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Robinson Crusoe: Adventures on the Cursed Island – Treasure Chest thumbnail

Robinson Crusoe: Adventures on the Cursed Island – Treasure Chest

Expansion for Robinson Crusoe: Adventures on the Cursed Island

Robinson Crusoe: Adventures on the Cursed Island – Treasure Chest Rulebook

Table of Contents

Table of Contents

  • Island of Abundance
    • Custom Wooden Food Markers
  • Island of Surprises
    • Additional Discovery Tokens
    • Additional Beasts Cards
    • Hunting Adventures
    • Design Your Own Cards
    • Additional Event Cards
    • Additional Mystery Cards
  • Island of Adventures
    • Hunting Dog
    • Crewmen
    • Searching the Beach
    • Traits
    • Secret Traits
    • Glass Invention
    • Herb Garden & Pen
    • Shelter Upgrades
    • Spyglass
    • Volcano
    • Double-Sided Character Sheets
    • Scenario Sheets

Island of Abundance

Custom Wooden Food Markers

Fill your Camp Resources with colorful Food markers—now you can see who's going to eat caught fish, and who scrambled parrot eggs.

  • [fish icon] (min. 8)
  • [parrot egg icon] (min. 8)

The type of collected food does not influence the gameplay. For the sake of applying game effects, both [fish icon] and [parrot egg icon] are treated as [food].

Island of Surprises

Additional Discovery Tokens

The island hid many little secrets and resources from you that you might discover. Watch your step and don't miss anything!

  • Set 1: 7 Discovery tokens.
  • Set 2: 6 Discovery tokens.

During Setup, shuffle the Discovery tokens from this expansion with those from the base game. You may shuffle them in any combination—with set 1, set 2, or both. Place them all in the provided cloth bag. From now on, draw the Discovery tokens from the bag.

Description of Set 1 tokens

  • Bandages: Ignore the outcome on the Wound die when rolling the Action dice.
  • Rum: Gain 3 [dark round resource icon], and place them in the Available Resources space. Any player may use them.
  • Beast Tracks: Shuffle 1 Beast card (without looking at it) into the face down Hunting deck.
  • Ship Biscuits: Gain 1 [biscuit icon].
  • Sail: Temporarily increase the [green tent icon] by 2 and place a [black marker] on the Night space. The [black marker] on the Night space is a reminder that, at the end of the round, you must lower the [green tent icon] back down by 2, then remove the [black marker].
  • Rope: Build the Rope for free without taking an Action.
  • Pistol: Temporarily increase the Weapon level by 3 during a fight.

Description of Set 2 tokens

  • Coconuts: Reduce [icon] by 1 to gain 2 [food].
  • Salt: Discard 2 [food] to gain 1 [icon].
  • Map with a Cross: If players have a Map, they may discard this token to gain 5 [dark round resource icon] and place them in the Available Resources Space. Any player may use them.
  • Tiny Totem: If players have a Shovel, they may discard this token and treat it as finding another [tile icon]. For this action, this [tile icon] is treated as if it was adjacent to the tile with the [totem icon].
  • Vodka: When resolving a dice roll, a player may discard this tile to treat a failure as a success. Do not gain 2 [food].
  • Sling: Discard 1 [icon] to increase the [icon] by 2.

Additional Beasts Cards

Your travel journal is filled with sketches of beasts from all around the globe. You didn't expect that after being shipwrecked on this island you would add so many new sketches to your collection…

During Setup, shuffle the Beasts cards from this expansion into the Beasts cards deck from the base game.

The seven Beast cards are: Condor, Dodo Bird, Finches, Alquatta, Sea Lion, Tortoise and Wild Llama. Each card shows four pictograms along the bottom; their values, read left to right under those pictograms, are:

Beast[icon 1, skull][icon 2][icon 3, food][icon 4]
Condor3-13–
Dodo Bird3-13–
Finches1–2–
Alquatta5-242
Sea Lion7-392

Hunting Adventures

Sometimes, after hearing a rustle in the forest and arming yourself with a spear, you won't have to fight for your life. Sometimes, in the bushes, you merely find footsteps leading toward the abandoned cottage full of fragrant herbs!

During Setup, shuffle the 14 Hunting Adventures cards from this expansion into the Beast deck from the base game. Treat the Hunting Adventures cards as regular Beast cards (i.e. for the purposes of drawing, shuffling, or creating the Hunting deck).

Note: When a Hunting Adventure card instructs you to draw a card(s) from the Hunting deck and the deck is empty, draw from the Beast deck instead. If you must draw a Beast card, ignore any Hunting Adventure cards, and continue drawing until you find a Beast card. Reshuffle the Beast deck afterwards.

The 14 Hunting Adventure cards:

  • Hunger: DECIDE: Get 1 [food] OR draw the top card from the Hunting deck to Fight the Beast – The Beasts [skull icon] is increased by 2, and [icon] gained increased by 1.
  • Venomous Viper: Get 1 [food] AND take the top card from the Beast deck, shuffling it into the Hunting deck. Keep this card. You can use it once to temporarily get +3 [brown animal icon]. Discard after use.
  • Calf: DECIDE: Get 2 [food] OR get 3 [food] and [arrow icon with 2/3].
  • Prints: Draw 3 Beast cards from the Beast deck, choose one and Fight it. Shuffle the other two back into the Beast deck.
  • Dam: DECIDE: Go fishing – Roll [green icon]: [green icon] – Get 2 [food], [green icon] – Get 1 [food]. OR try Hunting the beavers – [skull icon]: 4, [arrow icon with 2/3]: -1, [food]: 3, [tall grey icon]: 1.
  • Trace: Draw and resolve the topmost green Adventure card. Draw 2 Beast cards from the Hunting deck, choose one and Fight it. Reshuffle the other.
  • Surrounded: DECIDE: Draw 2 Beast cards from the Hunting deck – Fight the one with greater [round icon] and reshuffle the other OR run – execute the Night Phase outside of the Camp.
  • Lost: Get 1 [icon]. DECIDE: Continue the search – Draw 2 Beast cards from the Hunting deck, choose one and Fight it. Reshuffle the other and resolve the Night Phase outside of the Camp OR gather the wild berries – Get 2 [food] and IF POSSIBLE: Discard 2 [round brown icon].
  • Alpha Male: The smaller males have dispersed. The biggest one is facing you. DECIDE: Run – Nothing happens OR draw the topmost card from the Beast deck and Fight it – Double the [food] and [icon] you will get.

Design Your Own Cards

Write your own history while traversing the endless meadows and forests of the deserted island. Present the castaways' story in your own terms!

Use these cards to write your own Events and Adventures to encounter in the game. During Setup, shuffle the newly created cards into the corresponding decks from the base game.

The booklet shows the blank card templates, which are numbered as follows.

Event card (3 blank cards):

  1. write Event name here
  2. write flavor text here
  3. draw Adventure icon here
  4. write Event effect here
  5. write Threat Action name here
  6. write Threat Action cost here
  7. write Threat Action effect here
  8. write Threat Effect here

Adventure card (6 blank cards: 2 Build cards, 2 Gather cards, 2 Explore cards):

  1. write Adventure name here
  2. write Adventure flavor text here
  3. write Adventure effect here
  4. write Event name here
  5. write Event flavor text here
  6. write Event effect here

Additional Event Cards

You know every trick when it comes to dealing with situations on the island…Now it's time to shake-up those familiar Event decks!

During Setup, shuffle the Event cards from this expansion into the corresponding type ([book icon], or [brown ? icon] / [grey ? icon] / [green ? icon]) of Event deck from the base game.

The seven Event cards are listed below. Each card has an Event (top half) and a Threat Action with its Threat Effect (bottom half).

  • Squawking Birds (book type). You didn't sleep a wink last night. Event: Put [black marker] in the Arrange Camp Action space. This Action is unavailable this round.
    • Threat Action Startling the Birds. Cost: 2 [pawn icon]. Effect: Each player gets 1 [Determination token]. Discard this card.
    • Threat Effect: Put [black marker] in the Arrange Camp Action space. This Action is unavailable this round.
  • Prostration (book type). Everyone in the camp is feeling very weak today. Event: Put [black marker] on 2 chosen Skills on each Character sheet. These skills are unavailable this round.
    • Threat Action A Much-Needed Rest. Cost: 1 [pawn icon]. Effect: Discard this card and get 1 [round token icon].
    • Threat Effect: Put [black marker] on 3 chosen Skills on each Character sheet. These skills are unavailable this round.
  • Deluge (book type). Your modest supplies have been destroyed! Event: IF POSSIBLE: Discard 1 [dark round resource icon].
    • Threat Action Makeshift Crates. Cost: 1 [pawn icon] and 1 [wood]. Effect: Discard this card and get 1 [round token icon].
    • Threat Effect: IF POSSIBLE: Discard 1 [dark round resource icon] and -1 [Weapon icon].
  • Traces of the Old Dwellers (book type). You have found some old empty chests in the bushes near your camp! Event: Remove 10 Treasure cards from the Mystery deck.
    • Threat Action . Cost: 1 [pawn icon]. Effect: Draw 3 Mystery cards. Resolve only 1 [dark icon] or 1 [grey icon].

Additional Mystery Cards

Just when you thought you'd seen it all, the gates of an ancient temple emerge before your eyes. Are you ready to discover long forgotten corridors, and elude traps in search of treasure?

During Setup, shuffle the Mystery cards from this expansion into the Mystery deck from the base game.

The twelve Mystery cards (each carries a type emblem printed on the card):

  • Rusty Machete. You find an old machete – a true treasure in your situation! Use it to fight beasts or to cut down some trees! Effect: +2 [Weapon icon] or +2 [wood].
  • Very Old Map. You find an old map with a big X mark on it! No doubts! It's a treasure map! Effect: Put [black marker] on the Island Tiles stack. When you Explore the next Island tile, take the [black marker] and put on this tile as a reminder. In the following rounds you can remove the [black marker] and take the Explore action on this tile. If successful, draw 3 [Mystery card icon].
  • Olive Lamp. You find an old lantern. God knows how it has survived here, not broken or destroyed! Effect: Put 2 [black marker] on this card. Remove the [black marker] from this card to ignore 1 [card icon] card.
  • Gun. You find an old pistol. This is your lucky day! Effect: Put 2 [black marker] on this card. Remove the [black marker] from this card to temporarily increase your [Weapon icon] by 4.
  • Black Slime. You are covered in disgusting black slime… Effect: If there is [green icon], [grey icon], or [brown icon] on your player board, get 3 [icon].
  • Exploding Sack. Dust explodes right into your face! Effect: Draw and resolve 1 [card icon] card.
  • Up! A hidden rope traps your leg and lifts you up! You drop all your items! Effect: If possible, decrease [Weapon icon] by 1.
  • Burrow. You fell into a burrow! Effect: Spend the night outside the camp.
  • Monkey. It jumps on you and steals your weapon! Effect: If possible, decrease [Weapon icon] by 1.

Island of Adventures

Hunting Dog

The happy wagging of your faithful dog's tail can mean only one thing—he's caught the scent of a frightened animal. Tonight you can expect a roasted boar for supper.

This mini-expansion introduces an alternative helper into the game: the Hunting Dog. The Hunting Dog is an additional pawn you may use in the solo variant or when you want to make the game easier.

Place the Hunting Dog card and the purple pawn next to the board. The Hunting Dog may only be used as an additional pawn for the Hunting Action (during this action, it provides +1 [icon] and allows you to ignore 1 [icon]). It is advised to keep the Hunting Dog's pawn on its card when it's not used.

Note: The Hunting Dog is not the same as the Dog, represented by the purple pawn, from the base game. We suggest you play with only one of the Dogs, but you may still choose to increase or lower the difficulty level by adding or removing helpers.

Crewmen

"Ahoy, landlubbers!" You hear the Crewmen as they manage to flee the sinking ship. The feeling in your gut tells you that it's not the first shipwreck for these people. These weather-beaten crewmen join your team to help you survive on this cursed island.

This mini-expansion introduces additional castaway helpers from the ship's crew.

Crewmen cards are not considered players, but are special Characters used to reduce the difficulty of a scenario. Regardless of the number of players, before you start the game, you may choose 1 Crewman card.

The Crewmen cards do not affect the total number of players when considering [red tent icon], [green tent icon], and [food bag icon] costs, nor in any other case.

For the Artist and the Old Cook, apply the same rules as for Friday, with the following changes:

  • Both the Artist and the Old Cook require [red tent icon], otherwise, during the Night phase they suffer [broken heart icon] for sleeping in the open air.
  • [food bag icon] are useless for them.
  • The Old Cook is affected by Weather effects.
  • When playing with the Artist the First Player receives +1 [Determination token] during the Morale phase.
  • When playing with the Old Cook, during each Hunting action, players gain an additional +1 [food] and +1 [icon].

Pilgrim

  • Each round, during the Action phase, a single player may reroll 1 Action die of any color.
  • Is immune to all game effects.

Quartermaster

  • Each Starting Item card can be used 4 times instead of only 2 (place 4 markers on each Starting Item card at the beginning of the game).
  • Is immune to all game effects.

Sawbones

  • Any time a player heals a [Wound icon] and their Wound marker passes the [Morale-decrease symbol], increase the Morale level by 1.
  • Has limited health indicated by their Wound track.
  • Is affected by Weather effects.
  • Does not have to eat in the Night phase.
  • Does not provide an additional Action pawn.

Tribesman

  • Allows you to play the game with the Hunting deck face up.
  • Does not provide an additional pawn.
  • Is immune to all game effects.

Searching the Beach

The sea washes up many different curiosities. There's a big chance that among algae and damp wood, it would return to you valuable items from your shipwreck...

This mini-expansion allows for taking a special Gathering action on the [beach tile icon] tile (tile no. 8). Instead of Gathering [wood] or [food] from the tile, players may draw and resolve 1 Searching the Beach card.

For this action, treat the [beach tile icon] as the source. Players may only take 1 such action per round.

The nine Searching the Beach cards are:

  • Rope. Wandering around the beach you come across the remains of the ship scattered along the shore and find something interesting. Turn Rope to Item side. Discard this card.
  • Knife. Wandering around the beach you come across the remains of the ship scattered along the shore and find something interesting. Turn Knife to Item side (and apply its effect). Discard this card.
  • Starting Item. Wandering around the beach you come across the remains of the ship scattered along the shore and find something interesting. Draw 1 random Starting Item. Discard this card.
  • Beasts. Wandering around the beach you come across the remains of the ship scattered along the shore and find something interesting. Get [beast tracks icon] and shuffle 1 Beast card into the Hunting deck. Discard this card.
  • Biscuits. Wandering around the beach you come across the remains of the ship scattered along the shore and find something interesting. Get 3 [biscuit icon]. Discard this card.
  • Nothing (four cards). Wandering around the beach you come across the remains of the ship scattered along the shore and you see something interesting. You find nothing. Shuffle this card back to its deck.

Traits

Your explorer is an exceptionally stubborn person. Among all others, they strive to achieve their goal. Sometimes it's their downfall, and sometimes they spend several days staring at the map...

This mini-expansion introduces traits for players' characters. You can build your character's story around them based on additional rules simulating your character's trait.

During Setup, randomly give out 1 Trait card to each player. Players must obey the rules on their card.

Set 1 (5 Trait cards)

  • Gimp. Long trip is a pipe-dream for you. You can't take [green Action icon] Action. BUT It's going to rain. I can feel it in my bones. Twice during the game you can roll Weather dice (depicted by the Scenario) before Action phase instead of in the Weather phase.
  • Drunk. If you spend the whole day on one thing, something always happens to you. Each time you assign 2 [pawn icon] for [green Action icon] or [brown Action icon] or [grey Action icon], obligatorily resolve Adventure card. BUT Moonshire. Once per round during Night phase you can discard 1 [food] to heal [Wound icon].
  • Kid. Wild beast is the last thing you would like to meet on the Island. You can't take [red Action icon] Action. BUT I have a place to hide! If players roll [icon] on Hungry Animals die, you don't get any [icon].
  • Pessimist. The fact that you survived the shipwreck doesn't mean anything. You know you have no chance for survival. You can't use the Determination skill which allows you to reroll Action die. BUT I knew it would happen. If the first Action you take turns out to be unsuccessful, you can try to take it once again instead of taking the second Action you chose.
  • The Bull. Everyone knows that you have bigger needs. If it's possible, you eat 2 [food] during Night phase. BUT I will lay down and block the entrance. At the beginning of the game: +1 [food].

Set 2 (5 Trait cards)

  • Loss of Time. We won't make it. We're doomed. Start the game with Morale level at -2. BUT What do you mean by "Will you stop moaning?!" I moan? I'm just being realistic! During each Morale phase one of the players (except Loss of time) receives 1 [Determination token] regardless of resolving actual Morale level.
  • Pirate. I was on that Island before! If the first Exploration Action in the game is taken by the Pirate, draw 1 [Mystery card icon] from the Mystery deck. BUT We cannot have the camp in that part of the island. Trust me... Players can't have the Camp on the first explored Island tile.
  • Leader. You eat, I can handle. If there is not enough food for all players during Night phase, the Leader is definitely one who doesn't eat. BUT Heads up! We're gonna make it! During each Morale phase Leader receives 1 [Determination token] regardless of resolving actual Morale level.
  • Lazy. The only thing I can spare my whole day for is a nap. You always take an Action with only 1 pawn. You can't use both your pawns for 1 Action. BUT Finally something what I like. If you take Rest Action twice in one round, you heal 3 [Wound icon].
  • Cold Blooded. Stop complaining and take a grip! When you get wounds, always ignore the effect of [Morale-decrease symbol] on your Character's life track. BUT It is not getting better. You never get [Determination token] during Morale phase.

Secret Traits

There's one thing you don't want your crew to know about… You hope that you'll manage to solve the problem on your own...

This mini-expansion introduces Secret Traits for players' characters.

To make the game a little harder, randomly give 1 Secret Trait card to each player. Players must obey the rules on their Secret Trait card, but they may not reveal it until they have met the condition on the card.

Note: If you are playing with regular Trait cards, each player may have both a Trait and a Secret Trait card.

Every Secret Trait card carries the line "Don't reveal this card until you have fulfilled your personal task." The card titles are hand-lettered and are not legible at the booklet's print resolution, so the nine cards are identified below by their flavour line.

  • "Someone close to you is missing. You hope he made it somehow and survived." You have only 1 of your [pawn icon] available during the Action phase until a [icon] is revealed for the first time; when the remains of your friend are found. Discard all your [Determination token] and this card.
  • "You know this island. You have been here before. There is a special place…" You have only 1 of your [pawn icon] available during the Action phase until a [icon] is revealed for the first time. When this happens, discard this card and draw Mystery card (only resolve 1 [icon]) at the beginning of the next Night phase.
  • "You have a feeling that the island must be hiding something interesting. And you will find it." You have only 1 of your [pawn icon] available during the Action phase until a [terrain icon] type is revealed for the first time. When this happens, discard this card and draw 1 random [card icon] at the beginning of the next Night phase.
  • "You're a person of unshaken faith. Faith will give you strength." During the Morale phase of each round, you get +1 [Determination token] until the end of the game.
  • "You feel strong and positive. At least you think you do." During the Morale phase of each round, you get +1 [Determination token] until your Wound marker passes the [Morale-decrease symbol] for the first time. When this happens, discard this card and decrease the Morale level by 2 (instead of only 1).
  • "You have a plan. You just need some tools to make it work." During the Morale phase of each round, you get +1 [Determination token] until you build your personal Invention. When this happens, discard this card.
  • "Sleeping in the open air is not affecting you well. You need a warm place to rest." Each time you roll the Action dice, the outcome of the Wound die is always [Wound icon], no matter what you actually rolled. When players build a Shelter, discard this card.

Glass Invention

You had a hard time conceiving certain materials would exist in this place, but now that you've found them, the quality of your inventions has increased.

During Setup, after placing the 9 default items, take 1 Glass Invention card and place it Invention side face up on the available Inventions area of the board. Shuffle in rest of the Glass Inventions with the rest of the Inventions in the Invention deck, then draw 5 cards from it and place them on the available Inventions area.

The nine Glass Invention cards are:

  • Glass. +1 [round brown icon].
  • Magnifying Glass. Each time you Explore you may reroll any Explore Action die once.
  • Telescope. [green card with figure icon].
  • Lamp. + [icon] during the Night phase.
  • Jar of Jam. +3 [bread icon].
  • Mirror. Each time you draw [round brown icon], draw 1 additional.
  • Hourglass. [arrow icon] [arrow icon].
  • Thermometer. Roll any Weather die, indicated by the Scenario, before the Action phase. Resolve the result, and other Weather dice normally during the Weather phase.
  • Glass Spear. +3 [Weapon icon]. After built: if any effect says -1 [Weapon icon], instead flip this back to idea side and -3 [Weapon icon].

Herb Garden & Pen

You hope that during your exploration of the island you'll find a few plants and animals you could grow or breed in your Campsite.

This mini-expansion allows you to breed Parrots in your Campsite and grow some Herbs in your garden. During Setup, place the Herb Garden and Pen tiles next to the game board. Obey the text on the reverse of the tiles.

Herb Garden

  • You do not have to discard Gathered Resources to place a [icon] on the Herb Garden.
  • After passing space III, you do not have to earn [icon] again, just move the [icon] back to space I.

Note: The Pen tile's rules are printed on the reverse of the tile, which the booklet does not reproduce.

Shelter Upgrades

You look at the trees surrounding you and come up with an idea—you could use the local nature to make your camp work even better!

This mini-expansion allows players to upgrade their [Shelter icon]. During Setup, place all of the Extension tiles near the board, Invention side up.

Once the [Shelter icon] has been built, you may Upgrade it. To do so, take the Build action: Shelter Upgrade. You may only Build Upgrade tiles of the terrain type your Camp is currently placed on. After you Build it, flip the tile and place it on the corresponding space on the board. An Upgraded [Shelter icon] provides the bonus shown both on the Invention side and the Shelter side.

When you move your Camp during the Night Phase onto another tile with the same terrain type, nothing happens. When you move your Camp onto a tile with a different terrain type, remove the Upgrade tile from the board and return it to the other Upgrade tiles, Invention side up. You may again take the Build action: Shelter Upgrade for the terrain type your Camp is currently on.

Note: The four Shelter Upgrade tiles are not transcribed in detail: their bonus pictograms are not legible in the booklet's artwork.

Spyglass

Right at the treeline, under a palm tree, you notice a blink. It's light reflecting from a lens in a spyglass held by a skeleton's bony hand. Without a pause, you take the wooden instrument from the deadman's grip.

The Spyglass component is three cardboard Spyglasses.

Every Spyglass may be used only once. Break the Spyglass in half to get 5 [icon].

Additionally, after the game, record breaking the spyglass by typing #damnspyglass on Twitter and join the group of players who broke their spyglass too!

Volcano

You are not the first bounty hunters to reach this island. The footsteps of other expeditions lead toward an awakening volcano. The goal is out of this world, as these daredevils were not afraid of death, just to reach the treasures. Will you succeed in finding the treasure before the volcano fully awakens?

This mini-expansion (1 mini-Volcano tile) allows you to take an additional Action while playing the Volcano Island Scenario.

After you place the Volcano tile (no. 8) cover it with the mini-expansion Volcano tile. During the first 3 rounds, you may resolve the Explore action on the Volcano (but only once per round—the road to the top of the Volcano is very narrow). If the Action is successful, choose 1 of the following rewards:

  • Draw 2 Mystery cards (resolve 1 [icon]).
  • Increase [Weapon icon] by 2.
  • Gain 2 Starting Equipment cards.

After resolving a reward, cover it with a black marker, it is no longer available. At the beginning of the 4th round, according to the rules of the Scenario, the Volcano starts to erupt. When this happens, remove the mini-expansion Volcano tile from the board.

Double-Sided Character Sheets

Gamer

As you were almost beating the next level of your favourite game you passed out… When you came to and opened your eyes, you realised you were on the beach...

The Gamer component is 2 Gamer pawns, 4 pawn stickers and 1 Gamer card.

During Setup, you may choose the Gamer as a Character to play (regardless of the number of players in the game). The Gamer does not begin with an Invention card assigned to them.

  • Noob: Gained Pawn may be used only once.

Sailor

Saber in your right hand, old map in your left hand, a gun tied down to your belt… You walk towards the red X on the map, the symbol of danger… and riches!

The Sailor component is 2 Sailor pawns, 4 pawn stickers and 1 Sailor card.

During Setup, you may choose the Sailor as a Character to play (regardless of the number of players in the game).

Scenario Sheets

Treasure Island Junior

The component is 8 Letters of an Old Pirate.

Note 1: To play this Scenario you also need a classical poker deck to prepare the Foundings deck.

Note 2: You must not read the attached Letters of an Old Pirate before beginning the game.

Note: The scenario's rules are printed on the double-sided scenario sheet, whose text is not legible in the booklet's artwork, so they are not transcribed here.

Poachers

Note: The scenario's rules are printed on the double-sided scenario sheet, whose text is not legible in the booklet's artwork, so they are not transcribed here. The booklet's illustrations show a tile with two hexes marked UNAVAILABLE.

  • Fishing Pole: Roll the [die icon] die in every Production Phase until the moment you build.

Time Travel

Note: The scenario sheet's own rules are not legible in the booklet's artwork. The booklet gives these additional rules:

  • Discovering the Totems. If you discover more than 2 tiles with [totem icon] in one time zone, ignore the surplus [totem icon]—do not place the Number tokens on them. You must discover 2 [totem icon] in one time zone, and 2 in the other.
  • Gather an Ingredient. If an Ingredient is on the tile with the Camp, it is not Gathered during the Production Phase, but it may be Gathered normally during the Action Phase.
  • Antidote. The Antidote Action is not always played in the Camp and is not affected by the distance rules. If you use 1 [pawn icon] to take an Antidote Action, roll the Build Action dice. After taking the Antidote Action, players do not receive [Wound icon] from the poison at the end of the round.

Adventure in Neverland Junior

Note: The booklet prints no rules text for this Scenario; its rules are on the scenario sheet, which is not legible in the booklet's artwork, so they are not transcribed here.

Tracing Doctor Livingstone

The component is 1 newsletter.

Note: Do not read the enclosed newsletter before beginning the game.

  • Brainstorm. [dark round resource icon] must be spent by the Character who takes this Action.
  • Items cards. Using Carpenter's ability: A New Idea, you do not draw Invention cards. Instead, just like in Brainstorm's case, take any card and place it in the Available Resources Space.
  • Examining the Campsite. While taking the Examining the Campsite Action, you must follow distance rules. Example: if you take the Action on a tile 2 spaces away from the Campsite, 3 [pawn icon] give you immediate success, and 2 [pawn icon] require you to roll a [green die icon].
Tortoise
2
–
3
–
Wild Llama3–32
  • Old Cottage: The cottage door is slightly ajar. You push it open, and hear a horrible creak. DECIDE: Draw and resolve a [question mark icon] card from the Mystery deck – Get 3 [food] OR draw and resolve 1 [icon] from the Mystery deck – Get 1 [food] and 1 [icon].
  • Dead Animal: You find a wild pig torn to pieces. Upon closer inspection, you become certain there is an incredibly strong predator in the dense thicket. Get 3 [food]. Draw 3 Beast cards from the Beast deck, choose one with greatest strength and put it on the top of the Hunting deck. Reshuffle the other two.
  • Revenge: A small ram is running towards you. DECIDE: Impale the ram – Get 3 [food] and decrease your [Weapon icon] by half rounding down OR try to dodge it – Draw the Beast card from the Hunting deck and Fight it.
  • Watering Hole: An enormous lake is flooding the lowland. Many animals come here to satisfy their thirst. DECIDE: Get 3 [food] OR get 2 [food] and shuffle 3 Beast cards from the Beast deck into the Hunting deck.
  • Curse: The beast moves to a weird rhythm, as if it were dancing. DECIDE: Draw the Beast card from the Beast deck and Fight it – Put a [red marker icon] on the Hunting deck. It will stay there until the end of the scenario OR run to the camp with a handful of blueberries – Get 1 [food].
  • Analyzing the Remains
  • Threat Effect: Nothing happens.
  • A Quiet Night (grey ? type). This night the forest was unusually quiet. Event: IF POSSIBLE: Remove 1 Beast card from the Hunting deck.
    • Threat Action Scouring the Forest. Cost: 1 [pawn icon] and 2 [brown animal icon]. Effect: 2 [food].
    • Threat Effect: Nothing happens.
  • Torrential Rain (brown ? type). Everything in your camp is soaking wet. Event: Place the [wood] produced this round in the Future Resources space.
    • Threat Action Looking Further. Cost: 1 [pawn icon]. Effect: 1 [wood].
    • Threat Effect: No [wood] is produced this round.
  • A Night-Time Surprise (green ? type). You wake up to a howling coming from the nearby bushes. You find a dark cave and inside... Event: Draw 1 Mystery card.
    • Threat Action Examining the Cave. Cost: 1 [pawn icon]. Effect: Draw 1 Mystery card.
    • Threat Effect: Put 1 Beast card on top of the Hunting deck.
  • Maggots. This is disgusting and looks like a first step to a disease in the camp… Effect: Put 3 [black marker] on the Rest action space. From the next round, this action is not available. In the Night phase, remove 1 [black marker] from the Rest action space.
  • Rat's Lair. The black wave of rats disappears in the darkness… Effect: Discard 2 [food] from the Available or Future resources space.
  • Wild Dog. A black wild dog jumps on you! Effect: Get 2 [Wound icon] if you have less than 4 [Weapon icon].
  • "You would feel much more confident if you could simply do what you're best at." Each time you roll the Action dice, the outcome of the Wound die is always [Wound icon], no matter what you actually rolled. When you build your personal Invention, discard this card.
  • "The world is spinning around and you feel weak. You need to eat." Each time you roll the Action dice, the outcome of the Wound die is always [Wound icon], no matter what you actually rolled. When you eat +1 [food] during the Night phase, discard this card.