Green Hell Board Game Setup Guide
Green Hell Board Game Setup Guide
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.
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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
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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,
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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).
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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.
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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.
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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.)
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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.
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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
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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).
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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.
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
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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).
• 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.
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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.
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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.
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.
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.
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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
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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).
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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.
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
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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.
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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.
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...
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.
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.
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).
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