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LonelyCairn A4 TerrorEdition
LonelyCairn A4 TerrorEdition
LonelyCairn A4 TerrorEdition
LONELY CAIRN
THE FRANKLIN EXPEDITION: 1846 - ?
A SOLITAIRE GAME OF ARCTIC SURVIVAL
GAME DESIGN BY
MIKE HAUGHT
Ah, for just one time I would take the Northwest Passage you will equip your expedition wisely and then sail into danger to find
To find the hand of Franklin reaching for the Beaufort Sea it. If you survive the perils of arctic sailing, and successfully navigate
Tracing one warm line through a land so wild and savage your way through the ice, then fame and glory await you. If not, others
And make a Northwest Passage to the sea will set out to do so, and perhaps encounter a lonely cairn of stones
that will give them clues as to your fate.
Westward from the Davis Strait 'tis there 'twas said to lie
The sea route to the Orient for which so many died
Seeking gold and glory, leaving weathered, broken bones COMPONENTS
And a long-forgotten lonely cairn of stones Lonely Cairn has the following components:
• 27x Supply Cards • 8x Crew Health Tokens
— Stan Rogers, Northwest Passage, 1981
• 36x Encounter Cards • 8x Crew Morale Tokens
Sir John Franklin's expedition left England in 1846 to discover the • 9x Location Cards • 4x Ship's Hull Tokens
Northwest Passage over the top of Canada and to China beyond. • 1x Ship Card • 18x Ice Tokens
They were equipped with two vessels, HMS Erebus and Terror. These
• 1x Ship Token • 1x Cairn Token
old navy boats were sturdy and had sailed freezing waters before in
Antarctica. Now, equipped with things such as iron-reinforced bows, You can find all of these components attached to this document so
steam locomotive engines and a propeller screws, central heating that you can print-and-play Lonely Cairn.
mechanisms, many gallons of lime juice to stave off scurvy, and other
advanced technologies for the period, the ships set sail on their boldest OBJECTIVE OF THE GAME
adventure yet. Lonely Cairn is a solitaire game of arctic endurance set during the
Then, some time after 1848, the ships and crew utterly vanished. Inuit heroic age of polar exploration. You will need to wisely equip your
accounts last place the survivors fighting against all odds in the Arctic expedition with the supplies, map out your route, and then weigh
Circle, often resorting to grisly means to survive just a little longer. anchor. Your expedition will make its way through perilous corridors of
By 1852, all traces of Franklin's men were gone, leaving behind only ice to complete your ultimate objective: the fabled Northwest Passage.
"weathered broken bones", as lyricist Stan Rogers wrote over a century Once you strike out across the ocean, there's no going back. Simply put,
and a half later. the lands you are heading into does not want you there. You will need
Like with Sir John Franklin before you, the goal of your adventure is grit, cunning, and a bit of luck to survive in this inhospitable place. But
none other than the elusive Northwest Passage itself. In Lonely Cairn, fame and fortune await the first to find the Northwest Passage...
- 10 MAR 2021 -
-1- LONELY CAIRN © 2021 SCARY BISCUITS STUDIOS
PERMISSION IS GRANTED TO PRINT AND/OR PHOTOCOPY FOR PERSONAL GAME USE
SETUP
Gather all the components and follow these instructions to set up 4. Prepare the Encounter Deck (see below) and place it on the
your game of Lonely Cairn. table. Leave some space next to it for a discard pile.
5. Place Location Cards in a line, in numerical order starting
Setup Your Game Board
with Location 1.
1. Prepare the Supply Deck (see below) and place it on the
6. Set aside some space for 8 Ice Tokens near the Destination.
table. Leave some space next to it for a discard pile.
7. Place the Ship Token next to the first Location.
2. Place the Ship Card next to the Encounter Deck. Add 8 Crew
Morale Tokens to the Ship Card. Add 8 Crew Health Tokens 8. Set aside some space for your hand of Supply Cards
to the Ship Card. Add 4 Ship Hull Tokens to the Ship Card. 9. Set aside some space for Active Encounters.
3. Set aside some space for the Ice Pool and 10 Ice Tokens.
SUPPLY CARDS ENCOUNTER CARDS
1 SHIP CARD & TOKENS ICE POOL & TOKENS
ICE
ICE
ICE ICE
4 Destination
Ice Pile
2 3
ICE
6
ICE ICE ICE ICE
ICE
ICE ICICEE
Discard Pile Draw Deck Discard Pile Draw Deck ICE ICE
ICE
ICE
ICE
7
SHIP
TOKEN
5 LOCATIONS
- 10 MAR 2021 -
-3- LONELY CAIRN © 2021 SCARY BISCUITS STUDIOS
PERMISSION IS GRANTED TO PRINT AND/OR PHOTOCOPY FOR PERSONAL GAME USE
TURN SEQUENCE
A game of Lonely Cairn is played over a series of turns that are split PLAYING SUPPLY CARDS DURING TURN PHASES:
into four phases:
You can play Supply Cards to use
Preparation Phase — Gather your supplies and prepare to set their game text at any point during
off on the next leg of the journey the phase that they are marked for.
Encounter Phase — Move to the next location and face any For example, if you have Medicine,
encounters located there. you can use its first effect during
the Preparation Phase or you can
Regroup Phase — After resolving all of the location's encounters, hold on to it and use its second
you must decide to stop or continue moving. effect during the Regroup Phase.
Recover Phase — When you can't make any more headway, stop, Once played, discard the supply card.
rest your crew and start a new turn. SPENDING SUPPLY:
Not PREPARATION PHASE Some Supply cards can be
e!
enhanced by discarding additional supplies. When a Supply card asks you to
At the start of this phase, draw six cards from the Supply Deck and use Supply ( ), you must discard at least that value from other Supply cards
combine these with any still in your hand. Then choose four Supply in your hand, using the Supply Value (upper right corner). You can discard
cards to keep and discard the rest. Finally, add one Ice token to the more than the value, but you must lose at least the value. You cannot use
Destination to represent the passageway closing up with ice. the Supply Card's game text if you cannot spend the required supply value.
Not
e! Start of Turn Add one Ice token to the Destination
Choose four (4) cards to make up at the end of the Preparation Phase. RE-SHUFFLE EXHAUSTED DECKS:
Draw Supply six your hand for the turn. Discard the rest.
(6) cards and Note: If a 9th Ice token would need When the Supply and Encounter Decks are depleted, re-shuffle the discard
Note: If the Supply Deck is exhausted,
combine with to be added to the Destination, you
shuffle discard pile to make a new one piles to make new ones.
your hand immediately lose the game.
!
Note
ENCOUNTER PHASE REGROUP PHASE
First move your ship token to the next adjacent location. Then add Ice After the Encounters have been resolved, check the amount of Ice in
to the Ice Pool equal to the Location's Ice Value, found at the upper the Ice Pool. If that number is 10 or more, your ship is locked in ice
left corner of the card. Next, draw a number of Encounter cards equal and you must proceed to the Recover Phase.
to the Location's Encounter Value, found in the upper right corner of If there is less than 10 Ice in the Ice Pool, you may choose to proceed
the card. Without looking at them, place these face down in front to the next location, and return to the start of the Encounter Phase.
of you. Reveal and then resolve each of these, one at a time, until Or you may decide the risk is too great and halt your progress
they have all been resolved (see Encounters, pg 5). Then move on anyway, in which case you would proceed to the Recover Phase.
to the Regroup Phase.
Draw a number of Encounter cards equal If the total Ice in the pool If the total Ice in the
Add Ice equal to is less than 10, you may
Move Ship to the Location's Ice to the Location's Encounter Value (upper right pool is 10 or more,
corner) and place them face down in a stack. choose to stop or proceed to the you must stop for the
next Location Value (upper left next location, starting a new
corner) This is the Encounter Queue. Resolve these one turn and proceed to the
at a time until the queue is empty. Encounter Phase. Recover Phase
TIP: KNOW WHEN TO PUSH YOUR CREW AND WHEN TO STOP RECOVER PHASE
You will lose the game if more than eight Ice tokens accumulate on the At the start of the Recover Phase, clear all Ice from the Ice Pool and
destination, so that means that if you move one location a turn, you will check if you have won the game. If not, start a new turn and carry on.
run out of time to get to the ninth and final location. So you might want to
try and speed things up by taking a risk and moving forward several times Turn ends. Check victory
in the same turn. On the other hand, you need to keep an eye on the ice Clear all of the conditions. If not fulfilled,
Ice from the continue with a new
and make sure it doesn't build up too quickly and cause significant damage pool turn, starting with the
to your expedition. Preparation Phase
GAME DESIGN BY
MIKE HAUGHT
TURN SEQUENCE WINNING AND LOSING THE GAME
PREPARATION PHASE HOW TO WIN:
• Successfully complete the Recover Phase at the Destination
Players play any Supply cards marked for Preparation Phase
(Note: these can be played at any time in this phase) HOW TO LOSE:
Start of Turn Add one Ice token to the Destination • If the Destination has more than 8 Ice
Choose four (4) cards to make up
Draw Supply six your hand for the turn. Discard the rest. at the end of the Preparation Phase. • If Crew has no more Health tokens
(6) cards and Note: If a 9th Ice token would need • If Crew has no more Morale tokens
Note: If the Supply Deck is exhausted,
combine with to be added to the Destination, you
shuffle discard pile to make a new one • If Ship as no more Hull tokens
your hand immediately lose the game.
Players play any Supply cards marked for Encounter Phase Players play any Supply cards marked for Regroup Phase
(Note: these can be played at any time in this phase) (Note: these can be played at any time in this phase)
Draw a number of Encounter cards equal If the total Ice in the pool If the total Ice in the
Add Ice equal to to the Location's Encounter Value (upper right is less than 10, you may pool is 10 or more,
Move Ship to the Location's Ice corner) and place them face down in a stack. choose to stop or proceed to the you must stop for the
next Location Value (upper left This is the Encounter Queue. Resolve these one next location, starting a new turn and proceed to the
corner) at a time until the queue is empty. Encounter Phase. Recover Phase
RECOVER PHASE
GAME SETUP
SUPPLY CARDS ENCOUNTER CARDS Players play any Supply cards marked for Recover Phase
SHIP CARD & TOKENS ICE POOL & TOKENS (Note: these can be played at any time in this phase)
Destination
Ice Pile
ICE
ICE
ICE
ICE
ICE
ICE ICE
ICE ICE ICE Turn ends. Check victory
ICICEE
Discard Pile Draw Deck Discard Pile Draw Deck
ICE
ICE ICE
ICE Clear all of the conditions. If not fulfilled,
ICE
ICE
LONELY CAIRN
THE FRANKLIN EXPEDITION: 1846 - ?
A SOLITAIRE GAME OF ARCTIC SURVIVAL BY MIKE HAUGHT
LONELY CAIRN
THE FRANKLIN EXPEDITION: 1846 - ?
A SOLITAIRE GAME OF ARCTIC SURVIVAL BY MIKE HAUGHT
- 10 MAR 2021 -
- 19 - LONELY CAIRN © 2021 SCARY BISCUITS STUDIOS
PERMISSION IS GRANTED TO PRINT AND/OR PHOTOCOPY FOR PERSONAL GAME USE
SCARY BISCUITS STUDIOS PRESENTS:
LONELY CAIRN
THE FRANKLIN EXPEDITION: 1846 - ?
A SOLITAIRE GAME OF ARCTIC SURVIVAL BY MIKE HAUGHT