Laborigines

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Laborigines are strange creatures born as by-products of mysterious scientific experiments, struggling to survive and escape a laboratory full of dangers. Players model their laborigine from plasticine, then move around a circular board of trap tiles, managing energy tokens to be the last one standing. The game combines memory, tactics, and luck as players try to remember trap locations while navigating encounters with other laborigines and the dangerous Moa creature.

Components

Setup

  1. Arrange trap tiles randomly in a circle on the board.
  2. Place Moa on a random, unoccupied tile.
  3. Shuffle disease cards and place them face-down in the middle.
  4. Each player takes a stand, plasticine, and 20 energy tokens of one colour.
  5. Each player shapes their laborigine from plasticine and places it on a random tile.
  6. Players vote on the nicest laborigine. That laborigine receives the immunity flag and goes first. (If no consensus, the laborigine made by the heaviest player is “nicest.”)

Turn Structure

Each player’s turn has 4 phases:

Phase 1: Dice Roll

Phase 2: Disease Manifestations

Phase 3: Movement

Phase 4: Triggering Traps

Actions

Encounters

Spending Energy

Energy tokens are spent alternately: first token goes on the tile the laborigine occupies, second leaves the game, third goes on the tile, fourth leaves, and so on.

Transferring Energy

When energy transfers between laborigines, the colour of transferred tokens is chosen by the player currently taking their turn.

Manipulation

Any player may spend 3 energy tokens (matching the moving laborigine’s colour) to determine the direction of that laborigine’s movement. Must be declared before Phase 3b. If multiple players want to manipulate, the nearest player clockwise has priority.

Scoring / Victory Conditions

The last surviving laborigine wins the game. A laborigine is eliminated when it loses its last energy token, immediately leaving the game. All energy tokens of that colour are removed from the game entirely (including tokens held by other players or on the board).

Once the first laborigine is eliminated, the immunity flag is permanently removed from the game.

Special Rules & Edge Cases

Immunity Flag

Diseases

Trap Effects

Trap Effect
Footprint Continue moving (re-enter Phase 3b)
Disease Contract a disease; draw new disease card
Charity Give 3 energy tokens to the laborigine with the smallest stockpile
Radiation Spend energy equal to the number of revealed green tiles
Lightning Take a lightning marker; ALL laborigines spend energy equal to their lightning count
Acid Next move: spend 1 energy per tile crossed
Small Explosion Spend 4 energy tokens
Huge Explosion Spend 8 energy tokens
Cure Gain 1 energy token from each other laborigine
Immunity Flag Obtain the immunity flag
Danger Nothing happens (warning: other side is Huge Explosion)
Green Tile Nothing happens

Variations

Player Reference

Turn Phases:

  1. Roll 2 dice; assign one to laborigine, one to Moa; roll of 1 = get flag
  2. Disease manifestations (if infected)
  3. Movement: Moa first (clockwise), then laborigine (your choice of direction)
  4. Collect energy on tile, flip tile, resolve trap

Elimination: Lose last energy token = immediate elimination. All tokens of your colour removed from game.

Energy Flow: