Game Objective
In a world dominated by an unending winter, you must lead your colony through resource scarcity and compete with other leaders for crucial supplies. Your goal is to survive the brutal conditions by accumulating the resources necessary to withstand devastating EVENTS. The winner is the player who best manages their resources and endures adversity, proving to be the most resilient survivor.
Setup
- First Player: Choose the first player, who starts the game with the Leader card.
- Deck Preparation: Separate the Event Deck, Relic Deck, and Resource Deck and place them on the table.
- Player Starting Hand: Each player receives 1 Expedition card, 1 Colony card, and 1 Damage card.
- Damage Tracking: Everyone starts with 0 damage. Use the Colony card to completely cover the Damage card.
- Equipment: Shuffle all Tarp and Chest Equipment cards and deal one random card to each player. Place the remaining cards face up on the table, separated by equipment. Players must keep their equipment visible.
- Resource Distribution: Deal Resource cards face down to each player according to the player count:
- 2 players: 10 cards
- 3 players: 9 cards
- 4 players: 8 cards
- 5 players: 7 cards
Game Flow
A game consists of 3 EVENT resolutions. In each EVENT, players go through the following phases in order:
- Event Reveal: Reveal the top card of the EVENT Deck and the top card of the Relic Deck (which defines the special resource for that EVENT).
- Defining the Starting Player:
- In the first EVENT, the player who felt the cold the most the previous night starts with the Leader card.
- From the second EVENT onward, the player who has suffered the most damage chooses the Leader (which may be themselves). In case of a tie, the player closest clockwise to the last Leader chooses.
- Competing for Resources: Players play several tricks until their hands are empty to collect Colony Resources.
- Event Resolution: This phase determines the damage suffered or avoided based on the resources collected and specific event requirements.
- Buying Equipment: Players who suffered damage may purchase new equipment.
- Cleanup Phase: All players discard all remaining resources in their Colonies before the next event.
Actions and How to Play
Competing for Resources (The Trick)
Before the first trick of an event, any player with the Harpoon card may use it to change the Relic of the EVENT. Once used, the Harpoon (and any other equipment) must be returned to the available equipment list.
Playing a Trick:
- Open the trick: The Leader plays any Resource card (e.g., Fuel, Water, Food, or Tools).
- Playing cards: Other players follow in clockwise order with one of these options:
- Follow the Leader’s Resource: Play the same resource as the Leader. The highest number wins (special rule: 1 beats 10).
- Play a Relic card: Play the resource indicated by the EVENT Relic. This is the strongest card, ignoring the Leader's resource. The highest number wins (1 beats 10).
- Play another Resource: Play a different resource. These cannot win the trick and act as a strategic "discard."
- Use Expedition: Use an Expedition card to collect resources during Trick Resolution. The player must still play a conventional card, but that card has no value and does not participate in the trick. The Leader cannot use the Expedition card to open a trick.
- Trick Resolution: The player with the strongest card (highest Relic or highest Leader's Resource) wins the trick and collects a specific number of cards from the Expedition deck (based on player count) to add to their Colony Resources. The winner becomes the new Leader.
- Expedition Collection: In turn order, players who used the Expedition card may collect up to 2 Resource cards from the Expedition deck. These are added to their Colony Resources.
Event Resolution and Defense
- Defending Against the EVENT: Players may discard Colony Resource cards to defend against damage based on the EVENT card's defense options. Each option can be used only once.
- Frost Bite: If a player collects more Colony Resources than necessary for the EVENT, they suffer 2 damage for each excess card.
- Hibernation: Players with no Colony Resources who did not use an Expedition card prevent 4 damage.
- Infirmary: Players may heal 1 damage by paying 3 different resources (discarding unused resources).
- Buying Equipment: Only players who suffered damage in the current EVENT may buy equipment. Starting with the most damaged player, they may buy up to two pieces of equipment (one per round) by discarding unused Colony Resources.
End of Game and Scoring
The game ends after the resolution of the third and final EVENT.
Victory Conditions:
- The winner is the player who has suffered the least damage in their Colony.
- Tie-breaker 1: The player with the highest sum of the values of the resources remaining in their Colony wins.
- Tie-breaker 2: The player with the highest sum of the values of the Relic resources wins.
- If a tie still persists, the players share the victory.
Tips for Winning
- Manage your hand: Use the "discard" option (playing a different resource) strategically to save your high-value cards for when you really need to win a trick.
- Watch the Relic: Since the Relic resource is the strongest in the trick, prioritize collecting it or using it to seize control as the Leader.
- Balance your Colony: Be careful not to collect too many resources, as Frost Bite will penalize you with 2 damage for every card exceeding the EVENT requirements.