Texto completo do manual
ENDANGERED
A GAME OF SURVIVAL BY JOE HOPKINS
2-5 players • Ages 10+ • 60 minutes
The march of humankind's progress has threatened the survival of many species. Endangered is a cooperative game
where you must work together as conservationists trying to save a species from extinction. While dealing with
complex immediate hazards that threaten your species, you must also convince influential ambassadors to pass
resolution protecting the animals, so that they have a chance at long-term survival. It's a tricky balancing act that
will illustrate the complex challenges that conservationists face in trying to protect our vulnerable friends.
GOAL OF THE GAME
Endangered is a cooperative game. This means that all of the players are working together to try and defeat
the challenges the game throws at you. Though you all have different roles with unique advantages, you will
all either win the game together, or lose the game together. The game is not easy to win, but losing is a lesson!
Come back stronger the next time with a different plan, better communication, and tighter teamwork!
Use a shared selection of actions—plus your own role's special advantages—to work with the other players.
Keep animals out of harm's way, encourage them to produce young, limit the destruction of their environment,
and deal with unpredictable events that arise. While you tackle immediate threats, you also must try to satisfy
a panel of ambassadors that each have unique motivations for voting to protect the animals. Your group wins
the game together if you can get 4 ambassadors to vote yes by the end of the game. Your group loses the
game at the end if you can't make that happen, or immediately during the game if your animal population
declines too low or if the environment suffers too much destruction.
Endangered is also a modular game system. The module that you are playing is the Tiger module. You'll play
on the jungle game board, with all of the cards, components, and special rules that apply to Tigers. We also
have a Sea Otter module that will be included in the final game, and a number of other modules planned for a
variety of threatened species. Each module tells a different story, offers unique challenges, and helps players
understand the difficulties facing these animals and the conservationists determined to help them.
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COMPONENTS
GAME BOARD JUNGLE SIDE CALENDAR TRACK ACTIONS
15 ANIMAL TOKENS 25 INFLUENCE CUBES
22 DESTRUCTION TILES 25 MONEY TOKENS
OFFSPRING DESTRUCTION YEAR MARKER
DIE DIE
12 AMBASSADOR CARDS
BRAZIL
ROLL 1 DIE
?
- Influence here
6 OR MORE
9 BLUE
BACKS
3 GRAY
BACKS
5 ROLE BOARDS
10 SPECIALTY CARDS
2 PER ROLE
TV Wildlife Host
Reshuffle the Game
After you resolve
all your actions,
you may discard a
card from your
hand to resolve
the next impact.
TV Wildlife Host
Get a Different Angle
Any time you roll any die during your
turn, you may discard a card from your
hand to reroll that die.
Recycle
15 ACTION DICE 3 PER ROLE
The dice colors are a bit off from the role colors for this prototype based on what was
available from our prototype supplier; the colors in the final game will match of course.
70 PLAYER CARDS
14 PER ROLE
DECK &
TITLE
TYPE
CARD
ABILITY
FUNDRAISING
ONCE
Each player gains $1mil.
Cards with yellow
titles are unique to
that Role deck.
WILDWORLD SEASON 1
ACTION
Discard a card from your
hand to resolve the top
card of the Impact deck.
Return them in any order.
18 IMPACT CARDS
TIGER DECK
1 SCENARIO SHEET
TIGER MODULE
TIGER-SPECIFIC SETUP
16
TIGER OFFSPRING RULES
TIGER DESTRUCTION RULES
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GENERAL SETUP
1 Place the gameboard on the table with
the Year marker on Year 1.
2 Make stockpiles of Animal tokens,
Influence cubes, Money tokens, and
the Offspring and Destruction dice at
the side of the board.
3 Shuffle the 9 blue-backed Ambassadors
and deal 5 of them face-down in a row
at the edge of the board. Shuffle the 3
gray-backed Ambassadors and add 1 of
them face-down to the row. Return all
unused Ambassadors to the box.
SCENARIO SETUP
Each animal module plays differently from the others, and needs a slightly different setup. As a group, decide
which animal module and what difficulty level you wish to play. If this is your first game, we recommend using
the Tiger module on Normal difficulty; all examples in this rulebook will use that setting. (This previewer
version contains only the Tiger module.) Follow the Setup rules on the Animal Scenario sheet.
TIGER.SPECIFIC SETUP
Use the jungle side of the board
with the Year marker on Year 1.
Place the indicated number of
Animal tokens on the board as
shown. Leave the remaining
Animals in the stockpile.
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TIGER OFFSPRING RULES
Tigers are born by having two generations on Offspring
spaces. If Tigers are in the same space, they are considered
to be in the same generation. If there is a space, all
Tigers in the same space, the morning Tiger is lost.
TIGER DESTRUCTION RULES
Tigers are born by having two generations on Offspring
spaces. If Tigers are in the same space, they are considered
to be in the same generation. If there is a space, all
Tigers in the same space, the morning Tiger is lost.
EASY: You only need 1 Tiger on a Young Tiger in onto the game.
NORMAL: The game.
HARD: The game with 14 Overcoming Destruction Impact card
and density to play.
4 Use the correct board side (jungle for
Tigers) and the indicated number and
configuration of Animal tokens (for
Tigers it is 8 Animals, laid out as
displayed). Leave the remaining
Animals in the stockpile.
5 Make a stockpile of Destruction tiles
as indicated on the Scenario card (for
Tigers it is 16 Deforestation tiles).
Return leftover Destruction tiles to
the box.
6 Find the Impact deck for your
animal (Tiger). Shuffle it and
create a face-down deck near the
board. Return unused Impact
decks to the box.
Follow any other scenario-specific
setup instructions on the sheet.
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PLAYER SETUP
Each player performs the following setup for themselves:
A Choose a role to play. There are five different roles in this
previewer version: Environmental Lawyer, Lobbyist,
Philanthropist, TV Wildlife Host, and Zoologist. Each role
has special abilities and unique cards that make it an
important part of a successful team. Take the Role board,
Specialty cards, player deck, and all 3 Action dice for
that role
B Choose which side of your Role board you
wish to use (this choice is cosmetic only),
and which Specialty you want to have.
Each Specialty describes the unique power
that it will grant you during the game.
Place your chosen Specialty card onto your
Role board. Return unused Specialty cards
to the box.
C Place your turn marker and dice on their
spots on your Role board (the numbers on
the dice don't matter yet).
D Your Specialty card indicates a starting card
from your Player deck. Find it in your deck,
and check the black bar to see what type of
card it is. If it says:
ACTION
...put it into play by laying it face up in the
Action zone at the side of the board.
This card is now an active Action that players may
activate on their turns by placing dice there.
CONTINUOUS
...put it into play by laying it face-up
near your Role board.
This card describes an ongoing effect
that you may benefit from.
ONCE
...immediately follow the instructions on
the card and then place it into your own
personal face-up discard pile.
E Shuffle your Player deck and form a face-down deck
for yourself, keeping it near your Role board. Draw
two cards from it to form your hand. You do not have
to keep your hand secret from the other players.
When all players are ready, the game begins!
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GAMEPLAY
The game is played over a number of rounds called Years. The game lasts a
number of Years based on the number of players (see the chart below). Each
player will get one turn per Year; turn order is determined by you as a group
during the game. To begin the game, pick a starting player using your favourite
random method.
When your turn begins, place your Turn marker on the calendar track on
top of the Year marker (and on top of any other Turn markers already
there). Then perform the following phases in order:
1. ACTIONS PHASE Reclaim and roll your Action dice, and place them on in-play cards to activate the card actions.
2. OFFSPRING PHASE Roll the Offspring die to increase animal population.
3. DESTRUCTION PHASE Roll the Destruction die to add destruction to the environment.
4. IMPACT PHASE Play the top card from the Impact deck, and any persistent Impacts.
5. UPKEEP PHASE Draw a new Action card, and pick a player with a Turn marker to go next.
If no player has a Turn marker at the end of your turn, the Year is over (see Year End).
1. ACTIONS PHASE Reclaim and roll your Action dice, and place them on in-play cards to activate the card actions.
Retrieve your Action dice from the Actions they are sitting on (sometimes, including if this is the first
turn of the game, they will already be in your play area), and roll them. Then, one at a time in the order of
your choice, place each die onto an active Action, and perform the ability described on that Action.
Resolve each Action fully before proceeding to the next.
* You may not place your die on an Action if one of your
own dice is already there*.
* If there are any other dice on the Action, the die you
are placing must display the highest number*.
* At the start of the game there will be 4 starting Actions
printed on the board, plus possibly some Action cards in
the Action zone that were laid there during Player Setup;
these are collectively the active Actions. As the game
continues, more Actions will become active as players
add cards to the Action zone. Cards in your hand do not
count as active, so you may not place dice on them.
* It does not matter whose deck the active Action cards
came from; all Actions are available for all players to
place upon once they are in play.
* Your dice will remain on the Actions until the start of
your next turn; they do not automatically clear off at the end of
your turn, nor at the end of a Year.
*There is a special starting Action called Social Media
Campaign. This location has no limits on placement,
meaning that you may place more than one of your own
dice there, and the numbers on the dice there don't matter.
Turn marker goes on top
of the Year marker.
You have rolled these 3 dice. You can
place them on any active Action and
perform the ability there.
The 1 is tricky because your die
must be the highest one on its
Action. Replant is empty, so you
place there, pay $1mil, and remove
a Deforestation tile from the board.
The 4 has more options. You place
it on Relocate (your 4 is higher
than the Zoologist's 3 already
there) and move a Tiger 1 space to
a safer position.
Things are looking okay so you
decide to plan ahead; you place the
5 on Research (topping the 4 that's
already there) and reveal the top
Impact. It's a nasty one, so you
discard it!
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HOW TO PLAY CARDS
There are three types of cards in your Action deck. Action cards, Continuous cards, and Once
cards. Regardless of the type, you may only put a card from your hand into play by placing a die
on an Action that allows you to Play a Card (there is a starting Action called Plan that does this;
more such Actions may become active as the game proceeds).
ACTION
When you play an Action card, lay it face up in the Action
zone. This Action is now immediately available for any
player to place dice on to activate its ability on their turn,
following the normal rules (even you on this same turn if
you have any dice left). There is no limit to the number of
Actions that may fit into the Action zone; card position in
the zone doesn't matter.
CONTINUOUS
When you play a Continuous card, lay it face up into
your own play area. This will provide an ongoing benefit
that you can take advantage of without any additional
cost unless it describes one. Your Continuous cards
remain in play unless you are instructed to remove them.
You may have multiple active Continuous cards.
ONCE
When you play a Once card, perform its described ability,
then immediately discard it into your own discard pile.
AMBASSADORS
You are going to eventually need to satisfy the Ambassadors'
criteria in order to convince them to vote yes so that you
can win the game. The Ambassadors begin the game face
down, so you won't know what their criteria are right away.
To reveal an Ambassador, you must take an Action that
allows you to Place Influence. As soon as an Ambassador
receives its first Influence token, flip it over to reveal it (the
Influence token stays on the Ambassador after it is flipped).
Note: None of the starting actions (and often none of the
player Actions that will begin the game in play) permit you to
place Influence. It's important to work out as a group how
quickly you want to get Influence-generating actions into
play so that you don't open those Ambassadors too late!
This is an Action card. You can tell
by the ACTION banner and the
beige background on the bottom.
This is a Continuous card. You can
tell by the CONTINUOUS banner
and the light blue background on
the bottom.
This is a Once card. You can tell by
the ONCE banner and the yellow
background on the bottom.
You perform an action that permits you to place an
influence. You place a cube from the supply onto a card and
flip it over to reveal it. It's Mexico! Now you can read the
card and learn what it's going to take to get a Yes vote from
the Mexican Ambassador.
Getting 4 or more Yes votes is the only way to win the
game, so getting those Ambassadors revealed is important!
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MONEY
Some Actions involve paying or gaining Money. Each Money token in the game
represents $1 Million US dollars. When you pay money, it goes into the supply.
When you gain Money, it comes from the supply. Keep your own Money separate
from the other players; you don't share Money unless a game effect permits you to.
ANIMALS
You will want to use Actions to move animals; either to get them out of harm's
way or to form Mating Pairs (see below). Animals may not move into or through
Destruction tiles unless instructed otherwise. Multiple animals may occupy the
same space unless instructed otherwise. When animals are added to the board,
they come from the supply. When they are lost, they return to the supply. If the
Animal population on the board ever drops to 1 or 0, you all lose the game
immediately (see Winning and Losing for details).
2. OFFSPRING PHASE Roll the Offspring die to increase animal population.
Hopefully, your animals on the board will produce offspring. If there is at least 1 Mating
Pair on the board, perform the following (two animals sharing a space on the board counts
as a Mating Pair; 4 Animals in a single space counts as 2 Mating Pairs, and so on):
Count the number of Mating Pairs on the board and
add 1 to get your target, then roll the Offspring die.
If the result is less than or equal to the target, then
an offspring (1 new animal) has been produced by one
of your Mating Pairs, and is placed on the board.
• Place the Offspring on an empty space (unoccupied
by an animal token or Destruction tile) that is
adjacent to a Mating Pair.
• You may choose which Mating Pair, if there are
more than one.
• Diagonal spaces are not adjacent.
• If there are no empty spaces next to any of your
Mating Pairs, or if there are no animals left in the
supply, an Offspring is not produced (even if you
rolled successfully).
Check the Scenario sheet for any additional Offspring rules.
(For example with Tigers, the Mating Pair splits up after
producing the Offspring; if there is no empty adjacent space
for one of the Tigers in the Mating Pair to move to, it is lost.)
There are two Mating Pairs on the board, so
you add 1 to get a target of 3. You roll the
Offspring die and get a 3... success!
Only one of the Mating Pairs has an empty adjacent
space, so that pair must produce the offspring. You place the
new Offspring from the supply into one of those spaces.
Tigers have a special rule where one of the animals
in the Mating Pair must move to an adjacent empty
space; luckily there's one available so you move one
of the pair there.
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3. DESTRUCTION PHASE Roll the Destruction die to add destruction to the environment.
Sadly, your animals' environment will steadily worsen if you don't do something about it. Destruction is
different from module to module; the Scenario sheet describes which Destruction tiles to use, how many
form the supply, and how they are added to the board in this phase.
For Tigers, it is encroaching deforestation that is savaging their environment. Follow this process:
• Choose a row or a column (a "line") that
contains at least 1 Tiger.
• Roll the Destruction die to determine which
space in that line receives the Deforestation tile.
• If there is already a Deforestation tile in that
space, move the tile toward the nearest Tiger
in the line, until it reaches a space without a
Deforestation tile (which may or may not contain
a Tiger).
• When a Deforestation tile is placed in a space, all
Tigers in the space are lost back to the supply.
You choose the line shown
here (column 2) and roll the
Destruction die. You get a 4.
There's already a Deforestation
tile in spot 4, so it slides
towards the nearest animal in
the line, which is in spot 1.
Happily it reaches an empty
space in spot 2 and doesn't end
up on an animal... this time!
Whenever Destruction tiles are removed from the board (by whatever effect), they return to the supply.
If you ever need to place a Destruction tile and there are none in the supply, you all lose the game
immediately (see Winning and Losing for details).
4. IMPACT PHASE Play the top card from the Impact deck, and any persistent Impacts.
The Impact deck is a variety of events that will affect the game... most of them are not good news for you!
Reveal the top card from the Impact deck and resolve its described effect. Complete as much of its text as
possible, ignoring anything that can't be completed. Impact cards will be marked either Instant or Persistent.
INSTANT IMPACT
Instant Impacts are carried
out immediately and then
put into a face-up Impact
discard pile.
You draw a Save the Tiger Fund Instant Impact.
One player could pay $3Mil to remove an existing
Persistent Impact, but nobody has enough money at
the moment, so the opportunity is lost. You discard
the card.
PERSISTENT IMPACT
Persistent Impacts are placed face-up in a line next to the
Impact deck. Each Persistent Impact describes the ongoing effect
it will have on gameplay, or it describes the circumstances that
will cause it to be triggered. Persistent Impacts stay in play until
you are instructed to remove them (to the discard pile). When
multiple Persistent effects are triggered, resolve them in order
from oldest to newest.
You draw a Government Upheaval Persistent Impact and
place it beside an older Clearcutting already in play. They
will both be triggered later if a Tiger Sighting occurs!
If there is ever a tie for most (or least, or nearest, etc) of something an Impact is
affecting, the players together choose which tied element the effect applies to.
If the Impact deck ever runs out, shuffle the discard pile to form a new deck.
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5. UPKEEP PHASE Draw a new Action card, and pick a player with a Turn marker to go next.
At the end of your turn, draw 1 card from your Action deck and add it to your hand. There is no hand
limit. You are free to show other players your cards and discuss your plans.
Then, pick a player that still has a Turn marker to go next; they begin their turn immediately by placing
their Turn marker on top of the Year marker and starting their Action phase.
If no player still has a Turn marker, that means the Year has ended; carry out the Year End process
(see Year End, below) before selecting the next player to take their turn.
YEAR END
If the Year that is ending is marked
as a Voting Year for your player
count, check to see if the group has
won the game! There are two
Voting Years for each player count,
indicated by blue and red icons on
the Calendar track.
Check each face up Ambassador
separately to see if you currently
meet their criteria; if you have, that
counts as a Yes vote.
Each Ambassador has an instruction
in the black bar, an equation that
will result in a number, and a target
number you need to reach for a Yes.
If you get 4 or more Yes votes in a
single Voting Year, the resolution to
protect the species has passed and
the group has won the game!
There are two Voting Years for each player count. The first Voting Year
is marked with a blue icon, and the second Voting year is marked with
a red icon. For example, in a 4-player game, the first Voting Year is
Year 4, and the second Voting year is Year 5.
Right now the Year marker is in Year 4, so it is a Voting Year!
For example, the Chinese Ambassador tells you to check the board; if the number of Animals in play
plus the number of Influence on the Chinese Ambassador card equal 10 or more, China will Vote Yes.
The Indonesian Ambassador tells you to roll 2 dice; if the dice result plus the number of Influence on
the Indonesian Ambassador card equal 10 or more, Indonesia will Vote Yes.
The Japanese Ambassador tells you to add up the player hands; if the total cards held by players plus
the number of Influence on the Japanese Ambassador card equal 16 or more, Japan will Vote Yes.
...and so on through the face-up Ambassadors.
If it was not a Voting Year, or if it was the first Voting Year and the group
failed to win, move the Calendar marker to the next Year. The player
who went last takes the stack of Turn markers (you'll remember who
went last because their Turn marker will be on top of the stack), distributes
the Turn markers back to their owners, and then picks any other player
to go next. The chosen player begins their turn immediately by placing
their Turn marker on the Calendar and starting their Action phase.
If it was the second Voting Year and you failed to get 4 or more Yes
votes, the game is over and the group has sadly lost the game.
We failed to get 4 Yes Votes... the Year marker
moves to Year 5 (our last Voting Year) and
everyone gets their Turn marker back, the
Environmental Lawyer went last, so she picks
another player to go next.
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WINNING AND LOSING
There is only one way to win the game: Get 4 or more Yes votes from the
Ambassadors in either of your two Voting Years.
There are three ways to lose the game:
• If the Animal population on the board is ever reduced to 1 or 0 Animals,
the group immediately loses the game.
• If the group is ever required to place a Destruction tile on the board and there
are none left in the supply to place, the group immediately loses the game.
• If the group fails to get 4 or more Yes votes from the Ambassadors in the
second Voting Year, the game is over and the group loses the game.
GLOSSARY OF SYMBOLS
Here is a glossary of symbols seen on the various game materials.
A PLAYER
CARD
AN AMBASSADOR
CARD
A MATING
PAIR
ENVIRONMENTAL
LAWYER
"CONTINUOUS"
PLAYER CARD
DRAW A
PLAYER CARD
$1 MILLION
DOLLARS
ALL
PLAYERS
LOBBYIST
"ONCE"
PLAYER CARD
PLAY A
PLAYER CARD
1 INFLUENCE
CUBE
A DIE
PHILANTHROPIST
INSTANT
IMPACT
AN IMPACT
CARD
1 DESTRUCTION
TILE
REROLL
A DIE
+1/-1
TV WILDLIFE
HOST
PERSISTENT
IMPACT
ZOOLOGIST
CREDITS
Game Design: Joe Hopkins
Graphic Design & Rules Development: Josh Cappel
Illustration: Beth Sobel & Ben Flores
Publisher: Marc Specter
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