Perseverance: Castaway Chronicles – Chronicle Expansion
Perseverance: Castaway Chronicles – Chronicle Expansion Rulebook
Table of Contents
Table of Contents
- Components
- Common Terms
- Setup
- Campaign Preparations
- Main Play Area Setup
- Achievement Tiles, Milestone Cards, Setup Cards
- Chronicle and Chronicle Conclusion Cards
- Player Setup
- Starting Zones, Cache Cards, and Starting Achievement
- 2-Player Setup Additional Steps
- 1-Player Setup Additional Steps
- Turn Tracks and Game Length
- Dissenter Unrest
- Achievements
- Claiming an Achievement
- Chronicle Cards
- Milestone Cards
- End of a Game
- End of a Campaign
- Appendix
- Icon Glossary
Components
- 4x8 Chronicle tokens
- 24x Achievement tiles
- 1x Campaign Log paper pad
- 25x Episode 1 Chronicle cards
- 32x Episode 2 Chronicle cards
- 6x Episode 2 Setup cards
- 32x Episode 3 Chronicle cards
- 8x Episode 3 Setup cards
- 15x Episode 4 Chronicle Conclusion cards
- 8x Episode 4 Setup cards
- 8x Milestone cards
- 4x Cache tuckboxes
NOTE: Chronicle tokens are intended to be unlimited. In the unlikely event of them running out, use any proxy as necessary.
Common Terms
Cache
Your Cache stays with you throughout the campaign. It is represented by a tuckbox. When instructed to store a card in your Cache, put it into your tuckbox. The card is out of play, but it is still yours. Some stored cards will come back into play in the following game, while some will stay in the Cache, but all stored cards will be counted at the end of the campaign.
Glory
Glory represents the success of your deeds as a Leader in the growing society. When instructed to record a Glory, fill in the pale star icons on the top of the track of your Campaign Log sheet to mark the Glory you gain. You can never lose Glory in any way; you gain it permanently. If a Glory is printed on a card you store, do not record it (as the contents of your Cache will score at the end of the campaign).
The Glory that you gain during the final scoring of Episode 4 is equivalent to the Glory gained via the Achievement and Chronicle cards, however they do not mix - do not record your Episode 4 "in-game" Glory on the front of your Campaign sheet. See the End of a Game on page 14 for details.
Marking an Achievement
This rulebook will refer to placing a Chronicle token below an Achievement tile as "marking an Achievement", and returning your Chronicle token from an Achievement to your supply as "unmarking an Achievement". An Achievement can either be marked or not marked, based on the presence or absence of your Chronicle token under it.
Setup
Campaign Preparations
At the beginning of the first game (Episode 1), each player receives a sheet of the Campaign Log to keep track of their Glory and a Cache to store their cards in. The same sheet is used for all games of a single campaign. If playing multiple campaigns at the same time, you will have to find your own storage solution for saving multiple sets of Caches.
Main Play Area Setup
You will play one game of Episode 1, 2, 3, and 4 each, in this order. Set up the upcoming game normally, according to the core rules.
EPISODE 2: Use the "B" sides of all Map hex tiles and place the Temple as usual. In 2-player games only, use C3A and C7A instead (to bring the Temple one area closer).
Achievement Tiles, Milestone Cards, Setup Cards
3A Find all Achievement tiles showing the current Episode's icon. If a tile also shows other Episodes' icons, take that as well. Return the rest of the Achievement tiles to the box.
3B Shuffle the Achievement tiles into a face-down pile and reveal the following number to form the Achievement Display: 3 in a 1-player game, 4 in a 2- or 3-player game, and 5 in a 4-player game. Return all remaining Achievement tiles to the box.
NOTE: In 1- and 2-player games, it's important to lay the Achievement Display out in a straight row, so that the "order" of the Achievements are clear. In 3- and 4-player games their arrangement does not matter.
3C Find all Milestone cards that show the current Episode's icon, and place them next to the Achievement tiles.
3D EPISODES 1, 2, 3: Find the Setup cards corresponding to the current Episode and the selected Achievement tiles, and place them to the side in a face up pile. Return the remaining Setup cards to the box.
NOTE: Setup cards are public information, but they are unnecessary to seriously consider during gameplay (as they only affect the next game), hence they are not displayed, just put to the side. They will be used during the End of the game.
Chronicle and Chronicle Conclusion Cards
EPISODES 1, 2, 3:
4A Find every Chronicle card showing the current Episode's icon and at least one icon currently visible on the Achievement tiles in the Display. Return the rest to the box.
4B Create the Chronicle offer by shuffling the Chronicle cards and splitting the deck into 4 face-down draw decks. Place these decks next to the Achievement Display, so that the icons of their respective Achievements are visible. Leave room for a Chronicle discard pile nearby.
EPISODE 4:
4A Take all Chronicle Conclusion cards and shuffle them into a face-down deck.
4B Draw 3 in a 1-player game, 4 in a 2- or 3-player game, and 5 in a 4-player game.
4C Place one Chronicle Conclusion card face-up beneath each Achievement tile, pairing them up.
2-PLAYER RULES: Place the Conclusion cards and Achievement tiles under the Main board so that each pair is associated with one of the four Zones.
Player Setup
Take the following additional steps:
EPISODE 1: Set your player area up according to the core rules of the Episode. Each player must select the same Leader in every game of the same campaign. Use the "B" side of the Player boards.
5A Each player takes the Cache tuckbox of their Leader.
5B Each player takes 8 Chronicle tokens of their chosen color.
EPISODES 2, 3, 4: Each player must select the same Leader as in the previous Episode of the same campaign. Before setting up the player areas, determine the player order. For this you will need the Cache tuckbox of the Leader.
1-PLAYER RULES: You are the starting player, as normal.
2-, 3-, OR 4-PLAYER RULES: The player who holds the previous game's Governor Milestone card in their Cache decides the relative turn order position of each player. We recommend rearranging seating positions, so that play still proceeds clockwise. Set your player area up according to the core rules of the Episode, and take the 8 Chronicle tokens of your chosen color.
Starting Zones, Cache Cards, and Starting Achievement
6 Starting Zones: Select starting Zones, placing Settlements/Influence cubes/etc. and all starting bonuses according to the core rules of the Episode.
7 Resolving your Cache cards: Take out the following cards from your Cache, and resolve them:
7A Find all Setup cards you stored in your Cache during the End of a Game of the previous game (see page 14). These cards show the current Episode's icon on their bottom half. In turn order, starting from the first player, each player resolves their Setup card effects in the order of their choosing. Return the resolved Setup cards to your Cache.
7B Find all Chronicle cards you have stored during the previous game. Select up to three of them, and return the rest to your Cache.
- Tuck the selected cards under the right side of your Player board, so that only the right sides of the cards are visible.
- Resolve all of the selected Chronicle cards that show a Setup icon in the order of your choosing (in turn order, starting from the first player, proceeding clockwise if it matters).
- For any of the selected cards showing Chronicle token slots (1 or 2), place the appropriate amount of Chronicle tokens.
7C EPISODES 3, 4: The player (if any) who stored Discoverer (Episode 3) and/or Archeologist (Episode 4) Milestone cards during the previous game resolves the setup Effect shown on the bottom of these cards.
8 Starting Achievement
- EPISODE 1: Each player, in turn order, marks one different Achievement.
- EPISODES 2, 3: Each player, in ascending order of Total Glory (the sum of your Recorded Glory and Cache Glory), marks one different Achievement tile. In case of a tie the player first in turn order chooses first.
- EPISODE 4: Each player, in ascending order of Total Glory (the sum of your Recorded Glory and Cache Glory) places a Chronicle token on a different Chronicle Conclusion card. In case of a tie the player first in turn order chooses first.
2-Player Setup Additional Steps
Place the Chronicle tokens in the Dissenter's color nearby as well. These will be known as Dissenter Chronicle tokens from now on.
EPISODE 4: The Dissenter places 1-1 Chronicle token on the 2 Conclusion cards that the players have not chosen. (Printed as "1-1 Chronicle token".)
1-Player Setup Additional Steps
Difficulty settings: Mark the difficulty of the campaign (Easy [I], Medium [II], or Hard [III]) on your Campaign Log. Optionally record 10 Glory to the Dissenters at the beginning of the Campaign, for further increased difficulty. You may freely set the difficulty of the Dissenters (the difficulty found in the core rules) in each Episode, independently of the campaign difficulty.
Dissenter setup: Place the Chronicle tokens in one of the Dissenter's colors nearby. These will be known as Dissenter Chronicle tokens from now on. For thematic reasons, we suggest keeping the Dissenters' Agenda cards consistent: Assign both Dissenters the same title they received in Episode 1, then select the cards featuring the same Officer in Episodes 2, 3 and 4.
EPISODE 4: Place a Dissenter Chronicle token in the 5th space of your turn track. If playing on Medium [II] difficulty, add 1 Dissenter Chronicle token to each Chronicle Conclusion card. If playing on Hard [III] difficulty, add 2 instead.
Turn Tracks and Game Length
EPISODE 3: Move your Adventure Stage marker to the second space of the turn track instead of the first. The game will be 7 turns long (instead of the usual 8).
EPISODE 4: Move your Preparation Stage marker to the second space of the turn track instead of the first. The game will be 6 turns long (instead of the usual 7).
NOTE: Your progression is greatly accelerated in Episodes 3 and 4 due to your Chronicle abilities, so having one less turn will result in a progression similar to what you would have in a regular (non-Chronicle) game.
Dissenter Unrest
EPISODES 2, 3, 4: If you won the previous Episode against the Dissenters (and stored the Governor Milestone card in your Cache), then, before taking your first turn, resolve the Dissenter Unrest steps listed below, giving them various advantages:
EPISODE 2:
- Narek places 2 Settlements in his Agenda Zone (or a Camp and an Outpost if it's Discovery) and 1 additional Influence cube on the Officer shown on his Agenda.
- Camilla replaces a Neutral die in the pool with one of her Player dice and gains 2 Reserve.
- Place a Dissenter Chronicle token on the rightmost Achievement.
EPISODE 3:
- Narek gains the Sapling Artifact and builds the Landmark in his Agenda Zone.
- Camilla gains 1 untamed Shieldhead, 1 untamed Raptor, and 2 Reserve.
- Both Narek and Camilla place 1 additional Influence on their Agenda Officers.
- Place a Dissenter Chronicle token on the leftmost and the rightmost Achievement.
EPISODE 4:
- Narek places one of his Player dice in the Sustenance Zone, and advances on his Rally track twice, and places 1 additional Influence on his Agenda Officer.
- Camilla places one of her Player dice in the Construction Zone and builds a Marine and a Surgeon Cabin in her Agenda Zone, and gains 1 Reserve.
- The Dissenters gain 10 Followers on their shared Followers dial and place 2 Dissenter Chronicle tokens on the middle Achievement.
Achievements
Achievement tiles represent challenges that only the most capable citizens of Perseverance can deal with. When you overcome them, you have not only proven yourself to the people, but also have improved as a Leader by acquiring new skills.
There are 9 types of Achievements, each displaying the type of role you need to fulfill when dealing with them, with a title and an icon on the top of the tile. Certain Achievement types are not present in certain Episodes.
The types are: Defender, Hunter, Scout, Homesteader, Orator, Commander, Mentor, Builder, Survivalist.
Each Achievement tile in play shows a condition you need to meet in order to claim it. You may claim an Achievement during any player's turn during the Claim Achievements step of their End-of-Turn checks (see next sections for details on the turn structure and how to claim them).
Changes in the Turn Structure
The turn structure of a game with the Chronicle Expansion is based on the core rules, but the last step, End-of-Turn checks, is expanded with Claim Achievements. The exact order depends on the current Episode:
EPISODE 1 End-of-Turn checks:
- Dino spaces full in Zone → DINO ATTACK
- Claim Achievements
- If there are no dice in the dice pool → ASSEMBLY
EPISODE 2 End-of-Turn checks:
- Reset toppled Soldiers/Leader
- Resolve ongoing Breach
- Claim Achievements
- If there are no dice in the dice pool → ASSEMBLY
EPISODE 3 End-of-Turn checks:
- Move the Adventure Stage marker
- Claim Achievements
- Check for ASSEMBLY
EPISODE 4 End-of-Turn checks:
- Move the Preparation Stage marker
- Retreat unfit Dinos
- Check for Combat(s) on the Battlefields
- Claim Achievements
- Check for ASSEMBLY
Claiming an Achievement
EPISODES 1, 2, 3: If you meet the condition of one or more Achievements during any player's turn (not necessarily yours), it allows you to claim these Achievements later in the same turn.
If you claim an Achievement that you haven't marked yet, mark it with 1 of your Chronicle tokens and record 1 Glory.
If you have already marked this Achievement, choose one of the following three options.
1 Gain a Chronicle card, if any Achievement's icon you currently have marked (in this or any former turn) is visible in the Chronicle offer:
- 1A Draw each of the four Chronicle cards in the offer with a back showing at least 1 icon matching any Achievement you currently have marked (including Achievements that you are not claiming at this moment).
- 1B Choose one of the Chronicle cards drawn to keep, and discard the rest to the discard pile.
- 1C Tuck the chosen Chronicle card under the left side of your Player board, so that only the left half is visible.
- 1D The card may show (1 or 2) Chronicle token spaces. Place that amount of Chronicle tokens on it.
- 1E Every player, including you, unmarks this Achievement.
The amount of cards you can have tucked under your Player board is limited, depending on the Episode:
- Episode 1: 2 Chronicle cards
- Episode 2, 3: 3 Chronicle cards
When you gain a card above this limit, you can either store it in your Cache or store an already tucked card to make space for the new card.
2 Gain a bonus:
- 2A Record 2 Glory, and gain one of the following, depending on the Episode:
- EPISODE 1: 1 Food, or 1 Scrap, or 1 Story, or 1 Light Soldier, or 2 Valor, or 2 Safeguard
- EPISODE 2: 1 Food, or 1 Island Resource, or 1 Scrap, or 1 Story, or 1 Light Soldier, or 2 Glowberries, or 2 Valor
- EPISODE 3: 1 Food, or 1 Island Resource, or 1 Scrap, or 1 Ranger, or 2 Glowberries
- 2B Discard the top card of all four decks in the Chronicle card offer.
- 2C Every player, including you, unmarks this Achievement.
3 Gain nothing to leave your Chronicle token in place. All other players must still unmark this Achievement.
Example (Episode 1): Joel claims the Defender Achievement while having the Defender and Scout Achievements marked (I), and decides to gain a Chronicle card. There are 2 Chronicle decks where the top card has a Defender (II) and/or Scout (III) icon on its back. Joel draws them, chooses the Pathfinders card (IV), and tucks it under the left side of his Player board (V). He discards the other Chronicle card. Every player unmarks the Defender Achievement (VI).
As soon as one of the four decks in the Chronicle card offer is empty, shuffle the discard pile, roughly halve it, and place one half face down in the empty space to recreate the deck. Place the other half back into the discard pile. If there is one or zero cards in the discard pile when a deck empties, leave the deck empty, and play with one fewer card on offer for the remainder of this game.
It is possible to claim an Achievement another player already claimed during the same turn. If multiple players want to claim Achievements, start with the current player and proceed clockwise until all players have claimed their Achievements.
EPISODE 4: If you meet the condition of one or more Achievements during any player's turn, it allows you to claim these Achievements later in the same turn by placing one of your Chronicle tokens on the associated Chronicle Conclusion card.
You can find the clarifications of each Achievement in the Appendix on page 24–25.
Claiming Achievements Multiple Times
It is possible to claim a particular Achievement multiple times on the same turn. To do so, you must consider the category of its condition that is found on the top of the tile, under its title:
- Across your turn: You may claim this Achievement as many times as you meet its condition across an entire turn.
- Once per turn step: You may claim this Achievement multiple times, but only once during each distinct step of the same turn:
- Resolve Primary Action (including Dino Attack resolution in Episode 2).
- Resolve Secondary Action (including Dino Attack resolution in Episode 2).
- Patrol, Adventure, or Preparation stage resolution.
- Dino Attack in Episode 1 or Combat in Episode 4.
- Once per turn: You can only claim this Achievement once in a turn, even if you have met its condition multiple times.
- In a specific step: You can only claim this Achievement once in the turn, and you must meet its condition in a specific step of it. This varies from tile to tile.
Achievements Additional 2-Player Rules
EPISODES 1, 2, 3: If, on any turn, only one of the two players claimed Achievements, that player must choose one of the following options:
- A Select an Achievement not marked by the Dissenter and mark it with one of the Dissenter's Chronicle tokens.
- B Select an Achievement already marked by the Dissenter. Every player (including the Dissenter) unmarks this Achievement.
Whenever the Dissenter unmarks an Achievement, return their Chronicle token to their supply.
EPISODE 4: When an Assembly is resolved, place 1 Dissenter Chronicle token on the Conclusion card associated with the Zone of the Assembly.
Achievements Additional 1-Player Rules
The Dissenters do not claim Achievements the same way you do but they place Chronicle tokens on them, similarly to how you mark them.
On the Dissenters' turn, after you place both Action cards on the Dissenter board and before Narek's turn, place a Dissenter Chronicle token on the lone Action card remaining on the Action Row.
Sustenance
Then, after discarding the resolved Action cards and before refilling the Action Row:
EPISODE 4: Take the Chronicle token from the last Action card and look at the three "card icons" on that card's bottom - these now represent the three Conclusion cards. Find the Conclusion card that corresponds to the × icon and place the Dissenter Chronicle token on it.
EPISODES 1, 2, 3: Take the Chronicle token from the last Action card, and look at the three "card icons" on that card's bottom - these now represent the three Achievement tiles. Find the Achievement that corresponds to the × card icon on the Action card:
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A If this Achievement card has no Dissenter Chronicle token on it, place the Chronicle token on it now.
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B Otherwise, return the Dissenter Chronicle token from it (and the one you took off the Action card as well) to the Dissenter's supply. You must unmark this Achievement as well, if present. Record a number of Glory for the Dissenters depending on the Episode and the difficulty of your campaign (marked on your Log):
- 1 Glory in Episode 1
- 2 Glory in Episode 2
- 3 Glory in Episode 3
- 1 additional Glory on medium difficulty
- 2 additional Glory on hard difficulty
Then, discard all Chronicle cards from the Offer showing the icon of the Achievement in question.
If you have met the conditions of any Achievements during either Dissenter's turn, mark them at this point (which can happen after an Assembly, unlike in 2-4 player games). If you were to claim the same Achievement multiple times during the Dissenters' turn, treat each Dissenter's turn as a separate step.
Chronicle Cards
Chronicle cards represent events in the world of Perseverance that relate to your Achievements as a Leader. Each Chronicle card is a fragment of a large-scale story you experience throughout the campaign, and each card grants you special abilities that represent your growth as a Leader. Chronicle cards' abilities fall into four categories:
- Setup abilities only trigger during the setup of a game.
- Permanent abilities give you a passive player power. They are in effect as long as they are visible, for the duration of the current game. You can use any number of them (even on other players' turns), regardless of any other Chronicle abilities used.
- Chronicle Action and Modifier abilities have one or two Chronicle Token slots next to them. When you gain that ability (upon acquiring the Chronicle or upon setup of the following game), place the indicated number of your Chronicle tokens on the card. These abilities are optional to use. See details on how to use these kinds of Chronicle cards in the next section.
The left halves (A) of Chronicle cards are visible during the game they were gained in, while the right halves (B) of the cards are visible during the next game. Thus each card affects your gameplay for two games. The left and the right half give different effects, to signify the later consequences of your earlier actions.
You cannot use Chronicle cards' abilities to affect the turn you gained them on.
Chronicle Actions and Modifiers
Chronicle Actions and Modifiers use Chronicle tokens to keep track of how many more times you can use their ability. To use such an ability, remove a Chronicle token from the card granting it. Once no more tokens remain on a card, you may not use that ability anymore.
Some abilities require you to place one or more Chronicle tokens on a particular part of the play area - you may use the same token you took from the card for this purpose. If a card that placed such a token is stored later during the game (for example, to be replaced by another card), also remove the token it placed.
Example: The left side of Friendlier Neighborhood can be used once in Episode 2, placing the Chronicle token from this card in a City Zone (A). The right side can be used up to twice in Episode 3 to change the positions of Ranch tiles (B).
Chronicle Actions and Modifiers can only be used during your own turn, and you are limited to using a maximum of one such ability total per turn, either one Chronicle Action or one Modifier.
EPISODE 4: This limit is increased to 2 in Episode 4. See the details on the Episode 4 Chronicle Conclusion cards below. Permanent abilities do not count towards this limit.
Modifiers explicitly say when they can be used. They modify a rule during the resolution of an Effect, during a Dino Attack, etc.
A Chronicle Action can be used at one of the following times:
- Before your Primary Action.
- Before your Secondary Action (after resolving the Primary Action, including drawing a Dino Attack if necessary in Episode 2).
- After your Secondary Action (including drawing a Dino Attack if necessary in Episode 2), but before Patrol/Adventure/Preparation resolution.
You may not claim an Achievement for anything you've done during a Chronicle Action.
Episode 4 Chronicle Conclusion Cards
Episode 4 features a special set of Chronicle cards, called Chronicle Conclusion cards. They are paired with Achievements face-up and are available to all players throughout Episode 4. When claiming an Achievement, you place one of your Chronicle tokens on the associated Conclusion card (as explained on page 9).
Once you have one or more tokens on a Chronicle Conclusion card, you can remove one of yours from it (A) to use the Chronicle Action or Modifier shown on the card (B). Do not remove other players' Chronicle tokens (C).
In Episode 4 you may use up to 2 Chronicle Actions and/or Modifiers, which includes using both Episode 3 Chronicle cards and Chronicle Conclusion cards. However, you may not use the same card twice in the same turn.
During the End of a Game procedure (see page 14) for Episode 4, each Chronicle Conclusion card is scored.
Milestone Cards
Milestone cards provide Glory and other rewards to the single player that secures them. Each Milestone card has a condition and a time when it is evaluated. The player meeting the condition at the given time immediately secures the Milestone, storing the card in their Cache, and marking it on the Summary side of their Campaign Log. Each Episode features different Milestones with their own unique conditions.
1-PLAYER RULES: The Dissenters cannot secure Milestones but they can prevent you from doing so.
Milestone Conditions
EPISODE 1, 2, 3: Governor: Secured during Final scoring to the player who wins the game.
EPISODE 4: Governor: Secured during Final scoring by the player with the most Followers.
EPISODE 2: Explorer: Secured at any time during the game by the player who first starts their Temple Adventure.
EPISODE 3: Archeologist: Secured right before Final scoring by the player who completed the most Temple Adventures. If tied, the player who completed the Ironjaw or the Thunderhorn Temple Adventure (in this order) secures it.
1-PLAYER RULES: Secured by completing more Temple Adventures than how much the Dissenters have discarded, . (Printed as shown, with a stray comma and period after "discarded".)
EPISODE 4:
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Admiral: Secured at any time during the game by the player who first has a total of 12 of a mix of Cabins and/or met 1st conditions on different Voyage cards.
Example (Episode 4): Joel has 10 Cabins and has already met the 1st condition on 2 Voyage cards. He immediately secures the Admiral Milestone.
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Warchief: Each time a player opposes an Ancient Sixleg Unit, they place a Chronicle token on (or near) this card. The first player with 4 tokens placed, immediately secures this Milestone.
1-PLAYER RULES: After your 5th turn, randomly remove from the game either the Admiral or Warchief Milestones, whichever is still available. Remove the Chronicle token from your Preparation track, which was a reminder for this.
End of a Game
Episodes 1, 2, 3
Perform the Final scoring of the current Episode according to the core game rules. Then, store all Chronicle cards you have in play in your Cache, and perform the following Chronicle scoring steps:
1 Governor Milestone: The player who has won the current Episode stores the Governor Milestone card. If multiple players are tied, the player later in turn order gets the card, and the other tied player(s) records 2 Glory.
2 Setup cards (3-4 players): The players, in reverse order of most Followers, may take 1 Setup card corresponding to an Achievement they currently have marked, and store it in their Cache. If tied for Followers, the player later in turn order picks first.
2 Setup cards (1 player): If you won the game against the Dissenters, store 1 Setup card corresponding to any Achievement that only you have currently marked. Skip steps 3 and 4.
3 Follower advantage (3-4 players): Each player records Glory based on the difference in Followers compared to the player with the fewest Followers:
- 1-20 Followers: 1 Glory
- 21-40 Followers: 2 Glory
- 41-60 Followers: 3 Glory
- 61+ Followers: 4 Glory
3 Follower advantage (2 players): The player with more Followers records Glory based on the difference in Followers compared to the other player:
- 1-10 Followers: 1 Glory
- 11-30 Followers: 2 Glory
- 31+ Followers: 3 Glory
4 Most Achievements (3-4 players): The player(s) with the most marked Achievements (regardless of other players' tokens present) records 2 Glory.
4 Most Achievements (2 players): The player who has more Achievement tiles that are neither marked by their opponent, nor by the Dissenter, records 2 Glory. If the two players are tied, no Glory is recorded.
5 Glory Summary: Write the following 3 values on the Summary side of your Campaign Log for this Episode:
- 5A Recorded Glory: The amount of Glory currently recorded (on the Recorded Glory side of the Log).
- 5B Cache Glory: The total Glory value of all (Chronicle and Milestone) cards currently in your Cache.
- 5C Total Glory: The sum of the above two.
6 Catch up (3-4 players): The player(s) with the fewest current Total Glory may take any one of the remaining Setup cards to store. In case of a tie, the player later in turn order picks first.
6 Catch up (2 players): If one player has 3 current Total Glory less than the other, they may take any one of the remaining Setup cards to store.
6 Catch up (1 player): If you have lost the current game, the Dissenters record 5 Glory and you may take any one of the Setup cards to store.
Example (Step 2, Episode 2): Joel, Ellie, and Connor have finished Episode 2 having 82, 94, and 113 Followers, respectively. Joel, who has the least Followers, takes a Setup card first. He may only select ones corresponding to Achievements he has marked. He selects the Defender Setup card (A). Then Ellie takes the Homesteader Setup card (B). Connor is unable to take any Setup card, because he only marked the Defender and Homesteader Achievements and the Setup cards corresponding to those have already been taken.
Example (Step 3): Ellie has 94 - 82 = 12 more Followers than Joel, recording 1 Glory. Connor has 113 - 82 = 31 Followers more than him recording 2 Glory.
Episode 4
Perform the Final scoring according to the core game rules, and write the resulting Glory on the Summary side of your Campaign Log. Store all Chronicle cards you have in play in your Cache, and perform the following Chronicle scoring steps:
1 Governor Milestone: The player with the most total Followers stores the Governor Milestone card. If multiple players are tied, the player later in turn order gets the card, and the other tied player(s) records 3 Glory.
- 1-PLAYER RULES: If the Dissenters have more Followers than you, they record 3 Glory.
2 Chronicle Conclusion cards: Score each Chronicle Conclusion card individually:
- 2A The player(s) with the most Chronicle tokens on a card records 2 Glory, and additionally 1 Glory for each of their own tokens on that card.
- 2B The player(s) with the second most Chronicle tokens on a card records 1 Glory.
- 2C The player(s) with no Chronicle tokens on a card records no Glory.
- 2-PLAYER RULES: The Dissenter counts as one of the players, and can be first or second place. If a player has the most Chronicle tokens, they record 1 Glory additionally for each of the Dissenters tokens.
- 1-PLAYER RULES: Both Narek and Camilla record Glory in the same way as the player (collecting Glory together, as usual).
3 Glory Summary: Write the following 3 values on the Summary side of your Campaign Log for this Episode:
- 3A Recorded Glory: The amount of Glory recorded (on the Recorded Glory side).
- 3B Cache Glory: The total Glory value of all (Chronicle and Milestone) cards in your Cache.
- 3C Total Glory: The sum of the above two.
Proceed to the End of a Campaign.
Summary Side of the Campaign Log
(Printed heading: "Summary Side of the Campaing Log"; spelling corrected here.)
The printed page shows a diagram of the Summary side (Recorded Glory, Cache Glory and Total Glory per Episode, the Current Total Glory boxes, the Tie-breaker box for Milestones in Cache, and an Achieved Milestones row). The diagram is not reproduced here; the values it refers to are the ones listed in steps 3A–3C and 5A–5C above.
End of a Campaign
Determine your Final Campaign score (C) by adding up the following two values:
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A The Total Glory after Episode 4.
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B The Glory gained from the Final scoring of Episode 4.
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2-4 PLAYER RULES: The player with the highest Final Campaign score (C) is the winner. In case of a tie, the player with more stored Milestone cards wins. Players still tied share a victory.
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1-PLAYER RULES: Add up the recorded Glory of the Dissenters and the Glory scored solely from the Final scoring of Episode 4 (according to the core rules). If your Final Campaign score (C) is greater than this number, then you have won; otherwise you have lost.
Appendix
Chronicle Cards Reference
Each card below lists its left half (current Episode) and right half (next Episode), as printed.
Episode 1 Chronicle Cards
| Ref | Name | Left half (Episode 1) | Right half (Episode 2) |
|---|---|---|---|
| #1 | Pathfinders | Permanent: When completing a Patrol, gain 1 Food. | Setup: Gain 1 Island Resource and 1 Food. |
| #2 | Master Dealer | Permanent: The second option of the "Politics" and "Settle" Effects costs 1 Story fewer. | Setup: Gain 3 Stories. |
| #3 | Proven in Combat | Chronicle Action (2): Up to twice, spend 1 Valor to gain 2 Votes. | Setup: Gain 1 permanent Vote. |
| #4 | What Doesn't Kill You... | Modifier (2): Add +2 to all Threat rolls during this turn's Patrol resolution. | Permanent: During Combat step 4 you may spend 1 Valor to cancel the injury of 2 Light Soldiers each. |
| #5 | Ear of the Council | Permanent: You may change the face of a die in the pool before placing it, without having to spend 1 Story. You may not do this if there is another die you could legally place in the same space. |
Episode 2 Chronicle Cards
| Ref | Name | Left half (Episode 2) | Right half (Episode 3) |
|---|---|---|---|
| #1 | Wonders to Discover | Permanent: When completing an Adventure, gain 1 Food. | Modifier (2): When placing a die to resolve the "Settlers" Effect, you may use one of your picks to gain 1 Crate and apply 2 Treatments instead. |
| #2 | Keeper of the Legendarium | Permanent: When resolving the "Politics" or "Settle" Effect spend 1 fewer Story than you would normally do. | Setup: Gain 2 Scraps. |
| #3 | Veterans' Respect | Chronicle Action (2): Up to twice, spend 1 Valor to gain 2 Votes. | Setup: Draw 2 Goal cards instead of 1. Permanent: After the end of your 5th turn, discard one of your Goal cards. |
| #4 | Watch Your Step | Modifier (2): Add +2 to all Threat rolls during one Adventure resolution. | Permanent: Add +1 to all Threat rolls. |
| #5 | Experienced Negotiator | Permanent: You may change the face of a die in the pool before placing it, without having to spend 1 Story. You may not do this if there is another die you could legally place in the same space. |
Episode 3 Chronicle Cards
| Ref | Name | Left half (Episode 3) | Right half (Episode 4) |
|---|---|---|---|
| #1 | Field Hospital | Permanent: You have 2 additional Infirmary spaces. | Permanent: You have 2 additional Infirmary spaces. |
| #2 | Lumbering Shieldheads | Modifier (2): You may place a Tamed Shieldhead into a space in the Wilderness that requires a Raptor or higher in hierarchy. | Permanent: When you gain an Artifact, gain 2 Glowberries. |
| #3 | Reassignment | Chronicle Action (2): Return (and reroll) a Neutral die from a City Zone to the dice pool or swap 2 already placed dice. You may change the die faces in the process of swapping them. | Setup: Gain 1 Food and 1 Glowberry. |
| #4 | Ugly Duckling | Modifier (2): You may use a Tamed Raptor instead of a Tamed Thunderhorn to place in a Thunderhorn space in the City. | Setup: Gain 1 Thunderhorn and 1 Valor. |
| #5 | Trading Favors | Chronicle Action (2): Move up to 2 of your Influence Cubes between Officers. |
Episode 4 Chronicle Conclusion Cards
Printed on the Episode 4 Chronicle Conclusion cards, each card has a Title, a Chronicle token placement box, and an Ability. The placement box is where your Chronicle token is placed when you claim the Achievement paired with the card.
| Ref | Name | Ability |
|---|---|---|
| #1 | Call me "Admiral"! | Modifier: When you complete a Preparation, pick 2 different options: Gain 3 Glowberries or gain 1 Food or spend 1 Glowberry to advance on your most advanced Officer Contribution track (your choice if tied). |
| #2 | Bustling City | Modifier: During your Primary Action, you have an additional, different option pick. If at least one of the picked options has its cost covered by a Crate, gain 1 Glowberry. |
| #3 | Charge Ahead! | Chronicle Action: Spend 1 Food to, up to twice, rally 1 or 2 Dinos to a Battlefield without gaining the placement bonus. |
| #4 | Search and Rescue Team | Chronicle Action: Choose one: • Gain 1 Raptor and 2 Shieldheads • Gain 1 Ironjaw • Build 1 Cabin • Place 1 Crate on a Battlefield |
| #5 | Supplying the Harbor | Modifier: After starting a Preparation, immediately progress the Preparation. |
| #6 | Community Donations | Chronicle Action: Discard a Crate from one of your Officer Contribution tracks to gain 4 Followers. The discarded Crate is removed from the game. |
Achievement Tiles
Each Achievement tile shows a Title, an Icon, a Repeatability indicator, a Condition, and an Episode indicator. There are 3 common repeatability indicators that you'll find on Achievements. If the repeatability indicator is unique, the description directly specifies when you must meet the condition to claim the Achievement.
- Unnumbered repeat icon ("Across your turn"): You may claim it any number of times during every player's turn, even if completing it across multiple steps.
- Numbered step icon ("Once per turn step"): You may claim it once in each step of every player's turn.
- "1x" icon ("Once per turn"): You may claim it once in every player's turn.
Episode 1 Achievements
- Defender: Build a Wall in a Defense area using the "Fortifications" Effect, where you already have both a Trap and a Heavy Soldier and/or your Leader.
- Hunter: Defeat at least 2 Raptors during the same Dino Attack using your Soldiers and/or your Leader.
- Scout: Start a Patrol assigning at least 2 Heavy Soldiers and one more Unit to it than the requirement.
- Homesteader: During your Primary Action, build 2 Settlements, with at least one built in a Zone where you already have 2 or more Settlements.
- Orator: Either place (not move) your Leader into a Zone with 2 (or more) of your dice already there, or place your own die into a Zone with exactly 1 of your dice already placed there.
- Commander: Gain an Officer Bonus while having sole majority of Influence on that Officer.
Episode 2 Achievements
- Defender: Resolve a Counterattack Secondary Action, or successfully defend a Dino Attack in a Canyon area, exceeding Defense Threshold of the card by 2.
- Hunter: During an Adventure Action, deal 3 Damage using your Soldiers (not your Leader).
- Scout: Play an Adventure assigning at least 2 Heavy Soldiers (not your Leader) and one more Unit to it than the requirement.
- Homesteader: During your Primary Action, build 2 Settlements (in the City), with at least one built in a Zone where you already have 2 or more Settlements.
- Orator: Either place (not move) your Leader into a Zone with 2 (or more) of your dice already there, or place your own die into a Zone with exactly 1 of your dice already placed there.
- Commander: Gain an Officer Bonus while having sole majority of Influence on that Officer.
- Mentor: During your Secondary Action, gain a Perk from the Officer corresponding to the Zone your Leader is currently in.
- Builder: Build an Outpost on a space that gives a Follower placement bonus.
Episode 3 Achievements
- Hunter: Gain a Tamed Ironjaw or tame an Ironjaw or tame 2 Untamed Dinos.
- Scout: Place a Raptor, Thunderhorn, or Ironjaw on a Jungle or Hills Location (including the Temples).
- Homesteader: During your Primary Action, build 2 Settlements (in the City), with at least one built in a Zone where you already have 2 or more Settlements.
- Orator: Have your Leader in a City or Wilderness Zone which is eligible for an Assembly (you may check this after Primary or Secondary Actions, and Adventure Stage Resolution as well).
- Commander: During your Primary Action, place a Tamed Thunderhorn in a Zone where you have 1 or more Influence on the Officer corresponding to that Zone.
- Mentor: Place 1 Influence on the Officer corresponding to the Zone your Leader is currently in.
- Builder: Either build 2 Ranch tiles in the same row during a single turn, or build a Landmark with an End-of-Game scoring condition.
- Survivalist: During your "Use Crate" Secondary Action resolve all 3 Ranch Effects in the same row.
Episode 4 Achievements
- Defender: Rally an Ironjaw or a Thunderhorn to a Battlefield where you already have 3 or more Dinos rallied (including your Rider Leader).
- Hunter: Rally Dinos to oppose a Raider and a Sixleg on 2 different Battlefields during the same turn. This can be completed across multiple steps.
- Orator: Either place your Leader on a Battlefield of a Zone with 4 or more of your Cabins, or place a Neutral die into a Zone your Leader is currently in (either in the Community area or the Battlefield).
- Commander: Spend 9 or more Valor on Rewards in a single Combat. When you gain a discount because of your Marines, you can act as if you have spent the full cost of the Reward.
- Mentor: Remove the Crate from the 5th space of one of your Contribution tracks.
- Builder: During the same turn, either build 2 different Cabins in the same Ship Section, or gain the Supplier reward of a Preparation stage you are resolving. If the Supplier reward lets you build Cabins, those count towards an additional claim of this Achievement.
- Survivalist: During your Secondary Action, search a Ruins where you have a Stronghold.
Setup Cards
In the following table each cell is explaining a different Setup card. The rows show the Achievement a particular Setup card is connected to, and the columns show the Episode in which you would gain them along with the next Episode, in which you would use them.
| Achievement | Setup Episode 1 to Episode 2 | Setup Episode 2 to Episode 3 | Setup Episode 3 to Episode 4 |
|---|---|---|---|
| Defender | You may spend 1 Scrap to place a Settlement in a different Zone than your Starting Zone, receiving the placement's benefit (Officer Influence or Perk). | Gain 1 Food, and place 1 Settlement in any City Zone on the bottommost available space without gaining the placement bonus. | - |
| Hunter | Gain 10 Followers. | Gain 10 Followers. | Gain 10 Followers. |
| Scout | Gain 1 Trampler into your Enclosure and 2 Glowberries. | Gain 1 Untamed Thunderhorn and 1 Glowberry. | Build a Salvager Cabin in the Ship Section of your starting Zone, and gain 1 Food. |
| Homesteader | You may spend 1 Island Resource to build an Outpost (receiving the Valor placement bonus shown). | Gain 1 Scrap and 1 Crate. | Rally your starting Thunderhorn from the Infirmary to oppose a Spearman, gaining the immediate bonus you covered. |
| Orator | Gain 1 Island Resource and 1 additional Adventure card. |
Milestone Cards Reference
| Name | Episode | Trigger | Condition | Glory reward | Setup next Episode |
|---|---|---|---|---|---|
| Governor | Episode 1 | After Final Scoring (see page 14) | Have the most Followers | 2 | 1-player: Dissenter Unrest. 2-4 player: Before setup, you may determine the turn order of the next game. |
| Governor | Episode 2 | After Final Scoring (see page 14) | Have the most Followers | 2 | 1-player: Dissenter Unrest. 2-4 player: Before setup, you may determine the turn order of the next game. |
| Governor | Episode 3 | After Final Scoring (see page 14) | Have the most Followers | 2 | 1-player: Dissenter Unrest. 2-4 player: Before setup, you may determine the turn order of the next game. |
| Governor | Episode 4 |
The printed milestone table repeats the Episode 2 Governor row across pages 26 and 27; it is listed once here. Each Governor's Episode is read from the printed icon.
Icon Glossary
The printed icon glossary is reproduced in words:
- Chronicle token
- Glory
- Record Glory
- Reduce cost
- Once per turn (of any player)
- During a turn (of any player, any number of times)
- Once per turn step (of any player)
- Switch
- Reminder (check the Appendix)
- Sole majority
- Dissenter Glory
- Dissenter Chronicle token
- Opponent or Dissenter Settlement
- Permanent ability (Chronicle card)
- Chronicle Modifier (Chronicle card)
- Chronicle Action (Chronicle card)