Texto completo do manual
Thousands of years have passed since your first adventures in the
Stone Age and your people are on the brink of a revolution in their way
of life. Master the challenges of agriculture and domestication to
write the next chapter of human history!
PALEO
A NEW BEGINNING
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OVERVIEW AND SETUP
1 Hut: Assemble as shown before your first game.
The hut fits into the game box assembled; you do
not need to disassemble it after each game.
171 Cards1 Board 1 Night tile
8 Grain 8 Tool tokens 7 Secret tokens 5 Obsidian tokens
Farm
5 Expansion tokens
1 Millstone1 Scythe3 Fences
8 Tool tokens8 Tool tokens 7 Secret tokens7 Secret tokens
CARD SETUP
First, sort the cards based on the symbol in the top-right corner of the card fronts, just like the base game. Try not to look at the card fronts too closely, to avoid ruining the surprise.
NEW DREAM CARDS: These cards are marked with a sheep
NEW DREAM CARDS
icon in the top-right corner.
Shuffle them in with the base game dream cards.
NEW IDEA CARDS: These cards are marked with
a sheep
NEW IDEA CARDS
icon in the top-right corner. Shuffle
them in with the base game idea cards.
NEW SECRET CARDS: These cards are marked
with a sheep
NEW SECRET CARDS:
icon in the top-right corner. As
with the secret cards from the base game, you need these only for specific modules. Add these to the base game secret cards.
NEW BASE CARD SET: Replace the old base
cards
for all scenarios in this expansion. For
now, return the base game base cards to
the box.
NEW HUMANS: Replace the old human cards
for all scenarios in this expansion. For now, return
the base game human cards to the box.
MODULES: This expansion includes 6 new modules. For the first scenario, “A New Beginning”, you will need only module
. Set the
remaining modules aside.
There are also 5 blank cards included in this expansion, these are not needed to play the game.
NEW IN THIS EXPANSION
FARM: This board represents your stable and fields. You place all the animal cards you capture in the wilderness on this board.
HUT: Once you have built the
hut, you no longer need to
sleep outside.
NEW TOOL TOKENS: There are
3 new tools: bow & arrow, shell
necklace, and flute, as well as
2 additional trap tokens.
GRAIN: Grain is a new resource.
EXPANSION TOKENS:
These expansion tokens
improve your farm.
OBSIDIAN: The obsidian
tokens are used only with
module
.
SECRET TOKENS: Secret tokens have a number on the front and secrets on the reverse side. Like secret cards, you use these tokens only when a card instructs you to.
INTRODUCTION
Games using this expansion follow all of the base game rules, with a few exceptions detailed in this rulebook. Notably, the resolution of the night phase changes slightly with this expansion.
THE NEW CARDS INCLUDE SEVERAL NEW ABILITIES:
• You can now capture several animals and cultivate grain to fulfill your need for food.
• However, food spoils at the end of they day, so you must plan further ahead and carefully
consider how much you want to expand your new farm.
• Just like the base game, this expansion contains modules. As before, these can be
combined with each other in any combination, and there are 6 suggested preset scenarios
that you can play in sequence in this rulebook.
The overview on the base camp board, showing
which resources can generally be found on which
cards, remains accurate with this expansion.
SECRET TOKENS:
tokens have a number on
the front and secrets on the the front and secrets on the
(5 cards)
(3 cards)
222222222222
(8 cards)
111
111
(35 cards)
(20 cards)
(100 cards)
Assemble facing out
Entrance
not need to disassemble it after each game.
The hut fits into the game box assembled; you do
not need to disassemble it after each game.
Assemble facing out
not need to disassemble it after each game.
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8
Place the farm board next to the base camp.
Place the 2 additional trap tokens with the base game trap tokens in front of the workbench. Sort the other 6 new tool tokens (bow & arrow, flute, and shell necklace) by type, and place them in front of the workbench.
Place the new humans on the base camp instead of the old humans. Shuffle the new dream and idea cards into the corresponding decks from the base game. Place these decks on the base camp as normal.
7
In addition to the secret cards listed in the modules, you will always need secret cards and. Place these cards facedown on the night board. Place the 7 secret tokens facedown next to the night board.
8
When setting up the cards, use the new base cards instead of the old base cards. Then deal the cards as normal to each player.
9
Place the night token on top of the night board, to the right of the stone plate.
Place 4 expansion tokens (2 fences, 1 scythe, and 1 millstone) below the matching symbols on the farm board. Place 1 fence in the cutout at the top of the farm board.
Place the hut, without the roof, next to the farm board. Place the roof below the farm board.
4
Place the grain with the other resources.
5
20 +5 +3
(35 cards)
1
9
2
5
9
6
6
8
3
7
4
4
SETUP
Set up the game as normal, with the following changes. The setup shown below is the default expansion setup, without the use of modules. The new modules are explained on pages 7-9.
T 3 T
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THE FARM
UTILIZING THE FARM
In order to utilize the farm, you must reveal cards with specific actions.
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Most of the new cards that
depict animals include the
option to capture that animal
and add it to your stable.
These animals be found in many different
types of cards.
There is always at least one of these
options on each farm card:
AnimalExpansion
The farm board includes a reference for what you can do with an expansion, animal, or grain action.
Expansion Animal GrainGrain
Farm cards
ANIMAL YIELD: Almost all of the animals you capture provide
a yield, shown in the top-right corner of the animal card. You receive the yield when you choose the stable action during an animal action (see p. 5).
CAPTURE AN ANIMAL: When you resolve this
action, you add the animal card to your stable,
placing it in one of the 3 spaces at the top of the
farm board. If there are already 3 animals in the
stable, you must first discard 1 of the 3 existing
animals to the faceup discard pile.
REMOVE A CAPTURED ANIMAL: Place 1 captured animal
from your stable in the graveyard.
DISCARD A CAPTURED ANIMAL: Discard 1 captured
animal from your stable to the faceup discard pile.
RECEIVE GRAIN: Take 1 grain from the supply and place it on
your camp.
SPEND GRAIN: Spend 1 grain from your camp, returning it to
the supply.
EXPANSION ACTION You can build 1 of the expansion
tokens below the farm board by paying the shown resources.
See “Build Expansion Tokens” to the right.
ANIMAL ACTION: Choose 1 of the animal actions on the
farm board, either stable or slaughter. If you do not have any
animals in your stable, you cannot use the animal action.
GRAIN ACTION: Choose 1 of the grain actions on the farm
board, either harvest or grind (see p. 5).
NEW FARM SYMBOLS
ANIMAL ACTION:
farm board, either stable or slaughter. If you do not have any
animals in your stable, you cannot use the animal action.
GRAIN ACTION:
tokens below the farm board by paying the shown resources.
See “Build Expansion Tokens” to the right.
Stable
BUILD EXPANSION TOKENS
Pay the resources shown to build 1 expansion token (fence,scythe, millstone, or hut). You can build 1 expansion token during each action.
FENCE: Place 1 fence token in 1 of the 3 spaces at the top of the
farm board. It does not matter if there is a captured animal in that
space or not. Fences are needed to take care of animals during the
night phase (see page 7).
SCYTHE: Place the scythe token on the top section of the grain
action reference on the farm board. This improves your harvest
action.
MILLSTONE: Place the millstone token on the bottom section
of the grain action reference on the farm board. This improves
your grind action.
HUT: Place the roof on the hut. Once there is a roof on the hut,
during each night phase, the players can heal up to 2 damage
from 1 or 2 humans. If you heal 1 damage each from 2 different
humans, they can be from different groups.
SECRET TOKENS
Some actions can cause you to receive secret tokens. If you do, take the specified token, turn it faceup, and place it either with your group or on the farm board, as instructed. See p. 12 for details on individual secret tokens.
Note: You can have a maximum of 2 secret tokens on the
farm board. If you would place a 3
rd
secret token on the farm
board, you must either return an existing secret token to the
box, or return the new token to the box.
token during each action.
You cannot use this action to craft tools.
!
token during each action.token during each action.
You cannot use the craft action to build expansion tokens.
!
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ANIMAL ACTIONS
When resolving the animal action, choose 1 of the following 2 actions:
STABLE ACTION
Gain the yield shown on each of
the animals in your stable.
SLAUGHTER ACTION
Remove 1 animal card from the stable, placing
it in the graveyard, and take the meat and pelts
shown on the “hunt” action on the card.
You gain the yield from animals regardless
of whether you have built a fence for it.
shown on the “hunt” action on the card.
You do not need to meet the requirements or pay the costs on the hunt action.
! !
Example: Resolving a grain action
Example: Resolving a stable action
You discard the top 2 cards
from your deck as normal,
then receive 2 grain and
discard the card you revealed
as normal.
GRAIN ACTIONS
When resolving the grain action, choose 1 of the following 2 actions:
O
R
During a prior action, you built the scythe
you built the scythe
expansion
token, which helps you harvest additional grain.
During a prior action,
You do not discard any cards for this action.!
HARVEST GRAIN
Discard 2 cards and receive
1 grain.
GRIND GRAIN
Spend 1 grain and receive
2 food.
You reveal this card
and choose
to resolve the
grain action.
You reveal this card
and choose
to resolve the
grain action.
You decide to resolve the slaughter action, choosing the “Tame Dodo”.
You decide to resolve the stable action
You decide to resolve the
slaughter action, choosing
1 A1
B1
A2
You reveal this card and choose to resolve the animal action.
O
R
You now have 2 options, either the stable action
A
or the slaughter action B .
You receive the yield for each of the animals in the stable, receiving 1 pelt from the “Sheep” card and 1 food from the “Tame Dodo” card. You discard the card you revealed as normal.
card you revealed as normal.
111222222
the “Tame Dodo”. You receive the reward from the hunt action on the “Tame Dodo”, without fulfilling requirements or paying costs. Then, you place the “Tame Dodo” in the graveyard.
222222222222222222
111
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222222222
B2
1 2 3
222222
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You reveal this
card, and check
if you have any
grain in
your camp.
RECEIVE ANY TOOL: Take 1 tool of your
choice from the supply. You do not need to
have the idea for it. Secret tokens that have not
been revealed cannot be chosen.
SPEND ANY TOOL:
Spend any tool from your group. Faceup secret
tokens in your group also count as tools and
can be spent by this symbol.
REMOVE SPECIAL CARDS:
You must remove the next card with the
specified back from your deck, placing it
faceup in the graveyard. If you do not have
any cards with the specified back in your
deck, you do not need to remove a card. If the
symbol shows a specific secret card, it must be
removed no matter where it is located.
Note:
If another player is helping you with
this action, they can remove a card from their
deck instead. Thus, if another player is helping
you, one player must remove a matching card
if either player has a matching card in
their deck.
RETURN DREAM CARDS: Return the number
of dream cards shown from anywhere in
your deck.
Note:
If another player is helping you with
this card, they can remove dream cards from
their deck to cover some or all of the cards.
EVERLASTING DREAM: Flip 1 of your faceup
humans facedown. That human is now in the
dream world. Their damage tokens remain on
them, but they cannot be healed, take more
damage, or affect the game in any other way.
However, they must still be fed during the night
phase.
Note:
If you flip your last human facedown,
you receive a new human from the deck, just
like when your last human dies.
AWAKEN: Flip 1 of your facedown humans
faceup. That human can immediately be used
again as normal.
NEW HUMANS, TOOLS, AND SYMBOLS
NEW TOOLS
Crafting and using tools follows all the rules from the base game.
BOW & ARROW: This token gives your group +2 strength permanently.
SHELL NECKLACE: This token
gives your group +1 perception
permanently.
FLUTE: Spend the flute to the
supply to place the top 2 cards from
the facedown discard pile on top of
your deck.
Note:
If you use the flute while
another player is helping you, you
can divide the 2 cards among the
2 players.
AVOIDABLE DANGERS
Avoidable dangers have a blue and red background and a
in the top-left corner
on the card front. These dangers can be avoided by not owning certain items. In addition to a negative action, these cards will have an action with the “help” symbol. If you avoid the danger, you can use this action to help another player, or ignore the card.
NEW HUMANS
The new humans
follow all of the rules from
the base game. However, in addition to tools, they can also bring non-recurring resources or cards, or are more resilient than
their ancestors.
As normal, you receive these items immediately
as soon as you receive that human.
RESOURCES: Place these
resources on your camp.
IDEAS: Place the idea card on
the workbench as normal,
placing any matching tool tokens
as necessary.
DREAMS: Place the dream card
on top of your deck.
Note:
During setup, if you
receive a human with a dream
card, place that dream card on
top of your deck after the initial
card deal.
NEW SYMBOLS
Example: Resolving an avoidable danger
You discard the card
as normal.
Because you do not have any grain, you
can choose to help another player, or
ignore the card.
MMMMMM
You reveal this
card, and check
if you have any
grain in
your camp.
MMMMMMMMM
Because you do not have any grain, you
BOW & ARROW:
your group +2 strength permanently.
SHELL NECKLACE:
FLUTE:
supply to place the top 2 cards from
the facedown discard pile on top of
your deck.
gives your group +1 perception
permanently.
FLUTE:
1X
1X
1X
1
2
3
A 6 A
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NIGHT PHASE
NEW RULES
After resolving the steps of the night phase from the base game, but before dealing cards for the next day, you must return any spoiled
food and care for your animals.
SCENARIO OVERVIEW
COMBINING MODULES
All modules from the expansion can be combined freely. As normal, 2 modules are always combined, except Module
, which must be
combined with 2 other modules.
RECOMMENDED SCENARIOS
I Module C + M
II Module H + N
III Module G
+ O
IV Module I + P
V Module O
+ Q
VI Module N
+ Q
+ R
MODULES
A fertile valley lies in front of us; we can stay here forever and settle down. However, all beginnings are difficult and we must learn many new skills to make this place our home.
• Mission card M • “Settled” card at
• “Isolation” idea card
• Secret card 23 • 2 dice
A NEW BEGINNING (12 cards) – Difculty: Easy M
SETTLED Place this card faceup at
. Note that you can receive only 1 of the 2
victory tokens from this card, because the card is removed.
For this action, count all of the expansions you have built, including the fence placed during setup.
ISOLATION To resolve this action, you must have a completed hut (a hut with a roof). In addition, you must remove the “Reeds” and “Clay” cards from your group, or a helping player’s group, in the graveyard.
FOOD SPOILS
After all humans have been fed and mission cards have been resolved, you must return all remaining food from the camp to the supply.
NEW RULE
CARE FOR ANIMALS
After food spoils, you must discard all animals in a space without a fence to the faceup discard piles.
• Before discarding animals, you can
rearrange animals in the stable, to choose
which ones are in spaces with fences.
• You can spend 1 grain each to prevent
animals being discarded this way.
NEW RULE
Example: An animal escapes
You have captured 2 animals, but only
have 1 fence. You choose to keep the
“Sheep,” and choose not to spend grain.
You discard the “Tame Dodo” card to the
faceup discard pile.
You have captured 2 animals, but only
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222222222222
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111
Because you care for animals before dealing cards for
the next day, it is possible you may find the same animal
again during the next day.
If you do not have enough food to feed
your humans, you continue to receive skulls as normal. Grain, wood, and stone do not spoil, and remain in your camp until used.
!
O 7 O
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MODULES (CONTINUED)
During the day, we roam through the jungle, but at night, the
jungle comes to us. We must prepare and set traps.
Obsidian is suitable for creating high-quality tools. Unfortunately,
it seems to be found mainly in very inhospitable areas. We must
endure great hardships to collect it.
Deep in the jungle, we have met an unfamiliar tribe, whose warriors seem
quite volatile. We should familiarize ourselves with the Xrib and their religion.
• Mission card N
• 5 night cards
• Mission card P
• “Obsidian Hatchet” idea card
• Secret cards 9, 27, and 28
• 5 Obsidian tokens • 2 dice
• Mission card O
• Secret cards 1, 13, 14, and 26
• 2 dice
• Secret cards 24 and 25
• 2 dice
NOCTURNAL (18 cards) – Difculty: Medium
THE BLACK ROCK (17 cards) – Difculty: Hard
THE XRIB TRIBE (18 cards) – Difculty: Hard
N
P
O
ADDITIONAL SETUP Place the 5 obsidian tokens
as an additional
resource in the supply.
MISSION CARD After each night phase, shuffle the 5 night cards, then reveal 2 cards and resolve the 2 cards one at a time in any order. After resolving the cards, return them facedown to the night deck at
.
If you receive food from these night cards, place it at your camp as normal. Night cards are revealed after food spoils, so this food does not spoil right away.
!
DOUBLE-SIDED MISSION CARD
The mission card represents the volatile Xrib people. Depending on which side is faceup, the Xrib are either in a friendly or angry mood. You will occasionally meet individual members of the Xrib tribe. Depending on which side is faceup, you can select positive actions, or you might be in trouble with the Xrib.
SPECIAL SYMBOLS
Friendly: You can choose this action only if the Xrib tribe is friendly.
Mood Changes: Turn the mission card to the indicated side. If
that side is already faceup, there is no further effect.
DODO CARDS All cards that contain the word “Dodo” in their title are considered “Dodo” cards, regardless of which module the dodo is from.
Obsidian is not a tool token.!
Spend Obsidian: Spend 1 obsidian token, returning it to the supply.
Friendly Angry
As soon as you receive a trap, you may place it with your group or on the mission card.
Additionally, you can always use a “help” action, discard 1 card, and spend
1 wood to place a trap from the supply on the mission card. You cannot use this action to place a trap with your group.
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TRAPSADDITIONAL SETUP
Place the 5 night cards
facedown as a deck at .
Receive Obsidian: Place 1 obsidian on
your camp.
SPECIAL SYMBOLS
O 8 O
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ADDITIONAL SETUP
Shuffle the 8 volcano cards and place 6 of
them as a facedown deck at . Shuffle the 2
remaining volcano cards in with the base cards. Place the human cards from the base game
as a facedown deck at . These humans can be
rescued from the volcano, but have no other game effect. Place both mission cards on the night board.
MISSION CARD 1: “WRATH OF THE FIRE GOD”
Objective: When playing with this module, the players do not
receive victory tokens. Instead of winning by completing the cave
painting, you must rescue 20 humans from
.
You cannot go to sleep early; you cannot discard all of your remaining cards to end the round faster without consequences.
Victory tokens: Whenever you would receive a
victory token, you instead remove 1 skull token
from the night board, returning it to the supply.
The volcano: After each night phase, before
dealing the cards for the next round, take 1
volcano card from the deck at
and place it on
the facedown discard pile. Skip this step if there are no volcano cards remaining in the volcano deck.
MISSION CARD 2: “RESCUE”
During each night phase, you automatically rescue 3 humans from
. When you rescue the last remaining
humans, you immediately win the game. Like all other mission cards, the “Rescue” mission card resolves after feeding humans.
The players decide the order in which mission cards
resolve, so you could choose to resolve this mission card
before other ones.
The burning mountain is raining fire on us. We must save as many people as we possibly can, nothing else matters!
• 2 mission cards R • “Sacrificial Alter” idea card • 20 base game human cards WRATH OF THE FIRE GOD (15 cards) – Difculty: DeadlyR
If you rescue a total of 20 humans, you immediately win the game!
!
• 8 volcano cards • Secret card 30 • 2 dice
We have enraged the spirits of our ancestors. To appease them, we must cross the threshold into the dream world.
• Mission card Q • 9 dream cards
• Secret cards 8 and 29 • 2 diceDREAM JOURNEY (20 cards) – Difculty: Hard Q
ADDITIONAL SETUP Shuffle the 21 dream cards
, then return 9 of them to the box facedown.
Next, shuffle the 9 dream cards from this module with the 12 remaining dream cards, and place them facedown on their place on the camp board. Some of these dream cards are marked on the back. When drawing dream cards, you still draw the top card oft he deck, regardless of whether it is marked or not.
MISSION CARD All cards that contain the word “Spirit” in their title count as “Spirit” cards. After you have removed 3 spirits, you can remove the mission card and heal 3 collectively among all players. Place the spirits you remove next to the graveyard to track how many you have removed.
Rescue humans: Return 1 human from to the
box. The type of human rescued has no effect.
Discard volcano cards: For each volcano card you discard facedown to complete an action, you receive 1 skull token.
SPECIAL SYMBOLS
O 9 O
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111
111
222222222
555555
222222
222222
333333
222222222
TRADER MEDICINAL HERBS
MANURE LAST CHANCE
DARK POWER
QUARRY AT HOMEPIG
ARTIFACT
TOTEM
This action allows you
to take any tool from the
supply or the workbench
and place it with your group. You do not need to have
the idea for this tool.
If you choose this action, place secret
token 1 onto an open space on the
farm board. See p. 12 for more details.
If you choose
this action, place
secret token 2
onto an open
space on the farm board. See p. 12 for
more details.
If you choose this action, you exchange your current group, regardless of the number of humans, for a new group of 3 humans, and receive 1 skull token.
Note: If another player is helping you, that player can
exchange their entire group for a new group of 3 humans instead, but only
1 player can resolve this effect, and you cannot share the new humans.
If the “Artifact” card is faceup with a player, the “Artifact” is
removed, regards of whether that player is helping with this
action or not.
Place the card back into the secrets deck. It can be
revealed again from the secrets deck.
This action works
just like the
corresponding action on the “At
Home” cards. Pay the resources
shown to craft an idea from the
workbench.
Like the farm
cards, this card
allows you to do a grain or
animal action.
A captured pig does not provide a
yield during a stable action, but you
can choose to slaughter it
as normal.
After you decide on an action and
roll the dice, you may reroll 1 or both
dice. You cannot reroll 1 die twice.
Place this card in the graveyard to gain
1
, 1 and 1 during 1 turn. You can
also use this card after a die roll.
CARDS WITH *
222222
333333
REEDS
To choose this action, you must discard 2¨cards and have the “scythe” expansion token. After resolving this action, place this
card with your group. It does not have any other actions, but you have collected “Reeds” for the “Isolation” idea card.
A NEW BEGINNING
SECRETS
DREAMS
BASE CARDS
6
3
5
M
1 10 1
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NNNNNN
222222222
222222222
555555
111
222222
QQQQQQQQQ
111
PPPPPP
MMMMMM
222222222
333333
MMMMMM
222222222
CURSE
EXCHANGE
FORGOTTEN CAVE
CLAY
DEEP SLEEP TOAD
ICY WIND
ERGOT
BULL ESCAPE
This action can be chosen only if any player has the
“Artifact” card.
This action can be chosen only if no player has the
“Artifact” card.
You can choose the top action only if the Xrib
tribe is friendly
. Additionally, you must
remove 4 idea cards of your choice from the workbench and place them in the graveyard; if
you do not have enough idea cards, you cannot choose this option.
When you resolve this action, place secret token 3 on an open space on
the farm board. See p. 12 for more details.
You must place secret
token 5 faceup with your
group. See p. 12 for
more details.
All 3 tokens shown must be in your group, or the token of
a helping player. These are secret tokens, so if you do not
recognize some of them, you may not have found them yet.
Place this card with
your group. It does
not have any other
actions, but you have
collected “Clay” for the
“Isolation” idea card.
Instead of the top card,
you place the next marked
dream card from the dream
deck on the camp board on top of your deck. If there are
no marked cards remaining in the deck, you place the
top card.
When resolving the stable action, the toad’s yield
allows you to lick the toad and place a dream
card on top of your deck.
You, or a player helping you, need
only to possess the “Clothing”
token. You do not need to spend it
to receive the dream card.
AVOIDABLE DANGER (see
p. 6): If there is no grain
on your camp, nothing
happens and you can
choose to help or ignore
this card.
If you capture a bull and
choose the stable action,
you may reveal secret
card 23.
AVOIDABLE DANGER (see p. 6): If no animals are
in the farm, nothing happens and you can choose
to help or ignore this card.
If you must choose the 3
rd
option, you
must place 1 of your captured animals
on the faceup discard pile, regardless of whether it
was fenced in or not.
THE BLACK
ROCK
NOCTURNAL
A NEW BEGINNING
THE XRIB TRIBE
DREAM JOURNEY
M
N
O P
Q
2 11 2
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SECRET TOKENS
Additionally, a big thank-you to Lookout Games
for letting use their grain as a wood piece.
Peter Rustemeyer would also like to thank Shari,
Franzi, Hanna, Holger, Dáire and the Cologne
Author Circle (kak).
Game Design: Peter Rustemeyer
Graphic Design: Franz-Georg Stämmele
Art: Dominik Mayer and Ingram Schell
3D Renders: Andreas Resch
English Translation: Jennifer Glawe
Z-Man Games Team
Producer: Michael Sanfilippo
Head of Studio: Sophie Gravel
Hans im Glück would like to thank all the hard-
working playtesters from events, game nights,
and of course regular meetings for their many
excellent playtests, feedback, and corrections.
MEDICINAL HERBS
OBSIDIAN AXE OBSIDIAN JEWELRY OBSIDIAN SPEAR SACRIFICIAL ALTAR
MANURE COCOA
Place this token on the farm board. Resolve a grain action and discard 1 card from your deck to heal 2 damage from humans in your group.
Place this token with your group.
This token permanently gives you
1 skill and 2 strength, and counts
as a tool. It has no additional rules.
Place this token with your group.
If an action you resolve has a
requirement of 1 or 2
If an action you resolve has a
, you do
not need to roll the dice to increase the requirements. It counts as a tool, and can be used when helping other players.
Place this token with your group. This token permanently gives you 3 strength and counts as a tool. It has no additional rules.
Place this token on the farm board. Resolve an animal action and place a captured animal in the graveyard, without receiving the rewards, to receive 1 talisman and 2 food.
Place this token on the farm board. Resolve an animal action and discard 2 cards from your deck to receive 1 grain for each captured animal in
the stable.
Place this token on the farm board. Resolve a grain action to receive 1 dream card and 2 food.
MEDICINAL HERBS
SACRIFICIAL ALTAROBSIDIAN SPEAR
© 2021
Hans im Glück
Verlags-GmbH
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80809 Munich
Germany
PUBLISHED BY:
®
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Z-Man Games is a ® of Z-Man Games. Gamegenic and
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GmbH, Germany. Actual components may vary from
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