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1.

EVENT PHASE
Draw the top card from the Event deck . Resolve the upper part marked with .
place , or on the appropriate Action field.

check the meaning on the Scenario card.

After resolving the card, place it on the rightmost space of the Threat Action field.

2. MORALE PHASE
Check Morale level. First Player discards or gains depicted Determination token(s) .
For each lacking Determination token to discard, the First Player receives 1 Wound.

3. PRODUCTION PHASE
Get ( ) and ( ) available on the Island tile with your Camp / .

4. ACTION PHASE
1. Threat action 6. Arranging the camp
See the bottom part of the card(s) in the Gain 2 and/or (depending on the
Threat Action field. number of players)
x
2. Hunting 7. Rest
Hunting is only available if there is at least one Heal 1 wound.
Beast card in the Hunting deck on the board.
First, players plan their Actions, placing all their pawns
3. Build on the board. Each Action can be taken multiple times
Build an item, shelter, roof, palisade or weapons (except for the Threat Action).
4. Gathering resources After that, resolve the Actions in order from 1 to 7.
Gather 1 resource from a tile adjacent to the When resolving , , actions:
camp (1 or 2 workers) or one tile further away (2 = roll the respective Action dice.
or 3 workers).
= action is automatically successful.
5. Explore
Explore a new tile adjacent to the camp (1 or 2 Caution: All resources, items etc. gained during the
workers) or one tile further away (2 or 3 workers). action phase are not available until after the action phase

5. WEATHER PHASE
Roll , , . The type and amount of dice depends on the Scenario.
Add any tokens in the Weather space to the result (and discard the tokens afterwards). Possible outcome:
Clouds Hungry animals
Discard 1 for each (to keep warm). - discard 1 .
Add + and compare this to the level.
- decrease Palisade level by 1.
Discard a set of 1 and 1 for each cloud
- fight with the Beast, Strength: 3.
above the level.
For each resource the players can’t discard, each For each lacking , Palisade level or Weapon
player receives 1 Wound. level , each player receives 1 Wound.
Storm - decrease Palisade level by 1 (if not possible, each player gets 1 Wound).

6. NIGHT PHASE
Players may move the Camp to an adjacent Island tile. If they do, decrease Roof and Palisade level by half.
1. Each player has to discard 1 or he gets 2 Wounds.
2. Each player receives 1 Wound if you don't have shelter
3. Discard all remaining , unless stated otherwise. Any may be kept.

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