100% found this document useful (1 vote)
866 views6 pages

Paleo - Summary Sheet - en

Uploaded by

Marco Hernandez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
866 views6 pages

Paleo - Summary Sheet - en

Uploaded by

Marco Hernandez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 6

Supplement

LEVEL OVERVIEW

Here, you‘ll find suggestions on which modules to combine. Typically, a game of Paleo next level as you beat the previous one.
uses a combination of 2 different modules. These combinations are called “levels”. It
is recommended that you play the levels in the order shown below, moving on to the The specific rules for each level are described on pages 2 & 3. The rules for individual
cards are described on the reverse side of this sheet.

LEVEL I Module A + B LEVEL V Module A + H CREATING YOUR You can also freely combine the 10 modules however you like,
OWN LEVELS playing with any 2 modules of your choice (3 modules of your
LEVEL II Module C + D LEVEL VI Module B + I choice if playing with module J).

LEVEL III Module E + F LEVEL VII Module D + E + J


LEVEL IV Module C + G

SETTING UP CARDS

Depending on which modules you are using, you will need different cards. The following section
explains which cards to use, and where to put them. Secret, mission, and idea cards are always
placed on the same spaces. All remaining cards from the module are shuffled together with the
base cards (1) as described on page 3 of the rulebook.
IDEAS

SECRETS Some modules make different ideas


available at the beginning of the game.
The modules use different secret cards, which you will need to The corresponding idea cards are included
separate out from their sets. Place the secrets in a separate deck. in the module. Remove these cards and
Secret cards (5) are never included with the modules themselves. add them to the workbench, placing the
You can identify individual secret cards based on the numbers on the matching tool tiles in front of them.
card backs. Place the cards required for the level you are playing on
the night board.
When freely combining modules, some combinations may both call
for the same secret card. This is not a problem, although you can still
receive each secret card only once per game.

MISSION CARDS
DICE
Each module comes with 1 mission card. Add this card to on the
night board. Modules marked with the dice symbol
will use the dice. Place the dice next to
the workbench.

WAITING
These spaces hold cards that are waiting for you. If all 4 spaces are
occupied, placed any additional cards below the cards already in play.

–1–
MODULES

A BOUNTIFUL PREY (9 cards) – Difficulty: Easy E HEROES OF THE ICE AGE (12 cards) – Difficulty: Medium
E
To make it through the winter, you must • Mission card A Four mighty adventurers have • Mission card E • 2 dice
collect supplies. Luckily, your scouts • Secret cards 1 and 2 arrived in our camp. So far, the • Secret cards 3, 8, 9, 10, and 11
have spotted a herd of mammoths near only “mighty” thing about them • Add Jhula’s, Orru’s, Darca’s, and Ahab’s
the river. is their appetite. “Wish” cards to .

B A NEW WORLD (11 cards) – Difficulty: Easy


We must press onward and follow our • Mission card B The 4 “Wish” cards you must
prey if we don’t want to starve. • “Tent” idea card remove are the 4 cards you
added to during setup.

Jhula’s Wish Orru’s Wish:


It doesn’t matter where you The must come
gain the talisman. from the specific
indicated cards.
C HOWLS IN THE NIGHT (10 cards) – Difficulty: Medium
We’re not at the top of the food • Mission card C • 2 dice
chain here...at least, not yet. C • Secret cards 3 and 4

F SNOWSTORM (17 cards) – Difficulty: Medium


Winter has come, covering • Mission card F • 2 dice
the land in snow. • “Campfire” idea card
• Secret cards 7, 12, 13, 14, and 15
All cards with the word “Wolf” in their
title count as “Wolf” cards, regardless of
which module they are from.

Place removed “Wolf” cards next to the


cemetery, so that you can easily track
how many you have removed.
G RARE FEVER (15 cards) – Difficulty: Medium
The entire tribe is stricken withG • Mission card G • 2 dice
disease, but the shaman has • Secret cards 8, 16, and 17
discovered which berries will help.
D THE NEXT STEP (11 cards) – Difficulty: Easy
Without the necessary • Mission card D • 2 dice
resources, we can’t develop • Add the “Handicraft” card to
new tools. • Secret cards 5, 6, and 7
Unlike wounds, which usually affect only
a single group, every person in the tribe
1

1 suffers 1 wound from the “Rare Fever”.


You can prevent these wounds as usual
1

using and deciding which person will


be protected.

Look carefully at the berries; they are


all different.

–2–
H THE WIDE RIVER (14 cards) – Difficulty: Hard I ATTACK OF THE WHITE HANDS (11 cards) – Difficulty: Hard
What will we find on the other • Mission card H • 2 dice Only the strongest warriors can • Mission card I
side of this raging river? • “Raft” idea card defend our tribe. • Secret cards 6 and 9
• Secret cards 10,18, 19, and 20

Additional setup: Before players receive their starting people, remove the
Additional setup: Shuffle all the river cards from this 4 “Warrior” cards from the people cards and add them to .
module and add them as a facedown deck to . These Additional rules: The 4 “Warriors” must defend the tribe as a while, and
cards form the river. cannot be added to a group. However, they can suffer wounds as normal,
Additional rules: If you have a in your group, instead and can suffer wounds for any group. If these “Warriors” die, you receive
of revealing a card from your deck, you can choose to as normal.
reveal a river card from . River card
J

J THE BEAST (14 cards) – Difficulty: Deadly Additional setup: Add the 6 cards as a facedown deck to .
A fearsome creature is stalking • Mission card J • 2 dice These cards cannot be used initially.
us. Nowhere is safe! • 6 “Paw” cards Additional rules: You do not win the game once you have 5 .
• Secret cards 21 and 22 Instead, once you have 5 , resolve the shown action.
The beast is either (calm) or (enraged).
The beast is (calm) at the beginning of the game.
Ignore (enraged) actions initially, as long as the beast is calm.

VARIANTS

If the game feels too easy or too difficult, try these variants to adjust the difficulty. You It is recommended that if you either win or lose 3 times in a row, you may want to adjust
can use multiple variants at the same time. the difficulty using these variants.

MAKING THE GAME EASIER MAKING THE GAME MORE DIFFICULT


Large Tribe: When you would draw a person card , instead 2, keeping 1 and Backpack: When you receive resources, instead of placing them on the storage area,
placing the other on the bottom of the people deck. At the beginning of the game, place them on your people. Each person can carry a maximum of 2 resources. You
draw 4 people cards and keep 2. place resources on the storage area on when you or a player you are helping reveal an
Supplies: Draw 2 idea cards at the beginning of the game, adding them to the “At Home” card . You cannot spend resources on people.
workbench. Add 2 and 2 to the storage area. Fog: When choosing cards, you can look only at the top 2 cards of your deck (instead of
Teamwork: When helping another player, you can pay cards from the top of the top 3).
your deck. Weakness: When you add a person to your group (even during setup), that person
suffers 1 .
SOLO VARIANT
When playing solo, the following rules changes apply: Additional setup: You do not Calling for Help: Pay 2 cards from the top of your deck to roll 1 die, or pay 4 cards to
start with food in the storage area. Once you have shuffled the module and base cards roll 2 dice. Add any rolled abilities to yours. If you reveal a card that requires you to roll
together, do not deal them out. Instead, take the entire pile; this pile is your deck. As dice , do so first and note the result before choosing to call for help.
normal, you draw 2 people cards.
Additional rules: When you reveal a card, you can call for help once.

–3–
1
CARDS

1 AT HOME

The following sections clarify questions on specific cards. The cards are

BASE CARDS
organized by set number. Secret cards are identified by number .
When another player helps you with this action, count only the
Read the explanations only when necessary to avoid ruining the surprise. people in your group; only the player receiving the person card
needs to have 1–2 people in their group.

3 TRADER
You may pay 1 of the resources show to receive 1 of each
NEW BRAVERY
Add the top 3 cards from the facedown discard pile to the
other 2 resources. top of your deck, without changing their order.

Example:
DREAMS

You pay 1 to receive 1 and 1 .

VISION WARNING
Look at 3 cards of your choice from your deck, without resolving You can choose any card from your deck and discard it
any actions on them. You then return the cards to your deck, facedown. If you choose a red card, you do not suffer a wound.
placing them in any order and location in the deck you choose. You cannot choose 1 of the top 3 cards of your deck.

5 HUNGRY HUNTERS
You may use this effect once while resolving an action to
BATTUE
As soon as this card enters play, you can
temporarily add +2 to your abilities. You can use this defeat the “Wolf Pack.” Instead of using
effect even if this action doesn’t offer as a reward, in an action on “Wolf Pack,” you can now use
which case you do not pay any food. the action on “Battue.”
SECRETS

You can use this effect any number of times per day, but
only once per revealed card. “Wolf Pack”
3

SPEAR THROWER CHIEFTAIN’S CLOTHING


You may use this effect once while resolving an action to pay When you suffer wounds, you can choose if a person or the
1 spear tile to temporarily add +3 to your abilities. The spear “Chieftain’s Clothing” suffers the wounds. You cannot divide the
tile no longer adds , because you have paid it. wounds. As with people, excess wounds dealt to the “Chieftain’s
You can use this effect any number of times per day, but only Clothing” are ignored.
once per revealed card.

–4–
5 JHULA ORRU AHAB
You can use to pay 1 and You can use to craft You can use to
O
O O R
R R

remove 1 from your group. You can heal 1 idea on the workbench. discard a hazard card
people in other groups only if that group is You must still fulfill any revealed by another player
helping you. requirements. without effect, as if that
SECRETS

2
player had ignored it.
5

BURIED STRANGER HEALING


As long as you did not use any of the actions that destroy You can add only from the 3 listed berry cards. You can add more
this card, add it to the faceup discard pile as if it were a than 1 from these berry cards at a time.
normal card. Include it when shuffling and dealing cards 5
1
for the next day. This makes it much easier to find this This action is the same as the action on
card again. “Rare Fever.” See page 2 of the supplement.
3

MARKER DISTANT LANDS


This card has no actions, and has no effect other
than marking the way.

This action allows you to search the cemetery and add 3 cards
facedown to the top of your deck. You can choose to ignore this card
and add it to the faceup discard pile.

AHAB’S OFFER THE BEAST AWAKENS


Instead of resolving an
action on this card, you can Take the 6 paw cards and distribute them The beast is now (enraged). You cannot
choose to ignore it, adding among players’ decks, placing them anywhere use actions marked with (calm).
it to the faceup discard pile. in the decks you choose. You do not need to Actions marked with (enraged) are
distribute them evenly. From this point forward, now active.
when you would receive a victory token, you can
choose to instead discard a skull token.

SABER-TOOTHED TIGER
Similar to people, the saber-toothed tiger has wounds. You can wound
C STRANGER
You can discard a red-backed card,
the saber-toothed tiger using the action shown on the right. As soon as without effect, from your deck to
HOWLS IN THE

you deal the fifth wound to the saber-toothed tiger, you kill the tiger and the facedown discard pile.
immediately win the game!
See secret card 21, “The Beast Awakens.”
Wound the Saber-
NIGHT

Toothed Tiger

–5–
D ROCK AVALANCHE
If you can resolve only the
F GROUND FROST
Example: Player 1 must resolve
negative action, but have no the action on “Ground Frost” first,
THE NEXT STEP

mountain cards in your deck, so Player 2 must add the “Trees”

SNOWSTORM
1
then remove “Rock Avalanche” card to the faceup discard pile 2

without effect. without effect.


Mountain Player 1 Player 2
card

G INFECTION
Every person in your group with 1 or more
H FISHER
Add this card to your group. They function like any other person;

THE WIDE RIVER


suffers 1 additional . As with the “Rare Fever” they need to be fed and can suffer wounds.
card, these can be prevented as normal.
J
RARE FEVER

See page 3 of the supplement.

OVERBOARD
Example:
J ENDLESS HUNGER

Player 2 uses O
R
to help Player
1. Both have a raft tile, and Player 1
pays their raft tile. The players then 2
If another player has revealed a card, you can

THE BEAST
choose who receives the rewards. choose this option instead of taking damage.
Player 1 Player 2 That player must remove that card and cannot
resolve any actions this turn.

Game Design: Peter Rustemeyer For many excellent playtests, corrections, and PUBLISHED BY:
®
Graphic Design: Franz-Georg Stämmele criticisms, the publisher would like to heartily © 2020
Hans im Glück
Art: Dominik Mayer thank all of the willing playtesters at various
Verlags-GmbH
3D Rendering: Andreas Resch events, game nights, and of course the regular Birnauer Str. 15
Editing: Gregor Abraham sessions. Many thanks! 80809 Munich 1995 County Road B2 West
Rules Translation: Patrick Korner Germany Roseville, MN 55113 USA
651-639-1905
Peter Rustemeyer would also like to thank Shari, [email protected]
Z-Man Games Team Franzi, Hanna, Holger, Daìre and the Kölner
Producer: Michael Sanfilippo Autorenkreis (kak). Z-Man Games is a ® of Z-Man Games. Gamegenic and
Head of Studio: Steven Kimball the Gamegenic logo are TM/® & © Gamegenic
GmbH, Germany. Actual components may vary from
those shown.

–6–

You might also like