A New Beginning
Rules for the A New Beginning expansion and its new development path.
Short tag: [Beginning]
What it adds
This expansion adds 171 cards, a farm board, a hut, grain, fences, new tools and six modules: M A New Beginning, N Nocturnal, O The Xrib Tribe, P The Black Rock, Q Dream Journey, and R Wrath of the Fire God. It replaces the base game’s People and base-card sets when used.
Setup changes
Use the expansion’s replacement People and base-card sets. Shuffle its marked
Dreams and
Ideas into their corresponding decks; add
secrets only when the selected module calls for them. For the first scenario, use module M and set up its farm and hut pieces as shown. Keep unused module sets aside.
New rules
Module M — A New Beginning: Build the settlement through its mission and use the farm for captured animals and fields. Unfenced animals are discarded after food spoils unless grain is spent to keep them.
Module N — Nocturnal: After the normal night sequence, reveal and resolve two of its night cards.
Module O — The Xrib Tribe: A double-sided mission tracks whether the Xrib are friendly or angry; some actions are available only while they are friendly.
Module P — The Black Rock: Obsidian is a separate resource used by its mission and tools; it is not a tool token.
Module Q — Dream Journey: Uses its own
Dreams and
secrets, with a mission based on removing Spirit cards.
Module R — Wrath of the Fire God: The group must rescue 20 people from the volcano. It does not use the normal victory-token objective; each
victory token earned removes a
skull instead. The rescue mission automatically saves three people at night.
Scoring changes
Each module defines its own mission. R replaces the usual tableau victory condition with its 20-person rescue goal; observe that module’s special rules for
skulls and nighttime effects.