Robinson Crusoe: Schatzkiste
Robinson Crusoe: Schatzkiste Rulebook
Table of Contents
Table of Contents
The Island of Abundance
This booklet is in 3 parts: The Island of Abundance (components that change appearance only and do not change the rules, from page 2); The Island of Surprises (components that add variability to existing mechanics, from page 3); The Island of Adventures (new mechanics such as new actions and new scenarios, from page 6).
New Resources from Wood
Fill your stocks with colourful food markers. You can now see exactly who eats fish, who eats bananas, and who eats parrot scramble. There are also new stones for non-perishable food (hardtack), wood and fur.
What you use of these does not affect the course of the game. The parrot scramble, the fish and the banana each count as [food icon] (the icon printed after "count as" in the German text). The red shirt counts as [icon A]; the hardtack counts as [fur icon]; and the wood counts as [stone icon]. The icons were read from the page image and are described in brackets where their identity could not be confirmed.
Component note: 1 sheet with 37 stickers. The stickers are used to decorate the action stones. Each character has 4 stickers. Put the stickers with the female illustration on one side and those with the male illustration on the other side of each of your action stones. Stick the remaining stickers onto one side of the corresponding action stone.
The Island of Surprises
Additional Discovery Tokens
The island holds a host of small secrets waiting to be discovered. Take care that you do not overlook any!
When you use this expansion module, shuffle the discovery tokens from this module together with the base game's discovery tokens during setup. You may mix in Set 1, Set 2, or both. Draw tokens face down as in the base game whenever you are asked to.
Set 1 (7 discovery tokens): Hunter and Gatherer
- Bandages: Once, ignore the result of the wound die when you roll the action dice.
- Rum: Gain 3 [dark round resource icon] and place them in the area for available resources. They may be used by all of you.
- Traces of a Beast: Shuffle 1 animal card, without looking at it, into the hunting deck.
- Hardtack (Zwieback): Gain 1 [Zwieback icon].
- Old Sail: During this round, increase your [boat icon] by 2. Place a [stone-type icon] on the night field as a reminder for this round. At the end of the round, remove the [stone-type icon] from the night field and reduce the [boat icon] by 2.
- Rope: Build the invention Rope at no cost, without spending an action for it. Place it in the area for future resources.
- Pistol: During a fight, temporarily increase the [fight icon] by 3.
Set 2 (6 discovery tokens): Treasure Seeker
- Coconuts: Reduce the [fight icon] by 1 and gain 2 [banana icon].
- Salt: Discard 2 [banana icon] and gain 1 [food icon].
- Card with a Cross: If you have that card, you may discard this token and place 5 [dark round resource icon] in the area for available resources. They may be used by all of you.
- Mini Totem: If you have the shovel, you may discard this token and carry out its effect as if you had found another [totem icon]. For this action, the [totem icon] counts as adjacent to the part showing [icon]. If you find more totems than the scenario makes available, these have no effect.
- Grog: When you roll dice, you may discard this token to count a miss as a success. The character who does this does not gain 2 [dark round resource icon].
- Sling: Roll 1 [icon] to increase the [fight icon] by 2.
Note: several small icons on this page could not be identified with certainty from the render and are shown in brackets; see the translation notes in the report.
Additional Event Cards
You have the bow out now, to deal with the uncertainties of the island … Now it is time to face new dangers.
When you set up the game, shuffle the event cards from the Treasure Chest into the matching event card decks of the base game (the decks marked with the base game's symbols).
Event card 1: Screeching Birds (You did not sleep a wink last night.)
- Immediate event: Place 1 [action stone icon] on the action space. This action is not available this round.
- Preventive action: Scare Off the Birds — [partly illegible in the source: the effect of this action could not be read in full; the source shows that each character gains 1 [icon] and that this card is then discarded].
- Threatening event: [illegible in the source].
Event card 2: Exhaustion (Everyone in the camp feels rather weak today.)
- Immediate event: Place 1 [icon] on each of 2 abilities on the character sheet. These abilities may not be used this round. [partly illegible in the source]
- Preventive action: Urgently Need a Break — [illegible in the source].
- Threatening event: [illegible in the source].
Event card 3: Flood (Your meagre supplies were washed away.)
- Immediate event: IF POSSIBLE: Discard 1 [icon] and reduce [icon] by 1. [partly illegible in the source]
- Preventive action: Makeshift Supply Crates — Take 1 [icon] and 1 [icon], then discard this card. [partly illegible in the source]
- Threatening event: [illegible in the source].
Event card 4: Traces of the Natives (You found a few old, empty chests in the bushes near your camp.)
- Immediate event: IF POSSIBLE: Choose 10 secret cards from the secret deck and return them to the box. [partly illegible in the source]
- Preventive action: Investigate the Remains — Draw 3 secret cards. Resolve 1 of them. Then discard this card. [partly illegible in the source]
- Threatening event: Nothing happens.
Event card 5: Quiet Night (The forest was unusually quiet this night.)
- Immediate event: IF POSSIBLE: Remove the top animal card from the hunting deck. [partly illegible in the source]
- Preventive action: Roam the Forest — [partly illegible in the source: the effect could not be read in full; the source shows gains of 2 [icon] and 2 [icon] and the card is then discarded].
- Threatening event: Nothing happens.
Event card 6: Torrential Rain (Everything in your camp is dripping wet.)
- Immediate event: Place [icon, illegible] that is produced this round on the area for future resources.
- Preventive action: Plan Ahead — Take 1 [icon]. Then discard this card.
- Threatening event: This round, no [icon] is produced.
Event card 7: Surprise Under the Moon (You wake to a howling from the nearby bushes. You find a cave, and inside it …)
- Immediate event: Draw 1 secret card and resolve it.
- Preventive action: Investigate the Cave — Draw 1 secret card and resolve it. Then discard this card.
- Threatening event: Draw 1 card from the animal deck and place it on top of the hunting deck.
Design Your Own Cards
The expansion includes blank card templates (3 event cards and 6 adventure cards: 2 Build, 2 Gather Resources, 2 Explore). The template for an event card is labelled with the following parts:
- Event name
- Flavour text
- Adventure symbol
- Immediate event
- Name of the preventive action
- Cost of the preventive action
- Effect of the preventive action
- Threatening event
The template for an adventure card is labelled with the following parts:
- Name of the adventure card
- Flavour text
- Effect of the adventure (including the instruction "Shuffle this card into the event deck afterwards")
- Event name
- Flavour text of the event
- Immediate event
Write your own story while you roam the deserted island. Tell the story by your own rules.
Use these cards to meet your own events and adventures in the game. When you set up, shuffle your newly created cards into the matching decks.
Additional Secret Cards
Just as you thought you had now seen everything, the spires of an ancient temple rise before you. Are you ready to explore lost passages and dodge the traps in order to find the treasure?
When you set up the game, shuffle the secret cards from the Treasure Chest together with the base game's secret cards into one deck.
The source prints 12 secret cards. Their titles are: Rusty Machete, Very Old Map, Oil Lamp, Pistol, Black Slime, Swirling Dust Cloud, Snare Trap, Earth Cave, Monkey, Maggots, Rat Hideout, and Wild Dog. The rules text of these cards is printed in very small type over overlapping card images and could not be read reliably from the source; the rules text is therefore not transcribed here (see translation notes).
Additional Animal Cards
Your expedition book is full of sketches of exotic animals from all over the world. Since you were stranded here, you never thought you could add so many more …
When you set up the game, shuffle the animal cards from the Treasure Chest into the animal deck.
The source prints 7 animal cards: Condor, Dodo, Finches, Howler Monkey, Sea Lion, Turtle, and Wild Llama. Their stat and rules text is not legible in the source at the rendered resolution and is not transcribed here (see translation notes).
The Island of Adventures
Special Animal Cards
Sometimes appearances are deceiving. Not every rustle in the forest means you have to fight for your life. And one day you may find footprints that lead you to an abandoned hut full of fragrant herbs!
When you use this expansion module, shuffle the 14 special animal cards into the animal deck during setup. If you are asked to draw cards from the hunting deck or the animal deck, treat these as regular animal cards. If you draw a special animal card, resolve it instead of fighting an animal.
If a special animal card itself instructs you to draw one or more animal cards, set aside other special animal cards you draw in the process and keep drawing until you have drawn the corresponding number of animals. Then shuffle the special animal cards back into the deck from which you drew them.
Note: If a special animal card instructs you to draw animal cards from the hunting deck but the hunting deck does not contain enough cards, draw as many cards as possible and draw all remaining cards from the animal deck instead.
The 14 special animal cards are: Hunger, Poisonous Viper, Cold, Tracks, Dam, Tracking, Surrounded, Lost, Pharaoh's Men (title partly illegible in source), Old Hut, Dead Animal, Night, Watering Hole, and Curse. The rules text of these cards is printed in very small type over overlapping card images and could not be read reliably from the source; it is not transcribed here (see translation notes).
The Hunting Dog
The happy wagging of its tail can only mean one thing: it has picked up the scent of a wild animal. This evening there is wild boar roast!
The hunting dog is represented by its card and by 1 purple action stone.
Note: The hunting dog is not the dog from the base game, which is also represented by a purple action stone. We recommend playing with only one of the dogs, but it is up to you to adjust the difficulty accordingly.
The hunting dog follows the same rules as the dog in the base game, with the following exceptions. The hunting dog may be used only to support the action [hunt icon]. The acting character gains a temporary +1 [icon] and may ignore 1 [wound icon] that they would suffer during the hunt.
Card text (Hunting Dog): Can only be used to support a hunting action. The acting character (or the crew member, if applicable) temporarily gains +1 [icon] and may ignore 1 [icon] that they would suffer during the hunt. Parts of the card text are partly illegible in the source; the wording above is the legible reading, with icons described in brackets.
Crew Members
"Ahoy, you landlubbers!" you hear the crew members shout as they get away from the sinking ship. These weathered fellows will help you survive on this cursed island.
This expansion module offers you some shipwrecked helpers who support you and so reduce the difficulty of the game. Before the game, choose exactly 1 crew member, regardless of how many players you are.
Crew members do not count as players. They do not change the number of players for costs of [tent icon], [plank icon], [dark round resource icon], or in other cases.
The Artist and the Old Cook
The artist and the old cook follow the same rules as Friday, with the following exceptions:
- They need a [tent icon]; otherwise, in the night phase they suffer a [wound icon] from sleeping outdoors.
- A [dark round resource icon] cannot be used by them.
- The old cook is affected by weather effects.
- If you play with the old cook, during an action, you gain +1 [fish icon] and +1 [fur icon] for each animal.
- If you play with the artist, the starting player gains +1 [dark round resource icon] in the morale phase.
Pilgrim
- Each round during the action phase, exactly 1 of you may re-roll exactly 1 die of any colour.
- Immune to all player effects.
- Does not give you an extra action stone.
Quartermaster
- Each starting item may be used 4 times during the game instead of 2 times. At the start of the game, place 4 markers on each starting item to show this.
- Immune to all player effects.
- Does not give you an extra action stone.
Bone Sawyer
- Increases morale by 1 each time a player heals and the wound marker moves past a wound threshold during the healing.
- Affected by weather effects, but immune to all other player effects.
- Does not give you an extra action stone.
Tracker
- Allows you to play with the hunting deck face up.
- Immune to all player effects.
- Does not give you an extra action stone.
Translation notes: the card-icon symbols in the source were read from the page image. Where an icon could not be named with certainty it is shown in brackets with its description; the wording above follows the German text.
Trait Cards
It is always helpful to judge your own strengths and weaknesses correctly. This is especially true when you are stranded on a deserted island and fighting for bare survival …
This expansion module introduces traits for the player characters. You can make your character more vivid by assigning them a trait during setup.
During setup, give every player one random trait card. It changes the rules for your character.
The source prints 10 trait cards. Their titles are: Old Man (Greis), Drunkard (Trunkenbold), Child (Kind), Pessimist, Muscleman (Muskelprotz), Wimp (Jammerlappen), one further card whose title is not legible in the source, Leader (Anführer), Lazybones (Faulpelz), and Tough Guy (Rauhbein). The rules text on these cards is printed in very small type and could not be read reliably from the source; the rules text is therefore not transcribed here (see translation notes).
Secret Trait Cards
There is one thing you would rather keep secret from the rest of the crew …
To make the game even more varied, during setup give every player one random secret trait card. It may have positive or negative effects. You may not reveal the card until you return it to the box. (You keep the card Faith secret until the end of the game.)
Note: If you also play with the (normal) trait cards, every player has both a trait card and a secret trait card.
Note: The cards stay secret to allow a new feeling of play. Once you know the cards better, you may of course find out which cards your fellow players have. This does not affect the rest of the game.
The source prints 9 secret trait cards. Their titles are: Despair (Verzweiflung), Secret from the Past (Geheimnis aus der Vergangenheit), Mysterious Incident (Mystische Zwischenfälle), Faith (Glaube), Illness (Krankheit), Insecurity (Unsicherheit), and three further cards whose titles are not legible in the source. The rules text on these cards is printed in very small type and could not be read reliably from the source; it is not transcribed here (see translation notes).
Glass Inventions
At first you could not believe that anything like this could exist in this place, but now that you have found it, you can make some very useful things with it.
During setup, take the 9 standard invention cards and the invention card Glass (GLAS), and place them invention side up in the area of the game board provided for them. Then shuffle the glass inventions into the invention deck and draw 5 cards from it, placing them on the spaces for available inventions.
The source prints nine glass inventions, each shown on an object side and an invention side. Their titles are: Glass, Magnifying Glass, Telescope, Lamp, Glass Jar of Jam (Glas Marmelade), Mirror, Hourglass, Thermometer, and Glass Spear Tip (Speerspitze aus Glas).
The effects shown on the invention sides, as legible in the source:
- Glass: +1 [icon] (the figure on the reverse of the card is only partly legible).
- Magnifying Glass: For each action you may re-roll 1 die of your choice, once.
- Telescope: Its effect is shown on the card as a green [icon]; the rest of the effect text is too small to read reliably in the source.
- Lamp: During the night phase, 1 character gains [icon] (the number is partly illegible in the source).
- Glass Jar of Jam: +3 [icon]. (Partly illegible in the source.)
- Mirror: Each time you draw [icon], draw +1 [icon] additionally.
- Hourglass: Its effect is shown only as a pictogram and is not legible in the source.
- Thermometer: Roll 1 of the weather dice for the given round before the action phase. Resolve the result as usual in the weather phase. (If further weather dice are rolled, roll them as usual in the weather phase.) (Partly illegible in the source.)
- Glass Spear Tip: When an effect shows exactly [icon], instead turn this card back over to its invention side and [icon] −3 (the German text reads "dreht statt dessen diese Karte zurück auf die Erfindungsseite und −3"). (Partly illegible in the source.)
Translation note: the glass-invention effects are printed in very small type on overlapping card images. The pictograms are transcribed as [icon] where they could not be named, and the legible words are given above.
Herb Garden and Cage
You hope that while exploring the island you will find plants with which you can establish a herb garden. You are also looking for animals to breed in your camp.
During setup, place both tiles next to the game board. Follow the rules printed on the tiles.
Herb Garden (one tile, front and back):
Front: Place one [icon] on the herb garden, field I, after a successful action from a [icon] (only once). Move the [icon] 1 field in the direction of the arrows in each production phase. Each time you reach field III, 1 character heals 1 [icon]. The herb garden is always in the camp.
Note: For the herb garden, you do not have to discard collected resources to place 1 [stone icon] on it. After you have reached field III, you do not need to perform the action again; in the next production phase, simply move the [icon] on to field I.
Cage (one tile, front and back):
Front: After a successful action from a [icon] source, take 1 [icon] and place it on the other side of the cage and discard the food you received. If [icon] lie on the cage, the cage produces 1 [icon] in each production phase until the end of the game. The cage is always in the camp.
Translation note: the herb garden and cage text is printed in small type; the reading above is the legible German text rendered in English, with the icons described in brackets where their identity could not be confirmed.
Shelter Upgrades
You stare at the trees lying around you, and an idea comes to you: you could use them to make your shelter even safer.
This expansion module allows you to upgrade your [shelter icon]. During setup, place all 4 upgrade tiles with the invention side face up next to the game board.
Once you have built the [shelter icon], you may upgrade it. To do so, use an action [action icon]. The landscape type on which your [shelter icon] is located must match the chosen upgrade tile. After building, turn the tile over to its item side and place it on the corresponding area of the game board. The effect of the tile is available to you immediately.
If in the night phase you move your camp to another island tile with the same landscape type, you keep the upgrade tile. If you move it to an island tile with a different landscape type, remove the upgrade tile from the game board and return it, invention side up, to the others. You may then use another action [action icon] to upgrade the [shelter icon] with the upgrade tile of the current landscape type.
Tiles (item side and invention side):
Hut on the River (Hütte am Fluss)
- Item side: +1 [food icon].
- Effect: You receive this additional food in each production phase.
Storeroom in the Cave (Vorratskammer in der Höhle)
- Invention side: [food icon] = [non-perishable food icon].
- Effect: Thanks to the storeroom in the cave, normal food no longer spoils. However, it does not become non-perishable food (the blocks are not exchanged). If you move your shelter to an island tile with a different landscape type and return the upgrade tile accordingly to the others, food spoils again in the night phase.
Hut in the Green (Hütte im Grünen)
- Item side: Roll the [weather die icon] in the production phase instead of in the weather phase. Resolve the result as usual in the weather phase. (Roll any further weather dice as usual in the weather phase.)
Hut on the Hill (Hütte auf dem Hügel)
- Item side: Whenever you gain +1 [icon], you gain +1 [icon] additionally.
Translation note: the item-side tile text is printed in small type; the wording above follows the legible German text. The icons are described in brackets where their identity could not be confirmed from the render.
Flotsam Cards
The sea washes many curiosities ashore. And the chance is not so small that, among the seaweed and driftwood, one or another valuable from your shipwreck is washed back onto land …
This expansion module lets you perform a special action, Gather flotsam [action icon], on island tile no. 8 (the [landscape icon] tile). Shuffle all flotsam cards together and place them beside the game board.
Instead of gathering [wood icon] or [food icon] on this island tile, you may draw a flotsam card and resolve it.
For this action, treat the [landscape icon] as a source. You may perform this action only once per round.
The source prints 9 flotsam cards. Five are headed with an item: A Rope! (Ein Seil!), A Knife! (Ein Messer!), A Small Chest! (Eine Schatulle!), A Goat! (Eine Ziege!), and Hardtack! (Zwieback!). Four are headed Nothing Found (Nichts gefunden). The effect text of the item cards is printed in very small type on the card art and could not be read reliably from the source; it is not transcribed here (see translation notes). The Nothing Found cards read: "You wander along the beach and find nothing of interest. Shuffle this card back into the flotsam deck." (Partly legible in the source.)
The Volcano
You are not the first treasure hunters to reach this island. The footprints of your predecessors lead to a volcano that is waking up. The goal is still far away, because these devils risked their lives without batting an eye. Will you find the treasure before the volcano erupts?
This expansion module lets you carry out one additional action when you play the Volcano Island scenario.
During setup, place the volcano tile (a small tile: Volcano) in place of island tile no. 8. In the first 3 rounds you may perform the action [volcano action icon] on the volcano, but only once per round, because the footpath to the crater of the volcano is very narrow. Each time the action succeeds, choose one of the following rewards:
- Draw 2 secret cards and gain up to 1 [icon].
- Increase your [fight icon] by 2.
- Gain 2 starting items.
After you have carried out a reward, cover it with a [stone icon]. It is no longer available. At the start of the fourth round, the volcano erupts, as described in the scenario. Then remove this expansion's tile from the game board.
Translation note: the volcano tile's printed text (the three rewards) was legible; icons are described in brackets where they could not be named from the render.
Two Double-Sided Character Sheets
Gambler (Zocker / Zockerin)
Just as you were nearly through the next level of your favourite video game, you suddenly hop …
When you come to and open your eyes, a fresh breeze is blowing around your ears on the beach …
During setup, you may choose the Gambler (Zocker) or the Gambler (Zockerin) as your character, regardless of how many players are taking part.
The Gambler has no individual invention.
The character sheet (1 double-sided sheet) comes with 2 playing stones (red). The skill text on the sheet is printed in very small type and could not be read reliably from the source; it is not transcribed here (see translation notes).
Sailor (Segler / Seglerin)
The sabre in your right hand, the treasure map in your left, a pistol at your belt … You head straight for the spot marked with a red X on the map: the symbol of danger … and immense riches!
During setup, you may choose the Sailor (Segler) or the Sailor (Seglerin) as your character, regardless of how many players are taking part.
The character sheet (1 sheet) comes with 2 action stones (teal). The skill text on the sheet is printed in very small type and could not be read reliably from the source; it is not transcribed here (see translation notes).
Four Double-Sided Scenario Boards
Where Is Dr. Livingstone?
Note: do not read the newspaper before the start of the game.
Setup
Place the invention card Livingstone's Cross next to the game board, ready. It only comes into play when you are explicitly told to bring it in.
Exchanging Ideas
The character performing the action must pay [dark round resource icon].
Investigate the Old Camp
During the special action Investigate the Old Camp, you must observe the distance rules.
Example: If you perform the action 2 island tiles away from the camp, with 3 [distance icon] you have a certain success, and with 2 [distance icon] you must roll a [die icon].
Note: The special ability New Idea of the carpenter (male or female): instead of drawing 5 invention cards, you may, as with exchanging ideas, place any card on the space for available resources.
The Naturalist
Setup
The scenario The Naturalist uses 2 scenario boards. Place them side by side during setup.
Special Rules
Charles Darwin is a special character who takes part in this scenario. He is represented by his own action stone (use the stone of a player colour that no one has chosen, or the white or purple action stone).
Each round, choose 1 of the following actions for Darwin to perform: a preventive action, [icon], or [icon]. Darwin can both perform actions and support actions.
If Darwin performs the action [icon], he has the special ability Search Talent, like the cook: discard 2 [dark round resource icon] to be able to roll 1 grey die [icon]. You must roll for Darwin and draw an adventure card if he does not perform a sure action.
Translation note: the three action icons for Darwin's round action and the grey-die icon could not all be named from the render and are shown in brackets. The text above follows the legible German.
Also, the following applies:
- Darwin can never become the starting player.
- Darwin is affected by events, secret cards and weather effects. He suffers wounds if he does not eat in the night phase and/or sleeps under the open sky.
- Darwin can be healed like the player characters.
- Darwin can use all built items.
- Darwin does not increase the cost of building the shelter, the palisade and the roof.
- If Darwin dies, you lose the scenario immediately.
In this scenario, the items Dam (Damm) and Enclosure (Gehege) have a special function. Just like the special inventions Cages (Käfige) and Greenhouse (Gewächshaus), they serve to store special resources. You need cages for rare animals and dangerous creatures. You must store unique fish in the Dam, extraordinary birds in the Enclosure, and botanical samples in the Greenhouse (see Favourable Conditions). Use the usual resource markers or the wooden parts from the Treasure Chest for this.
They differ from normal resources, and from each other, in that they lie on the item card assigned to them. If one of these items is turned back to its invention side (or no longer counts as built), you must discard all resources lying on it. If the Greenhouse is turned back to its invention side, you must also discard the sequence tokens on it; they are removed from the game.
If the Dam is built in a round in which an event card showing [event icon] was drawn, the players must decide whether they want 2× [icon] or instead want to receive 2 unique fish (which are placed on the Dam). Because the Dam, as usual, is only completed at the end of the action phase, other unique fish gathered during that same action phase cannot yet be stored there; instead they are placed as normal [fish icon] on the space for future resources.
If your resource markers run out during the scenario, you must make do temporarily with other markers, coins or similar.
Favourable Conditions
In rounds in which an event card showing [event icon] is drawn, the Enclosure may, instead of producing 1 [fish icon], also produce 1 extraordinary bird (which is then placed directly on the Enclosure). The shortcut also brings you a special resource in the production phase. And if you use the basket or sack when [icon], you may also receive 1 additional special resource from it.
Resources that you do not receive directly from a source are not special resources and may be used only as food or wood. This applies to resources you would receive through card effects (event, adventure or secret cards), discovery tiles, during the hunt, through the mine, or through special abilities of a character (e.g. Grandma's Recipe). Tiles that bring you additional resources (e.g. the Trap or the treasure card Axe) also supply only normal resources.
Translation notes: the icons on this page are described in brackets where the render did not allow them to be named. The page text itself is legible.
More Scenarios: Nimmerland, Die Schatzinsel and Die Wilddiebe
Adventure in Nimmerland (Junior)
Scenario sheet, printed on a single side. The text is small and partly blurred in the source; the parts transcribed below were legible.
Objective (Ziel des Szenarios): Survive 6 days in Nimmerland. You win if, after 6 rounds, you have completed the following goals:
- Find the way to the pirate bay: discover island tiles to create a connection between island tiles no. 2 and no. 8.
- Lure the alligator Tick-Tock into the pirate bay (island tile no. 8) with the special action Lure (Anlocken).
- Arm yourselves to fight the pirates. For every character in the game (including Friday), you must build 1 spear.
- Return to your world: each player must have at least 2 [icon] at the end of the 6th round.
Setup (Vorbereitungen), as legible:
- The Gallows Tree (Galgenbaum): Place island tile no. 2 as shown, and place your character on it. This is your starting field. You ignore [icon] and [icon] on it, and you may use the natural shelter there. Also draw 1 card from the animal deck and start the hunting deck with it. Place [icon] on this tile.
- Alligator Tick-Tock: Place island tile no. 3 as shown next to the Gallows Tree, and place the animal card Alligator on it. Ignore [icon] but shuffle 1 animal card into the hunting deck.
- Magic Dust: Place [icon] once on the space for available resources.
- Cover the symbol [icon] on the action space [icon] with 2 [icon]. When you perform this action, you receive only [icon].
- Place only the 9 standard invention cards on the space for available inventions (do not draw 5 extra cards from the invention deck).
- Do not draw 2 starting items. Instead, place 2 [icon] on the item Secret Spell (Geheimer Zauberspruch), 1 per use. Move the [icon] on your wound tracks 5 spaces to the right (ignoring all [icon]).
- Remove your individual inventions from the game. They are not available in this scenario.
Special rules (Besondere Regeln), as legible:
- Each successful [icon] brings you 2 resources.
- Characters may not use their special abilities.
- [A further rule, beginning "You receive no [icon] when you …", is cut off in the source and is not completed.]
- Ignore drawn adventure cards of Dangerous Events ([Drohende Ereignisse]) on the event cards.
- You may not perform [icon] on an island tile with Alligator Tick-Tock.
Lure action (Anlocken), as legible: Roll 1 [icon] and discard 1 [icon]. If the special action succeeds, move the alligator Tick-Tock to the island tile on which you performed the action.
Event table (Reihenfolgeplättchen), as legible: Mix all sequence tiles. Whenever you reveal an island tile with [icon], draw 1 random sequence tile and place it on that island tile. Then carry out the corresponding effect.
| No. | Effect |
|---|---|
| 1 | Siren's Cove (Golf der Sirenen): Take 2 [icon]. |
| 2 | Captain Hook Is Watching (Beobachte Captain Hook): Carry out the night phase outside the camp. |
| 3 | Animal Attack (Tierangriff): Draw the top card of the hunting deck and fight the animal. |
| 4 | Flight from the Pirates (Flucht vor den Piraten): Draw no [icon] for the island tile just revealed. |
| 5 | Meeting with Tinker Bell (Treffen mit Tinkerbell): [icon] |
| 6 | Mysterious Elixir (Mysteriöses Elixier): Heal 2 [icon]. |
Translation note: the source's small print around the event table and the setup items marked [icon] is partly blurred; where a sentence could not be read in full it is marked "as legible" above and is not completed.
Die Schatzinsel (Junior), Scenario 9
Scenario sheet, printed on a single side. The text is small and blurred in the source at the rendered resolution, so the rules could not be transcribed faithfully and are not included here.
Components named on the page: 32 treasure-card items (Fundstücke) and 8 letters of old pirates (Briefe alter Piraten). The letters are not to be read before the game starts.
Not transcribed (see translation notes): Setup (Vorbereitungen), Treasure Search (Schatzsuche), Special rules for animals (Besondere Regeln – Tiere), Leaving the Island (Die Insel verlassen), Treasure Items (Fundstücke), and Pirates! (Piraten!). The page's scenario objective (Ziel des Szenarios) is also only partly legible.
Die Wilddiebe (The Poachers), Scenario 10
Scenario sheet. The text was legible at 500 dpi; the flavour text is included in italics.
You are the game wardens of an island haunted by poachers. Rescue the animals they have captured and wounded. But be careful: you must be back on the beach before the rainy season makes the paths impassable.
Objective (Ziel des Szenarios): Rescue 3 wounded animals. For each animal, you must first build a cage in which to transport it. Afterwards, you may perform the special action Rescue Wounded Animal (Verwundetes Tier retten). You win at the end of a round if you have rescued 3 animals and you are at your camp on the start tile (the island tile marked [icon]).
Special rules (Besondere Regeln): Whenever a new island tile is revealed with [icon], you immediately receive 1 resource from each source shown (wood or food). Place them on the space for future resources.
Setup (Vorbereitungen):
- Turn the two island tiles of type [icon] over to their back sides and place them on the two spaces in the middle of the game board. These two spaces and the island tiles are not available in this scenario.
- Remove the invention cards Shortcut (Abkürzung), Dam (Damm) and Map (Karte) from the game before playing. If you play with the explorer character, that character must use the Shield as his individual invention instead of the Shortcut.
- Remove the event card Dry River Bed (Trockenes Flussbett) from the game.
- Place 1 [icon] on the action space [icon]. It stays there until the end of the game.
- Take all animal cards marked [icon] and draw 3 of them. Place them face down next to the game board. These cards represent the 3 wounded animals you must rescue. Shuffle the remaining cards back into the animal deck. Hunting actions are resolved as normal.
Note: The soldier can ... (the remainder of this note is not legible in the source.)
Special action: Rescue Wounded Animal (Verwundetes Tier retten): This special action allows you to rescue 1 of the wounded animals at a time. Once you have 1 empty cage, you may perform this action, but only once per round. To do so, place 2 action stones on 1 animal card at the edge of the game board. The action Rescue Wounded Animal is resolved according to the rules of the action [icon], with the following exceptions: instead of drawing 1 card from the hunting deck, you reveal the animal card on which your action stones lie. Fight the animal according to the usual rules (the animal may deal damage to you and reduce your weapon strength). However, you do not receive [icon] or [icon] or any special rewards. Revealed animals count as rescued.
Captured animals (Gerettete Tiere): Each rescued animal must be fed 1 [food icon] in every night phase. If you cannot do so, the animal starves and you lose immediately.
Items and locations (as legible):
- Bananas (Bananen): Gain [icon] per half the number of players (rounded up).
- Blood-soaked machete (Eine in Blut getränkte Machete): +2 [icon].
- Flashlight (Taschenlampe): Can be used once.
- Pick Up (Aufgreifen): When you plan your actions, you may use this tile and one additional action stone (3 in total) for the special action Rescue Wounded Animal. You may reveal the animal without fighting it.
- Animal tracks (Spuren von Tierblut): No rules text is legible.
- Fishing rod (Angelrute): Roll in the production phase: [icon] — gain 2 [icon]; [icon] — gain nothing.
- Cage (Käfig): May be built 3 times.
Event cards (as legible):
- Pit (Grube): You have fallen into a poacher's pit. It takes the whole night to free yourself. Carry out the night phase outside the camp.
- Poacher's Trap (Falle der Wilddiebe): You have walked into a poacher's trap. Draw 1 secret card and resolve 1 [icon]. In addition you suffer 1 [icon].
- Wounded Animal (Verwundetes Tier): You encounter a wounded animal and try to help it, but it attacks you. Fight the animal.
- Dead Poacher (Toter Wilddieb): You feel sick when you find the massacred body of a dead poacher. The dead man carries a knife. Turn the invention card Knife to its item side.
Scenario: Time Travel (Zeitreise)
Scenario sheet. The rules printed on the sheet itself are very small and were only partly legible; the general rules printed on page 16 are fully transcribed below.
Objective (Ziel des Szenarios): Collect 2 plants each in the present and in the past, in order to produce the antidote (Gegengift).
Scenario sheet (partly legible): The scenario's sections are headed Objective, Special Rules, Event Horizon (Ereignishorizont), Past (Vergangenheit) and Present (Gegenwart), Totems, and Items. The item list, as legible: The Cave (Die Höhle): 1 [icon]; Wood pile (Holzstapel): 2 [icon]; Adrenalin: 1, usable once; Cookie tin (Keksdose): 1 [icon]; First-aid kit (Erste-Hilfe Set): heal 1; Energy drink: 1, usable once; Old map (Alte Karten): draw secret cards until you find 1; GPS: 2. On the sheet's action panel, as legible: You may perform this action only if you have collected all the plants and you are in the present. If you use only 1 action stone for this action, roll the brown dice. You win if you have produced the antidote and survive until the end of the round. The remaining sheet text is not legible and is not transcribed.
Discovering totems (Die Totems entdecken): If you discover more than 2 [totem icon] in one era, ignore the surplus; do not place sequence tiles on them. You may discover only 2 in the present and 2 in the past.
Collecting plants (Pflanze sammeln): If a plant lies on an island tile with the camp, it is not collected automatically in the production phase, but it may be collected normally in the action phase.
Antidote (Gegengift): The action Antidote is performed in the camp and is not affected by the distance rules. If you use 1 [character icon] for the action Antidote, roll the brown action dice of the action Build. After a successful action Antidote you suffer no [wound icon] at the end of the round.
Translation note: the sheet's own rules and the item descriptions were printed in very small type and are only partly legible in the source. The sentences above are the ones that could be read; the remainder is not transcribed.
Translation and Legibility Notes
This section records what could not be transcribed from the source PDF. Nothing in the gaps below has been filled from memory or from other sources.
- Event cards (The Island of Surprises): the card text of the seven event cards is partly hidden by overlapping cards in the source. Legible parts are transcribed; hidden or illegible parts are marked in place.
- Secret cards (page 5): titles only; the rules text is too small and scrambled to read.
- Animal cards (page 5): names only; stats and rules text are not legible.
- Special animal cards (page 6): names only; the rules text is not legible.
- Trait cards (page 8): names and the secret-card layout only; the rules text is not legible.
- Glass inventions (page 9): the effects are partly legible; some pictograms (for example the Hourglass) cannot be read.
- Shelter upgrades (page 10): the rules are legible; some icons are described rather than named.
- Flotsam cards (page 11): the titles of the five item cards are legible; their effect text is not.
- Character sheets (page 12): skill text is not legible.
- Scenarios on page 15: Die Wilddiebe was transcribed from a high-resolution render; Adventure in Nimmerland is partly transcribed; Die Schatzinsel is not transcribed beyond its components.
- Scenario on page 16 (Zeitreise): the sheet's own rules and item descriptions are partly legible; the general rules printed on the page are transcribed in full.