Paleo - Summary Sheet - en
Paleo - Summary Sheet - en
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).
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
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 .
–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.
–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
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
–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
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.
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
SNOWSTORM
1
then remove “Rock Avalanche” card to the faceup discard pile 2
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;
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–