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
- 1 game board with action spaces and weather track
- 11 island hex tiles (including starting beach tile #8)
- 4 character cards (Cook, Carpenter, Explorer, Soldier) with unique inventions
- Resource cubes (food, wood)
- 60+ cards across multiple decks: Event, Adventure (Build, Gather, Explore), Mystery, Beast, Invention
- Player pawns and wound markers
- Weather dice
- Action dice (success/wound/adventure)
- Discovery tokens
- Camp markers (shelter, roof, palisade, weapon level)
- Determination tokens
- Morale track marker
- Friday pawn and Dog pawn
- First player token
- Multiple scenario cards
Setup
- Place the game board and set tile #8 (beach) as the starting camp location.
- Each player randomly selects a character card and places wound markers on their life track.
- Set morale to the starting level.
- Shuffle and prepare Event, Adventure, and Mystery card decks based on the chosen scenario.
- Select 2 of 8 starting items randomly and place them face up.
- Place discovery tokens face-down on the board.
- Set the round marker to round 1.
- The youngest player takes the first player token.
Turn Structure
Each round follows six phases in order:
- 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.
- Morale Phase: The first player gains or loses Determination tokens based on the morale track.
- Production Phase: Gain resources (food, wood) produced by the current camp tile and any built improvements.
- Action Phase: All players plan and then resolve their actions (see Actions below).
- 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.
- 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.
- 2 pawns: Guaranteed success.
- 1 pawn: Roll action dice. Possible outcomes: success, wound, or draw an Adventure card.
Gathering Resources: Assign 1-2 pawns. Collect resources from an explored adjacent tile.
- 2 pawns: Guaranteed success.
- 1 pawn: Roll dice (risk of failure, wound, or adventure).
Exploration: Assign 1-2 pawns. Reveal a new island tile adjacent to explored territory. Gain discovery tokens.
- 2 pawns: Guaranteed success.
- 1 pawn: Roll dice.
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
- 2-Player Game: Players gain Friday as an additional helper character with a pawn (limited capabilities).
- Items: Each item can be used only twice during the entire game. Items are shared among all players.
- Determination Tokens: Spent to re-roll dice, gain extra actions, or activate special abilities. Managed by the first player during the Morale Phase.
- Camp Movement: Players may relocate camp during the Night Phase. Moving a built shelter costs half (rounded down) of roof and palisade levels.
- Food Spoilage: Food not protected by certain items or inventions is discarded during the Night Phase.
- Adventure Cards: When drawn, may have immediate effects or delayed consequences that compound over multiple rounds.
- Weather Escalation: Later rounds typically have harsher weather, requiring better preparation (higher roof/palisade).
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.