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Setup

Separate the complete deck into Step cards (3 cards with green, yellow, and red scenes), Robinson Starting cards (19 cards with Robinson
only), Ageing cards (11 cards that show Robinson and a symbol that shows either a brown beard or a white beard), Hazard/Knowledge cards
(30 cards that show a Hazard on the top and Robinson on the bottom) and the Pirate cards (10 cards with a pirate scene on the front.)
Set out the three storage boards. These are the boards that you will keep certain decks on.
Sort the Step cards so that the green card is on top, followed by the yellow card, and lastly the red card. These cards indicate which step the
game is in. The game starts in the green step.
Remove the 'Very Stupid' ageing card from the game (this card is used in a harder difficulty level.) Sort the Ageing cards into two piles: the
7 normal (brown beard) cards and the 3 difficult (white beard) cards. Shuffle these two decks separately and then stack the facedown normal
cards on top of the three facedown difficult cards. Put this single deck on top of the Ageing storage board.
Shuffle the 18 Robinson starting cards and place them facedown on the Robinson storage board.
Shuffle the 30 Hazard cards and place them facedown on the Hazard storage board.
Shuffle the Pirate cards, draw two random cards and place them face-up next to your play area. These will be the Pirates you face at the end
of the game. Return the rest of the Pirate cards to the box. They will not be used.
Take 20 life points and place them near your Robinson stack. Place the remaining 2 life points in a reserve next to your play area.
Make sure there is enough space for discard piles for both the Robinson and Hazard decks.
Rules of play
Each turn has three actions: 1) draw two Hazard cards; 2) fight the hazard; 3) resolve the fight. These actions repeat until the Hazard deck has
been exhausted. At that point, the Hazard deck discard pile is shuffled and returned facedown to the Hazard deck storage board. Each time
the deck is exhausted and reshuffled, the game enters a new step. (More later.)
1) Draw two Hazard cards
Draw two cards from the facedown Hazard deck. Choose one card to fight and discard the other card to the Hazard discard pile. Place the
hazard you will be fighting in front of you.
2) Fight the hazard
The white box on the left side of the hazard card shows how many free Robinson cards you can draw in order to fight the hazard. In order to
beat the hazard, you must be able to match or exceed the hazard value (as shown on the right side of the card.) Each step (green, yellow, and
red) shows a different number associated with its hazard value.
Each Robinson card shows its fighting value in the upper-left corner. You can determine if you beat the hazard by totalling the numbers
shown on each Robinson card you draw.
Draw one fighting card from the Robinson deck and place it to the left of the hazard you are fighting. You may draw up to the number
shown in white for free. Keep drawing cards and placing them to the left of the hazard card until you match or beat the current hazard value.
After drawing the maximum 'free' cards, each additional card you draw will cost you one life point. Place any used life points in the reserve at
the side of your play area. These additional cards that you pay for must be placed to the right of the current hazard card.
After you draw at least one fighting card, you can decide to stop drawing cards (even you have not beaten the hazard.) You may wish to do
this because you have already won or because you can possibly remove the hazard from the game by deliberately losing against it (more later.)
Fights do not end automatically. You must decide when it will end, even if you already have enough points to defeat the hazard. To end the
fight, simply compare your total fighting value with the current hazard value in order to determine whether you have won or lost the fight.
3) Resolve the fight
If your fighting value matches or exceeds the hazard's current hazard value, you have defeated the hazard. Discard all fighting cards you have
used into the Robinson discard pile. As well, discard the current Hazard card into the Robinson discard pile. However, turn the card so that
the Robinson 'Experience' side is upright. The defeated Hazard card is now a Robinson card that will be used in future fights when the
Robinson discarded pile is reshuffled and used again. Unlike Robinson's starting cards, these 'Experience' cards often have higher fighting
values and special abilities that can be used.
If you decide to lose the fight, and the hazard value is higher than your total fighting value, you must discard a number of life points into the
life points reserve. Determine the difference between the hazard value and your fighting value. This is the number of life points you must
discard. (For example, if the hazard value is 2 and your fighting value is -1, you must discard 3 life points.)

For each life point that you had to discard, you may choose one Robinson card to permanently remove from the game. These Robinson cards
must have been used in the current fight. Note that you must have discarded at least two life points in order to destroy an Ageing card (more
later.) You may discard as many cards as you wish, up to the number of life points that you discarded. For example, if you discard 3 life
points into the reserves, you may destroy up to three Robinson cards, one Ageing card and one Robinson card, or just one Ageing card.
The undefeated Hazard card is then discarded into the Hazard discard pile and any remaining Robinson cards that were not destroyed are
discarded into the Robinson discard pile.
If you have completely cycled through the available Robinson cards, you must form a new draw pile from the Robinson discard pile.
However, before doing this you must add one ageing card from the top of the Ageing card draw pile facedown into the Robinson deck
(without looking at it.) Then, shuffle the Robinson cards to form a new draw pile, placing it facedown on the Robinson cards storage board.
End of Turn and future Steps
As long as there is at least one Hazard card in the Hazard draw pile, continue drawing two Hazard cards, choosing one to fight and resolving
that fight. If there is only one card remaining in the Hazard draw pile, you may choose to fight it or discard it, which would lead the game
into the next Step.
To enter the next Step, place the topmost Step card back in the box and continue the game with the following Step. Whatever Step you are in,
its relative colour denotes the Hazard value of all future Hazard cards. Shuffle the Hazard discard pile to create a new Hazard deck, and
continue the game with action 1, this time fighting the Hazards using the next Hazard value.
Special Abilities
Some Robinson cards have special abilities associated with them. The abilities are printed on the card. You may use a card's special ability
only once during the fight of the current hazard. In order to show that you have used it, you must turn it 90 degrees.
You may use any Robinson card's special ability, regardless of the order of cards or whether they appear on the left or right of the current
Hazard card. You must fully use the special ability of one card before using the ability of another card. This is no limit to the number of
special abilities you can use per turn.
Ageing cards also have special abilities associated with them. These abilities are negative and are activated at certain times during the current
turn.
Refer to pages 10-11 of the rulebook for a description of the special abilities of the Robinson fighting cards. Refer to page 11 of the rulebook
for a description of the special abilities associated with the Ageing cards and the times that they are activated.
Pirates
After you cycle through the hazard cards for a third time (thus, completing the red Hazard level) you must now fight the two pirates that
were drawn at the beginning of the game. Any remaining Hazard cards in the Hazard discard pile are no longer used.
Choose one of the pirates and place it in front of you. Pirate cards act exactly like Hazard cards and are fought in a similar way. Some Pirate
cards show their Hazard value and free card draw value; others have special instructions associated with them. Refer to pages 12-13 of the
rulebook for a description of the Pirate card special abilities.
If you beat the first pirate, immediately face the second pirate. You cannot decide to lose against a Pirate in order to pay with Life points. You
must continue drawing fighting cards (and losing life points) until you either beat the current pirate or lose the game.
Game End and Scoring
If you manage to beat both pirates, you win the game! If at any point you must discard a life point but do not have any remaining, you lose
the game.
Regardless of if you won or lost, you may record your points in order to try and beat your previous scores with a future game. To calculate
your score:
Total the fighting value points of all your remaining Robinson cards and discarded cards. Each Ageing card is worth -5 points, regardless of
the fighting value printed on the card;
Add 15 points for each defeated pirate card;
Add 5 points for each remaining life point you still have. (This can only happen if you have won the game;)
Subtract 3 points for each undefeated Hazard in the hazard discard pile.
Miscellaneous
You can always look through any discard pile and the pile of destroyed cards.
You can count the number of cards remaining in any draw pile.
See pages 13-14 for a description of the different Levels you can set the game at (Levels 1-4).

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