Player Phase
Each character takes a turn taking actions. Followed by the night phase, and morning phase.
- (Cost 0) Add Wood to fire
- (Cost 0) Spend Fire Knowledge Points (FKP)
- (Cost 0) Eat 3 Raw Berry or 2 Raw Meat for 1HP, 2 Cooked Berry or 1 Cooked Meat for 2HP
- (Cost 1) Cook food (Requires Cook Skill) turns 1 Raw into 1 Cooked
- (Cost 1) Trade resources with neighboring tribe, any 3 tokens for 1 token (excluding cooked food, but including FKP)
- (Cost 2) Forage - draw a card and hope for Berry or Fiber
- (Cost 2) Gather - draw a card and hope for Wood or Rock
- (Cost 3) Investigate Fire - Roll FKP Dice and hope for FKP
- (Cost 3) Craft
- (Cost 3) Hunt (Requires Weapon) - draw a card and hope for Meat or Bone or Hide
- (Cost 3) Harvest (Requires Tool) - draw a card and hope for Wood or Rock
- (Cost 4) Explore (Hindrance Expansion)
Combat
- If no weapon or damage is less than the Danger! cards life take health equal to the card's damage
- If you have a weapon with 1 Range, take 1 Damage and Meat equal to the card's life
- If you have a weapon with 2 Range, take 0 Damage and Meat equal to the card's life
Crafting
Items can be crafted and traded between characters. Each character can have 1 weapon and 1 tool.
Crafting Discoveries will unlock additional crafting options.
Only 1 building can be created per game.
There is a limited number of each item.
Dice Rolling
When rolling the special FKP dice it is a d6, with the following sides "0, 1, 1, 1, 2, 3"
Incapacitation
If a character becomes incapacitated they can be revived using 3 cooked Meat. They will start at 3 HP and can return top play after the next morning phase.
Knowledge Tree
- Investigate the fire to generate Fire Knowledge Points (FKP)
- Spend FKP to unlock discoveries
- All discoveries with a gold arrow must be unlocked as prerequisites.
Night & Morning Phase
After all players have taken their turn, a night card is drawn.
After the night phase the morning phase starts
- Remove wood from the fire (number of wood removed based on the day track)
- Damage each character
- Move the first player token (skull token)
- Trade Items between characters
Hindrance (Hindrance Expansion)
A physical hindrance is acquired from events or when taking damage from combat.
There is a max of 3 physical hindrances and 1 mental hindrance.
If a character has a maximum number of physical hindrances, the next draw will will be a mental hindrance (unless maxed) and all physical hindrances will be removed.
Physical hindrances can be removed by spending a stamina and Medical Herb
Game End
Win when you unlock the Fire Starter discovery
Lose when there is 0 wood in the fire, when all members die, or when night phase 14 comes.
