The document outlines the sequence of phases in a round of Robinson Crusoe: AotCI, including event resolution, morale, production, planning actions, resolving actions, weather, night, and healing phases where players draw cards, collect resources, take actions, deal with events and weather, fortify their camp, and recover for the next round. Players must work cooperatively to gather resources, build shelter, hunt animals, and complete discoveries while managing threat levels, wounds, and morale over multiple rounds as the scenario unfolds.
The document outlines the sequence of phases in a round of Robinson Crusoe: AotCI, including event resolution, morale, production, planning actions, resolving actions, weather, night, and healing phases where players draw cards, collect resources, take actions, deal with events and weather, fortify their camp, and recover for the next round. Players must work cooperatively to gather resources, build shelter, hunt animals, and complete discoveries while managing threat levels, wounds, and morale over multiple rounds as the scenario unfolds.
The document outlines the sequence of phases in a round of Robinson Crusoe: AotCI, including event resolution, morale, production, planning actions, resolving actions, weather, night, and healing phases where players draw cards, collect resources, take actions, deal with events and weather, fortify their camp, and recover for the next round. Players must work cooperatively to gather resources, build shelter, hunt animals, and complete discoveries while managing threat levels, wounds, and morale over multiple rounds as the scenario unfolds.
skip in Rd 1 IF Event card: resolve book effect OR place “?” token book effect: see scenario Any card type: Resolve event effect as described in card text IF Adventure card: discard and draw next i.e. re-start Event phase IF Event card: place in right threat field (shift threat field cards to left) if card shifts out: resolve threat effect, then discard Morale Get / discard Determination tokens IF solo play: morale +1 first Start Player IF at highest level: may heal 1 wound instead only IF not enough tokens to discard: 1 wound/miss. token Production Collect 1 cube per camp tile resource to available resources IF “Shortcut” placed: 1 resource from tile with shortcut token Plan Actions Assign pawns to tasks (decide which pawn is acting/which supporting) multiple per action allowed also assign Threat action: pawn(s) as indicated on card max. 1x per threat card req. resources Hunting: 2 pawns/hunt, only 1 hunt per beast card beast card from hunt stack! Building/Gathering/Exploration: 1 or 2 pawns risk if 1 pawn or “?” token Gather: not on camp tile , assign to specific resource; each source pays only once Gather/Explore: +1 pawn if distance to camp =2 per round Arrange camp/Rest: any number of pawns Resolve Threat action: Pay resources as required, follow card instructions gained resources: to future Hunting: Draw beast card, get wounds if weapon < beast str. affects acting player Reduce weapon + palisade strength if required Gain resources as indicated, resolve add’tl effects gained resources: to future Roll if < Building: Shelter/roof/palisade/weapon: pay, place/move cube roof/palisade needs shelter max. Invention/Item: +2 Det. tokens if player invention place item in future res. pawns Gathering: Take 1 resource per source used gained resources: to future Draw card Exploration: Draw + place tile, mark new terrain type on inventions if ? token/? IF beast: Add 1 beast card to hunt stack rolled IF mystery icon: Resolve see scenario card IF discovery symbol: Draw discovery tokens place tokens in future res. Discard tokens on action fields when that action was resolved Arrange Camp: Adjust morale if possible, player gets +2 determination Rest: Player heals 1 wound per pawn Return pawns to players (discard add’tl or place back on card) Move items/resources from future to available, resolve new scenario items Weather Roll weather dice as indicated on scenario card; add clouds from tokens Pay 1 wood per snow cloud pay once, not per player Pay 1 wood + 1 food per (total # clouds - roof level) pay once, not per player Resolve animal die effects roll max. 1x per round IF storm: Decrease palisade level by 1 IF in camp (as usual): Get wounds for unpaid discards outside of camp = card eff. Remove all weather tokens from weather space Night Discard 1 food per player 2 wounds per unpaid food Heal anytime If desired, relocate camp to adjacent tile at night IF built shelter, decrease roof + palisade levels by half round losses down IF tile shelter, lose roof + palisade completely +resource tokens from items move with camp ≤1 token of each type / tile IF shortcut placed: remove, must re-build IF no shelter (built or tile), get 1 wound per player Discard all yellow food/food tokens, remove black markers from player cards Move round marker to next round, pass 1st player token to left