and keep it). to Camp Diffi culty 5) Follow the instructions on the card. Unless the card says otherwise, any benefi t or 5. Effects 4. SP damage from the exploration card only affects the castaway who drew it. If the card says “players”, it means all of the castaways in the game. If it says “explorers”, it means all of the explorers in the party. If the card says to add a card to another deck, that deck should be shuffl ed (unless the card says not to). 6) Unless the card says otherwise, remove it from the game after resolving it.

IMPORTANT: If the return to camp diffi culty is on the “15” space, you cannot explore further and you must return to camp.

NOTE: When a card is fully resolved and there are no cards left in that deck, all castaways with markers in that part of the island immediately move their markers to the fi rst space of the next part of the exploration track. This means that all of that part of the island has been explored. This also applies if someone enters a part of the island that has no cards. If the last deck is depleted all players advance to the headland and the end of game is triggered. • Return to Camp: If you want to return to camp, fi rst announce your desire. Each of the other explorers can decide to join you now and go back with you. Then, check the current return to camp diffi culty and apply any modifi ers (from castaway abilities, objects, weather, etc.). Roll 2 dice: if the result is higher than or equal to the return to camp diffi culty, you have made it back to camp safe and sound. If the roll is unsuccessful, the group may re-roll if they spend an amount of energy equal to the number of returning explorers (as a group). You can repeat this as many times as you wish, as long as you pay the energy cost. If none of the rolls are successful, the group is lost: place your lost markers on the same return to camp track space that the white cube is on.

CAMP CARDS Some of the cards that you will fi nd when exploring are new camp cards. These cards represent new actions that you can take. Place these camp cards on any empty space of the camp board. If there are no empty spaces available, you will have to cover over one of the existing camp cards (which will no longer be available for use!). But, you may not cover any cards with a red background (the harmful cards). These cards must be dealt with before you can remove them from the game.

VIII 4 EXPLORATION BOARD If there are no 3 3 4 +1 EXPLORATION TRACK cards left in a +3 4 @#[: _ -2 4 deck after a card 3 This section3 of the board is used ]{}: +4_ is fully resolved, +1 to keep track of how far into the +3 jungle each castaway has explored. @#[: _ -2 that part of the 4 3 4 3 +1 ]{}: +4_ 3 3 4 @#[: +3_ island is now +1 It measures their experience and -2 +3 4 @#[:3 _ -2 3 4 3 3 ]{}: +4_ ]{}: +4_ +1 +3 4 @#[: _ -2knowledge of the island. completely ]{}: +4_ +13 3 explored— +1 3 33 Example: Yellow and Red are3 +1 33 3 immediately 3 3 exploring together. Both of them 1 +1 3 3 advance all 0 3 32 1 can draw cards from the interior @#[: +1_ 3 -1 40 4 2 +1 castaways in ]{}: +2_ 3 3 @#[: +1_ 4 4 deck. Green has explored farther -1 ]{}: +2_ 2 3 that area to the 1 0 4 4 1 than they have, but since he is not 2 semper0 mi. Integer rhoncus justo vitae 1 fi rst space of the @#[: +2_ -1 4 4 ]{}: +3_ 3 part of their3 exploring party, they +2 @#[: _ -1 next part of the ]{}: +3_ 0 ? 0? 2 2 3 cannot draw cards from the heart 1 0 ? ? 2 3 3 exploration track. 3 +1 @#[: +3_ of the island deck yet. @#[: _ -1 ]{}: +4_ 1 4 4 -1 ? ? 91 TEMPLE +2 @#[: +3_ ]{}: _ -10 2 ]{}: +4_ 0? ? 2 +1 0 2 0 2 @#[: +1_ 4 4 -11 1 1 2 2 2 ]{}: +2_ 2 1 1 1@#[: 2+1_ 2 2 We found an old temple hidden among the If none of the rolls are successful,4 the 4 LOST:-1 bushes. the Shuffle cards 92-100 and place them face down 0]{}: +2_ 1 on Pending explorations forming a deck. 1 1 2 2 group2 gets2 lost and each explorer places his lost When exploring the temple, explorers 4 4 cannot explore other decks or other Pending explorations until the temple is finished. The player reveals and resolves1 1 a card2 2 2 2 CONTINUE: 2 marker on the appropriate diffi culty space. from an exploration deck or a Pending4 4exploration.4 4 4 4 4 +2 0 1 @#[: _ -1 4 4 4 2 4 4 4 4 ]{}: +3_ 4 04 1 semper mi. Integer rhoncus justo vitae 4 4 +2 LOST CASTAWAYS@#[: _ -1 ]{}: +3_ 0 ? ? semper mi. Integer2 rhoncus justo vitae 3 +2 @#[: _ -1 When castaways are lost, it may take them some time to get back to camp.]{}: Those +3_ lost in a group will try to return together. In this example, blue and0 yellow will? ? 2 roll together to return, then red will roll on3 his own. @#[: +3_ 0 ? ? 2 -1 3 When a castaway is lost, any food he owns is]{}: not available+4_ to the other castaways.? ? +3 0 2 @#[: _ -1 ]{}: +4_ @#[: +3_ ? ? -1 0]{}: +4_ ? 2 ? The island will provide you with food, water, and various opportunities. But, to 0be able to get them you 2 need to know the island very well. Exploring is a must if you are going to be rescued, so don’t save all the exploration for later turns: it might be too1 late! 1 1 2 2 2 1 1 1 1 1 2 1 2 2 2 2 2 DECISIONS ICONS USED Many cards force the player who drew the card1 to make a decision,1 while others2 ON2 THE CARDS2 2 make the whole group argue until they reach an agreement. The usual course of Energy action is that players talk among themselves, 1offering their own1 points of view.2 But 2 _ 2 2 it’s perfectly possible that they are unable to reach a fi nal decision in some1 matters. 1 2 2 2 2 If this happens, the majority decides. If there 4is a tie (and4 to avoid the4 game lasting4 4 Forage4 tile 4 forever), we recommend that each side of the argument performs a strength roll. The $ side with the highest result has the last word about4 that decision.4 4 4 4 Food4 token 4 4 4 4% 4 4 4 4 Roll a die IN CASE OF DOUBT & Castaways is a game with many options, and while we try to clarify all of the interactions @#[ Result of a roll between the cards, sometimes there is some doubt about how they should interact. In these cases, we recommend that the players use common sense. If that is not enough, ]{} you have the option of taking sides and performing a strength roll. ^ SP Tile IX 4 3 3 +1 +3 4 @#[: _ -2 ]{}: +4_ C) SURVIVAL (LOST CASTAWAYS SKIP THIS PHASE) 3 3 • Feeding: Exchange all tiles in storage for the number +1of white cubes shown and discard3 the tiles from the game. Then, distribute all of the food in storage, piece by piece, beginning with the starting player and going in turn order. Each castaway chooses 1 food from the storage (white cube or food3 token) and3 must either: eat it, return it to storage, or give it to another castaway to eat immediately.1 Food tokens0 and white cubes are equal2 in value.

@#[: +1_ 4 4 -1 NOTE: The distribution of food only affects the food in the]{}: storage +2_ space, not any food tokens owned by individual castaways.

Finally, the castaways can eat their own food2 tokens or give0 them to other castaways1 Pantry: This building (who can decide to keep or eat it). 4 4 allows you to store 1

+2 @#[: _ -1 food tile that won’t be Each castaway must eat at least 1 food per turn]{}: or +3 _lose 1 energy and gain 2 injuries. For each4 food a castaway eats, he recovers 1 energy. 0 ? ? 2 converted to white cubes. 3 You can exchange this tile for white • Resting: If the campfi re is lit and there is a wood token on the fi re, that wood is consumed cubes during any Survival Phase.

+3 You can exchange the tile on the 3 3 (remove it from the board). If there is no wood,@#[: the _ -1campfi re is extinguished (fl ip it). +1 ]{}: +4_ +3 ? ? Pantry for any food tile in storage 4 Then,@#[: if the_ campfi-2 re is lit, each castaway recovers 1 energy. 0If it isn’t, each castaway loses2 ]{}: +4_ at any time. 1 energy.

1 THE1 CAMPFIRE1 2 2 2 3 3 To get the advantages of the campfi re, you must light it and keep it alive with wood. While the

+1 fi re is burning, any castaway can take 1 wood token from storage and place it on the campfi re at 3 any time during the action Phase.1 This 1does not count2 as an2 action.2 If the campfi2 re is extinguished because of neglect, weather, or shortage of fuel, you will have to light it again with a Light the 3 3 Campfi re action. 4 4 4 4 4 4 4

1 D) THE END OF THE TURN 0 2 • Injuries: Each castaway with injuries must roll as many dice as injuries on his energy track. If you roll at least one “1”, your injuries worsen: you must replace the top injury with a trauma (swap the white cube for a black cube). @#[: +1_ 4 4 -1 ]{}: +2_ • Upkeep: 1. Remove all white cubes from storage: that food rots! Any Food tokens remain (they are non-perishable). 2 0 1 2. Each group of lost explorers moves their lost tokens down 1 space on the Return to Camp Track. 4 4 3. The starting player passes the white action marker and starting player tile to the next player clockwise who is not lost. If all castaways are lost, the starting player passes to the player on his left.

+2 @#[: _ -1 4. If all castaways are lost, the campfi re is extinguished: fl ip the tile. ]{}: +3_ 0 ? ? 2 END OF THE GAME 3 The fi rst player to reach the headland (the last space on the exploration track) must decide whether the game ends that turn or at the end of the next turn. The game continues as normal until the Survival Phase of the last turn is complete. Then, the group checks the active event card and all event cards left in the deck to see if they can signal the ship.

+3 @#[: _ -1 ]{}: +4_ ? ? NOTE: Make sure that you are back in camp when the game ends! Castaways that are lost at the end of the game won’t be rescued, even if the group manages EXAMPLE 0 2 to leave the island: they will remain lost and do not take part in the Final Scoring. If no castaways manage to get off the island, there is no Final Scoring and the game has no winner!

LEAVING THE ISLAND 1 1 1 2 2 At the bottom2 of each event card is a list of the constructions and objects This event card shows the huge you need to signal the rescue ship. If the group owns all of the objects bonfi re, sign in the sand, Spyglass, and and the required constructions have been built, the castaways are rescued! Captain’s Log. If the castaways have Otherwise, the ship passes by without noticing them. these items, they are rescued from the island! 1 1 2 2 2 Only 1 event2 card has to be matched in order to be rescued. X 4 4 4 4 4 4 4

PLAYING SOLO If you are alone on the island, use the following changes to the rules: • Since you are the starting player every turn, you always get to use the white action marker. You can use it for a camp card action (as normal), or you can assign it to any of the other actions on the board except exploration. Your starting action is always resolved immediately, and does not count as a repeated action if you use it again during the same turn. • Remove the “Diffi cult Relationship” plot card from the game. Also, the “Greed” card has no effect. • When you use the Salvage action, you may keep a second card if you pay 1 additional energy.

To be alone on the island can leave you in a very risky situation. The energy cost to build or light the campfi re are the same as for a group, making these activities more diffi cult. Actions that were easy to perform with the help of a group now require a huge effort. No one said it was easy to escape from a deserted island…

INCREASING THE DIFICULTY Once you have successfully left the island, you may want to make the game more challenging. Simply ignore the rule that allows you to discard an SP tile to re-roll the dice. You can also forbid the exchange of objects between lost and non-lost castaways.

CREATE YOUR OWN ADVENTURES We have included 6 blank cards in the game so you can write your own story. You will fi nd 1 event card, 1 remains of the ship card, 1 base camp card, 1 coast card, 1 interior card, and 1 heart card. If you have a really great idea, we want to see it! Send an email to [email protected]. If we decide to include it in a future expansion, your name will appear on it!

López, Enric Peláez Marcos, Enrique Martinez De Cestafe Gil, Ezequiel CREDITS Morcillo Talens, Fernando Latorre García de la Santa, Francisco Javier Ruiz Gómez, Francisco José Medina Gómez, Genis Morera Casablancas (la cabra Designer: Alberto Corral “To my mother” hay que vivirla), Guillermo Tarazona, Gustavo Bonis Calvo, Igor Cordero, Israel Editor: Pol Cors & William Niebling Bejar Suarez, Javier Alabau Gonzalvo, Jesús León Romero, Jesús Zamora Segura, JL San Miguel, Joan Ribera Vañó, Joaquín Motger, Jordi Berges Illustration: Siscu Bellido Viñals, Jordi Brinquez Jimenez, Jorge Pradas Moscardó, José Antonio Calvo Expósito, José Antonio Romero Carrascal, José Fernández Ruiz, José Mª Layout: Xavi Carrascosa, Jordi Altimira Bort Ferrando, José Maicas Martín, José Manuel Benítez García, José Maria International testers: Ian Batty, Noam Bergman, Rich Chamberlain, Nick Fisk, Izquierdo, José Martínez Martínez, Joseba Pernas Hermida, Josep Maria Allué, Klemens Franz, Craig Johnson, Huw Morris, Jon Power, Henrik Schunk, Chris Juan Darío Gallardo Pedemonte, Juan Ignacio Albert Porta, Juan José Roig Stanton, Jake Tomkinson, Fermin Uribetxebarria, Jacco Versteeg, Marcus Watney Castro, Juan Manuel Barroso Beltran, Julio Camara Fuentes, Luis Alberto and specially to Steve Berger. Fernández Vallejo, Lydia Flores Martos, Manuel Simón, Miguel Angel Gomez Spanish Testers: Alberto Ceballos Pitach, Alejandro Dobarro, Alejandro Martín Fernandez, Miguel Angel Maroto de Lis, Miquel Jornet Rodríguez, Natalia Millán, Ana Dors, Àngel Agüeras Martín, Antonio J. Jaume Gelabert, Antonio León Bonfacio, Neftali Blanco Montes, Oliver Punzano Saiz, Omar Sánchez Rodríguez Picot, Puri Rodriguez, Carlos Fernández Calvo, Carlos Garcia Leiva, Coloma, Oscar Lucas Contreras, Pablo García Urieta, Pablo González Pérez, Carlos Sanz de Madrid Servera, César Bermúdez Jiménez, César Carralero Pedro García Sánchez, Pedro Sanz Baena, Raul Almagro Orihuela, Ricardo Sánchez, Daniel Becerra, Daniel Ferrán Chueco, Daniel Martinez Gomez- Miguel Mesas Spencer, Roberto Méndez Sánchez, Roi Espino Cid, Santiago Pastrana, David Bailon Castrillon, David Cuesta, David Hidalgo Muñoz, David Neira Cea, Sergio Gavilan, Tania Álvarez Casasempere, Tomás Vera Catalán, Pujadas Costafreda, Diego García Campos, Diego Pozo Tortosa, Eduardo Toni Serradesanferm, Urko Ellacuria, Víctor Cerrato Canales, Victor Fernandez- Bautista Vidal, Eloy Muñoz Gálvez, Emilio De Sousa Gálvez, Emilio Fernández Carbajales Cañete.

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