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Paleo: The White Whale

Expansion for Paleo

Paleo: The White Whale Rulebook

Table of Contents

Table of Contents

  • Important
  • Our Level Suggestions
  • Module T: The White Whale
    • Double-Sided Mission Card
    • Additional Setup
  • Additional Rules
    • Sea Cards
    • Going Out to the Sea
    • All in the Same Boat
    • Ending the Seafare
  • New Symbols and Actions
    • The Search Is Successful / Unsuccessful
    • Reveal a Sea Card
    • Discard Cards for Others
    • Everyone
  • Cards with *
    • White Whale

Important

This module can only be played together with the "Paleo" base game.

The level of difficulty of the White Whale increases greatly with the number of players.

Our Level Suggestions

The following combinations are particularly exciting:

  • Module A + Module T
  • Module F + Module T
  • Module D + Module T
  • Module O + Module T (from the expansion "a new beginning")

Module T: The White Whale

Level: Medium (2 players), hard (3 players), very hard (4 players) (18 cards)

We need to explore the sea to find out what is attacking the people.

Components:

  • Mission Card T
  • Idea card "Skin Boat"
  • Secret cards 10 & 18
  • 2 dice

Double-Sided Mission Card

The mission card represents your success in finding the whale. Depending on which side is faceup, your search will be successful or unsuccessful. If your search is unsuccessful, you will receive a skull in the night phase, as the whale will attack unsuspecting people at sea. At the start of the game, the side with the skull will be faceup (unsuccessful).

Additional Setup

  • Shuffle the 13 sea cards from this module and place them facedown as a deck at the location marked on the board.
  • Take 1 raft tile and place it in any of your groups.

Additionally with 4 players:

  • Before you shuffle the idea cards (step 6 of the setup) find the idea card "Rope" and place it together with the rope tiles in an empty slot on the workbench. You start the game with the "Skin Boat" and "Rope" ideas.

Additionally with 3 and 4 players:

  • Before the start of the game (step 7 of the setup), after each player has drawn 2 human cards, you may swap your humans with each other as you like until each player has 2 humans faceup in front of them again. Then you take all the tool tokens shown on your human cards and place them next to your groups.

Additional Rules

Sea Cards

Each back of the 13 sea cards shows one of the following symbols (five distinct icons, shown on the sheet).

Some actions require you to reveal the next sea card with the corresponding symbol from the sea deck.

You can always look at the backs of all the sea cards in the sea deck.

Going Out to the Sea

Instead of revealing a card from your deck, you may decide together to go out to the sea. To do this, at least one player has to have (not pay) 1 raft token in their group and no player must be sleeping (see page 4 in the base game rulebook). Then turn over the topmost sea card 1 from the sea deck and resolve it. You are now on the sea. As long as all the requirements are met, you may go out to the sea as often as you like.

! You cannot go to sleep on the sea. If you lose all your cards while you are at sea, you do not go to sleep. Instead, you can continue to take part in any action. Only after you have "ended the seafare" all players who have no cards left in their decks go to sleep.

The symbol on the raft token has no meaning for this module.

All in the Same Boat

As long as you are on the sea (i.e. you play a sea card), all of your groups automatically help each other. The same rules apply as if you were helping each other with the "help" option (see page 12 of the base game rulebook). So all players add up all of their groups' abilities and advantages and resolve the sea card together.

Note: Since you are already helping each other on the sea, you cannot "help a card" (see page 12 in the base game rulebook) as long as you are on the sea.

Ending the Seafare

Whenever you have resolved or ignored a sea card and do not need to draw another sea card from the facedown sea deck (see "Reveal a sea card"), your seafare ends immediately. Shuffle all the facedown and discarded sea cards and put them back facedown as a deck. Then continue the game as usual.

Examples of when to reshuffle the sea deck and thus end the seafare:

  • A resolved sea card does not demand you to reveal a new sea card.
  • A resolved sea card demands you to reveal a sea card that is no longer in the facedown sea deck (see "Reveal a sea card").
  • You ignore a sea card altogether (blue action cards can always be ignored, danger cards can only be ignored e.g. by a talisman).

New Symbols and Actions

The Search Is Successful / Unsuccessful

Turn the mission card of module to the indicated side. If that side is already faceup, nothing happens.

Reveal a Sea Card

First you must place the card you have just resolved faceup next to the wilderness board, where you form a faceup discard pile for sea cards. You can look through this discard pile at any time.

Then you must reveal the topmost sea card with the shown symbol from the facedown sea deck. Resolve the revealed card according to the usual rules. In the symbol shown on the left it is a sea card 3. If no sea card with the shown symbol can be revealed from the deck, you must end the seafare.

Discard Cards for Others

You must discard this total number of cards from the top of your decks. In contrary to discarding cards from your deck, you can decide which player discards how many cards and if you want to split the cost. In the symbol shown on the left it is a total of 3 cards. Any other rules when discarding cards apply here as well.

Everyone

Some requirements, costs and wounds must be met by "Everyone:". Each player must meet (or suffer) these only with the advantages and abilities of their own group. If you suffer wounds as the result of negative actions or paying costs, other players cannot suffer these wounds for you.

! Everyone Rolls Dice

When everyone must roll the dice, each player rolls the indicated number of dice. After that check to see if each player meets the increased requirements of the action. If you are playing with 3 or 4 players, you will not have enough dice due to the demand "Everyone:". In this case, the players roll the dice, one after the other to see if they have the abilities they need. Only after everyone has rolled the dice, you have to decide whether you can meet the requirements or not. If one of you cannot or does not want to meet the requirements, you must resolve a different, possibly negative, action, or ignore the card if possible.

Note: You do not have to discard any cards or tool tokens if one of you does not make it.

Cards with *

White Whale

(The printed sheet spells this heading "WHITE WALE".)

Each player must have 2 strength and additionally meet all the requirements they have rolled. If, for example, you have rolled 2 strength, your group alone must have a total of 4 strength to meet the requirement.

When each player has met all the requirements, you place the cards "White Whale" and "Ahab" (from one of your groups) and the mission card T in the graveyard and receive the reward.