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Lifeboat turn order:

• Quartermaster
• Actions
• Navigation
Quartermaster
The conscious/alive Character closest to the Provisions deck draws as many Provisions cards as there are conscious/alive characters,
selects one, and passes them to the next conscious/alive character. That player selects a Provisions card and passes to the next
conscious/alive character and so on until all conscious/alive characters have received a Provisions card.
Actions – choose one
• Do nothing
• Row – Draw two navigation cards and for each card, place it on the Row stack, or at the bottom of the Navigation deck.
Place a marker above character’s place holder to signify that they have rowed this turn.
• Change Seats – Trade places with another character. If he/she refuses, there is a fight. If you change seats and that character has not
gone yet, they go now.
• Mug Somebody – Take a face up Provision card from another character, or one randomly from their hand. If they refuse, there is a
fight. The kid can mug hidden cards without a fight.
• Take a special action – Take an action allowed by a Provisions card.
Fighting
Place the attacker’s placeholder slightly up out of line with the other placeholders. Place the defender’s placeholder slightly down. Any
conscious characters can join the defender or the attack by moving their cards in line with the side he or she supports. Total the size
value of all characters on each side of the fight and compare these totals. The side with the higher total size wins. Defenders win ties.
Each character on the losing side takes one wound. If the attacker wins, he or she gets what they wanted. If the defender wins, the
attacker does not get what they wanted. Every character that participated places a marker below their placeholder to show that they
fought this turn.

Navigation
The closest character to the Navigation deck looks at all of the cards in the Row stack and chooses one to play. Put the rest face down on
the bottom of the deck. If there is no Row stack, resolve the top card off the Navigation deck. Resolve the Navigation card in the following
order:
• Birds – If there is a bird on the card, place a bird marker near the Navigation deck. If there is an exed out bird on the card,
remove a bird. When a fourth bird would be placed, rescue is immediate and the game ends. Do not resolve anything further
except to count up victory points.
• Overboard – The named character will fall overboard, and any character but Frenchy who is thrown overboard will suffer one
wound unless they have a life preserver or has one thrown to them. If the bucket of chum is played or is face up in front of an
overboard player, all overboard characters receive an additional wound. Any character thrown overboard loses all face up
cards in front of him or her. Any unconscious character thrown overboard is dead unless they have a life preserver. Overboard
characters who are not dead are then returned to the boat.
• Thirst – You can become thirsty if: You rowed and there is an oar icon on the Navigation card, you fought and the fight icon
appears on the Navigation card, or if your name appears under “Thirsty” on the Navigation card. For each thirst you
experience, you must spend a water card or suffer a wound.
• Place the Navigation card at the bottom of the deck and start a new turn.
Unconsciousness
If your number of wounds equals your size, you are unconscious. You cannot draw or play cards or take actions. People can trade places
with you or mug you, but you cannot fight back, and you cannot participate in a fight. Other players can play their cards for you. If you go
overboard, you die unless you already have a face up life preserver in front of you.
Death
If your wound total exceeds your size, you die. You still collect points as normal at the end of the game. If you are thrown overboard,
remove your placeholder and all of your cards from the game.
Navigation
The closest character to the Navigation deck looks at all of the cards in the Row stack and chooses one to play. Put the rest face down on
the bottom of the deck. If there is no Row stack, resolve the top card off the Navigation deck. Resolve the Navigation card in the following
order:
• Birds – If there is a bird on the card, place a bird marker near the Navigation deck. If there is an exed out bird on the card,
remove a bird. When a fourth bird would be placed, rescue is immediate and the game ends. Do not resolve anything further
except to count up victory points.
• Overboard – The named character will fall overboard, and any character but Frenchy who is thrown overboard will suffer one
wound unless they have a life preserver or has one thrown to them. If the bucket of chum is played or is face up in front of an
overboard player, all overboard characters receive an additional wound. Any character thrown overboard loses all face up
cards in front of him or her. Any unconscious character thrown overboard is dead unless they have a life preserver. Overboard
characters are then returned to the boat.
• Thirst – You can become thirsty if: You rowed and there is an oar icon on the Navigation card, you fought and the fight icon
appears on the Navigation card, or if your name appears under “Thirsty” on the Navigation card. For each thirst you
experience, you must spend a water card or suffer a wound.
• Place the Navigation card at the bottom of the deck and start a new turn.
Unconsciousness
If your number of wounds equals your size, you are unconscious. You cannot draw or play cards or take actions. People can trade places
with you or mug you, but you cannot fight back, and you cannot participate in a fight. Other players can play their cards for you. If you go
overboard, you die unless you already have a face up life preserver in front of you.
Death
If your wound total exceeds your size, you die. As long as you are on the boat, you are treated as unconscious. You still collect points as
normal at the end of the game. If you are thrown overboard, remove your placeholder and all of your cards from the game.

Lifeboat turn order:


• Quartermaster
• Actions
• Navigation
Quartermaster
The conscious/alive Character closest to the Provisions deck draws as many Provisions cards as there are conscious/alive characters,
selects one, and passes them to the next conscious/alive character.
Actions – choose one
• Do nothing
• Row – Draw two navigation cards and for each card, place it on the Navigation stack, or at the bottom of the Navigation deck.
Place a Row marker on the character’s place holder.
• Change Seats – Trade places with another character. If he/she refuses, there is a fight. If you change seats and that character has not
gone yet, they go now.
• Mug Somebody – Take a face up Provision card from another character, or one randomly from their hand. If they refuse, there is a
fight. The kid can mug hidden cards without a fight.
• Take a special action – Take an action allowed by a Provisions card.
Fighting
Place the attacker’s placeholder slightly up out of line with the other placeholders. Place the defender’s place holder slightly down.
Any live and conscious characters can join the defender or the attack by moving their cards. Compare the total size of both sides. The
side with the higher total size wins. Defenders win ties. Each character on the losing side takes one wound. If the attacker wins, that
character successfully changes seats with or mugs the other player. Every character that participated places a Fight marker on their
placeholder.

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