Teach the Game
A quick cooperative teach: choose cards together, overcome challenges, and survive the night.
How you win
“Your tribe is exploring an unknown world and must survive long enough to leave a lasting mark.” Work together to complete the stone tableau before the group takes five
skulls. During the day, choose cards and solve their challenges; at night, feed your people and resolve the level’s mission.
The boards
The three shared boards hold the camp and its common resources, the wilderness cards, and the night missions and
skulls. Put tools on the workbench and removed cards in the cemetery. Use the setup list to lay out the selected level.
A round
- Each player secretly chooses one of the top three cards in their own deck; return the other two in any order.
- Reveal together. Each player resolves an action, helps another group, or ignores the card. Hazards cannot be ignored unless an effect permits it.
- Once every player is asleep or out of cards, feed one food to each person and resolve the face-up missions.
- Shuffle the discard piles back into player decks as the rules direct, then start another day.
How the game ends
The group wins when it places the fifth
victory token on the stone tableau. It loses when it places the fifth
skull on the night board. If both would happen during the same action, the group wins.
Ways to score
This is a cooperative objective race, not a points contest.
Victory tokens advance the shared tableau;
skulls mark failed challenges, deaths, or unpaid night needs and bring the group closer to defeat.
What each resource is for
| Resource or piece | Purpose |
|---|---|
| Food | Feed one person at night; some actions also spend it. |
| Wood and stone | Pay action costs and craft tools from available |
| Tools | Add abilities or satisfy printed requirements; tools usually remain available after use unless spent. |
| Wound tokens | Mark damage on a person; a death adds a |
| Victory and | Track the shared win and loss thresholds. |
Teaching tips
- Remind players that they may discuss the visible backs and coordinate, but each player chooses their own card.
- Show the difference between a card’s requirements/costs and its rewards before the first challenge.
- Teach the chosen modules as they appear to avoid spoiling the hidden fronts.
- At night, count every person and check each mission before reshuffling.