Robinson Crusoe: Adventures on the Cursed Island

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

Overview

Robinson Crusoe: Adventures on the Cursed Island is a cooperative adventure game designed by Ignacy Trzewiczek. Players take on the roles of shipwreck survivors (Cook, Carpenter, Explorer, or Soldier) stranded on a cursed island. Working together, they must gather resources, build shelter, explore the island, fight wild beasts, and complete scenario-specific objectives within a limited number of rounds. All players win or lose together.

Components

Setup

  1. Place the game board and set tile #8 (beach) as the starting camp location.
  2. Each player randomly selects a character card and places wound markers on their life track.
  3. Set morale to the starting level.
  4. Shuffle and prepare Event, Adventure, and Mystery card decks based on the chosen scenario.
  5. Select 2 of 8 starting items randomly and place them face up.
  6. Place discovery tokens face-down on the board.
  7. Set the round marker to round 1.
  8. The youngest player takes the first player token.

Turn Structure

Each round follows six phases in order:

  1. Event Phase: Draw the top Event card. If it has a Threat effect, place it in the threat space. If it has an Adventure icon, resolve its immediate effect.
  2. Morale Phase: The first player gains or loses Determination tokens based on the morale track.
  3. Production Phase: Gain resources (food, wood) produced by the current camp tile and any built improvements.
  4. Action Phase: All players plan and then resolve their actions (see Actions below).
  5. Weather Phase: Roll weather dice indicated by the scenario for the current round. Resolve rain/winter (lose food/wood unless protected by roof), hungry animals (lose food, palisade damage, or fight beast), and snow effects.
  6. Night Phase: Each player must eat 1 food (or take 2 wounds). Discard perishable items. Move camp if desired.

Actions

During the Action Phase, each player has 2 action pawns to assign. Available actions:

Threat Action: Assign 1-2 pawns to address a Threat card before its consequences trigger.

Hunting: Assign exactly 2 pawns. Draw a Beast card and fight it. Compare weapon level to beast strength; deficit = wounds. Gain food and fur on success.

Building: Assign 1-2 pawns. Build shelter improvements (roof, palisade, weapon level increase) or craft inventions.

Gathering Resources: Assign 1-2 pawns. Collect resources from an explored adjacent tile.

Exploration: Assign 1-2 pawns. Reveal a new island tile adjacent to explored territory. Gain discovery tokens.

Arranging Camp: Assign 1 pawn. Gain Determination tokens and/or increase morale.

Rest: Assign 1 pawn. Heal 1 wound.

Key Rule: Using 2 pawns guarantees success (no dice roll). Using 1 pawn requires rolling action dice, risking failure, wounds, or triggering adventure cards.

Scoring / Victory Conditions

Win: Complete the scenario objective within the designated number of rounds while keeping all characters alive.

Lose: Any character dies (wounds exceed their life track), OR the final round ends without completing the scenario objective.

This is fully cooperative; all players win or lose together.

Special Rules & Edge Cases

Player Reference

Character Special Ability
Cook Can convert raw resources to food more efficiently
Carpenter Building bonuses; unique inventions
Explorer Exploration bonuses; unique inventions
Soldier Combat bonuses; weapon improvements

Action risk: 2 pawns = guaranteed success, 1 pawn = roll dice (success/wound/adventure).

Night: Each player eats 1 food or takes 2 wounds.

Win: Complete scenario objective before time runs out, with all characters alive.