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House rule:
“Weather phase: When a winter cloud is rolled, you may use fur tokens instead of wood tokens when paying for the penalty.”
We’ve been using this house rule because it’s thematic – fur can keep you warm when it’s cold. If I’m not mistaken, normally you’re not allowed to use fur instead of wood in any situation.
I played this scenario 15 times (in different variants – solo, 2p and 3p) winning 4 or 5 of them. Here are my thoughts, just please keep in mind that any strategy in this game can be completely worthless due to the initial setup of starting items, cards etc.
1. Keep exploring as much as you can as fast as you can – the totems no. 3 and 4 are your best friends. Just watch out with whom you explore before you find totem no. 1. Loosing Friday in a 2p game at the beginning is not the best idea.
2. Do not bother with building shelter or roof unless you really are in an extremely comfortable situation. You don’t have time nor resources for it. Try rather to use the natural shelter and add palisade.
3. Don’t rescue Jenny too fast – she’s just another mouth to feed. Do it rather in fourth/fifth round even if you have built the raft sooner.
4. This is obvious for most of scenarios but is very important – control your morale. From the start build up your determination points income, especially taking the totem no.2 into consideration. You will be loosing morale quite fast due to wounds, so building any item incresing the gaining of determination points is a good idea.
If you take the time to inspect the dice in Robinson Crusoe, you can learn some important things about the risks involved in taking certain actions with a single pawn (as you may be forced to do in certain situations).
Note also that most of the scenarios (especially #6) demand construction. In fact, the game heavily emphasises building for pretty much every facet of your survival. For example: the consequences of a minor food shortage is a wound per round, but inadequate shelter can inflate that by up to two additional wounds per round, for everyone.
The riskiest occupation in Robinson Crusoe is also the most vital.
In a solo or two-player game, the best way to deal with an Adventure token is to let Friday take a wound.
I hate Adventure tokens. Because there is nothing that you can actively do between the Event and Action phases to mitigate the effects of an Adventure card, and no way to know what those effects will even be until you have to resolve them, it is impossible to effectively plan or prepare for whatever nastyness an Adventure token will force you to endure. A single wound, by comparison, is easy to plan around, and can even be healed in the same round (using the Cook’s abilities).
Friday is immune to the effects of the Weather, Night, and Morale phases. This means that even if this tactic puts him at death’s door in the Action phase, he will still survive until the next round, and will always have the opportunity to heal by resting. Finally, Friday’s wounds cannot effect Morale, and even his demise does not end the game.
As cold and calculating as it sounds, letting Friday “take one for the team” is the best strategy for avoiding the random and potentially disastrous consequences of an Adventure token.
Certain Items in the game give you a one time bonus to Palisade or Weapon Level and certain conditions in the game can lower your Palisade and Weapon Level. Since the bonus you gained from the Items are one time only, now you must raise your Palisade or Weapon Level by building other Items, or directly building the Level up again through the expenditure of resources, Pawns, and/or possibly rolling dice. This variant rule would allow you to “repair” the Items you already built but whose bonus was deleted by game effects.
Say you have a Palisade of 3 gained by building up the Palisade Level twice and by Building the Fire Item card (+1 Palisade bonus). Because of a game effect you are forced to roll the Hungry Animals die the result of which causes you to lower your Palisade by 1. According to this variant rule when you lower your Palisade level also tilt the Fire Item card. Now during the next Action Phase you may devote a single Pawn to the tilted Fire Item card rekindling the fire and raising the Palisade by one once more. This has the benefit of only using one Pawn, requiring no roll of dice, and using only the resources required (if any) according to the Item card being repaired.
Keep the event dice ontop of the relevant event deck, when setting up.
Also, I use one of the extra cubes on the turn tracker. There are so many things to keep track of, that just remembering to update this before you move to the next phase, will help remind you what you need to do before the next phase starts… before it’s too late.
Z-Man Games has posted a fan-made “quick start” guide on their website. This helps tremendously when teaching the game to new (and even old) players.
At the Portal Games site you can find two official scenarios: King Kong Island and The Naturalist (based on Darwin’s voyage). You can also find the mini-expansions of Trait cards 1 & 2 for print and play. These traits give some advantage to your character, together with a handicap, giving that extra of characterization that a narrative game needs.
You can print this new material, or use a tablet to directly play the new scenarios. Now your game is 40% cooler and will provide you with an even huger amount of replayability than it already had.
Exploration is everything in this scenario, so the extra green pawn you get from the Map invention is extremely helpful. Create a map as soon as possible to have a fighting chance.
When you play solo, play with “Friday” and the dog, they can help you survive on the Island giving you extra pawn for your actions
Choose your caracter according to the goal of the scenario but the Carpenter is the one I think is better to play solo:
– he can use 3 determinations token to get a extra Brown pawn for construction.
– he can use 2 determination token to reduce the Wood cost
So with the dog green pawn and the extra Brown pawn your survival chance are a bit better for almost most scenario
I found this summary sheet for the action phase.
http://boardgamegeek.com/filepage/83876/round-sequence-crib-sheet
First things first – I hate this scenario, I simply hate it. You need to have enourmous amount of luck just to have a small chance of winning. And it’s almost all decided during the setup and first two rounds.
After around 25 tries from which I have won 3 or 4 here are my thoughts:
1. Do not haste with exploring – one tile per round. If you uncover a totem, your next round should consist burning down the village and exploring another tile. Its crucial not to sum up totems before burning the villages down as it makes them stronger, and dont give you a chance of moving your camp during next rounds. Remember that during the round, the fighting faze comes before the exploration one, use it as an advantage.
2. You need “bed” invention. In every attempt that I have succeded in I had this one. Either by obtaining it during set up or thanks to carpenters ability. This means that carpenter is an obvious choice as one of the “survivors”. The “sling shot” is also nice to have invention.
3. The obvious one – build up your weapon strenght. Its more important than gathering food – especially when you have “bed”.
4. Save one of your characters for the last battle. Do not risk his health with exploring or any kind of dice rolling.
Beside of the above you will still need A LOT of luck regarding the events cards draw. If some of you have any better tactics for this scenario I’ll be glad to learn them.
It does not say on the scenario sheet for Volcano Island that you MUST explore on the tiles which eventually become affected by ash, therefore in 1-2 player versions, it is entirely possible to complete this scenario without exploring any tile which will eventually become covered in ash. Also, you will need to use the explorer if you are playing it in this way, so that you can deliberately choose the totem icons ASAP.
Creator of the game just released a new scenario for Robinson Crusoe, based on adventures of Dr. Livingstone. You can find a bit of a story about it and download the scenario for free over at http://boardgamegeek.com/blogpost/31367/new-scenario-for-robinson-have-fun
Your productivity – the amount of things you can do – is your most precious resource, especially if you build it up early. Build inventions that give you extra exploration/building pawns as early as you can – it will help tremendously in the long term.
The building pawns are especially useful for when you need to build up your roof in advance of the **** weather.
A clarification that I really wish I had ahead of time.
In Scenario 2 – Cursed Island – when your event card has a book on it – you need to put two fog tokens on island tiles. These tiles do not have to be opened/explored. Can be empty ones. Otherwise all of your explored tiles become covered in fog extremely fast and you can’t do anything. Do not make the same mistake I did – the game is hard enough as it is 🙂
In one-, two-, or three-player games (depending on scenario), I sometimes use the Dog (or Friday) as a kind of additional “Wreckage” card, in the left-most Threat Event space.
Rescuing the Dog requires one pawn, and must be accomplished in the first turn. If you decide to commit to the rescue, you get the Dog (starting next turn), plus a nice morale boost, for saving the ship’s beloved mascot. Otherwise, the next Event card will push it off the board, the Dog drowns, and you suffer a morale penalty, for being such a heartless b*****d.
It’s an interesting way to get people used to making harsh, immediate, life-or-death decisions, right from the beginning. Do you rescue the dog, or the food crates, or both? Spending that much meeple-power early in the game can handicap you as much as losing the Dog.
Try to explore the tiles to the center of the Island (3 tiles right) in the firsts round. From there it’s easier for every one to explore without having to spend a 3rd extra action.
Be sure that you put your camp on a tile that both have food and wood
After several games we found that these 2 simple tips make a difference:
1) Determination points are everything – have someone Arrange Camp first round, then have people alternate between arranging camp and first player till everyone has determination points to spend as things get hairy.
2) Camp and the Roof – make sure you have set up camp early enough in the game to raise your Roof to 4 before the bad weather hits. A couple of harsh weather rolls with a roof below 3 will end the game pretty quickly.
This is not so much a house rule, as a loophole that I noticed in the existing (English edition) rules, while playing Robinson with two-players (and Friday).
For every other instance in which a special ability permits spending Determination tokens to re-roll a failure, there is included in the rule-book a clause:
Such a clause is conspicuously absent in the description of Friday’s ability. This makes a certain amount of sense, when one considers that Friday is a native of the Cursed Isle. He is perfectly capable of finding food and shelter for himself, and he knows the dangers of the island well enough to avoid any accident more serious than a wound. Given these attributes, it seems reasonable that, for example, gathering resources would be much easier for him than for the other castaways.