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Green Hell Board Game Setup Guide

The expedition faces the immense challenge of exploring the vast and largely uncharted Amazon rainforest. They know the task will not be easy but are prepared with supplies and knowledge of the jungle from their guide. The game components are laid out and players prepare their characters before beginning the scenario.

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Tony LeMesmer
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© © All Rights Reserved
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0% found this document useful (0 votes)
2K views36 pages

Green Hell Board Game Setup Guide

The expedition faces the immense challenge of exploring the vast and largely uncharted Amazon rainforest. They know the task will not be easy but are prepared with supplies and knowledge of the jungle from their guide. The game components are laid out and players prepare their characters before beginning the scenario.

Uploaded by

Tony LeMesmer
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

As we disembarked the boat and faced the green wall

of the jungle for the first time, we knew that our


mission wouldn’t be easy. The overwhelming size of
the Amazonian rainforest and the ambient noises from
its depths sent chills down our spines. We looked at
each other and silently walked into the green abyss.

PLAYER SETUP
In Green Hell: the Board Game each player will assume the role Place the Player Board in front of you and place the Character
of one member of an expedition as they cooperatively navigate Card in the indented space (left of the Backpack). Place three
the perils of the Amazonian rainforest. In order to prepare your General Markers on the 0 spots in each stat modification column
Character for a game session each player should take: (from left to right these are Strength, Stamina, Stealth). These
• a Player Board columns will be used to mod ify your stats and reflect the boosts
• one Character Card and hindrances caused by the drinking of the Ayahuasca potion
• five General Markers (transparent cubes) (more on that later). Do not place any markers in the Sanity
• the corresponding Character Mini/Standee column. Place two General Markers on the appropriate level
• one Player Aid on the Hydration and Energy bars (maximum Hydration and
• one Stamina (yellow) and one Sanity (white) 10-sided die 4 Energy - this is the ma x Energy level possible to recover by
and set each of them to the amount of Stamina and Sanity sleeping in a Camp without an vappropriate Bedding). Keep
printed on the Character Card the Stamina and Sanity dice near your Player Board. Finally,
• 2 Action Markers (if pl aying with 2 Characters take the place the Action Markers with their active side up (the coloured
additional, third Action Marker per player). version) near the Player Board.

2
Player Board breakdown:
1. Backpack
2. Ayahuasca potency column
3. Ayahuasca Stat modification columns (Strength, Stamina, Stealth)
4. Permanent Sanity loss column
5. Hydration bar (from 1 to 10 Hydration)
6. Energy bar (from 1 to 5 Energy)
7. Max Energy recovered when sleeping outside of Camp
8. Max Energy recovered when sleeping in an appropriate Bedding
9. Hands (Left and Right)
10. Condition markers - from top to bottom: WOUND, POISON, FEVER, RASH, PARASITE, DIARRHOEA
v

3
The task we had been sent out to complete would be
no picnic. At that point we were all glad that we had
someone who knew how to move through the jungle.
Our Guide surely would tell us what to look for. Various
animal species that would help us nourish and materials
from which we would build our camp. She would also
tell us what threats we should avoid along the way.

GAME SETUP
After each player has prepared their Character, the rest of the • place the remaining General Markers (transparent cubes),
game components can be set up. This includes the selection of Dirty and Clean Water Droplets (brown and blue
a Scenario and following its instructions. However, some of the respectively), Kill Markers (red discs) in a pile next to the
set up rules are identical for every game session and you will find game area. Place all the dice nearby as well. Place the Turn
these below. For set up rules specific to a chosen Scenario see Marker on the first space of the Part of Day diagram on
the reverse of the Scenario Card. the Resource Sidebar.

In order to set up the game you need to: • finally, place the Creepy Dice Roller and the black wooden
• place the Resource Tokens and Item Tokens on the table Structure Damage Cubes and white wooden Threat Cubes
where they are easily accessible by all players. These can be in reach of players. Place the cards for the selected Scenario
sorted by type (or colour) for convenience, on the table with cards organised in ascending order (starting
with the card numbered as x.1 on top). Follow the instructions
• place the Camp Structure tiles and the Camp Board on
on the reverse of the Scenario Card.
the table near the central space where the Map Cards will
be. Place the Resource Sidebar near the Camp Board,

4
The jungle was vast and almost completely unexplored. We
studied the coast map and tried to trace our steps in the
most efficient way. At first it should not be a problem.
The outskirts of the jungle were charted by people who had
dared to delve here before and we had all the necessary
information to travel deeper inside to set up our first camp.

SCENARIO SETUP
Green Hell: the Board Game can be played in two different The Scenario Card will provide information to the players
modes. Players can decide on the narrative experience of on the number and type of Map Cards they need to shuffle
playing the campaign (in this case the first session should start together, as well as any special cards which need to be included
from Scenario 1.1), or a single session based on the additional in the deck.
Survival Scenarios at the back of the Rulebook.
Next, the cards should be laid out on the table in the pattern
Either way, if this is your first game of Green Hell, we strongly presented on the Scenario Card, placing cards face down
suggest starting from the beginning of the story. following the rules presented there. The rest of the Map Cards
can be put aside, although sometimes the players might be asked
If the players chose the campaign, they should use the map and
to draw one of them (e.g. due to the Guide’s ability).
save information from their campaign (if they are continuing
the adventure).

5
Scenario Cards breakdown: 5. Number of days - the amount of Night Cards to be
1. Scenario title and number - 1.1 means scenario 1 stage randomly drawn to form the Night Cards deck for this
1; 1.2 - Scenario 1 stage 2, etc. Scenario. The number given should be reduced by
2. Flavour text - read this out loud to all players the number of players (in a solo game the number of
Characters used) - the result is the number of Night
3. Scenario Goal - immediately after the goal is fulfilled,
Cards/Days the Scenario lasts.
regardless of the phase in which this happens, follow
the next step after the arrow (→). If there is a new 6. A diagram of the Map setup for the game. Draw this
Scenario Card number, reveal that card and read its many cards from the Map Card deck and lay them out
flavour and Goal, if there is a checkmark ( ) - on the table face down.
congratulations. You’ve successfully completed
7. Special Rules - these can refer to the map setup or to
this Scenario!
the gameplay rules. These rules can override anything
4. Setup instructions you find in this Rulebook.

6
8. Starting location - this is where all the player minis Scenario ends. If the players have not achieved the last goal by
should be placed at the start of the very first Part of then, they have failed.
Day.
Each Scenario Card also informs the players of any special
The Scenario Card will also inform the players on how many
rules which should be introduced for this Scenario (whether
days the Scenario is limited to by telling them to take a number of
setup rules or gameplay rules).
Night Cards from the deck, according to the following schematic:
Apart from that, each Scenario card contains a piece of the
x - [number of players]
story that should be read to all players, as well as a Goal for
E.g. if x=7 then in a four player game, the players would shuffle that stage of the Scenario. Whenever the players achieve the
the deck of Night Cards and take 3 cards for the Scenario. goal (regardless of the phase this is done in) they should check
This means that the players have 3 nights and 4 days to complete the result shown on the Scenario Card after the “→” arrow.
the Scenario Goals. If a new Night Phase should start and This can be moving on to a new Scenario Card with a specific
there are no more Night Cards to draw from (all the cards number, or a success (checkmark) in which case the Scenario
prepared for the Scenario have already been used up), the has been completed.

The worst thing about the jungle is not knowing what lies ahead.
We pushed away lianas that entwined the trees like snakes wrapped
around the thick trunks and hoped to set foot in an open area... or to
even hear the sound of a crystal clear river emerging from between
the omnipresent jungle flora. But it was the same dense jungle that
we had been walking for the past few hours. The worst thing is that
you can’t really see the time lapse as the sun is cut off by the green
ceiling. The only thing left was to push forward and hope for the best.

EXPLORING THE MAP


While playing the game, one of the players’ main tasks will be to needs to survive. The players will move through individual Map
explore the jungle and discover locations that might help them in Cards, which represent single areas of the jungle called Terrains.
completing their mission. Exploration is also very important as Some Terrains have special rules associated with them, which
it allows the players to find resources needed to craft equipment you can find listed below:
and camp gear, as well as food and water which each Character
7
Terrain Types Exploring
The following Terrain Types can be found in the game, with The players will move across the Map Cards together or
the following iconography (top right corner of each Map Card) separately. The direction in which they can move (uncover new
and rules referring to them (if any): cards) is limited by the layout created using the Scenario Setup
Card. The players can always return to the tiles uncovered during
• Dense Jungle ( ) - spend one Energy when
previous Scenarios which are noted in the Map Journal. Keep
performing any Harvest or Search actions.
in mind that the first Scenario is a tutorial and is not kept in
• Jungle ( ) - no special rules unless stated on a card. the Map Journal after completion.
• Open Area ( ) - spend one Hydration when performing
Players use two main actions to explore the map. The Move
any Harvest or Search actions.
Action (to move between Map Cards) and the Explore Action
• River/Lake ( ) - can spend an Action to hydrate in
(to flip over undiscovered Map Cards).
such areas (must perform a Luck Roll for DIARRHOEA
as river/lake water is always considered Dirty Water). Players can freely split up while exploring, but they have to
• Rock Walls (red edge of a Map Card ) - unclimbable remember that any Character that loses radio contact with
(cannot continue moving in that direction) unless Character others (i.e. there is no other player within 2 Map Cards from
spends 2x Vine and performs a Luck Roll for WOUND. that Character) loses 1 Sanity per Part of Day.
• Rocky Terrain ( ) - moving onto this terrain reduces
NOTE: The Guide’s special skill allows her to discard the newly
movement points by 1 (i.e. if a player starts movement
uncovered Map Card (put it back to the box) and replace it
from this Terrain with 2 movement points, they have only
with the top Map Card from the pile of the unused ones. Once
1. If they move onto or through this terrain with 1 movement
exchanged, the new card remains uncovered.
point and they have 1 left they lose it. This also happens
when uncovering a tile with this Terrain.)
• Mountains ( ) - when uncovered a player has to return to
the tile they came from unless they spend 2xVine from
their Backpack to enter this Terrain Type. A player also
has to pay this cost when moving onto or through this Map
Card.

8
There was just one time that we forgot to track where we were going. A lesson
painfully learned. We were sure that after some time we would be able to navigate by
heart but we did not realise how wrong we were. It was supposed to be a quick trip
to the nearby lake for some fresh water and perhaps a few coconuts along the way.
We embarked packing just the necessary stuff and leaving the map behind, which was
a big mistake. You can be in a jungle for months but unless you were born in it you
are a stranger to this green hell. Luckily we managed to get back to the camp. After
a few hours of walking in circles our walkie talkie picked up the signal from the people
who stayed in the camp. If I were to give one piece of advice to someone who is stuck
in a situation like that is to always bring you map with you, no matter what.

Map Upkeep
Over the course of the campaign a larger map of the jungle will be created by the players. Since the jungle is procedurally generated
out of the available deck of Map Cards, no two jungle layouts will be the same. In order to keep track of all the uncovered
locations, the players should keep a map of the uncovered Map Cards.

Each time a new Map Card is uncovered by the players, a note should be made in the Map Journal on the card’s number. This
number can be found in the corner of each card (see Map Card breakdown below). This should enable the players to easily
recreate the map and tile placement while retracing their steps through the jungle. The Map Journal also serves as a save template
between games.

Players can also keep any other notes in the Map Journal (i.e. Resource location, unique locations, Enemy locations etc.)

9
Map Card breakdown:
1. Exploration Effect - apply this effect to the Character
who Explores this Map Card (in this case the
Character who flipped this card over gains 1 Sanity)
2. Terrain Type (see: Terrain Types)
3. Harvest Icon (see: Basic Actions - Harvest)
4. Card Number
5. Card Name
6. Special Effect (if any)

Special Effects
Some Map Cards have a Special Effect icon near the bottom
right corner. These effects are permanently active on that
Map Card.
• some Map Cards have a campfire icon - spending the
Night Phase on this card is considered as spending it in a
Camp for purposes of recovering Energy only.

• Enemy cards have Condition icons - when rolling the Luck


Die for the Enemy during a Fight, apply the presented
Condition to the fighting Character if the roll result shows
the appropriate symbol colour.

10
We learned quickly that our day needs to be planned perfectly to be the
most efficient. When the sun is highest, there is enough light below the
dense canopy to spot valuable resources, while in the morning there are
more animals which we could hunt, especially near the rivers and lakes.
We decided that we should divide our day into four parts. We would
usually hunt and walk early in the day when the air is not yet as thick and
stuffy. During the midday we would focus on gathering resources and
crafting necessary gear. In the evening we could be more stealthy and
explore the jungle a little more as the sunset shade became our friend.

execute them in any order they wish. The current Part of Day
FLOW OF TIME is marked on the Camp Board Sideboard for easier tracking.
The passing of time in Green Hell: the Board Game is counted Each Part of Day has additional bonuses or hindrances to some
in days. Each Scenario will inform players on the number of Actions being performed (as listed below):
days in which they have to reach the final goal - symbolised in
the amount of Night Cards in the deck. Early Morning ( ) - harvesting Animal Icons yields +1
Resource; Characters who spent night in a Bedding/Shelter
Each day is divided into four Parts of Day during which the
have +1 Movement Point in this phase
players can perform their chosen actions. During each Part of
Day, each player can perform up to two Basic Actions (or three
High Noon ( ) - searching allows players to reroll 1 Search Die.
if playing with 2 Characters) from all of the available ones and
an unlimited amount of Secondary Actions (for a full list of
Late Noon ( ) - one Free Crafting Action if a player eats
available Actions see p 12). Over the course of a single day each
one Unit of Food - note: Food consumed for this reason also
player will have the opportunity to perform a total of 8 Basic
allows the player to regain 1 Energy.
Actions (or 12 in a 2-player game).
Late Evening ( ) - Stealth Checks can be rerolled once;
Day Phase -1 Movement Point.
Each turn in the game consists of four Parts of Day - Early
After the last Part of Day is resolved, the Day Phase is over
Morning, High Noon, Late Noon, Late Evening played in
and the players should move on to the Night Phase.
this particular order. During each of these turns, players decide
simultaneously what Action they’re going to perform and then
11
Interact - whenever a Character is located on an explored
Actions Map Card with an interaction box, they may use this action
Actions allow the Characters to perform various activities in to resolve the text within the box. This activity usually entails
the jungle, such as harvest or search for resources, move around spending some Resources or Energy Points in order to trigger
the jungle, explore new areas, craft items and more. a specific effect. Unlike the Harvest Icons, each interaction box
can be used as many times as the players can afford to do so,
Actions in Green Hell are divided into two categories - Basic
each time spending one Basic Interact Action. Instructions in
Actions and Secondary Actions. The difference is that each
the interaction box should be always read from left to right and
player can perform a maximum of 2 Basic Actions per Part
from top to bottom. The only exception from this rule happens
of Day (up to a total of eight per entire Day Phase), while
when an instruction is divided by a thick horizontal line which
Secondary Actions have no such limitations. In a 2-player
should be read as “otherwise” (if you fulfil the condition above
game (playing a Scenario with 2 Characters), this Basic
the line, do this - otherwise - perform the instruction below the
Action limit is increased to 3 per Part of Day - 12 per entire
line - see Interaction Breakdown)
Day Phase

Basic Actions
A player can perform the same Action many times during
a Day (e.g. they can Move twice in the Early Morning, Harvest
and Craft in High Noon and then Move twice again in
the Afternoon).

Basic Actions include:


Move - a basic movement providing the player with 2 movement
points (this amount can be further modified by e.g. Time of
Day). Each point can be spent to move from one tile to any
orthogonally adjacent tile. However, players cannot move from
one unexplored tile to a different unexplored tile. Movement
points from a single Move Action have to be spent at once
and cannot be interrupted by another Action (either Basic or
Secondary).

Explore - whenever a Character is located on an unexplored


Map Card they may take this action to flip that card over. Any
Interact breakdown:
effects that may result from the Terrain Type or a unique card
1. Activity Name - if there is an icon next to the name
effect (e.g. the Exploration Effect - see Interact Breakdown)
(like the in this example), this means that this
take place immediately. An explored Map Card should be
type of Personal Item or Resource is required to
noted down in the Map Journal for future reference.

12
perform this Action. In this case the Character needs any Resource which has a corresponding icon on its tile (i.e. a
an equipped Axe of any type. Tree Icon can yield a Vine, Palm Leaf or Plank,
2. Cost - this line shows what needs to be spent or while an Animal Icon can yield a Bone, Shell or
discarded in order to perform the activity. Medium Meat). The icons can be in one of two sizes, with a
3. Result - this part informs the player on the reward. large icon (doubled icon card - like this ) providing
4. Terrain Type. any 2 of the available resources and a small icon providing
5. Exploration Effect - apply this effect to the Character any 1 of the available resources. However, in order to harvest
who Explores this Map Card - in this case the Resources from a large icon the player needs to spend 1 Energy.
Character who flipped this card over loses 1 Sanity. The harvesting player has to have room in their Backpack to
store the harvested Resources, otherwise they will have to
carry them in their Hands (see Items in Hands p. 20) or drop
them onto the ground.

No matter how many Resources were harvested from a given


icon, that icon has to be covered by a General Marker and will
refresh at the start of the next day.

As a second example, here is a more complicated Interact effect. Search - a Character can perform this action in any area
The way this is understood is: (unless a specific rule states otherwise). The player rolls the
1. If the Character on this Map Card wishes to Go Search Dice and finds random Resources. This action can be
Down the Pit, they must spend an Action to Interact performed even in an area with no Harvest Icons or in which
with this card. all the Harvest Icons have already been used up.
2. First the player checks whether they fulfil the condition
The player always rolls 6 Search Dice - 5 with Resource Icons
above the horizontal line (if they have more than 7 Stealth
and the Special Die. After the roll, the player can match the
they simply take the reward shown)
halves of the Resource Icons (the halves need to be of the
3. If the character’s Stealth stat is equal or below 7 that
same type, not necessarily complementary to each other) on the
Character has to perform the line below the horizontal
edges of the dice to form complete icons and collect that many
line (roll the Luck Die and if 2 or 3 is rolled - collect the
Resources. The additional Special Die has the following effects:
reward. If the Luck Die additionally shows the red BITE
mark, that Character gains POISON and FEVER can be treated as one half of any single Resource and
which should be marked on the Player Board). be matched accordingly to the other Search Dice
Harvest - whenever a Character is on a Map Card that has
remove one of the 5 Search Dice from the roll’s result.
one or more Harvest Icons in the top right corner, they can
perform this action to collect Resources. Each icon can yield

13
Strength, while the result of the second roll is added to the
Strength of their Enemy. Whoever achieves the higher result,
wins. For more on Attack, avoiding it and performing Stealth
Checks see the Stealth & Combat section of this Rulebook
(p 31).

Secondary Actions
Secondary Actions can be performed as many times as the player
wishes during any Part of Day. These Actions are performed
in addition to the one Basic Action a player can perform during
a Part of Day. They may be performed before and/or after
the Basic Action, but they cannot interrupt it (i.e. Secondary
Actions cannot be performed during a Basic Action).

Secondary Actions include:


Craft - a special action that does not consume an entire player
turn. Crafting requires the player to spend 1 Energy in order
to craft a single Personal Item or Camp Structure from the
available resources. Personal Items can be crafted in any
Search Example - if the player rolled the 5 Search Dice and
location. Camp Structures can only be crafted once a player is
obtained these results, they could match them up like shown
present in the camp and has all the required crafting resources
in the graphic above to receive 1xBanana, 1xMoss, 1xSmall
there. Some game effects and rules may grant a Free Craft
Meat, 1xCoconut. Of course this example does not include
Action which does not require an Energy Point (e.g. crafting
the effect of the Special Die which could possibly show the “?”
in the Late Noon after consuming a Unit of Food).
symbol allowing the player to match up an additional, remaining
half of the Banana or Coconut symbol. Backpack Management - this Secondary Action consists of
several smaller actions that can be performed by the player in
Attack - the jungle is a dangerous place and anyone pitted
order to optimize their Backpack and the carried Resources
against it prefers to avoid open conflict. In the rare moments,
and Personal Items, such as:
however, when players decide to engage in combat, they spend
• dropping an item - a Resource or Personal Item tile can be
an action to compare their Strength (plus any bonuses from
dropped from the Backpack or Hands onto the Map Card
weapons equipped) to the Strength of the opponent. If the
the Character is currently occupying. Note that dropped
player is attacking, they may spend one Energy Points to
tiles will disappear during step 1 of the Night Phase.
strengthen their attack even further (every point spent equals a
+1 Strength increase). If the player was attacked (due to a failed • picking up an item - a Character can pick up a Resource
Stealth Check) they cannot use Energy Points to strengthen or Personal Item tile from a Map Card they are on and
their attack. After that the player performs two rolls using the place it in their Hands or Backpack, provided they have
Luck Die. The result of the first roll is added to their character’s enough room.
14
• equipping/unequipping Personal Items - Personal Items Enhancing Base Actions:
can be freely moved between the Hands of a Character
Move - spend an Energy Point to move an additional space.
(equipped) and their Backpack (unequipped). If there is
not enough room in the Backpack to unequip an Item, the Harvest - spend an Energy Point to harvest an additional
Item must be dropped (or room in the Backpack should resource from a chosen icon (optional). Note: when harvesting
be made by dropping other Resource or Item tiles from a Large Icon, spending 1 Energy Point is not optional and is
the Backpack). not considered as enhancing the Harvest Action.

• rearranging Backpack - any tiles located in a character’s Example: Ana is playing as the Medic and wants to harvest
Backpack can be rearranged at any time for free in order both Harvest Icons on her Map Card (a small Tree Icon and
to make room for other Resources or Items. large Animal Icon). Since she is equipped with a Blade, she is
Note that the players do not have to spend Actions nor Energy able to harvest the Animal Icon by spending 1 Energy Point
Points to perform any elements of Backpack Management. and collects 2 Resources of her choice (she chose a Bone and
Medium Meat). Then she moves on to harvest the Tree Icon
Trading - players can freely exchange Resources and Personal
which is small and thus does not require Ana to spend any
Items in their possession between each other as long as they
Energy Points (but provides only one Resource). Ana boosts
share the same Map Card. There is no limit to the number of
this Action by spending 1 Energy Point in order to harvest
Personal Items or Resources which can be traded at once.
2 Resources from the Tree Icon (she chooses two Vines since
Perform Stealth Check/Luck Roll - any time a game asks she does not have an Axe equipped to collect Leaves or Planks).
the player to perform a Stealth Check or a Luck Roll, the roll This concludes Ana’s Harvest Action.
has to be performed immediately. The roll is not considered a
You can find more on Resources in the Inventory and Items
separate Action and is the only Action that can interrupt other
section (see p 19).
Actions (Basic or Secondary).
Search - spend one Energy Point to reroll a single die of the
Pushing your Limits rolled result. The only limit to how many rerolls can be performed
Each member of the team has the ability to exert themselves in is the character’s Energy.
order to make the most out of their selected action. Be careful,
Attack - when attacking an Enemy (not when being attacked
however, as tiring your Character too much may mean that they
due to failed Stealth Check) the player can spend 1 Energy
will become Exhausted (see p 15).
Point to increase their Strength by 1 as many times as they
want. The only limit is the character’s available Energy.

Players can push their limits by using Energy Points to enhance


their Actions (repeatable as long as the Character has enough
Exhaustion
Once a Character has their Energy decreased to 0 (willingly
Energy Points). This is completely optional. Some Actions
or through a game effect) they become Exhausted. This means
(such as harvesting Large Icons or Crafting) require spending
that they cannot perform any more Actions, even if there are
Energy Points to be possible at all.
still Parts of Day to be played. They fall down and spend the

15
night in the area they were currently located in. Additionally, if exhausted Character under such conditions is marked on
they did not become Exhausted in the Camp (or on a Map the Energy Points track ( ) Of course the player may consume
Card with a Camp Special Effect) they will not recover full Units of Food to recover additional Energy Points as usual.
Energy the next day. The amount of Energy recovered for an

They say that with every new dawn comes a new opportunity but
when you are in a place filled with unknown threats each day is
a new peril. Before leaving the tent each morning we wouldn’t
see our camp destroyed during the night as wild animals tend to
wander searching for food. With time we managed to set up traps
and makeshift walls but the first few days were a nightmare.

2. Players perform their one Free Craft Action each (they


Night Phase do not need to spend Energy Points for it). They may
Exploring the jungle during the daytime may be dangerous, but perform additional Craft Actions by spending Energy
at night, the rainforest becomes even more unpredictable. Points as usual. Players can also use the abilities of
any available Camp Structures at this time without
After all four Parts of Day are completed, the players need to
spending an Action (e.g. Water Collector, Water
resolve a Night Phase which introduces an element of random
Filter, Meat Smoker or Campfire).
luck to their proceedings. This luck element comes in the form
of the Night Deck, which is also the timer counting down the 3. Players take the white Threat Cubes and black Damage
number of nights left for the players to complete their Scenario. Cubes for the day (collected at the end of the previous
Once the players cannot draw any more Night Cards (the deck Night Phase - see step 8) and throw them in the Creepy
is depleted) during the Night Phase, the Scenario ends in Dice Roller. The cubes which fall out through the
failure. Perform the Night Phase following the steps below: front of the Creepy Dice Roller (called the Threat
1. Remove all Resource and Item tokens from the Map Tray) remain in play and will be used in the next step,
Cards (which were not picked up before nightfall). while the ones which fall out through the back are set
Remove any General Markers covering Harvest aside and will be used in the next Night Phase again.
Icons on explored Map Cards. Players in Camp place (This way during the first Night Phase players will have
all the resources from the Backpack into the Camp nothing to throw into the tree, while in all following
Storage (use the multiplier boxes on the sideboard to turns they will be throwing in all the cubes shown on
store higher numbers of resources). the already drawn Night Cards plus all the cubes that
did not fall out the front in previous turns.)
16
4. Players assign the black Damage Cubes from the to the last (5) position. Next, she should drink at least one Unit
Threat Tray to Camp Structure tiles as damage. The of Water. However, Ana does not have any water available and
rule is that damage cubes should be assigned first has to move her Hydration level down to 8. This means that
to equipment which already has damage cubes (see she has to move her Energy down to 4 as well (the Hydration
detailed description in Damage to Structures, p 25). If level determined that the maximum Energy the medic can now
the amount of Damage Cubes on a Structure is equal have is 4). Next, she consumes a unit of uncooked food and
to its Durability, the next assigned Damage Cube will performs a Luck Roll for Parasite. The Luck Die does not
remove that Structure from Camp and it will have to be
show the blue skull symbol ( ) so she avoided the negative
crafted again. White Threat Cubes in the Threat Tray
condition. She does not lose additional Energy nor Stamina
remain there until removed through a game effect.
because she consumed food. This concludes Ana’s character
5. Each player recovers Energy Points equal to their management during this Night Phase.
current Hydration level bracket (a Character can
NOTE: Players can consume additional Units of Water and/or
never recover more Energy than half of their Hydration
Food to raise their Energy/Hydration or recover lost Stamina/
rounded up). A player recovers max. 2 Energy Points
Sanity points after this step. See more on p. X - Hydration &
if they are not spending the night in Camp, 4 Energy
Food.
Points if they are in a Camp but do not occupy a
8. Draw the top card from the Night Cards deck (see
Bedding, or 5 Energy Points if they are spending the
Night Cards below) and resolve the appropriate effect
Night Phase in Camp and are occupying a Bedding.
(or effects) depending on the amount of white Threat
6. Each player consumes at least one Unit of Water. If the Cubes in the Threat Tray. Later, resolve all the effects
water was dirty, perform a Luck Roll for DIARRHOEA at the bottom of the newly drawn Night Card. If the
(if you already have diarrhoea disregard this). Players newly drawn Night Card has any black Damage Cubes
who did not or could not consume a Unit of Water, or white Threat Cubes depicted near its bottom, set it
lower their Hydration by 1 (lowering their Energy aside next to the Night Cards deck. Create a Threat
Points accordingly if necessary) and lose 1 Sanity. Pool for the next Night Phase by adding the cubes set
aside in step 3 and the black and white cubes on this
7. Each player consumes one Unit of Food (regardless
and all previous Night Cards.
of any food consumed in the Late Noon to get the
Free Crafting Action). This Unit of Food has to be 9. Lower the effects of the Ayahuasca potion by 1 day - if
Meat and if it is uncooked - perform a Luck Roll for the player reaches day 0, the potion stops working and
PARASITE (if you already have a parasite, disregard the stat boosts/reductions must be reset to 0. Discard
this). Players who did not or could not consume a Unit all Bananas from the Camp Storage and player
of Food, lose 1 Energy Point and lose 1 Stamina. Backpacks (Bananas always become spoiled after the
Example: Ana’s Medic finished the day with 1 Energy and 9 night).
Hydration. Since the Character is in the Camp and there is
available Bedding, the Character can move the Energy marker

17
Night Card breakdown:
Night Cards 1. Card Title
These cards represent the random events that can happen to 2. Threat Ranges
the players over the course of the night in the jungle. The Night 3. Flavour text
Cards have three separate sets of commands and a few icons 4. Threat Stage effects
at the bottom which inform the players what happens to them 5. Night upkeep icons
over the course of the night or even what event influences the
next day. The icons also inform the players of the food which The night events on cards are divided into 3 stages. Each stage
gets spoiled over time, water collected in Camp and the traps has a Threat Range next to it, which corresponds to the number
set around camp. of white Threat Cubes in the Threat Tray. The players have
to resolve all of the events on a Night Card which are equal to
or lower than the number of Threat Cubes.

Example: There are currently 5 white Threat Cubes in the


Threat Tray. According to the card from the example above,
the players have to resolve stage 1 and 2 events from this Night
Card.

The icons on the bottom of the cards refer to food, the water
collector and traps set up in the camp. Every time an icon with
a given type of food appears on a Night Card, that amount of
food is spoiled and needs to be removed from the Camp Storage
and/or Backpacks as a total (players’ choice).

For every water drop icon on the card, each Water Collector
(if there are any in the camp) provides that much dirty water.

Example: For the Night Card in the previous example, the


players would have to resolve the following upkeep icons:

If the Camp has Water Collector/Water Filter


structures built, they collect 3 units of Dirty Water each.

A total of two units of uncooked meat need to be


discarded from the Camp Storage or Backpacks
(players’ choice).

If there is any cooked meat in the Camp supplies, two


units of cooked meat need to be discarded.
18
Next Night Phase an additional black Structure If there is any smoked meat in the Camp supplies, two
Damage cube will be included in the Creepy Dice units of smoked meat need to be discarded.
Roller roll.
Next Night Phase an additional white Threat cube will
Additional Night Upkeep Icons include: be included in the Creepy Dice Roller roll.

The trap icons are linked to both types of traps which can be
set up in camp. Any time an icon appears, this means that
Trigger 1 Trap in the Camp.
the trap worked and the respective amount of Meat units can
be collected.

INVENTORY AND ITEMS


The personal inventory of each character is located on the character sheets in the form of a 6x6 grid. Any harvested or crafted
item that is carried by the player needs to be placed in the inventory grid, unless it is a weapon or item currently equipped in hand.
Items that must be carried in hands are referred to as Large Objects and are marked with a backpack icon and number in it.

• These two symbols inform the player that the


resource is usually obtainable from a Harvest Icon on
the Map Card
• This symbol informs the players that the resource
can be obtained only through interacting with certain
Map Cards.
2. Resource icon - this is the same icon which is used to
represent the resources in recipes on Personal Item
and Camp Structure tiles.

3. Requirements - an Axe , Blade or Spear icon


present here means that in order to collect this resource
Resource breakdown:
the character needs to have this type of Personal Item
1. Resource origin - to make it easier for players to locate
equipped in hand; the backpack icon symbolises
the source of the resources they need, there are four
a Large Object (see Items in Hand p. X)
possible icons here:
• This symbol means that the resource can be
usually obtained from the Search Action (is present
on the Search Dice)

19
Inventory Management
In order to carry harvested or crafted items back to the Camp or with them, players need to be able to fit them into the Backpack.
Moving the items around and placing them or taking them out from the Backpack is one of the Secondary Actions and does
not cost an Action or Energy Point. No items can extend beyond the boundaries of the backpack’s grid. If a token cannot be
placed in its entirety in the grid, it means that there is too little room in the Backpack to store this item.

Items in Hand
Tokens can be carried in Hands for three main reasons: carried there previously were placed in the Backpack or
• there is too little room in the Backpack dropped). The players can hold a weight of Large Objects
• the Character needs the Personal Item in Hands to use it and/or Resources up to their Strength - Resources always
• the token is a Large Object and cannot be put into the weigh 1, while Large Objects have their weight printed on
Backpack (tokens with the Backpack Icon and number) the Backpack Icon.
The Hands of the Character are symbolised by an icon near According to the above rules, a Character can have their Hands
the bottom of the Player Board. There are two hand icons occupied by any combination of:
located there - left and right. Any Item currently carried by the • two Personal Items - of which only one is a Weapon
Character in their Hands needs to be placed there (in either • a Personal Item and Resources (excluding Large Objects)
left or right hand). Depending on the token, the following • any amount of Resources and/or Large Objects whose
limitations apply: weight is equal to or lower than the Strength of the Character
• Personal Items - in order to use a Personal Item it needs to Personal Items and Large Objects can never be placed in
be placed in Hands (unless stated otherwise in the rules). A Hands at the same time.
Character can have only one Personal Item in each hand
at any time and swapping one item for another or putting Energy and Hydration
it away to the Backpack does not cost any Energy and is In order to survive in Green Hell, the Characters must drink
a Secondary Action. A Character can only carry one water and consume food regularly. Let us start with Hydration.
Weapon in their Hands at any one given time (Weapons
Hydration
can be identified as Personal Items which add Strength
Hydration is one of the most important Character stats in the
to a Character). This means that a Character can freely
game as it limits the maximum amount of Energy a Character
move with a Weapon token in one hand and with Resource
can have. A player can never have more Energy than half of their
tokens in the other hand.
Hydration rounded up which is reflected by the division bars
• Resources and Large Objects - the first can be carried in on the Hydration/Energy Bar on the Player Boards. If at any
Hands (e.g. if there is no more room in the Backpack) time, a character’s Energy level exceeds the maximum allowed
while the latter must be carried in Hands on the condition by Hydration, the Energy level must be reduced appropriately.
that the both hands areas under the Player Board are not In order to keep themselves hydrated, Characters require water.
occupied by any Personal Items (i.e. any Personal Items
20
Water can be obtained by spending Coconuts or Water Droplets Consuming a Unit of Food (whether 1 Meat or 2 Bananas)
(dirty or clean). Players present on a River/Lake terrain type can does not require an Action or spending Energy and can be
also hydrate (by spending an Action). Hydrating using Coconuts done at any time (but it cannot interrupt any other Action, e.g.
or Water Droplets does not require spending an Action or Combat). Consuming one Unit of Food allows the player to
Energy and can be done in any situation (not interrupting any recover 1 Energy, while consuming 2 Units of Food allows the
other Action e.g. Attack). player to recover 1 Stamina (up to max.). This way by consuming
three Units of Food at once (e.g. 1 piece of Meat and 4 Bananas
If the player is hydrating in a River/Lake or using Dirty Water
or 2 pieces of Meat and 2 Bananas, etc.) the player has a choice
they need to perform a Luck Roll for DIARRHOEA.
of either recovering 3 Energy or 1 Energy and 1 Stamina.
Each Unit of Water (obtained either from 2 Coconuts or 1
Medium and Large Meat tiles provide 2 and 3 units of Food
Water Droplet) can increase the Hydration level (represented
respectively and if they are not consumed in their entirety they
by the Hydration Bar on the Player Board) by 1.
can be exchanged for smaller units and kept for future use (e.g.
NOTE: Hydration can never fall below 1. If Hydration should if a Character consumes a unit of food from a Large Meat
fall below 1 the Character loses their last Energy Point instead tile in their Backpack, they are left with a Medium Meat tile).
and becomes Exhausted.
Consuming uncooked Meat forces the player to perform a Luck
Each 2 Units of Water allow the player to recover 1 Sanity (up Roll for PARASITE.
to the maximum level).
Cooking or smoking meat prevents this from happening.
This way by consuming three Units of Water (e.g. 1 Water Droplet Cooking meat can be done in the Camp with a Campfire
and 4 Coconuts or 2 Water Droplets and 2 Coconuts, etc.) at Camp Structure built. The player needs resources to light the
once the player has a choice of either recovering 3 Hydration fire and can exchange uncooked meat for cooked meat (which
or 1 Hydration and 1 Sanity. should be left in the appropriate amount on the Campfire tile
until consumed).
NOTE: The obligatory Unit of Water consumed during step
6 of the Night Phase does not increase Hydration. It prevents Cooking Meat is the perfect time to portion it as well. If a player
the player from losing an additional Hydration Point. However, is cooking a Large Meat or Medium Meat tile on the fire (or
this does not stop the player from consuming more than one smoking it in the Smoker) they can exchange the tile for 3 or 2
Unit of Water to hydrate their Character after that. Small Meat tiles respectively and leave them on the Campfire
or Smoker.
Food
Similarly to Hydration, Energy and Stamina can be restored A similar situation happens with preparing smoked meat - the
using Food. Food in Green Hell comes in the form of Bananas Camp needs to be equipped with the Meat Smoker Structure,
(which are the least durable food source as they are discarded at although smoking meat does not require resources - the Meat
the end of each Night Phase), and 3 sizes of Meat Resource placed there will be ready at the beginning of the next Night
Phase (so if a player places the meat in the smoker right before
Tiles - small ( ) medium ( ) and large ( ).
the Night Phase of the current day, it will be available at the
beginning of the next Night Phase not this one).
21
Cooked and Smoked Meat not only allows players to avoid NOTE: The obligatory unit of food consumed during step 7
PARASITES but also lasts longer as some effects of Night of the Night Phase does not increase Energy. It prevents the
Cards can force players to remove various types of meat from player from losing an additional Energy and Stamina Points.
camp storage. Smoked and Cooked meat is removed less often However, this does not stop the player from consuming more
than uncooked meat. than one unit of food to restore Energy and/or Stamina of
their Character after that.

The rule is simple. If you want to survive, you need to properly


utilise everything you can find. At first we crafted axes and
simple knives made from sticks and stones. That let us take down
some trees and use them to make the necessary camp structures.
After some time we learned how to put together tools made
from bones and even metal scraps! I still can remember the time
that we found our first metal sheet - that was a good day.

CRAFTING
It is impossible to survive in the Amazonian rainforest without at any time by spending one Energy Point (see: Secondary
any tools or equipment. In order to succeed on their mission, Actions - Crafting). The player discards the appropriate amount
the players will have to rely on crafting items made out of the of resource tokens (shown on the recipe on the Item Token)
resources they collect and store in their Camp. It is wise to come and takes the corresponding Item Token.
prepared, which is why the players will have plenty of recipes to
NOTE: This action can be performed for free during the
craft gear and structures for their Camp at their disposal. Be
Afternoon, provided the Player consumes one unit of Food
wary, however, as Resources are scarce and you will never be
(if the Food is Uncooked Meat, perform a Luck Roll for
able to craft everything you want.
PARASITE). The players can also benefit from the Free Craft
Craftable items are divided into two main categories - all created Action at the beginning of each Night Phase.
using the Craft Action: Personal Items and Camp Structures.

Personal Items
These items - weapons and fishing rods - can be created using
the Resources located in the character’s Backpack or in the
Camp (if the player is currently in the Camp) and can be created
22
NOTE: A player can craft a Personal Item instead of Camp
Structure (or vice versa) using this Free Craft Action. However,
in order to craft additional items they will have to spend Energy
Points as per usual.

Personal Item breakdown: Camp Structure breakdown:


1. Strength bonus - applied when Personal Item 1. Structure category icon
is equipped in Hand (Items with this bonus are 2. Structure recipe
considered Weapons for all game effects) 3. Structure action
2. Item Image 4. Structure name
3. Recipe - in the above example to craft a Steel Axe, 5. Structure durability (this Structure can hold up to 3
the player needs to spend 1xPlank, 1xSteel and 2xVine black Damage Cubes before it is destroyed)
as well as have the Item from the reverse of this Token
Durability
already in their possession (equipped or in the
All Personal Items have a usage limit referred to as Durability.
backpack) which is symbolised by the icon.
Whenever a Personal Item is used (every time any Action
4. Item category icon (blade/axe/spear/fishing rod)
or Resource requires the specific item to be performed or

Camp Structures harvested - represented by a specific icon found on a Map


Card’s interaction section or on a Resource Tile), the player
These items can only be crafted by players in the Camp. Any
should place one General Marker on it. Each item can hold as
player who is in the Camp at the end of the day also gets one
many markers as it has sections on the Item Token. Once there
Free Craft Action to craft any Camp Structure (or Personal
is no place for the new marker to be placed, the item will fall
Item). Spend the Resources from the Camp Storage accordingly.
apart (i.e. a Personal Item which is made of 4 grid squares has

23
a usage capacity of 5, with the fifth usage - while still successful
- destroying the item).

Our camp was simple but it fulfilled its role. The heart of it was
the precious bonfire. It allowed us to cook, warm up and light up
the area at night. Some beddings were necessary for a good night’s
sleep. At first we just made a simple place where you could rest on
something other than a pile of branches but as time went by we made
roofing and lifted up the whole construction above the ground so as
to protect ourselves from all the pesky creepy crawlies. At a later time
we also made smokehouses, traps and walls around our new home.

CAMP
While exploring the jungle, the players need some place to return to and store their precious resources, recover spent Energy and
prepare food that is safe to consume. This is the role of the Camp which is represented by the Camp Board and an appropriate
Map Tile (no. 1). Players will also be able to repair Items and use a Free Craft Action there. They will also be able to brew the
Ayahuasca here, from the mushrooms they have collected in the jungle.

Camp Expansion
Adding Camp Structures
Players who are present in the Camp may spend Energy or use Board by icons corresponding to the icons found on the Camp
their Free Craft Action at the beginning of the Night Phase Structure tiles. Once crafted, the Structure is placed on the
to craft a Personal Item or Camp Structure. respective area (matching the icon and background of the tile
to the Camp Board).
Camp Structures are divided into several categories (i.e.
Bedding / Campfire / Trap / Fence / Water Collector and There is a limit to how many Camp Structures can be built - the
Filter / Meat Smoker) and each has its own spot (or spots) on number of appropriate areas, e.g. there is only one area to place
the Camp Board. These spots are marked on the Camp a Campfire type tile and 4 areas to place Bedding type tiles.

24
Upgrading Camp Structure Damage Cubes from the Creepy Dice Roller are placed on
the Structures in the designated spaces (with the black Damage
Once placed, the Camp Structure can be upgraded by spending
Cube icons). Once the last space is covered, the Structure is
the required amount of Resources (as listed on the reverse side
close to collapse and the next damage cube to be added to
of the appropriate tile) in the Camp (using the Crafting Action
that Structure will destroy it instead.
as usual). Once upgraded, the respective structure’s tile should
be flipped to its upgraded side. Night Cards - when a Night Card specifically mentions damage
to Structures, the players will have to apply black Damage
Using Camp Structures
Cubes according to the rule stated on the Night Card. Often
Some Camp Structures (the Campfire, Meat Smoker and
the rules on the Night Cards will be in direct contradiction to
Water Filter) require players to spend Resources in order to
the priority rules described below. In such a case, the rules of
obtain something else. In this case, interacting with this Structure
the Night Card take precedence.
requires the player to spend an Action if the Structure is used
during any Part of Day. During the Night Phase, using such Creepy Dice Roller - each Night Phase the players will throw
Structures is free. a specific amount of black and white cubes into the roller. The
black Damage Cubes which fall into the Threat Tray (front of
Tearing down Camp Structures
the Creepy Dice Roller) have to be taken out and applied as
Players can decide to tear down a Camp Structure. They
damage to Camp Structures. Players should apply damage in
remove it from its respective area in the Camp and recover the
priority, starting with Structures which already have a damage
Resources used to craft the item (for a basic structure, the
cube (the amount of Damage Cubes does not matter). If more
resources presented on the basic side of the tile, for an upgraded
than one Structure has damage cubes, basic Structures have
structure - resources presented on both sides of the tile), albeit
priority. In all other cases, the players decide where to apply
with some limitations. Some crafting resources might have been
Damage Cubes (unless a rule explicitly states otherwise).
damaged in the tear-down process. To determine the amount
of damage, roll the Luck Die once for a basic Structure and Example of Creepy Dice Roller rolls:
twice for an upgraded one. The result or sum of results from the
During the first Night Phase the players do not throw any
roll(s) is the number of resources that were lost in the process.
cubes into the Creepy Dice Roller. After resolving the first
If the Camp Structure has any black Damage Cubes when Night Card they see that the icons at the bottom of the card
it is being dismantled, the number of the cubes is added to the show 2 white and 2 black cubes. The players set the Night Card
Luck Die roll (or rolls). aside. During the second Night Phase they throw 2 white and
2 black cubes into the Roller. As a result 2 black cubes and one
Dismantling an item of Camp Structure in this way also requires
white cube roll out into the Threat Tray while 1 white cube
spending a Crafting Action.
falls out the back. The two black Structure Damage cubes
Damage to Structures are immediately assigned to Camp Structures according to
Structures raised in the Camp may become damaged similarly basic rules. The white cube remains in the Threat Tray. The
to the Personal Items. However, the damage is not a result other white cube is taken out and set aside for future use next to
of usage. The main source of damage to Camp Structures the Creepy Dice Roller. The players draw a new Night Card
are Night Cards and the Creepy Dice Roller. The black at the end of the second Night Phase which shows 2 black
25
Structure Damage Cubes in the bottom row. This means In order to prepare the drink, players need to use 5 Mushrooms
that during the third Night Phase they will have to throw in of any colours they want (max. 2 per colour). While in Camp,
3 white cubes and 4 black cubes into the roller (2 white cubes at the end of the day, a player can use their free crafting action
from the first Night Card + the one that fell out the back of (or spend 1 Energy Point) to craft a potion. The number of
the Creepy Dice Roller, and 4 black cubes - 2 from the first Mushrooms of each colour used determines how many effects
and 2 from the second Night Card). dice of that colour will be rolled (maximum 5 dice, maximum
2 of a given colour). The player removes the used Mushrooms
Repairing Items and Structures
from their inventory. The special potion die is also rolled with
Players can repair their Personal Items at any time and place.
the 5 effect dice.
While in Camp players can repair their damaged Camp
Structures. To do this they have to perform a Craft Action The rolled result informs the player on the value of stat increase/
(including the Free Craft Action if available) and spend any decrease (the +X/-X values on the effect dice of respective colours),
one resource listed in the recipe per damage removed (in the as well as on the duration of the potion’s effect (the sum of all
case of Personal Items) or the amount and type of a single drops on the rolled dice reflects the number of days the potion
Resource from the recipe (in case of Camp Structures). There will affect the player).
is one limitation here - 2 consecutive damage points cannot be
The Special Potion Die has 6 sides, each with its own special
removed using the same resource in a single Craft Action
effect.
(unless the recipe shows only one type of Resource).
- increase the potion’s duration by 1 day
Example: Mark wants to repair his Bone Axe which has 3 damage
(to a maximum of 3)
(marked using General Markers) on it. He spends 1xStick
to remove the first damage, 1xVine to remove the second one
- decrease the potion’s duration by one day
and 1xBone to remove the third one. He would not be able to
(to a minimum of 1)
remove all 3 damage by spending 3xStick or 2xStick and 1xVine
using a single Craft Action.
- reroll any one Effect Die
Note: In the case of upgraded items ( symbol present in their
recipe, the resources from the reverse side of the tile cannot
- increase the stat on any one die by 1
be spent when repairing the item)
(to a maximum of 3)
Preparing the Ayahuasca
Some scenarios will require the players to prepare a concoction - decrease the stat on any one die by 1
from the Mushrooms found in the jungle. Players can also (to a maximum of -1)
prepare this drink on their own accord and use it to try and
boost the stats of their Character. A Character under the
- flip any one die to the opposite side
influence of the Ayahuasca cannot drink another portion until
the effects of the previous one wear off.

26
Once the player is satisfied with the final roll, they mark the The player also needs to mark the duration of the potion next
results using the stat cubes in the respective rows on the Player to the stat bars. Every following night (see Night Phase), this
Board (below the Character Card). duration has to be lowered by 1. Once the potion wears off, the
character’s stat boosts are reset to 0, which also means that they
Note that each row has only a max of +3 and -1 to each stat.
have to lose the Stamina Points they received as a result of any
This means that any stat cannot be lowered by more than 1
boost to Stamina (e.g. the Ayahuasca effect duration ends on
and increased by more than 3 in this way. When increasing or
a Character who now resets his Stamina boost from +2 to 0 -
decreasing Stamina in this way, the Character instantly gains or
they have to lose 2 Stamina Points. If this reduces the number
loses that amount of Stamina Points (e.g. if a Character has 4
of Stamina Points to 0, the Character is now in Dying).
Stamina Points and rolls +2 Stamina with the Ayahuasca dice,
their maximum Stamina is increased by 2 and they immediately The Ayahuasca cannot boost or reduce the character’s Sanity
gain 2 Stamina Points). levels. This stat and it’s boost bar is affected by other effects of
the game.

The team was put together very methodically. It was necessary to cover
all the needs of the expedition. All members were assessed on the
basis of their strength, stamina, wits and ability to stay sane under
given conditions. All of us also had different abilities that contributed
to the mission’s success. No one was sure what we were to expect
in the long run, so establishing a well rounded team was a must.

PLAYER SKILLS AND ABILITIES


Each character is described by 4 basic Stats, a Hydration Bar and an Energy Points Bar, which determine their limits within
the game. Additionally, each Character has a Unique Skill that differs them from all the other Characters.

Basic Stats
STRENtGTH
This stat determines how capable the character is in combat many Resources and/or Large Objects a Character can
situations (see Combat for details). It can be enhanced by carry in Hands. However, any bonuses applied from weapons
wielding a weapon in hand. Strength also determines how cannot be used when carrying Large Objects in both Hands,
27
as the players need to store any weapon they are holding back Derek McKenzie - double the Strength value from an equipped
to their Backpack when carrying Large Objects. Personal Item.

STAMINA Isabelle Assani - treat two Conditions of the same colour with
one Medicine.
Stamina is represented as Stamina Points which the
Characters can lose in various situations (e.g. Combat). Once Selena Diaz - can replace the newly explored Map Card with
the last Stamina Point is lost, the Character is Dying (see an unused one when taking the Explore Action.
Exhaustion & Death p 33).
Pierre Pickard - can harvest one additional Mushroom of the
same colour when performing a Harvest Action to collect them.
STEALTH
The Unique Skill is an ability that only this Character has and
This stat is used to perform Stealth Checks (see Stealth, p 30)
which is not possible to be obtained in any other way. It can be
in situations when players want to avoid open confrontation.
used once per Part of Day (unless a game effect says otherwise).
Once a Map Card with an Enemy is uncovered (be it a native,
cartel member or wild beast), the players have an option of
performing a Stealth Check instead of attacking immediately
Conditions
There are six unique Conditions a player can encounter during
(see Stealth and Combat for details, p 29).
their adventures in the jungle. These are assigned as a result of
a Luck Roll which is done using the Luck Die or as a result of
SANITY
various in-game effects.
Sometimes during the campaign, situations will arise which
Luck Roll
will be disturbing or downright horrifying to the Characters.
Whenever a game effect or card tells the players to perform a
The game will inform you that the Characters lose X Sanity
Luck Roll roll for a condition (e.g. for WOUND, PARASITE
due to this. Sanity can be recovered in some ways (usually in
or FEVER), the affected player(s) should take the Luck Die
special locations in the jungle itself). Sanity can also be used
and perform one roll. If there is an icon of the effect’s colour
as a check to whether a Character can conform to a certain
(i.e. in a Luck Roll for WOUND or POISON - the red teeth
situation (e.g. if you have at least X Sanity you can… ; otherwise
icon, FEVER or RASH - the yellow bacteria icon, and for
…)
PARASITE or DIARRHOEA - the blue skull icon) that player
suffers the effect of the test. The affected player should use a
Once the last Sanity Point is lost, the Character becomes
General Marker to mark the condition on their Player Board.
Temporarily Insane (see Exhaustion & Death p 33).
If any other game effect requires the Character to suffer the
same condition they already are affected by, nothing happens.
Unique Skills
Each Character has a specific function in the Rescue Team
and this is reflected by their Unique Skill.

28
Condition Results Treating Conditions
Each condition has a different effect on the player’s Character Conditions can be treated by using a Medicine Token (this
(as shown on the Player Board in top down order): does not cost an Action) of the appropriate colour - RED for
• WOUND - at the start of each day, a player with a Wound Wound or Poison, YELLOW for Fever or Rash, BLUE
loses 1 Stamina. for Parasite or Diarrhoea. One Medicine Token can treat
• POISON - whenever a player with Poison spends one exactly one Condition (so if a Character is suffering from two
Energy (willingly or due to a game effect) they have to spend red Conditions, they will need two red Medicine Tokens to
an additional Energy. be treated completely). The Medicine must be in the player’s
• FEVER - a player suffering from Fever requires two units of Backpack. Another player can use a Medicine Token in their
water to hydrate for 1 point (this is also true for the obligatory possession to treat a player on the same Map Card (by spending
Hydration during the Night Phase). the appropriate Medicine Token).
• RASH - at the start of each day, a player with a Rash loses
Medicine is made using a Crafting Action (as per usual rules),
1 Sanity.
requires one Mushroom of an appropriate colour and has to be
• PARASITE - a player suffering from Parasite requires two
prepared in Camp. Once a Medicine Token is used to treat
Units of Food to recover Energy and feed at the end of the
any Condition, it is discarded.
day (or to perform a Craft Action in the Late Noon).
• DIARRHOEA - a player suffering from Diarrhoea loses
1 Hydration and 1 Energy at the start of each day.

The briefing was clear. Avoid combat at all costs. Our crew
was too precious to engage in unnecessary risks and be reckless
while exploring the jungle. When entering an unexplored part
of the jungle we first scanned the area for any potential
dangers. We always tried to be quiet and gather the necessary
goods before leaving the territory. When engaged, we could
always flee but, sometimes, fighting was the only option...

Stealth and Combat


At some point during the gameplay, the players are bound to encounter Enemies in the jungle. There are two approaches to
dealing with such events: use Stealth to avoid the Enemy or engage in Combat.

29
In a case when their Stealth value is lower or equal to the
Stealth enemy’s Awareness, they can spend one Energy Point to roll
A Map Card containing an Enemy encounter will display two the Luck Die (can be performed multiple times). The result (or
stats: Awareness and Strength. Awareness is the stat used in results) on the Luck Die is added to the player’s own Stealth
all Stealth Checks for encounters. value. If the total sum of a character’s Stealth and the dice
roll result is higher than the enemy’s Awareness, the Stealth
Whenever a player uncovers an Enemy, they have a choice to
Check is successful and the player can enter or leave the Map
use their Stealth to avoid an open conflict. In order to do that
Card containing the Enemy without triggering Combat.
they compare their own Stealth value to that of the enemy’s
Awareness value. This is called a Stealth Check. After the initial Stealth Check, each Basic Action in the area
containing an Enemy (e.g. Harvest, Move or Search but nor
If their Stealth value is higher, they can avoid the encounter directly.
Attack) requires a Stealth Check as well. However, the Enemy
is becoming more and more aware of the player’s presence the
longer the player stays in it’s area. To signal this, every successful
Stealth Check adds a General Marker onto the Enemy Map
Card (there is no maximum limit of these). Each consecutive
Stealth Check has the enemy’s Awareness increased by the
amount of General Markers on its Map Card.

Retreating
When the player uncovers a Map Card containing an Enemy,
they may decide to instantly retreat from the area. When they
do this, they select an adjacent, explored Map Card to which
they will move for free after passing a Stealth Check with a -1
modificator to the enemy’s Awareness.

NOTE: The Guide’s ability to exchange a Map Card can also


be applied here to change the uncovered Map Card with an
Enemy Card breakdown: Enemy into a different one.
1. Enemy’s Awareness
Once a player enters (or wants to leave) an area with an Enemy,
2. Terrain Type
they need to perform a Stealth Check (increased by the number
3. Enemy’s Strength
of General Markers on the Enemy). This also takes place
4. Victory and Defeat effects
during a Move Action, when a Character moves through an
5. Harvest Icons
area with an Enemy.
6. Card Number
7. Card Name When all players leave an area with an Enemy, all the additional
8. Special Effect (if any) General Markers modifying that enemy’s Awareness are
removed.
30
In the event of a failed Stealth Check, the player has no other If the fight is a result of an Attack Action (and not a failed
choice but to engage in Combat with the Enemy. Stealth Check), the player may decide to spend Energy Points
from their Character at any time during a fight to change the
Combat result of Combat to their advantage. This, in the game’s world,
Players can decide to engage in Combat voluntarily or as a result means that the Character exerts themselves and achieves a feat
of a failed Stealth Check. of strength to overcome their opponent. The player can spend
any amount of available Energy Points to exchange each one
Once a player engages in Combat, they have the choice to
for 1 point of temporary (works only for the current Combat)
FIGHT or FLEE.
Strength increase. This means that the player can ultimately

Fight spend all of the Energy Points to win a Fight, but then their
Character will fall down on the ground Exhausted (having
Fighting happens by comparing the final Strength stat of the
reduced their Energy to 0 - see Exhaustion,v15).
enemy and the final Strength stat of the player Character.
The final Strength stat of an enemy is the sum of the Strength
stat printed on the Enemy Map Card and a single roll of the
Flee
The players also have an option to flee from Combat. This can
Luck Die (adding the rolled number). A player’s final Strength
only be done when the Combat resulted from a failed Stealth
stat is also the sum of the character’s Strength (influenced by
Check (players cannot Flee a fight they started willingly i.e. by
effects of the Ayahuasca, and/or equipped Weapons) and a
using an Attack Action). In such a case the Character loses
single Luck Die roll (adding the rolled number).
Energy equal to the difference between the enemy’s Awareness
Additionally, when rolling the Luck Die to calculate the Enemy’s and the failed Stealth Check and can retreat to an adjacent,
final Strength, the player needs to check whether the Luck Die explored area. The Character cannot allow their Energy
is showing the symbol which is of the same colour as the Special level to drop to 0 while doing so. Any Energy that could not be
Effect symbol in the bottom right corner of the Enemy Map spent has to be replaced with lost Stamina. If the Character
Card. If it is, then the Condition is applied to the Character cannot cover this cost using both Energy and Stamina, they
taking part in Combat. Note, that this Condition is applied are unable to flee and will be attacked.
regardless of the result of the fight. If the Character loses the
Example: Mark is playing as the Survivalist with a basic Stealth
fight, the negative effects marked with X should be applied in
of 5 and 4 Energy Points. He encountered a Native in the
addition to any potential Conditions resulting from the Special
jungle with an Awareness level of 10. Mark performed a
Effect icon (a Character cannot receive the same Condition
Stealth Check paying 1 Energy and rolled a 1 on the Luck
twice, so if this is the case - ignore one instance of the same
Die. This is not enough to pass the check, so he spent another
Condition).
Energy point to roll an additional Luck Die. He rolled a 1
After totalling the sum of both stats, if the player has higher again, totalling his Stealth level to 7 - still not enough. Having
Strength - they are victorious. If the Strength of the Enemy only 2 Energy points left, Mark decided not to push his luck
is higher or equal to that of the Character, the Enemy wins and Flee the combat (after failing the Stealth Check 7 vs 10).
and the Character is defeated. The difference of the Stealth check was 10 - 7 = 3, so Mark
has now to lose 2 Energy and retreat to an adjacent Explored
31
area. He has only 2 Energy left, so he has to lose 1 Stamina in on the Enemy card and has to move off of it as usual (or choose
replacement for the third Energy point. Now, Mark is allowed to perform any other Action) and perform all the necessary
to Flee to the adjacent area he selected. Since his Energy is now Stealth Checks as per usual.
at 0, Mark will not be able to perform any Actions until the end
of this Day Phase.

Victory & Defeat


If, as a result of Combat, the player managed to kill their Enemy
(by collecting more Strength than the Enemy has on its card),
they are victorious and can collect the spoils of combat listed
next to the checkmark icon on the Enemy card. Remember
that in order to collect any Resources or Personal Items as a
result of spoils, the Character needs to be able to carry them
in their hands or have space in their Backpack. Some victory
spoils can also have a negative effect on the Character, but it
will always be less punishing than the effect of Defeat. After
collecting the spoils, a red Kill Marker should be placed on
the Enemy card to mark that the Enemy has been defeated.
The marker can be reset by some game effects, but as a basic
rule, the marker will stay there for the entire Scenario. If the
same location is visited in any of the following Scenarios, the
Enemy will have to be killed again.

NOTE: If a Character exerted themselves completely as a result


of Combat (i.e. spent their last Energy point to increase their
Strength and are now Exhausted - at 0 Energy) they are too
exhausted to collect the spoils of victory and the reward is lost.
But at least they survived to fight another day!

If the Character is defeated as a result of combat, they have


to apply all the effects shown next to the X icon on the Enemy
card. After being defeated, the player has to conclude their
current Part of Day (even if they still had an Action to perform).
They can still act in all the remaining Parts of Day as usual.
The General Markers which might have been placed on the
Enemy card to increase their Awareness should be removed
from the Enemy (they have fought off the danger and moved
on…. but they’re still in the area). The Character is still located
32
Exhaustion & Death
Exhaustion
Any time a Character loses their last Energy Point, they time to reach the Dying Character and revive them. If they do
become Exhausted. This means that the Character cannot not reach the Dying Character until nightfall (end of current
perform any more Actions during the current day and remains day) and provide a minimum of 1 Unit of Water and Food (roll
in the area where they were when they spent the last point. appropriate rolls for Dirty Water and/or uncooked Meat) the
Character dies, which means that the Scenario is lost.
On the next day they will recover Energy Points based on
their location: The dying Character drops all their Resources and Items
• Camp - recover all Energy Points (up to Hydration from Hands and Backpack and cannot revive themselves in
or available maximum - 4 if without Bedding or 5 if in any way. After being revived, the Character recovers 1 Stamina
appropriate Bedding) and increases their Energy and Hydration by 1 and can start
• area outside of camp - maximum recovered Energy is 2, performing their Actions as usual.
even if Hydration levels are higher (marked with a crossed
Any time a Character loses their last Sanity point, they become
out campfire symbol)
Temporarily Insane. They crawl into the darkest corner they
The recovery of Energy Points can be influenced by Night
can find in their current area and lie there paralysed with fear.
Card effects and by Camp Structure.
The only way to calm them down is for any other Character to
Exhaustion does not have any negative effects other than not reach them and spend an Action to help the Insane Character
allowing Characters to perform any additional Actions. (i.e. spend an Action on doing nothing in the area with the
Insane Character). After this happens, the Insane Character
Death regains some shreds of sanity and recovers 1 Sanity point.
Any time the Character loses their last Stamina point, they
If no one is able to reach a Temporarily Insane Character until
are considered Dying. A Dying Character cannot perform any
nightfall (i.e. end of current day), that Character is considered
Actions other than move 1 Map Card (crawling in the bush).
lost in the jungle, or worse. No one has ever heard from them
They cannot be attacked by an Enemy and automatically pass
again. This also means that the Scenario is lost.
Stealth Checks. Other Characters have a limited amount of

Saving and Loading the Game


Saving the Game
During the game, the players should be updating the map they farther from the camp. The players can always backtrack to
are exploring using a page from the Map Journal. Consecutive Map Cards which they have already uncovered (even in previous
Scenarios will enable players to uncover regions of the jungle
33
Scenarios) and the only condition is that they remain on the same Characters’ items and Resources in their backpacks (1 bag
10x10 grid of the Map Journal page being currently explored. per Character). The players should put the Character Cards
into their respective bags as well in order to be able to identify
If at any time, be it in the middle of a Scenario or after finishing
which inventory bag belongs to which Character.
one, the players wish to save their progress, they should record
their current stats in the appropriate spaces next to the map on the After the above instructions are fulfilled, the players can begin
Map Journal Page. They should note down the following things: putting the game back into the box.

CAMP:
• Threat - the number of White Threat cubes in the Threat
Loading the Game
In order to continue a saved game, the players should use the
tray (front of the Creepy Roller)
Map Journal card with the saved information and set up the
• Threat Pool - the most recently collected Threat Pool from
game according to the notes. The Characters should be set up
the latest Night Phase
as usual (Character Cards and Player Boards, and all other
• Days left - the number of face down Night Cards.
required elements), and then their stats should be modified using
NOTE: The three stats above should be recorded only if the
the notes from the Map Journal page and their inventories
game is being saved while a Scenario is in progress. Threat
filled with the contents of their respective bags.
levels and the Threat Pool do not transfer between Scenarios.
• Damage - number of black Damage Cubes on respective The Camp Board should be filled with the Building Tiles
structures saved in the bag and black Damage Cubes should be applied
• Resources - number of Resources collected in camp according to the notes on the Map Journal page.

PLAYERS: The Threat Pool should be collected (if required) and the Threat
• Name - the name of the person playing the specific Character Tray should be filled with the noted amount of White Threat
• Character cubes (also only if necessary).
• Stamina/Sanity/Hydration/Energy - the most recent values
The players should also set up the map according to the notes
(whether saving in the middle of a Scenario or at the end
made on the Map Journal and in accordance with any additional
of one)
rules found on the Scenario Cards. Any unexplored Map
• Conditions - tick all required boxes for any Conditions
Cards should be randomly placed from the remaining Map
currently afflicting the Character
Card deck of the appropriate colour.
• Ayahuasca - remaining strength of the mixture and stat
modifications (only if saving the game in the middle of a The Night Cards which were placed in the bag with the Camp
Scenario - Ayahuasca effects do not persist between Scenarios) Structures should be placed face up back on the table (if the
After completing the Map Journal (marking the positions of the game was saved in the middle of a Scenario) and new Night
respective Characters if necessary - i.e. if saving in the middle Cards should be added face down according to the “Days Left”
of a Scenario), the players should place all the constructed information on the Map Journal page (which happens if the
Camp Structures into a separate bag (and add any uncovered game was saved in the middle of a Scenario).
Night Cards to this bag as well if saving the game in the
middle of a Scenario). They should then do the same with the
34
Also, the Character minis should be placed on the map - either
following the instructions from the Scenario Card (if the game
was saved at the end of a previous Scenario) or on the Map
Cards indicated on the Map Journal page (if the game was
saved in the middle of the Scenario).

After that, the game is ready to be continued.

35

2
 As we disembarked the boat and faced the green wall 
of the jungle for the first time, we knew that our 
mission wouldn’t
3
Player Board breakdown: 
1.	 Backpack
2.	 Ayahuasca potency column
3.	 Ayahuasca Stat modification columns (Strength, Stami
4
The task we had been sent out to complete would be 
no picnic. At that point we were all glad that we had 
someone who knew
5
The jungle was vast and almost completely unexplored. We 
studied the coast map and tried to trace our steps in the 
most e
6
Scenario Cards breakdown:
1.	 Scenario title and number - 1.1 means scenario 1 stage 
1; 1.2 - Scenario 1 stage 2, etc.
2.
7
8.	 Starting location - this is where all the player minis 
should be placed at the start of the very first Part of 
Day.
8
Terrain Types
The following Terrain Types can be found in the game, with 
the following iconography (top right corner of ea
9
There was just one time that we forgot to track where we were going. A lesson 
painfully learned. We were sure that after s
10
Map Card breakdown:
1.	 Exploration Effect - apply this effect to the Character 
who Explores this Map Card (in this case

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