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Winter Rabbit

Winter Rabbit Rulebook

Table of Contents

Table of Contents

  • The Player Characters
  • The Components
  • Goal
  • Icons
    • Resources
    • Other Icons
  • Game Setup
  • Player Setup
  • Player Boards
    • Storing Resources
    • Storage Overrun
    • Starting Resources
    • Character Abilities
  • Player Turn Summary
    • Turn Overview
    • Morning
    • Midday
    • Evening
  • Starting a New Season
    • Seasons
  • Ending the Game
    • Winter
    • Winning
  • Producing Resources
    • When a Location Produces
    • When Rabbit is Revealed
  • Clearing Land
    • Placing a Villager After Production
  • The Rabbit Burrow
    • Reclaiming Resources
    • Rabbit in the Burrow
    • Resources Added After Reclaiming
  • Restoring Land
  • Tasks
    • Completing Tasks
    • Types of Tasks
    • Storehouse Track
  • Story Cards
    • Telling Stories
    • Active Stories
  • Village Cards
    • Acquiring Village Cards
    • Baskets
    • Conservation Token Costs
  • Village Card Reference
  • Story Card Reference
  • Action Quick Reference
  • Production Quick Reference
    • Producing Resources
    • When Rabbit Appears
    • Clearing Land
    • Placing After Production
    • Reclaiming Resources
    • Rabbit in the Rabbit Burrow

The Player Characters

All the characters in Winter Rabbit feature prominently in the canon of Cherokee fables. In some sense, these characters are part of playful children's stories, used to teach lessons. In another sense, they represent the primal ancestors of each animal — the first of their kind.

Bear — It is said that Bears were once human, but left to live in the forest in a time of famine. There, they became Bears, but promised to feed the humans of their own flesh, as long as they were taken in moderation. The Bears retreated far into the forest, surviving by their hearty nature and knowledge of the remote and sacred places in the deep woods.

Deer — Deer is swift and stealthy. Therefore, he is a messenger for the animals. Deer won his antlers in a race with Rabbit, after Rabbit was disqualified for cheating. Deer is also a skilled conjurer. In the end, he banished Rabbit across a great river by summoning up a flood.

Opossum — Opossum isn't as brave or strong as some of the others, but he is learned. Opossum knows much about medicine. The sensitive Opossum has long been a friend to Rabbit, but Rabbit hasn't always been a good friend in return.

Otter — Otter lives up river, far from the other animals. He is a great swimmer and fisher. Otter's proudest possession is his coat which is warm, soft, and water proof.

Terrapin — It is said that Terrapin was once a powerful warrior. Over time though, he lost much of his power. He lost is trophy scalp to Turkey and his whistle to Quail. He lost his powerful rings to Raccoon. Even his shell was cracked fleeing wolves. Through every loss though, this old warrior has survived and learned to rely on his wits more than his strength. He even figured out how to beat Rabbit at a foot race.

Wolf — Wolf is a great hunter and relies on his pack. Wolf is bold and confident, but has problems admitting when he is wrong. Rabbit has barely escaped Wolf's jaws on more than one occasion. Unfortunately for Wolf, his people are easily distracted with song and dance.

(The character texts above are narrative backstory only; the printed manual gives no game rules in them. Each character's starting resources and ability are printed on its Player Board, not in the rulebook text.)

The Components

  • Game Board
  • 12 Conservation Tokens
  • 35 Story Cards
  • 35 Village Cards
  • 42 Task Cards
  • 4 Rabbit Villager Tokens
  • 4 Frost Tokens
  • 120 Resource Tokens (20 of each of the 6 types)
  • 6 Score Trackers
  • 3 Provision Trackers
  • 1 Season Tracker
  • 24 Villager Tokens (4 of each character)
  • 6 Player Boards
  • 1 Cloth Bag (coming soon)

Goal

The goal of Winter Rabbit is to collectively prepare the village for Winter. If that goal is successful, then the player who contributed the most to the village's success (represented by the highest points at the end of the game) wins! If the collective goal is not met, all players share a collective loss.

Icons

Resources

  • Game: Represents any material from animals, including leather, bone, antler, and meat.
  • Crops: Represents domesticated crops including corn (maize), beans, squash, sunchokes, and others.
  • Medicine: Represents gathered wild plants and fungi.
  • Earth: Represents clay, flint, stone, and other minerals.
  • Wood: Represents lumber, bark, sap, and other non-food products from trees.
  • Reeds: Represents river cane, a type of bamboo found in Southeastern Turtle Island.
  • Any Resource (multicolored wheel icon): Represents a resource of any type.

Other Icons

  • Villager Tokens are two-sided disks. One side depicts a player/animal icon. The other side is an identical back.
  • Rabbit: Icon used for Rabbit tokens specifically.
  • Tools: One of the 3 provisions needed for the Storehouse. Represents farming, crafting, and hunting implements.
  • Food: One of the 3 provisions needed for the Storehouse. Stored in clay pots for Winter.
  • Clothing: One of the 3 provisions needed for the Storehouse. Clothing for winter, made of hides, fibers, feathers, and other materials.
  • Conservation Token: Represents clearing and restoring land. (It has two sides: a tree side and a stump side.)
  • Frost: Used in the final Season of the game to represent impending Winter and the game's end.
  • Points: Represents points gained by providing for the village.
  • Rabbit Burrow: This icon indicates the Rabbit Burrow area on the game board.
  • Basket: Indicates personal resource storage spaces on Player Boards and Village Cards.
  • Instant (lightning bolt): Indicates that an effect happens immediately.
  • Use in place of (arrow): Indicates that the first resource can be used to pay for any cost that requires the second resource. See Village Card Reference and Story Card Reference.

Game Setup

  1. Set up the game board in the center of the table.
  2. Place the Rabbit-shaped Season tracker on the left-most space of the Season Track.
  3. Place 3 Rabbit Villagers (Rabbit Villager Tokens) in the bag.
  4. Place the 4th Rabbit Villager on the 3rd space of the Season Track.
  5. Place the 4 Frost Tokens on the 4th space of the Season Track.
  6. Place a Conservation Token (tree side up) on 2 spaces of each of the 6 Production Locations.
  7. Place a Provision Tracker of matching color on each of the 3 "0" spaces of the Storehouse.
  8. Shuffle the Village Card Deck. Place 1 Village card face-up in each of the 4 Village Card Spaces below the game board. Place the rest of the deck in its designated space.
  9. Shuffle the Story Card Deck. Place one Story Card face-up in each of the 3 Story Card Spaces to the right of the game board. Place the rest of the deck in its designated space.
  10. Shuffle the Task Card Deck. Deal 7 Task Cards to each player. Place the deck nearby. In a 2-player game, deal 11 cards to each player instead.
PlayersVillager Tokens per PlayerNeutral Villager Tokens
244
333
430
522
620

In traditional Cherokee ceremonies, participants dance around a central fire in the counterclockwise direction. This is why turn order, the Season Track, and the Score Track all progress counterclockwise in Winter Rabbit.

Player Setup

Each player should do the following:

  • A. Pick a character and take the corresponding Player Board.
  • B. Take the 2 starting resources indicated on your Player Board and place them on any 2 Baskets on your Player Board.
  • C. Looking at the table above, take the number of Villager Tokens indicated for your player count. Return the rest to the box.
  • D. Place 1 of your Villager Tokens on your player board. In a 6-player game, skip this step.
  • E. Place 1 of your Villager Tokens on the 2nd space of the Season Tracker.
  • F. Place the rest of your Villager Tokens in the bag.
  • G. Place your Score Tracker at the starting space of the score track.
  • H. Choose a Task Card from your hand to play for the first Season. Place it face-down in front of you. Once all players have chosen a Task Card, turn them face-up at the same time. In a 2-player game, play 2 Task Cards instead.

Player Boards

On your Player Board, you'll track stored resources you have acquired. Each Player Board also displays each character's unique ability and the actions you can take on your turn.

Storing Resources

Your Player Board provides 6 spaces to store resources, represented by Baskets. When you gain a resource, place it in one of your Baskets. You can get more Baskets by acquiring Village cards.

Storage Overrun

Any resources that can't be stored are placed in the Rabbit Burrow. It is okay to swap out resources in your Baskets with newly acquired resources before placing any in the Rabbit Burrow.

Starting Resources

Each Player Board lists 2 starting resources for that character. You'll gain these at the start of the game, placing them in your Baskets.

Character Abilities

Each Player Board lists an ability for that character. This ability allows you to spend the first resource in place of the second. This applies to all cases where the second resource can be spent.

Player Board diagram labels: Turn Reference (Place a Villager; Must choose one: Place a second Villager, Build Village Cards, Complete a Task, Restore the Land; May choose one: Tell a Story, Trade one Resource); Villager token space; Starting Resources ("Start with:"); Character Ability ("You may replace:"); Baskets.

Example callout: Opossum's ability lets them spend Medicine in place of Wood. The reverse is not true. Opossum cannot spend Wood in place of Medicine. (Opossum's Player Board: Start with: 2 Medicine; You may replace: Medicine → Wood.)

Player Turn Summary

Turn Overview

The Eldest player chooses the starting player. Take turns, starting with the first player and continuing counterclockwise.

Each turn has three steps: Morning, Midday, and Evening. On each of your turns, you'll go through these steps in order.

At the end of your turn, pass the bag to the player on your right to show you are finished.

Morning

In the Morning step, you must place a Villager.

Place a Villager. Draw a Villager randomly from the bag or take a Villager from your player area (if you have any). When drawing from the bag, you may look at the Villager drawn, but don't show it to other players.

Choose an open space on the board and place the Villager face-down on that space. Check to see if all active spaces are now full. If so, that location produces resources (see Producing Resources).

If all spaces in a Location are full before you place a Villager, you may place the Villager by Clearing Land (see Clearing Land).

On the final Season of the game, Frost Tokens will be added to the bag (see Ending the Game). If you draw a Frost Token, set it aside and draw again. The game ends at the end of the current player's turn when the last Frost Token is drawn.

Midday

During Midday, you'll select exactly one Midday action. You can only skip your Midday action if you placed the final token from the bag during Morning.

Place a Second Villager. You may choose to place a 2nd Villager as your Midday action. If you can take no other action, you must place a 2nd Villager.

Acquire Village Cards. Village Cards provide unique benefits available only to the player that acquired the card. As your Midday action, you may acquire one or more Village Cards by paying resources.

Complete Tasks. Tasks represent chores that require the entire community to complete. Each time a Task is fulfilled, the village progresses toward being ready for Winter.

As your Midday action, you may complete one or more Tasks played by other players. You cannot complete your own Task.

To do so, pay the resources listed on the Task Card. You may complete multiple Tasks and/or the same Task more than once if you have enough resources. Task Cards are explained under Tasks.

Restore the Land. Conservation Tokens (either side) are placed in your Baskets by Clearing Land or to pay the costs on certain Village Cards.

As your Midday action, you can restore any number of these tokens by paying 1 resource (any resource) for each. When you do so, place the Conservation Token (tree side up) on any open space.

Restore the Land is explained further under Restoring Land.

Evening

During Evening you may take one of the following Evening actions. Evening actions are optional.

Tell a Story. You may complete one available Story Card by paying its cost. All Story Cards cost 3 resources (any resources). Stories represent shared knowledge that benefits the whole community. Story Cards are explained under Story Cards.

Swap a Resource. You may trade exactly 1 resource in your Baskets for 1 other resource in the supply.

Starting a New Season

If you drew the last Villager from the bag, the current Season ends at the end of your turn. At the end of the 1st, 2nd, and 3rd Seasons, players need to reset some elements of the board for the next Season.

To start the next Season, follow these steps:

  1. Reset the Villagers — Retrieve all face-up and face-down Villagers from the game board. Place one of your Villagers on your Player Board and on each Winter House you have acquired. Return the rest of the Villagers to the bag.
  2. Refresh the Village Cards — Discard the 4 available Village Cards and draw 4 new cards to replace them.
  3. Refresh the Story Cards — Discard the 3 available Story Cards and draw 3 new cards to replace them. The active Story remains in place.
  4. Play New Task Cards — Discard the current Task Cards. Each player secretly chooses a new Task Card. Reveal the chosen cards together. Note: in a 2-player game, you'll play 2 Task Cards each Season.
  5. Advance the Season — Move the Season tracker 1 space counterclockwise. Add all tokens on that Season tracker space to the bag.
  6. Start the New Season — Play continues to the right of the person who ended the Season.

Unplayed Villagers: It is important to note that the Season ends when the last Villager is drawn from the bag. If you have an unplayed Villager on your player board or on a Winter House when the Season ends, you lose the opportunity to play those Villagers on that Season.

New Tasks: Tasks change only once each Season, and you won't draw new Task Cards unless an effect specifically says to do so. Plan well, because you must work with what you have!

Seasons

The following tokens are added to the bag at the start of the 2nd, 3rd, and 4th Seasons. These are the tokens you placed on the Season spaces during setup.

  • Spring — Add an additional Villager to the bag for each player.
  • Fall — Add the 4th Rabbit to the bag.
  • Winter — Add 4 Frost Tokens to the bag.

Ending the Game

During the last Season, Frost Tokens will be added to the bag. Any time a Frost Token is drawn from the bag, set it aside and draw another token. Once the final Frost Token is drawn, the game ends at the end of the current player's turn.

Winter

If the Storehouse is not full when the game ends, then the village does not have enough provisions for everyone to make it through the Winter. Consider this a collective loss. There is no winner.

Winning

If all three tracks of the Storehouse are full when the game ends, then whoever is farthest along the score track wins! The winner has worked hard to prove that they contributed the most to the village's success.

If two or more players are tied, the tied player with the fewest Village Cards wins. If there is still a tie, then the tied players share the victory.

Producing Resources

There are 6 resource production Locations on the board. Each Location has 4 spaces. At the start of the game, 2 of these spaces will be covered with Conservation Tokens while the other 2 will be open. The Rabbit Burrow is a special 7th Location.

When a Location Produces

When all the spaces of a Location are filled (with at least one Villager present), the Location produces.

  1. Flip all face-down Villagers face-up.
  2. If any Rabbit is revealed, go to "When Rabbit is Revealed". Otherwise, continue.
  3. Each player gains 1 resource from that Location.
  4. Each player gains 1 additional resource from that Location for each Villager that was flipped up showing their character. Note: each Villager adds 1 to the total rather than multiplying.
  5. Village or Story Cards with a "When X Produces" icon matching this location also provide resources now.

The resources are produced immediately, and production is not optional.

Example: There are 3 open spaces for gathering Medicine. Jessica (playing Bear) places a Villager face-down in one of the open spaces. Then Verlina (playing Terrapin) places a Villager in the second open space on her turn. Finally, Will (playing Otter) fills the last open space with a Villager on his turn. The Location now produces. All 3 Villagers are turned face-up. 2 of them are Bears (Jessica's), so Jessica takes 3 Medicine from the supply. 1 is an Otter (Will's), so Will takes 2 Medicine from the supply. Verlina and any other players take 1 Medicine.

When Rabbit is Revealed

If a Location produces and a Rabbit is revealed there, then no resources are generated from Villagers. Instead, for each revealed token (including the Rabbit) place a resource of that Location in the Rabbit Burrow.

Village or Story Cards with a "When X Produces" icon provide resources normally.

Example: A Rabbit is revealed in the Reeds Location. No player gains resources. Instead, we will place resources in the Rabbit Burrow. Since 4 Villagers were revealed, 4 Reeds are placed in the Rabbit Burrow.

Clearing Land

Clearing Land allows you to replace a Conservation Token (tree side) with a Villager when you Place a Villager.

When land is cleared:

  1. Remove a Conservation Token from any space and place it in a Basket, stump side up. If you have no open Baskets, you can place a resource in the Rabbit Burrow to make room.
  2. Place a Villager face-down on the space.
  3. Continue to "Placing a Villager After Production".

Placing a Villager After Production

If a Villager is placed in a Location that already has any face-up Villager:

  1. Turn the newly placed Villager face-up.
  2. If the Villager belongs to a player, they gain 1 resource from that Location. If it is a Rabbit or if there is already a face-up Rabbit at that Location, place the resource in the Rabbit Burrow instead.
  3. Village or Story Cards with a "When X Produces" icon matching this location also provide resources now.

Note: no other resources are produced at this time. Villagers that were already face-up have no effect.

Example: This Location produced in an earlier turn. Later, the Opossum player uses their own Villager to Clear Land. The Opossum player gains 1 Medicine. Deer and Otter players do not gain resources again. The Opossum player places the cleared Conservation Token (stump side) in their inventory. On a later turn, Opossum will need to Restore the Land to get rid of it.

Example: A Conservation Token was removed on a previous turn to pay for a Village Card. Dave (playing Wolf) decides to place a Villager in the open space. The Villager is immediately revealed to be a Wolf. Since Dave is playing Wolf, he gains 1 Reeds. No other resources are produced.

The Rabbit Burrow

The Rabbit Burrow is a special Location that represents reclaiming stolen resources from Rabbit.

Reclaiming Resources

When both spaces in the Rabbit Burrow are filled:

  1. Flip both Villagers face-up.
  2. If either token is a Rabbit, go to the "Rabbit in the Burrow" section below. Otherwise, continue.
  3. Starting with the player whose Villager is in the "1" space, each player with a Villager here chooses a resource from the Rabbit Burrow and adds it to their Baskets. Skip any neutral villagers.
  4. Repeat this until all resources have been claimed.

If you cannot store resources reclaimed from Rabbit, the excess resources are returned to the supply.

Example: Pamela (playing Deer) places a Villager in the #1 spot of the Rabbit Burrow on her turn. On his turn, Chris (playing Opossum) places a Villager on the #2 spot. Both Villagers are revealed. We see that the #1 spot contains a Deer (Pamela's) and the #2 spot contains a Terrapin which belongs to another player, Verlina. Pamela selects a Crops from the Rabbit Burrow and puts it in her Basket, then Verlina selects an Earth and puts it in her Basket. Pamela has no more available Baskets, so she selects the remaining Earth and returns it to the supply. With the Rabbit Burrow empty, the action ends.

Rabbit in the Burrow

If a Rabbit is revealed in a Rabbit Burrow space, then Rabbit has tricked everyone.

When this happens:

  1. Take all resources in the Rabbit Burrow and return them to the supply.
  2. Each player must pay 1 resource (any resource) to the Rabbit Burrow for each Rabbit there (if they have it).

Example: A Rabbit has been revealed in each space of the Rabbit Burrow. All resources in the Rabbit Burrow are discarded. Then, each player must pay 2 resources to the Rabbit Burrow (because there are 2 Rabbits).

Resources Added After Reclaiming

If resources are placed in the Rabbit Burrow after it produces, they remain there until a future Season when the Rabbit Burrow produces again.

Restoring Land

Restoring Land allows you to rid yourself of Conservation Tokens. As a Midday action, you may restore any number of Conservation Tokens from your Baskets by paying 1 resource (any resource) for each you want to restore. You can place the token tree side up on any open space, excluding the Rabbit Burrow.

If the replaced Conservation Token closes the last open space of a Location, production is triggered normally.

Example: James (playing Bear) has 2 Conservation Tokens in his Baskets that he wants to restore. The Medicine Location already has 1 Conservation Token and 1 face-down Villager. James decides to pay 2 Wood (1 for each Conservation Token). He can place the Conservation Tokens in any open space, and chooses to put both in the Medicine Location (tree side up). Since this Location is now full, the Villager is revealed and Medicine is produced!

Conservation: Players can gain resources through clearing land, but this has a lasting effect on all players, making it harder to produce resources in future Seasons. The land must be managed to ensure that essential resources are available now and in the future. Over-production is discouraged and a balanced strategy is essential. We must honor the land we have, rather than exploring new places to extract from.

Tasks

Tasks represent chores that are shared by the community. Tasks are the main way for players to generate Points. They are also how players fill the Storehouse to prepare for Winter.

Completing Tasks

As your Midday action, you may complete 1 or more Tasks. You can complete the same Task more than once, but you cannot complete your own Task.

For each Task you want to complete, do the following:

  1. Pay the cost listed on the Task you want to complete.
  2. Advance the Storehouse Track matching the type of Task card completed. If the tracker is at 7, you can continue to complete Tasks of that type, but the tracker does not move any further.
  3. Advance your score a number of spaces equal to the Points listed on the card.
  4. The player who played the Task Card gains the listed benefit.

Completed Tasks remain until the end of the Season and can be completed multiple times.

Task Card diagram labels: 1. Cost; 2. Type; 3. Points; 4. Benefit when another player completes your Task. In this example, the player who played this card can chose to gain Game or Reeds when another player completes this Task.

Types of Tasks

Tasks are organized into three types: Tools, Clothing, and Food.

Storehouse Track

The Storehouse represents the community's overall progress toward Winter preparations. It is used to track the overall number of Tasks that have been completed. It has three tracks (Clothing, Food, Tools), each numbered 0 to 7.

Story Cards

Story Cards represent knowledge, legends, and practices passed down through oral tradition. Story Cards provide powerful effects that either occur immediately or that can be used by all players while the Story is active.

Telling Stories

As your Evening action, you may tell a Story by doing the following:

  1. Pay 3 resources (any 3 resources) to the supply.
  2. Read the Story text on the card aloud.
  3. Advance your score a number of spaces equal to the Points listed on the card.
  4. If the card's effect has an Instant icon and has an orange background, the effect takes place immediately. Discard the card after completing its effect.
  5. If it is an ongoing Story with a turquoise background, place the Story card face-up in the Active Story space on the board, covering any other Story there.
  6. Reveal a new Story card from the deck and place it in the empty space.

Story Card anatomy: Title; 1. Cost; 2. Story Text; 3. Points; 4./5. Effect.

Active Stories

The card showing in the space in the center of the game board is known as the Active Story. When a Story card is covered, it "ends" and is no longer active. Active Story effects apply to all players until the story ends.

Explanations of each Story effect are in the Story Card Reference.

Continuation: Knowledge is a source of great wealth in indigenous societies — a wealth that is intended to be shared within the community. The focus here is on the continuation of the culture, not its expansion. Knowledge is the key to the continuation of society. Society is maintained by passing on, through oral tradition, the knowledge of how to avoid danger, find food, organize society, and behave ethically. In this game, we are modeling continuation through Story cards. These cards represent knowledge being passed down by Elders to help the players succeed.

Village Cards

Village Cards represent both buildings and cultivated natural resources that might be found around a family settlement. Village Cards provide you with special abilities, points, and extra Baskets.

When you acquire a Village Card, you may use the listed effect. Explanations of each Village Card effect are in the Village Card Reference.

Acquiring Village Cards

As your Midday action, you can acquire up to 4 Village Cards by doing the following:

  1. Pay the cost listed on each Village Card you want to acquire.
  2. Move the acquired Village Cards into your area, next to your Player Card.
  3. If a card's effect has an Instant icon, the effect takes place immediately.
  4. Advance your score tracker a number of spaces equal to the Points listed on the cards.
  5. Reveal new cards from the deck to replace the cards you acquired. Note: New cards are revealed only after you've finished acquiring village cards.

You may acquire up to 4 Village Cards as your action. Refill the card spaces only after you've acquired Village Cards.

Village Card anatomy: 1. Cost; 2. Basket; 3. Effect; 4. Points; Title.

Baskets

Many Village Cards have Basket icons on them. These are additional storage spaces. When you gain resources, you may place them on Baskets on your Village Cards or on your Player Board.

Conservation Token Costs

Some Village Cards list a Conservation Token icon as part of the cost. As part of the cost to acquire these cards, you must take a Conservation Token from any space on the board and place it in one of your Baskets.

If you do not have a Basket available, you can place a resource in the Rabbit Burrow to make room.

If there are no Conservation Tokens on the board, you cannot acquire the card.

Cultivation: By cultivating the land, we are able to build Village cards to house people, process resources more efficiently, and provide space for important cultural practices. Many Village cards represent natural features and resources, acknowledging the importance of the benefits they provide.

Village Card Reference

  • Arbor — When you place a second villager as your Midday action, gain 1 resource (any resource) from the Rabbit Burrow.
  • Ball Court — Once on each of your turns, you may move a face-down Villager Token from its current space to any open space.
  • Beaver Lodge — You may pay Game in place of Wood.
  • Cane Break — You may pay Reeds in place of Earth.
  • Cave — Once on each of your turns, you may take a Conservation Token (either side) in place of paying 1 resource (any one resource).
  • Corn Crib — Gain 1 resource (a resource of any type) from the supply, when the Rabbit Burrow produces.
  • Council House — When you acquire this card, you may immediately play a Task card from your hand in addition to your current Task card. Discard both cards at the end of the Season. At the start of each new Season, you may play two Task cards instead of one.
  • Hunting Ground — When Game produces, gain 2 Game in addition to any other resources you gain.
  • Irrigation — When Crops produces, gain 2 Crops in addition to any other resources you gain.

Story Card Reference

  • Ball Game of Birds vs Mammals — If you draw your own Villager Token from the bag, you may reveal it to take an additional Midday action this turn. You can only use this ability once each turn.
  • Flint Visits Rabbit — Immediately, each player gains 1 Earth.
  • The Frog Swallows the Sun — If you have at least one Task Card in your hand, as your Evening action, you may discard your active Task Card and replace it with a card from your hand.
  • How Rabbit Got His Long Ears — Once on each of your turns, you may pay 1 resource (any resource) to the Rabbit Burrow to take a resource from the Rabbit Burrow.
  • How Rabbit Stole Otter's Coat — Immediately, each player gains 1 Crops.
  • How the Deer Got His Antlers — Immediately, each player gains 1 resource (one of any resource) for each Rabbit that is face-up on the board when this Story was told.
  • How the Terrapin Beat the Rabbit — When you place a second Villager Token as your Midday action, gain 1 Point.
  • How the World Was Made — In turn order, starting with the player that told this , each player may restore all of the Conservation Tokens in their inventory at no cost.

Action Quick Reference

  • Placing a Villager: Draw a Villager from the bag or take a Villager from your player area. When drawing from the bag, you may look at the Villager drawn, but don't show it to other players. Place the Villager face-down on any open space. Check to see if all active spaces are full. If so, that location produces. You can replace a Conservation Token with a Villager by Clearing Land. On the final Season, if you draw a Frost Token set it aside and draw again.
  • Restoring Land: If you have any Conservation Tokens in your Baskets you may pay 1 resource (any resource) for each to restore it to the board.
  • Completing Tasks: You can complete as many Tasks as you can pay for. Pay the listed cost, move the Storehouse tracker, gain the listed Points, and the player that owns the Task gets a benefit.
  • Telling Stories: You can tell 1 Story during Evening. Pay 3 resources (any), gain Points, and read the story text. If it is yellow (with the Instant icon), complete the effect text and discard it. If it is blue, place it in the Active Story area of the game board.
  • Acquiring Village Cards: You can acquire up to 4 Village Cards. Pay the cost, gain the Points and move the card into your area. Fill the display only after you are done.
  • Swapping Resources: During Evening you may swap one resource in your Baskets with one from the supply.

Production Quick Reference

Producing Resources

  • When all spaces are filled, flip all Villagers face-up.
  • Everyone gains 1 resource from that Location by default.
  • Each player gains 1 more resource for each of their Villagers that were flipped up.
  • Gain resources from Village Cards with a "When X Produces" icon.

When Rabbit Appears

  • If any Rabbits are flipped up, no one gains resources.
  • Put 1 resource from that Location in the Rabbit Burrow for each Villager that was flipped up (including Rabbits).
  • Gain resources from Village Cards with the "When X Produces" icon normally.

Clearing Land

  • Remove a Conservation Token and place a Villager in that spot.
  • Then go to "Placing After Production".

Placing After Production

  • If a Location already has face-up Villagers, only the newly placed Villager provides a resource.
  • Other Villagers don't provide resources again.
  • If there is a face-up Rabbit, the resource goes to the Rabbit Burrow.
  • Gain resources from Village Cards with a "When X Produces" icon.

Reclaiming Resources

  • If both spaces in the Rabbit Burrow are filled, players with Villagers there select a resource until they are all gone. Skip neutral villagers.
  • If you can't store all of the resources you've reclaimed, return overflow to the supply.

Rabbit in the Rabbit Burrow

  • If any Rabbits are flipped up in the Rabbit Burrow, return all resources in the Rabbit Burrow to the supply.
  • Everyone must pay 1 resource to the Rabbit Burrow for each Rabbit.
  • When X Produces (curved arrow): This icon is always accompanied by a resource type or the Rabbit Burrow icon. It indicates that an effect happens when that Location produces. See Village Card Reference and Story Card Reference.
  • Refer to the chart below. Based on the number of players, take the number of Villager Tokens indicated on the table to be Neutral Villagers. These should be a character that no player selected. Put these Neutral Villager tokens in the bag.
  • Locust Grove — You may pay Wood in place of Reeds.
  • Longhouse — Provides 5 Baskets.
  • Lookout — When Rabbit appears, you may take a resource from the Rabbit Burrow. You may gain no more than one resource on each player's turn from this card.
  • Mushrooms — You may pay Medicine in place of Game.
  • Pottery Station — When Earth produces, gain 2 Earth in addition to any other resources you gain.
  • River — Once on each of your turns, you may restore 1 Conservation Token at no cost. This is in addition to your Midday action.
  • River Bank — You may pay Earth in place of Crops.
  • Slash and Burn — Immediately gain 4 resources of any combination when you acquire this card.
  • Spring — When you draw a Villager Token from the bag, you may draw an extra Villager. Return one to the bag and place the other normally. This stacks with other cards that let you draw additional Villagers. If you draw any Frost Tokens set them aside normally.
  • Stompground — Once on each of your turns, you may move a Conservation Token (tree side) on the board from its Location to any open Location.
  • Sunchoke Gardens — You may pay Crops in place of Medicine.
  • Weaving Station — When Reeds produces, gain 2 Reeds in addition to any other resources you gain.
  • Wild Strawberries — Once on each of your turns, you may look at a face-down Villager Token on the board.
  • Wild Tobacco — When Medicine produces, gain 2 Medicine in addition to any other resources you gain.
  • Winter House — At the start of the next Season and each following Season, when you retrieve Villager Tokens from the board, place one on each of your Winter Houses in addition to the one on your player board.
  • Woodcutter — When Wood produces, gain 2 Wood in addition to any other resources you gain.
  • Story
  • How They Brought Back Tobacco — Immediately, each player gains 1 Medicine.
  • Journey to the Sunrise — You may pay 3 resources (any 3 resources) in place of 1 resource (of another type) to pay for any cost. The resources paid do not have to be of the same type.
  • Judacula Rock — Find the Judacula Rock token. The player that told this Story places it in any open space. They can also choose to take a Conservation Token (tree side) in to their Baskets to create an open space for Judacula Rock. After the token is placed, that space is considered closed for the rest of the game. No effect can move the rock.
  • Nunnehi, the Spirit Folk — Medicine and Reeds may be used interchangeably.
  • Origin of Disease and Medicine — All players must immediately return all Game in their Baskets to the supply and gain the same number of Medicine.
  • Pleiades and the Pine — Immediately, the player that told this Story may move any number of Conservation Tokens to different open spaces on the board.
  • Opossum Searches for a Wife — Each time you draw a Villager Token from the bag, draw an additional token. Place one normally and return the other to the bag. This stacks with other cards that let you draw additional Villager Tokens. If you draw any Frost Tokens set them aside normally.
  • Rabbit and the Tar Wolf — Search the bag for a Rabbit token. If you find one, return it to the box. If there are no Rabbits in the bag, this Story has no effect. Put all other tokens back in the bag and mix them well.
  • Rabbit Dines with Bear — Immediately, each player gains 1 Point for each of their own Villager Tokens that was face-up on the board when this Story was told.
  • Rabbit Escapes from the Wolves — Immediately, add 1 resource of each type (Crops, Earth, Game, Medicine, Reeds, Wood) to the Rabbit Burrow from the supply.
  • Selu & Kanati — Wood and Crops may be used interchangeably.
  • Spearfinger — Earth and Game may be used interchangeably.
  • Terrapin and the Beaver — Immediately, each player gains 1 Reeds.
  • Terrapin Escapes from the Wolves — All players must immediately return all Reeds in their Baskets to the supply and gain the same number of Wood.
  • The First Fire — Immediately, the player that told this Story may advance the Tools, Clothing, or Food tracker one space.
  • The Green Corn Festival — Immediately, each player gains 1 Point for each Village Card they owned when this Story was told.
  • The Legend of Little Deer — Immediately, each player gains 1 Game.
  • The Little People — When you place a second Villager Token as your Midday action, gain 1 Reeds.
  • The Medicine Lake — For any cost that requires you to take a Conservation Token, you may pay 1 resource (a resource of any type) instead.
  • The Origin of Bears — When you place a second Villager Token as your Midday action, gain 1 Game.
  • The Origin of Strawberries — When you place a second Villager Token as your Midday action, gain 1 Crops.
  • The Origin of the Sunflower — At the start of each player's Evening phase, if they have no Game or Crops in their Baskets, they may gain 1 Crops. They may still take an Evening action.
  • The Owl at the Window — Once on each of your turns, you may look at a face-down Villager Token on the board.
  • Tahlequah — Immediately, the player that told this Story chooses two other players. They cannot choose themselves. The chosen players gain two resources chosen by the player that told this Story.
  • The Thunders — Immediately, each player gains 1 Wood.
  • The Wolf's Revenge — Immediately, in turn order, starting with the player that told this Story, each player may gain a resource from the Rabbit Burrow, if there are any.
  • Uk'tan - The Horned Serpent — When a player restores a Conservation Token in their Baskets to a Location on the game board for any reason, they gain 1 Point for each restored.
  • When Wolf Wore Shoes — Immediately, when this card is played, the active player may rearrange all face-down Villager Tokens on the board. Face-up Villagers cannot be moved. Production is triggered normally after all moves have been made.
  • Why Deer's Teeth are Blunt — Immediately, the player that told this Story discards any number of Task Cards in play. These can be their own Task Cards or cards played by other players. They then replace those cards with cards from their own hand. The replacement card belongs to the same player as the original card. You cannot discard more cards than what you have in your hand.
  • Why the Possum's Tail is Bare — Once on each of your turns, you may move a face-down Villager Token from one open space to another.