Friday

2F-Spiele, (Web published), 2Tomatoes Games · Board game · 2011
1 · best 1 Solo 25 min Weight 2.2/5
8.0 rating Ludopedia
7.1 rating BGG
STEP BY STEP

Game Objective

You take on the role of Friday, an inhabitant of a deserted island. Your mission is to guide Robinson, who has shipwrecked on your beach, helping him improve his survival skills to face the dangers of the island. The ultimate goal is for Robinson to defeat 2 pirates without dying, allowing him to leave the island and for you to regain your peace and quiet.

Setup

  1. Stage Cards: Place them in a stack with the Green Stage open on top, followed by the yellow and red stages.
  2. Aging Cards: Remove the Very Stupid card. Separate the remaining 10 cards into two stacks (7 normal and 3 hard). Shuffle them separately and place them on the Aging Board, with the normal ones on top.
  3. Starting Cards: Shuffle the 18 cards and place them face-down on the Robinson Board.
  4. Danger/Ability Cards: Shuffle the 30 cards and place them face-down on the Danger/Ability Board.
  5. Pirate Cards: Shuffle and draw 2 cards randomly. Place them face-up; they will be the final opponents. Keep the others in the box.
  6. Health Points: Take 20 Health Points for Robinson's stock and place an additional 2 Health Points as a reserve.
  7. Discard: Reserve spaces for the discard piles of the Robinson Board and the Danger/Ability Board.

Game Flow

The game progresses through turns, where each turn consists of fighting a danger. The game follows the order of stages: Green Stage $\rightarrow$ Yellow Stage $\rightarrow$ Red Stage $\rightarrow$ Combat against the Pirates.

The structure of each turn is as follows:

  1. Danger Selection: Draw the first two cards from the Danger/Ability stack. Choose one as the current danger (place it face-up) and discard the other.
  2. Combat: Robinson uses his Combat Cards to try and beat the danger value of the current stage.
  3. Resolution: Depending on the result, Robinson either wins (gaining the card as an ability) or loses (paying with Health Points).
  4. Cycle: If there are at least two cards in the danger stack, repeat the process. If the stack empties (or only one remains and you decide to discard it), advance to the next Stage and shuffle the discarded Danger Cards.

Actions and How to Play

Fighting Danger

To fight, you must sum Combat Points equal to or higher than the danger value of the current stage. The process works as follows:

  • Free Cards: The white box on the Danger Card indicates how many Combat Cards you can draw from Robinson's stack at no cost.
  • Life Sacrifice: You may sacrifice 1 Health Point from the reserve to draw 1 additional Combat Card.
  • Special Abilities: After drawing the cards, you may use the special abilities of the face-up Combat Cards in any order. Each ability is used only once (turn the card 90º after use). Note: Aging Card abilities are mandatory.
  • Finalization: You may stop drawing cards at any time. Combat ends when you compare the total sum of your points with the danger value.

Combat Results

  • Defeated the Danger: If the sum is $\geq$ the danger value, the defeated Danger Card becomes a new Combat Card (Ability side) in Robinson's stack.
  • Lost to the Danger: If the sum is lower, you pay the difference in Health Points. You may use these paid points to destroy face-up Combat Cards used in combat: 1 Health Point to destroy a Starting Card or Ability Card, and 2 Health Points to destroy an Aging Card.

Special Mechanics

  • Robinson's Stack Depletion: If the stack runs out while trying to draw cards, take the remaining cards, add the first Aging Card from the top of the aging stack, shuffle them with Robinson's discard pile, and form a new stack.
  • Combat Abilities:
    • +1/+2 health: Recovers health from the reserve (maximum 22).
    • +1/+2 card: Draws additional cards for free.
    • Destroy 1x: Removes a card from the game (value becomes 0 in the current combat).
    • Duplicate 1x: Doubles the combat value of another card (activated at the end of the fight).
    • Copy 1x: Copies the ability of another card.
    • Order 3 cards: Look at the top 3, discard up to 1, and reorder the remaining.
    • Swap 1x/2x: Replaces face-up cards with new ones from the stack.
    • Bottom of stack 1x: Moves a face-up card to the bottom of Robinson's stack.
  • Aging Cards: These have negative effects such as -1/-2 health (paid at the end of combat) or highest card = 0.

End Game and Scoring

Victory and Defeat Conditions

  • Victory: Defeat the 2 Pirates in the final confrontation.
  • Defeat 1: Needing to pay a Health Point and having none available.
  • Defeat 2: Needing to draw a card after the last Aging Card has been added to the deck (death by old age).

The Final Confrontation

After the 3rd danger stack, fight the 2 Pirates. You cannot choose to lose to pay with health; you must win. The pirate's danger value is increased by:

  • The sum of the red danger points from undefeated Danger Cards.
  • +2 danger points for each Aging Card added to Robinson's stack during the game.

Score Calculation

  1. Sum of the values of all Combat Cards (stack and discard). Aging Cards are worth -5 points each.
  2. +15 points for each Pirate Card defeated.
  3. +5 points for each remaining Health Point (only if you win the game).
  4. -3 points for each undefeated Danger Card in the discard pile.

Tips for Winning

  • Deck Management: Use the strategy of deliberately losing against certain risks to pay with Health Points and remove unwanted Combat Cards (especially aging cards) from the game.
  • Health Balance: Intelligently use Robinson's Health Points to ensure he remains strong for the final fights against the pirates, choosing the correct danger cards.
Rules videos

In English

OFFICIAL RULEBOOK
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