Gameplay
Day and night phases, card resolution, helping, tools, injuries, and the shared camp.
The day
Each round starts with a day. Players each look at the backs of the top three cards of their own deck, secretly choose one, and return the other two to the top in an order of their choice. Reveal chosen cards together. Repeat until all players are asleep or out of cards.
Resolve a card
Resolve the card’s front unless its back calls for a different choice. A site may be explored, ignored, or handled with help from the other players. When a challenge is resolved, pay its requirements and take its reward; the same person can contribute more than one symbol, and the group can pool resources from the camp.
Help and tools
A player who offers help contributes the matching symbols shown by their people and tools. Tools stay with their owner and can be used again unless a rule says to spend them. A person who takes damage loses one health for each damage received; when their health is exhausted, the person is removed and the group takes a
skull.
Sleep early
A player may stop before their deck is empty by discarding the rest of their deck without effect. They immediately sleep and cannot resolve cards or help for the rest of that day. This can avoid exposing dangerous cards, but leaves the remaining players to finish the day without them.
The night
At night, feed the whole tribe: spend one food for each person still in play. Resolve the mission and any other night cards, then return the used cards to their appropriate decks and prepare the next day. Unpaid food and failed mission requirements can add
skulls; follow the card and module text for the exact consequence.
Camp resources
Resources in the shared camp may be spent by any player when a card requires them. Tools are distinct from resources: they provide symbols for challenges and are not discarded as if they were food, wood, or stone.