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Robinson Crusoe: Adventures on the Cursed Island – "Treasure Island" Junior Scenario thumbnail

Robinson Crusoe: Adventures on the Cursed Island – "Treasure Island" Junior Scenario

Expansion for Robinson Crusoe: Adventures on the Cursed Island

Robinson Crusoe: Adventures on the Cursed Island – "Treasure Island" Junior Scenario Rulebook

Table of Contents

Table of Contents

  • Setup
  • Objective
  • Special Rules – Animals
  • Special Action – Treasure Hunt
  • Pirates!
  • Foundings

Setup

At the start of the scenario you have already built the Shovel and already own one [icon]. You also begin the game with the starting item Empty Bottle. Before you draw your second starting item at random, remove the Weather Glass from the game. Also remove from the game all Animal cards whose [icon] is more than 5. These Animal cards are likewise not available in this game.

Instead of the usual Beach card Supply Crates, place the Captain's Chest on the right Threat space. Additionally, you need the 8 Letters of an Old Pirate (do not read them beforehand). Shuffle the Foundings deck. Place both beside the game board.

Objective

In this scenario you have 2 objectives:

  • Find the Letter of an Old Pirate. To do this, you must discover 4 island tiles with [icon] and perform the special Treasure Hunt action on each of them once.
  • Then leave the island. Nick will only take you back on board, however, once you can pay the share of 20 gold that he demands.

Special Rules – Animals

In this scenario there is no Hunting deck. Whenever an island tile with [icon] is revealed, take 1 Animal card from the Animal card deck instead, and place it face down next to the Event deck (on top of any Animal cards already lying there, if applicable). During the next Event phase, reveal the top of these cards first. Beginning with the Starting Player, all Characters must now fight the Animal. This fight works somewhat differently than usual:

  1. The Starting Player's Character fights the Animal as usual with [icon] against [icon] and may suffer [icon]. Then the next Character in turn order fights the Animal in the same way, and so on.
  2. After all Characters have fought the Animal separately in this way (and possibly suffered Wounds), reduce your [icon] by the [icon] (not by the value given in the second column!). If this is too low, all Characters must suffer the corresponding number of [icon].
  3. Then you receive the [icon] and [icon] shown on the Animal card, and carry out any further effects it has. The second column of the table is completely ignored.
  4. Then discard the Animal card, draw the top card of the Event deck and resolve it as usual.

All other fights (during the Event phase, the Action phase, or the Weather phase) are carried out according to the usual rules. Where a card effect or ability refers to the Hunting deck, this scenario means the Animal cards placed next to the Event deck. An Animal card placed by the Event card Dangerous Night is also placed onto this stack.

Special Action – Treasure Hunt

On each island tile with [icon] you may perform the special action Treasure Hunt exactly 1 time. It works like a normal action [icon], for which you roll only the success die. If the action is successful, first place the number token with the lowest still-available number onto the [icon]. This shows that the action has already been performed on that island tile, and it cannot be repeated there. If the token shows a number from 1 to 3, the Character performing the action may now discard any number of [star-circle icon] (at least 1). For each one discarded, draw the same number of cards from the Foundings deck and place them on the space for future resources. The effects of these cards are described further below. If, however, this is the fourth such token, the Character must discard exactly 1 [star-circle icon] and may draw only the top card of the Foundings deck. The number of the drawn card shows which of the Letters of an Old Pirate the Character has found there and should now read. If this Letter is no longer in play (because you have already found it), shuffle the Letters and draw 1 at random.

Pirates!

Not transcribed. The heading "Piraten!" is printed on the scenario sheet above a small pictogram, and the rule text that belongs to it is not legible in the available picture of the sheet at the resolution the booklet provides. The transcriber has not supplied this rule from memory or from other sources. This section must be checked against the printed scenario sheet or an English copy before it is relied on.

Printed on the sheet below this section is a special case: Special case: The Secret card [icon] Gold! is worth 5 gold.

Foundings

Just like resources or discovery tokens, Foundings cards are first placed on the space for future resources and are available only at the end of the Action phase. Each such card has an effect, which is made up of its number and its card colour [icon]. After use, they are returned to the box. Every Founding card you find and do not use is worth 1 gold.