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The Fog: Escape from Paradise

The Fog: Escape from Paradise Rulebook

Table of Contents

Table of Contents

  • 1. Story and Goal
  • 2. Components
    • Standard
    • Expansions (available separately)
  • 3. Setup
  • 4. Gameplay
    • Phase 1 – Draft Islanders
    • Phase 2 – Move Islanders
    • Scoring
  • 5. Movements
    • A) Beach
    • B) Water (Area)
  • 6. Options
    • 1. Hourglass
    • 2. Boat Area Scoring
    • 3. Drive Off
    • 4. Boats without a player color
    • 5. Minimum Boat Crew
    • 6. Individual Boat Scorings
    • 7. Individual Beach Scorings
    • 8. Team Play
    • 9. (L) More intensive 2-player-game
    • 10. Rescue the Leaders
    • 11. Enhanced Movements
  • 7. Expansion "Uncertainty" (available separately)
    • 1. Guardians (asynchronous game)
    • 2. FOG Uncertainty
    • 3. Unforeseen Events
    • 4. "Rescued Islander" Missions
    • 5. "Rescue Achievements" Missions
  • 8. Solo Play
    • Goal
    • Setup
    • Solo Scenario S001 (S)
    • Quick overview for those who already know the multiplayer game
    • Gameplay – Overview
    • Move Islanders
    • Movements
    • Scoring
  • 9. Flex Board
    • Flex Scenario F001
  • Quick Overview of the Movement Types
  • Credits and Special Thanks

1. Story and Goal

Zanay – the beautiful and lonely island in the Great Ocean and the home of many nations, including the Wolxar, Abxaru, Tazul'u and Redyii – has been threatened for weeks now by a mysterious, giant and dark wall of FOG. At first it was visible only far on the horizon, but one day the FOG reached their home, and bit by bit it crawled over their island. What is contained in or beyond the FOG is unknown. Nobody who ever went into the FOG – courageous warriors, wise elders and others – or was involuntarily swallowed by it ever came back.

Except for the last village, Zuarell, on the east coast at the Xappalo Bay, the whole island has now been consumed by the FOG. All nations have rushed to build boats in the bay over the last weeks, in an attempt to try and escape the FOG. Their only hope is an ancient tale which, over generations and centuries, has been passed on – about their original home Yamagi, the magic land. It is supposed to lie somewhere very far to the east.

They thought they had at least a few more days to embark, but the pace of the engulfing FOG suddenly increased and everyone – leaders, elders, sailors, warriors and commoners – just started running in pure panic and with no regard for the others, desperate to somehow reach the boats before the FOG reaches them.

Can you help Roxira, Dayark, Tumroq, Loxior, Vanexy and all the others? Hopefully as many of them as possible will be saved. It all depends on you ...

You play as an ancient Guardian coordinating the difficult path of your fleeing Islanders toward their rescue boats. The beach is packed, and everyone is panicking. Will you stay calm and make sure that your Islanders reach their boats before the FOG reaches the shore? You will earn Rescue Points for your achievements. But beware: time is not on your side as the FOG is continuously rushing forward, swallowing anything and anyone in its path. The Guardian who collects the most Rescue Points will win the game against the FOG – and earn the respect of the other Guardians.

Become the most successful and respected island Guardian by saving the Islanders entrusted to you from the terrible FOG and sending them safely onward to journey to Yamagi.

Roxira arrived in Zuarell a few days ago, together with her parents and siblings, after the FOG had driven them out of their home, Londaryn, over 2 weeks ago. The difficult journey into the unknown took them 10 days, with the constant presence of this huge, terrifying and sinister FOG behind them on the horizon – as far as the eye could see. Once they arrived in Zuarell, they found accommodation in one of the many makeshift and overcrowded camps established and prepared for the Great Crossing.

She is just getting some last provisions for the Great Crossing when suddenly fearful screaming arises because the FOG is speeding up, and people start running in pure panic toward the boats on the beach. In shock, she drops her basket and starts running as well. Now she only hopes desperately that her family is also on their way and that they will all reach the boats in time. Suddenly she sees the packed beach ahead of her and gets even more desperate...

2. Components

Standard

  • 1 Beach Board (Standard / Flex)
  • 6 Water Tiles (A/B 1-6)
  • 1 Turn Board
  • 4 Player Aids
  • 4 Movement Point Tracks
  • 1 Wall of FOG + Standees
  • 32 Islanders in 3 different (boat/nation) colors (blue, green, red). Each nation has 1 Leader and 2 Commoners. All other Islander types have 1 more than is displayed in each boat. There are 5 different Islander types: Leader, Elder, Warrior, Sailor, Commoner.
  • 3 x 8 Obstacles (Rock, Driftwood, Bush)
  • 8 Boat Scorings
  • 14 Preparation Bonuses
  • 1 FOG & 1 Turn Marker
  • 4 Starting / Victory Tiles
  • For the 4 player colors there are: 10 Player Discs, 2 Player Markers, 2 Counters
  • For the Flex Board there are: 12 Single, 8 Double and 8 Triple Tiles
  • For Solo Play there are: 3 Nation Movement Points, 3 Nation Markers
  • For Options there are: 20 Individual Boat Scorings, 16 Individual Beach Scorings, 2 Hourglasses (60 seconds)

Expansions (available separately)

Medium / Large Board

  • 1 Beach Board (Medium / Large)
  • 4 Water Tiles (A/B 7-10)
  • 1 Wall of FOG + Standees
  • 28 Islanders in 2 different colors (purple, olive)
  • 3 x 4 Obstacles (Rock, Driftwood, Bush)
  • 12 Preparation Bonuses
  • For the 4 player colors there are: 5 Player Discs
  • For the Flex Board there are: 4 Single and 4 Double Tiles
  • For Solo Play there are: 2 Nation Movement Points, 2 Nation Markers
  • For Options there are: 12 Individual Boat Scorings, 4 Individual Beach Scorings

5/6-Player (in Deluxe, included)

  • 1 Turn Board
  • 2 Player Aids
  • 2 Movement Point Tracks
  • 2 Starting / Victory Tiles
  • For 2 other player colors there are: 15 Player Discs, 2 Player Markers, 2 Counters

3D Components (in Deluxe, included)

  • 3 x 10 Obstacles (Rock, Driftwood, Bush)
  • 2 x Miniatures (Leader Vanexy, Elder Loxior)

Uncertainty

  • 5 card decks with a total of 60 cards: Guardians, FOG Uncertainty, Unforeseen Events, "Rescue Achievements" Missions, "Rescued Islanders" Missions

Keep any additional components as spare or for possible later expansions.

3. Setup

The board is made up of the Boat Area with Productive Places, Pier, and Stern; the Shore; Beach Rows A-J with the Woods in the middle; the FOG Track and Wall of FOG; and the Rescue Point Track.

  1. Choose a Beach (Board) and place it in the middle of the table.

    BoardPlayersSetup
    Standard (S)2-4Take the 6 Water Tiles A1 to A6 and place them above the Beach. The Tile A1 always needs to be placed to the very left and the tiles A5 and A6 to the very right. Place the boats between them in any order.
    Flex (F)—The Water Tiles setup is the same as for the Standard Beach.
    Medium (M)2-5The Water Tiles Setup is the same as for the Standard Beach, except you will also use the Water Tiles A7 or A8 as well as A/B9, A/B10 and possibly B5 (instead of A5). Each boat must have a pier to the left and right in the end!
    Large (L)2-6The Water Tiles Setup is the same as for the Standard Beach, except you will also use the Water Tiles A7 and A8.

    You can use the backsides B2-4, B7, B8 alternatively once you are sufficiently familiar with game.

    You should use the Flex Beach as well only once you are sufficiently familiar with the game. It requires a special overall setup, which is explained in the section "Flex Board".

  2. Take the 4 Boat Scorings 2/3, 4/5, 5/6, 6/7 and drop them to randomize the values. Place the Boat Scorings on the fields A to D in descending order (highest value on A, lowest one on D).

  3. Place the Preparation Bonuses stacked and face up on the boats – highest value on top, then descending: green – from 6 to 3; blue/red – from 6 to 2; purple/olive (only M/L) – from 6 to 1.

  4. Each of you receives one 7-point Movement Point Track and one Player Aid.

  5. Each of you chooses a color and receives:

    • 2 Player Markers: place one on the 7 of your Movement Point Track.
    • 2 Counters: place one each on the 0 and 0+ (top right) of the Rescue Point Track.
    • Player Discs in the quantity according to the table below.

    Exception: in a 2-player game, each of you chooses 2 colors. (L) In a 3-player game, each of you chooses 2 colors.

    Beach (Board)S/FML

Put the remaining components back into the box. They will not be needed. The game is now ready to start!

4. Gameplay

The game consists of 2 phases. You play each phase once, one after the other. Then the final scoring takes place.

  1. Phase 1 – Draft Islanders. One by one, each player chooses one Islander and places one of their Player Discs beneath it. Repeat this until all Islanders are drafted.
  2. Phase 2 – Move Islanders. You play several rounds. In each round each of you has 1 turn in which to move your Islanders. To do so, you have 7 Movement Points available to use on different movement types. After each round, the FOG Marker moves one step forward, and you check whether any Islanders were taken by the FOG. Those Islanders are lost and cannot be played anymore. The game ends once the FOG Marker reaches the shore.
  3. Scoring. You receive positive and negative Rescue Points in 4 scoring categories: Reaching one's own boat, Boat Areas, Islanders lost to the FOG, Preparation Bonuses.

Phase 1 – Draft Islanders

  • You play this phase according to the player colors of the Turn Board from bottom to top.
  • The player at the bottom of the Turn Board starts, chooses one Islander on the Board and places one of their Player Discs beneath them.
  • Now the next player chooses an undrafted Islander and places one of their Player Discs beneath them.
  • Repeat this until all Islanders have been drafted.

Phase 2 – Move Islanders

  • You play this phase according to the Turn Marker of the Turn Board. The Player Marker to the left of the Turn Marker always indicates the active player. The Starting Player starts the first round and is therefore the first active player.
  • As active player you have 7 Movement Points (MP) available to move your Islanders in your Turn. You may divide these points up in any way between them. Reduce the Player Marker on the Movement Point Track by the number of Movement Points used after each Islander's movement. How to move the Islanders will be explained in the following section "Movements" – including the available Movement Types and their Movement Points.
  • Your turn ends once you have no Movement Points left or you neither can nor want to move any more Islanders. Unused points are lost.
  • To conclude your turn, move the Turn Marker along the arrows to the next position.
    • Vertical Movement (A): The new active player now takes their turn.
    • Horizontal Movement (B): The Turn Marker passes a FOG Marker. Do the following: Advance the FOG Marker to the next space on the FOG Track (next lower number). Check immediately whether Islanders have been taken by the FOG. This happens if they are located in the same beach row as the FOG (Marker). This is possible starting with beach row A. If that is the case, turn the Islander tokens inside the Player Discs over. These Islanders are lost and cannot be played anymore. The next round starts. You are once again the active player and take your turn as the new Starting Player. This means a double turn for you (before and after the FOG advances). Attention: Over time the FOG speeds up (swallows several beach rows at once).
  • Repeat this until the FOG Marker has reached the last field (0/ shore) at the shore or no player has any Islanders left to move. The game ends with the departure of the boats and the scoring takes place.

Scoring

Now award Rescue Points (RP). To do so, score the scoring categories 1-4 one after another by adjusting the Rescue Point Track accordingly.

You receive ...

  1. RP for each Islander who is in the boat of their nation (same color).
  2. RP per Boat Area A–D: for each Islander in the respective Area, the RP pictured on the Boat Scoring marker on the left.
  3. -RP for each Islander lost to the FOG: the RP pictured on the left of this beach row.
  4. RP for the total of all Preparation Bonuses.
  • Islanders on the pier are considered rescued (they cling to the boat), but do not earn any RP.
  • In games where players play several colors, only the lowest score of a player is considered. Optional: Family and casual gamers can alternatively also use the total of their scores.
  • The player (Guardian) with the most Rescue Points wins against the FOG and the other players – and earns their sincere respect. The winner chooses a Victory Tile, the runner up the next one, etc. In case of a tie, the winner is the player who has lost the fewest Islanders to the FOG, then whoever has rescued more Commoners. Should there still be a tie, then all of those players share the victory against the FOG.

Scoring Example (the numbers fit to above categories)

  1. Nation/Color: Black and Yellow have 1 Islander each in the correct boat (check) and receive 4 RP each (1x4); Pink has 3 Islanders in the correct boat (check) and receives 12 RP (3x4).
  2. Boat Area: Black receives 9 RP (Sailor 5 + Leader 2 + Commoner 2); Pink receives 14 RP (5+5+4); Yellow receives 7 RP (5+2).
  3. Lost Islanders: Black has lost 1 Islander and loses 3 RP; Pink loses 5 RP (3+2); Yellow has lost no Islanders and therefore loses no RP.
  4. Preparation Bonuses: Black receives for the collected Preparation Bonuses 10 RP (6+2+2); Pink receives 9 RP (5+4) and Yellow 11 RP (4+4+3).

The yellow Leader on the pier clings to the boat and is considered rescued but does not receive any RP.

5. Movements

You can move your Islanders toward the boats using several different movement types.

An Islander's movement may not end in an illegal position, such as on top of another Islander (except possibly in the boat), on an Obstacle, in the Woods, or in the Water.

Games played with several colors per player: each playing color is played independently of one another; all rules referring to ones "own" Player Disc/Islander always refers to the current color being played only.

A) Beach

  • On the beach, you can move the Islanders toward the boats using 6 different movement types. The necessary number of Movement Points (MP) depends on the chosen movement type.
  • Each movement must always end on an empty hex before the next movement may start.
  • Each Islander can perform the following movements:
MovementCostDescription
Run1 MPRun to an empty adjacent field. This is also possible backward.
Swap3 MPSwap places with an adjacent Islander.
Push3 MPPush up to 2 Islanders straight (A) or angled (B). All pushed Islanders must move in the same direction.
Jump3 MPJump over an Islander (only in a straight line).
Squeeze4 MPSqueeze through any combination of 2 Islanders/Obstacles/Woods.
Cross4 MPCross an Obstacle (straight or angular).

Except for Running, all other movements may only be conducted forward (toward the boats) to maximum sideways (parallel to the shoreline), but never backward (away from the boats).

Each Islander chip has a symbol beneath the face. It shows a special characteristic this Islander has. There are 6 different characteristics (symbols). The respective characteristic enables this Islander to move more efficiently, differently or for fewer Movement Points than other Islanders.

Four of the characteristics relate to the movement types Push, Squeeze, Jump and Cross. An Islander may perform the pictured movement type then for 2 MPs because they do it especially well.

Squeeze Example: (A) without characteristic – 4 MP; (B) with characteristic – 2 MP

Two other characteristics bring those Islanders different, special benefits:

  • All-rounder: This Islander can also perform Squeeze and Cross for 3 MP. This means Run stays at 1 MP and all other movements cost 3 MP.
  • Endurance: After this Islander has been moved actively by MP, they may – as a last movement in their turn – Run 1 additional field for free if possible (including entering a boat or switching sides within a boat).

B) Water (Area)

includes shore, piers, boats

Once an Islander reaches the shore, simplified movement options apply:

  • Each movement always costs exactly 1 MP to the next hex/place.
  • An Islander may pass hexes with another Islander on it and only needs to reach an empty field at the end of all their movements.
  • Except for Run (incl. swapping places) and Endurance (Run +1), all other movement types and characteristics of the beach are not available anymore.
  • Each pier consists of exactly 3 fields.

Generally, two different movement types can be performed in the Water Area.

1. Run (shore/pier)

  • An Islander can Run to any adjacent shore/pier field. In case there is already another Islander on this field, they can Run past them ...
    • A) without taking notice
    • B) while pulling them back to the field they have just come from (Swap).
  • During the transition from beach to shore, the following applies: An Islander on the beach (beach Islander) can ...
    • A) not Push, Jump over or Squeeze through shore Islanders.
    • B) Run past a shore Islander for 1 MP. By being pulled back, a shore Islander could be moved back to the beach this way.
    • C) move from the beach via Jump, Cross or Squeeze onto a shore Islander. They then need to perform at least one further movement to an empty field.

2. Boarding (movement into or within the boat)

  • Each Islander can enter any boat – independent of its nation (color) – from the shore/pier via the portrayed planks.
  • An Islander may either take an available productive place (pictured) matching their Islander type or go into the stern. Productive Place: Each place has space available for as many Islanders as pictured. Stern: The stern has room for up to the maximum capacity (pictured number).
  • The following places are directly reachable for Islanders when boarding:
    • A) from the shore, only the stern
    • B) from the pier, only places on the same side of the boat or in the middle
  • Islanders may move within the boat when boarding or later on. They can move horizontally (switch sides) or vertically (between Boat Areas) if a matching place is available. In this way, a place on the other side of the boat is available via any occupied places when boarding (C).
  • It is not possible though to ever leave the stern or the boat once boarded.
  • The first Islander who reaches a productive place in a boat (not the stern) receives – for making the boat ready for departure – the top Preparation Bonus of this boat. The player places it face down in front of them. The second Islander in this boat receives the next Preparation Bonus etc. – until all bonuses are taken.

6. Options

Use these options only after you are sufficiently familiar with the standard game.

1. Hourglass

Duration: significantly shorter (ensured maximum turn times)

This option is for players who are looking for an even more realistic and intensive feel of the quickly approaching FOG and want to experience the time pressure.

Setup: Place the hourglasses next to the Board.

Phase 2 – Move Islanders: The rule is amended as follows: As active player, turn over one hourglass at the beginning of your turn. Your turn ends also once the hourglass runs out. Any remaining Movement Points are lost.

2. Boat Area Scoring

Duration: no impact

This option is for players who are looking for additional flexibility in the Boat Area scoring.

Setup: Choose any 4 Boat Scorings of the 8 available. Proceed as in the general game. Optional: You can do without the descending order and place the tokens randomly.

3. Drive Off

Duration: no impact

This option is for players who are looking for an additional variety when Boarding. There are 3 variants: Family, Advanced and Intensive.

Movements - Boarding: The rule is amended as follows:

An Islander may nevertheless take an occupied productive place in a boat, if ...

  • A) they are of that boat's nation (same color).
  • B) the existing Islander in the boat is of a different nation (color).
  • C) no other available and equivalent boat place can be reached with an eligible alternative movement for the same number of MP.

The 3 rule variants differ in the consequences of the "Drive Off":

Family: If all these conditions are met, place the boarding Islander on top of the Islander that is already in the boat. Both Islanders will be scored as normal at the end of the game.

Advanced: If all these conditions are met, place the boarding Islander on that productive place. Move the driven off Islander to the next best place in this order:

  • A) same Boat Area
  • B) other Boat Area (if available)
  • C) stern (even if the maximum capacity is already reached)

If several equivalent options are available, the active player chooses where to place the Islander.

Intensive: If all these conditions are met, place the boarding Islander on top of the Islander already in the boat. Only the top (new) Islander will be scored at the end of the game.

4. Boats without a player color

Duration: no impact

This option is for players who are looking for an additional scoring challenge to consider.

Scoring: An additional scoring (2b) is added – after the Boat Area scoring: Per boat: each player color that has no Islander on a productive place (not in the stern), loses 12 RP. The nation (color) of this Islander is thereby irrelevant.

5. Minimum Boat Crew

Duration: no impact

This option is for players who like to have an uncertainty concerning the scoring of the boats. Boats need a minimum crew to depart, otherwise they are not scored.

Setup: No additional setup is necessary. Pay attention to the Boat Areas A and B.

Scoring: Before scoring, check for each boat whether it will depart. In order to depart, the stated number of Islanders in each of the Boat Areas A and B must be present. If a boat does not depart, it is not scored (scorings 1 and 2 are skipped). All player colors that have contributed the fewest Islanders to the Boat Areas A+B (total) lose 20 RP each in a new 5th scoring category.

6. Individual Boat Scorings

Duration: slightly longer (2nd scoring is more complex)

This option is for players who like individualization of the Boat Scorings. For each Boat Area, individual Rescue Points are awarded.

Setup: The setup of the Boat Scoring is dropped. Instead place a randomly drawn Individual Boat Scoring (backside with "A") face up in the Boat Area A of each boat. Do this also for the Boat Areas B through D.

Scoring: The 2nd scoring category changes as follows: You receive for each Boat Area: for each Islander in this Area, the displayed RP.

7. Individual Beach Scorings

Duration: no impact

This option is for players who are looking for an even increased FOG pressure especially early in the game (variant A), or who would like to play with changing RP combinations on the beach (variant B).

Setup for each variant:

A) Place the following Individual Beach Scorings on top of the printed scoring numbers: Beach row A: -20 (instead of -9), Beach row B: -15 (instead of -8), Beach row C: -10 (instead of -7).

B) Place any alternative Beach Scoring on the printed scoring numbers in the rows A to K.

Scoring: Do the scoring 3 as before but use only the visible numbers for each beach row.

8. Team Play

Duration: slightly longer (communication among players)

This option is for players who like to play together. With 4 players, there will be 2 teams of 2 players each. (L) With 6 players, there will be either 3 teams of 2 players or 2 teams of 3 players.

Setup: No additional setup is necessary. Choose the Turn Board according to your player count. It is best to sit alternating around the table (team members may not sit next to one another).

Scoring: Decide together which scoring condition shall apply before you start the game:

  1. Add up the RP of each team (total). The team with the most RP wins.
  2. Only the lowest single score of each team is considered. The team with the highest one of those wins.

9. (L) More intensive 2-player-game

Duration: slightly longer (more player colors)

This option is for players who like to play a 2-player game – but even more intensive/challenging. Only playable on the large beach. In this option each player plays 3 colors.

Setup: Choose the Turn Board for 6 players. Do the regular 2-player setup accordingly.

Gameplay: Play corresponding to the 2-player rules, but with each player playing 3 different colors.

10. Rescue the Leaders

Duration: slightly longer (additional scoring)

This option is for players who want to have an additional challenging mission during the game, which is scored. Rescue the heroic Leaders who left Zuarell as the last ones. They are of great importance for the Great Crossing.

Setup: Before you place the Islanders, do the following:

  • A) The Water tiles with boats on them must all be with the "A" side up.
  • B) Take as many Leaders as player colors are in the game. Should these not be enough, take any one of the Elders (this Elder is considered a Leader in this game as well).
  • C) Place the Leaders randomly in beach row A and if necessary, also in beach row B.

Phase 1 – Draft Islanders: The rule is amended as follows: Each player (color) may choose only one of those Leaders in the drafting phase.

Scoring: Do an additional scoring between the scorings 2 and 3 (2b). You receive ...

  • 15 RP if your Leader is on the productive place in their nation's boat.
  • 5 RP if your Leader is in the boat of a different nation or in the boat's stern of their nation.
  • -5 RP if your Leader was taken by the FOG.

Each of those Leaders may enter the boat of their own nation on the productive place, even if this place is already taken by another Islander. They will simply be placed upon the other. In the standard scoring, both Islanders will be scored normally.

11. Enhanced Movements

Duration: no impact

This option expands the possibilities to move in tight space by amending or changing the movement rules.

It is only possible to enhance the 4 movement types: Push, Jump, Cross and Squeeze. Enhancing a movement always costs 2 additional MP to the original cost of this movement (with or without the characteristic).

If the movements Jump, Cross or Squeeze are enhanced, the Islander always needs to do a subsequent movement to an empty hex (since they would otherwise finish the movement illegally on top of another Islander or Obstacle).

MovementBase / with characteristicEnhancementNotes
Push3/2 MP+2 MPangled push; push up to 3 Islanders
Jump3/2 MP+2 MPvia occupied hex; angular jump. Needs 2nd movement to an empty hex
Cross4/2 MP+2 MPvia occupied hex. Needs 2nd movement to an empty hex
Squeeze4/2 MP+2 MPvia occupied hex. Needs 2nd movement to an empty hex

Examples:

  • Push: With Push characteristic 2 MP, Enhanced +2 MP, Total 4 MP.
  • Jump: 1. Without Jump characteristic 3 MP, Enhanced 2 MP; 2. Run 1 MP; Total 6 MP.
  • Cross: 1. Without Cross characteristic 4 MP, Enhanced 2 MP; 2. Run 1 MP; Total 7 MP.
  • Squeeze: 1. With Squeeze characteristic 2 MP, Enhanced 2 MP; 2. Squeeze 2 MP; Total 6 MP.

7. Expansion "Uncertainty" (available separately)

Play these expansion decks only after you are sufficiently familiar with the base game.

All decks of the expansion can be combined/played at will with one another.

Each card has a letter on the lower left and a number on the lower right pictured. The explanations below will refer to these letters and numbers.

1. Guardians (asynchronous game)

Duration: no impact

This deck is for players who like playing with individual starting conditions. The Guardians try to support the Islanders entrusted to them on their way to the boats with their available abilities.

Setup: Use the cards 01–06. Each player receives a random Guardian. Decide if you all want to play side A or side B. Optional: This can also be done individually per player.

Phase 2 – Move Islanders: The rule is amended as follows: Your Guardian has an individual ability you may use at any time (repeatedly) during your turn.

Overview of the Guardians and their abilities:

No.Guardian of ...Side ASide B
1SpeedFor 2 MP: Run 3 hex straightRun minimum 3 hexes: +1 at end*
2CunningFor 2 MP: 2nd and 3rd Swap*Move the swapped one 1 hex back**
3StrengthFor 2 MP: PushPush up to 3 and angled
4AirFor 2 MP: JumpMove the jumped over 1 hex back**
5NatureFor 3 MP: CrossRun +1 after Cross*
6SkillFor 3 MP: SqueezeMove 1 of the squeezed through 1 back**

* with regard to one Islander ** but not into the FOG

2. FOG Uncertainty

Duration: no impact

This deck brings additional excitement by introducing uncertainty to the FOG movement (instead of 1 fixed step there now are 0, 1 or 2 steps possible).

Setup: Use the cards 07–17. Take the 2 cards "B" and with (S/F) 5 cards "A", (M/L) 7 cards "A". Optional: To further increase the uncertainty, substitute 2 cards "A" with the 2 cards "C". Shuffle the cards thoroughly and place them as FOG Deck face down next to the lower left side of the Board/FOG Track.

Phase 2 – Move Islanders: The rule changes as follows at the time the FOG Marker reaches the field in the lower left corner of the Board. (S/F) = 7, (M) = 8, (L) = 9.

Horizontal Movement (B): The Turn Marker passes a FOG Marker. Do the following: Turn over the top card of the FOG Deck and place it face up next to it. Advance the FOG Marker on the FOG Track by as many steps as stated on the card.

The game ends in the round the last card is drawn! Optional: once the FOG Marker reaches the 0

The cards (according to number) in an overview:

CardEffect
A 07-13FOG Speed 1
B 14-15FOG Speed 0/2
C 16-17FOG Speed 0/2

3. Unforeseen Events

Duration: no impact

This deck brings additional excitement into the game through random unforeseen events in each round, which players suddenly have to face.

Setup: Use the cards 18–36. If you want to have an event take place each round for sure, remove the card "B36". Shuffle all selected cards thoroughly and place the Event Deck face down next to the Board.

Phase 2 – Move Islanders: The rule is amended as follows: At the start of each round turn over the top card of the Event Deck and place it face up next to it. The revealed event applies immediately until the end of the round.

The cards (according to number) in an overview:

CardEffect
A 18Exhaustion: Each movement of a Sailor costs 1 MP more
A 19Dutiful: Each movement of a Sailor costs 1 MP less (minimum 1)
A 20Heavy Baggage: Each movement of a Warrior/Commoner costs 1 MP more
A 21Honorable: Each movement of a Warrior/Commoner costs 1 MP less (minimum 1)
A 22Responsibility: Each movement of a Chief/Elder costs 1 MP more
A 23Exemplary: Each movement of a Chief/Elder costs 1 MP less (minimum 1)
A 24Slippery: Each entry into a boat costs 1 MP more
A 25Slipped: Each entry into a boat costs 2 MP more
A 26Disaster: Each player has 5 MP available this round
A 27Misfortune: Each player has 6 MP available this round
A 28Scope: Each player has 8 MP available this round
A 29Luck: Each player has 9 MP available this round
A 30Easiness: Each movement without a special characteristic costs 1 MP less (minimum 1)
A 31Demanding: Each movement with a special characteristic costs 1 MP more
A 32Headwind: Each Run costs 1 MP more (Endurance is not affected by this)
A 33Skillful: Each Swap costs 1 MP less
A 34Gusty: The use of Jump and Cross is forbidden
A 35Dizzy Spell: The use of Push and Squeeze is forbidden
B 36Calm: There is no event

4. "Rescued Islander" Missions

Duration: slightly longer (additional scoring)

With this deck, you will receive a secret mission that you have to fulfil to receive additional Rescue Points. This adds additional excitement to the scoring.

Setup: Use the cards 37–48 and the boat side A. Take the following cards: (S/F) "A"; (L) all; (M) with boat A7 use "A" and "B", with boat A8 use "A" and "C". Shuffle the cards thoroughly and hand out 2 cards face down to each player. Each player must choose 1 card to keep and return the other face down back into the box. Optional: You can also decide to do so only after the Drafting.

Scoring: This scoring is done last. The scoring rule is amended as follows: Each player receives Rescue Points for their mission depending on the achievements.

  • A black Islander means that an Islander of this type in any color must have been rescued. Example: Any Warrior must have been rescued.
  • A colored Islander means that an Islander of this type in this color must have been rescued. Example: A red Sailor must have been rescued.

5. "Rescue Achievements" Missions

Duration: slightly longer (additional scoring)

With this deck, you will receive a secret mission that you have to fulfil to score additional Rescue Points. This adds additional excitement to the scoring.

Setup: Use the cards 49–60 and the boat side A. Take the following cards: (S/F) "A"; (L) all; (M) with boat A7 use "A" and "B", with boat A8 use "A" and "C". Shuffle the cards thoroughly and hand out 2 cards face down to each player. Each player must choose 1 card to keep and return the other face down back into the box. Optional: You can also decide to do so only after the Drafting.

Scoring: This scoring is done last. The scoring rule is amended as follows: Each player receives Rescue Points for their mission depending on the achievements.

The cards (according to number) in an overview:

CardEffect
A 49-50The player receives 8 RP if they have the most* Islanders in any one boat.
A 51-53 | B57 | C58The player receives 10 RP if they have the most* Islanders in the boat of the stated color.
A 54-56 | B59 | C60The player receives 10 RP if they have the most* rescued** Islander of the stated color.

* a tie is enough ** in a boat or on the pier

Optional: Alternate Play for both Mission Decks (4 + 5)

Setup: Shuffle the cards thoroughly and place the top 3 cards face up next to the Board.

Scoring: This scoring is done last. The rule concerning the scoring is amended as follows: Each player receives Rescue Points for the displayed missions depending on the achievements. In the scoring of the "Rescued Islanders" Missions each Islander may only be scored once.

8. Solo Play

You play as an ancient island Guardian of Zanay who has to witness how the island is taken over by the mysterious and dangerous FOG. As Guardian, you try to rescue the Islanders entrusted to you from the rapidly approaching FOG and to send them safe and well on their journey to Yamagi.

You play one of the available scenarios. Based on your score, you can see which rescue level you have reached after the game. In addition, compare your score with your previous games as well as with the scores of other players for the same scenario. Become the best Guardian of all – and be respected everywhere in the future.

Goal

Receive as many Rescue Points as possible for the chosen scenario under the stated terms. Optional: You can use the hourglass as an aggravating condition (see Option "Hourglass").

Setup

Please see the scenario description for the specific scenario setup (board, Boat Scorings, Nation Movement Points, FOG Marker position, Islanders and Obstacles). The general setup procedure is:

  1. Place the Boat Scorings on the indicated fields as shown.
  2. Put the Nation Movement Points on top of the boats as shown. Optional: You can place them next to the appropriate Nation Marker on the Turn Board.
  3. Place the grey FOG Marker on the stated position of the FOG Track (Advanced: number - 1). Place the 3D Wall of FOG beneath the Board (it complements the FOG Marker visually).
  4. Put 2 Counters of any color on the Rescue Point Track as shown.
  5. Place the Islanders and Obstacles exactly as shown in the scenario description. It is recommended to place the Islanders according to the numbers (see token backside). If you place the Islanders by portrait, you should presort the Islanders by color and type. Optional: You can place Player Discs in any color beneath the Islanders to have a better grip on them. It is not necessary for playing the game though.
  6. Take the Turn Board in accordance with the numbers of boats (S 3 players, M 4 players, L 5 players). Put the Nation Markers – according to the boat colors from left to right – on the circled numbered fields from top to bottom. Put the beige Turn Marker on the top left (green) field of the Turn Board.
  7. Take a Movement Point Track and put it in front of you, with the 9-side up. (M/L) Put the 10-side up.
  8. Choose a Player Marker in any color and put it in front of you.
  9. Select one of the Starting Tiles and place it in front of you.

Solo Scenario S001 (S)

For further Solo scenarios please go to: https://www.xollox.com/fog/solo

The scenario provides a full setup diagram: the Standard Beach board with 3 boats carrying Boat Scorings 9 (blue), 7 (green) and 9 (red); Nation Movement Points of 2 (blue), 5 (green – shown at left FOG track marker position), and additional values marked along the side tracks; the grey FOG Marker and 2 Rescue Point Track counters placed as pictured; and 32 numbered Islander tokens together with Obstacles placed across beach rows A-K exactly as illustrated on the scenario map.

Minimum Goals (Deductions if missed)

  • Minimum Boat Crew: Per not departing boat -20
  • Commoner Rescue: Per boat without a Commoner of that nation -20

Gained Rescue Points

Rescue PointsLevel
175+Guardian Legend
150-174Guardian Hero
125-149Guardian Protector
80-124Guardian Novice
<80Guardian Apprentice

Quick overview for those who already know the multiplayer game

The solo rules are the same as the multiplayer game in general. The following deviations exist:

  • There are given scenarios, which determine setup and define possible additional scorings.
  • You do not play according to the player colors. Instead, the 3 boat/nation colors are used on the Turn Board. In each turn, only the active nation (color) may be played. The available Movement Points depend on the nation (stated at the top of the boat by the Nation Movement Point Marker).
  • The game is played without the Islander Drafting (Phase 1) and without the Preparation Bonuses.

Gameplay – Overview

You play in rounds, indicated by the FOG Marker. In each round, you play each nation once. Use the Movement Points available to this nation to perform different movements and move their Islanders toward the boats. At the end of the round, the FOG (Marker) advances. Check whether any Islanders have been swallowed by the FOG. Those Islanders are lost and not playable anymore.

The game ends once the FOG (Marker) reaches the shore and the boats depart. During scoring, you receive positive and negative Rescue Points in several scoring categories.

Move Islanders

  • You play the nations in turn according to the Turn Marker on the Turn Board. The Nation Marker to the left of the Turn Marker always indicates the active nation. The nation (color) on top of the Turn Board starts and is the first active nation.
  • Put your Player Marker on the field of your Movement Point Track that corresponds with the Nation Movement Points on top of the boat of this nation. During your turn of the active nation, you have these Movement Points (MP) available to move the Islanders. You may distribute the points as you wish among them. Reduce the Player Marker down on the Movement Point Track by the number of MP used after each movement.
  • Your turn of the active nation ends once that nation has no Movement Points left or you neither can nor want to move any more Islanders. Unused Movement Points are lost.
  • To end your turn, move the Turn Marker along the arrows to the next position.
    • Vertical movement (A): Now take the turn for the new active nation.
    • Horizontal movement (B): The Turn Marker passes the FOG Marker. Do the following: Advance the FOG Marker to the next field of the FOG Track (next lower number). Check immediately whether Islanders have been taken by the FOG. This is the case if they are located in the same beach row as the FOG (Marker). This is possible starting with beach row A. If this is the case, turn those Islanders (tokens) over. These Islanders are lost and cannot be played any more. The next round of the game starts with the same nation (double turn). Take its turn. Attention: Over time the FOG speeds up (swallows several beach rows at once).
  • Repeat this until the FOG (Marker) has reached the last field (0, shore) on the shore or no nation has any Islanders left to move. The game ends with the departure of the boats and scoring takes place.

Movements

In the section "Movements", you will find a detailed description on how to move the Islanders – including the available movement types and their Movement Points. The movements in the solo variant correspond with the multiplayer game.

Scoring

  • Now the Rescue Points (RP) are awarded. To do so, the scoring categories 1-3 are scored one after another, and the Rescue Point Track is adjusted accordingly.
  • If the Minimum Boat Crew is stated for the scenario, deal with this first, as described below, before you carry out the regular scoring.
  • You receive...
  1. RP for each Islander who is in the boat of its nation (same color).
  2. RP per Boat Area A–D: for each Islander in the respective Area, the RP pictured on the Boat Scoring Marker on the left.
  3. -RP for each Islander lost to the FOG: the RP pictured on the left of this beach row.
  • Islanders on the pier are considered rescued (they cling to the boat), but do not earn any RP.
  • Should the Rescue Point Track not be sufficient, use another Counter of any color.
  • Select one of the Victory Tiles for yourself.
  • Based on your score, you can see which rescue level you have reached. In addition, compare your score with your previous games as well as the scores of other players for this scenario.

Scoring Example (the numbers fit to the categories above; the player disc's colors are irrelevant)

  1. Nation/Color: You receive 20 RP – blue boat 8 RP (2x4), green boat 4 RP (1x4), red boat 8 RP (2x4).
  2. Boat Area: You receive 30 RP – blue boat 12 RP (5+5+2), green boat 7 RP (5+2), red boat 11 RP (5+4+2).
  3. Lost Islanders: You lose 8 RP (3+3+2).

The Leader on the pier clings to the boat and is considered rescued but does not earn any RP.

Minimum Boat Crew

Before scoring, check whether each boat will depart. In order to depart, the stated number of Islanders in each of the Boat Areas A and B must be present. If a boat does not depart, it is not scored (scoring 1 and 2 are skipped). Instead, you will lose the RP stated in the scenario description in an additional 4th scoring category.

Commoner Rescue

Check for each boat, if there is at least one Commoner of this nation (color) inside – on a productive place or in the stern. For each boat with no such Commoner, you will lose the RP stated in the scenario description in an additional 4th scoring category.

9. Flex Board

For the Flex Board the following applies:

  • For the Flex Board the same rules apply as for the Standard Board, but you have the opportunity to freely design the Beach yourself.
  • Independent of the setup you create: no player will have any advantages/disadvantages due to the drafting mechanism in Phase 1. A game can only be easier/harder than the standard, meaning more/fewer Islanders will make it to the boats than usual. The feel of the gameplay stays the same.
  • The Wood, Rock and Lake Tiles you place are considered Woods and are therefore impenetrable.
  • To have the same number of beach hexes available as in the Standard game, you would need to cover 48 hexes in total. It is possible though to use fewer tiles and instead have more Obstacles and/or Empty Hexes in the game.
  • There is no distinct specification on the placement of the Obstacles and Empty Hexes since this depends on your beach design. Here you must be creative and ready to try out different settings.
  • Depending on the setup, it might be useful to adjust the FOG Track starting position (Standard: 2/4 players = 9, 3 players = 10). If you have more beach hexes with Islanders at the back of the Board (rows A–D) then in the Standard game, it might be wise to raise the starting position by 1 (because the Islanders have to cover longer distances).

Flex Scenario F001

For further Flex Scenarios please go to: https://www.xollox.com/fog/flex

Setup:

  • The Starting Position of the FOG Marker: 2/4-Player = 9, 3-Player = 10.
  • The Obstacles need to be placed as displayed.
  • The white circles below need to be randomly filled with the 32/30 Islanders (blue, green, red).

The scenario provides a full board diagram of the custom Flex layout, with fixed Obstacle placements (Rock, Driftwood, Bush and Woods/Lake tiles) across beach rows A-K, and a set of empty (white) hexes to be randomly filled with the Islanders.

Quick Overview of the Movement Types

(Player-aid summary reprinted at the back of the rulebook; matches the "Movements" and "Enhanced Movements" sections above.)

MovementCostDescription
Run1 MPRun to an empty adjacent field. This is also possible backward.
Swap3 MPSwap places with an adjacent Islander.
Push3 MPPush up to 2 Islanders straight (A) or angled (B). All pushed Islanders must move in the same direction.
Jump3 MPJump over an Islander (only in a straight line).
Squeeze4 MPSqueeze through any combination of 2 Islanders/Obstacles/Woods.
Cross4 MPCross an Obstacle (straight or angular).
  • All-rounder: This Islander can also perform Squeeze and Cross for 3 MP. This means Run stays at 1 MP and all other movements cost 3 MP.
  • Endurance: After this Islander has been moved actively by MP, they may – as a last movement in their turn – Run 1 additional field for free if possible (including entering a boat or switching sides in a boat).

Enhancement examples (Enhanced Movements option):

  • Push: With Push characteristic 2 MP, Enhanced +2 MP → angled push, push up to 3 Islanders. Total 4 MP.
  • Jump: 1. Without Jump characteristic 3 MP, Enhanced 2 MP → via occupied hex, angular jump (Needs 2nd movement to an empty hex); 2. Run 1 MP. Total 6 MP.
  • Cross: 1. Without Cross characteristic 4 MP, Enhanced 2 MP → via occupied hex (Needs 2nd movement to an empty hex); 2. Run 1 MP. Total 7 MP.
  • Squeeze: 1. With Squeeze characteristic 2 MP, Enhanced 2 MP → via occupied hex (Needs 2nd movement to an empty hex); 2. Squeeze 2 MP. Total 6 MP.

Credits and Special Thanks

Credits

  • Game Design: Robert Müller-Reinwarth
  • Illustrations: Unique Litani Soparie
  • Graphic Design: Karsten Schulmann
  • 3D Modeling: Kazrak Miniatures
  • Player Discs: Silvio Herling, Daniel Roessink
  • Insert: Panda Game Manufacturing, Matt Healy
  • Production: Panda Game Manufacturing
  • Proof Reading: Adam Chivers, Jim Cohen, Chris Doka, Olav Fakkeldij, Morgan Laigre
  • Testing: All the many who helped

Special Thanks

All supporters of this project and the Kickstarter for your unbelievable trust in me and my first designed Board Game. Without you The FOG would not have become a reality. What a great community!

My mother for simply everything, as well as Steffi for her patience on this long, exhausting, but exciting journey.

The following people (selection) for their lasting support while developing, testing, at trade shows or with other things. Without them, this game would never have become as good as it is now: Martin, Mathias, Mighty, Lilly, Birgit, Nils, Christian, Christoph, Michal, Johannes, Rouven, Conrad, Esther, Sam, Martin, Monti, Natokh, Jim, Marcel, Klemens, David, Daniel, Markus, Tillmann, Achim, Joachim, Martha and many more.

All reviewers who tested this unknown game and then published something on The FOG. Great that you are there. Without you, I would have never had the chance to reach all the many players out there.

The voluntary supporters who translated The FOG to other languages for the Kickstarter: Fabio Colella (Italian), Morgan Laigre (French), Miguel Yebra Velasco (Spanish) and Olav Fakkeldij (Dutch). Also to those who offered the translation to even more languages during and after the Kickstarter.

Tyler of Panda for the two years of support. Each conversation was an enrichment and very helpful.

And thank you also to everyone else for helping to make The FOG a reality, for which the space here unfortunately is simply not enough.

© 2023 XOLLOX Games - Robert Müller-Reinwarth. All rights reserved.

No. of Players234234523456
Player Discs2x81082x11151192x152x10151210
  • Place the grey FOG Marker on the FOG Track of the Board according to the number of players.

    Assemble the 3D Wall of FOG and place it beneath the Board. It complements the FOG Marker.

  • The Starting Player is determined by whoever was swallowed by a FOG last. Otherwise, determine it randomly. The Starting Player chooses one of the Starting Tiles. Select the Turn Board according to the number of players and place it next to the Board. Place the beige Turn Marker on the top left (green) field. The Starting Player places their Player Marker on the top round field 1. Moving clockwise, the others then place their Markers on the next fields (alternating, if players play more than one color).

  • (S/F) Take 15 Obstacles and all 32 Islanders in the colors blue, green and red. 3-Player-Game: Remove 1 red and 1 blue Sailor.

    (M) Take 22 Obstacles and all 46 Islanders of the participating boat colors. In a 2- or 4-player game, remove 1 red and 1 blue Sailor; in a 3- or 5-player game, remove 1 red Sailor.

    (L) Take 28 Obstacles and all 60 Islanders.

  • You will find 2 numbers to the right of each beach row A-J (left = Obstacles, right = Empty Hexes).

    1. Place the stated number of Obstacles randomly in each beach row A to J – starting with A (the Obstacle type does not matter). Observe the following:
      • No more than 3 Obstacles may be placed adjacently as a group (touch one another).
      • No more than 3 Obstacles may be placed adjacently to the Woods.
      • Row J: no Obstacle is allowed next to the Woods and max. 2 Obstacles next to one another.
    2. Place the Islanders randomly in the beach rows A-I (starting with A). Leave in each row as many empty hexes (spaces) as stated. Observe the following:
      • 2 empty hexes may never be adjacent to one another (touch one another).
      • If Islanders were removed from the game earlier (see above), there might be additional empty hexes in row I. Choose those next to the Woods (alternating per side).

    Example: place 2 Obstacles in a row, then place Islanders in that row while leaving 1 hex randomly empty.