Trailhead Instructions

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HOW TO PLAY

TRAILHE AD

OBJECTIVE
Lost in the wilderness and running low
on water, your goal is to be the first
player to reach the trailhead. Collect
trail markers to move forward, but
watch out—you lose water at the end
of every turn!
As you venture through the wilderness,
you can buy survival cards that give
you a boost, hinder other players, or
alter the trail itself.
Happy trails!

Instructions and videos available at
www.trailheadgame.com

WINNING AND LOSING
YOU WIN WHEN:
You reach the trailhead first, or you’re
the last person left alive.
YOU LOSE WHEN:
You don’t have enough water to pay at
the end of your turn, or another player
reaches the trailhead before you.

GAME PIECES
MAP TILES
13 MAP TILES & 1 TRAILHEAD TILE
HA RD

TRA ILHE AD

TRA ILHE AD

B A T T L E S H IP M T N
TRAIL HEAD

Each map tile is marked with 1 to 3 water drops.
This is the cost of staying on that tile for one turn.
3-water tiles are the hardest terrain!

DICE
3 TRAILHEAD DICE
Each has 3 symbols that represent different
items you can collect.
3 trail markers advance you
1 space toward the trailhead
Compasses can be traded for
Survival Cards
Water keeps you alive…
Don’t run out!

SURVIVAL CARDS
27 GREEN & 9 GOLD CARDS

S U R V IV A L

VAL

SURVI VAL

Trade in your compasses for
survival cards that give you
special abilities.

SINGLE USE
EVERY TURN

AGGRO

3x

STOP
HELD IN PLACE

Green cards are cheaper and
only last for a single turn

Choo se a play er to
skip their next turn

4x

Gold cards cost more,
but help you on every turn.

R

WATER SAVE

tu rn
w at er ea ch
Pa y on ly 1
ti le s
ap
m
er
at
w
w hi le on 3-

COUNTER CARDS
5 COUNTER CARDS & 15 SLIDER CLIPS

2
0 1

11
12

4

2
0 1

9

1

0

3
4
3

3

4

2
0 1

5 6 7 8

5 6

Use the sliders to keep
track of trail markers,
compasses, and water as
you collect and spend
them.

5 6

SETUP
Each player needs to find a game piece to
represent themself in the game. Go outside!
Pick up a pebble or an acorn!

1

2 Find the trailhead tile and
put it on one end of the table.
HAR D

TRAILH EAD

TRAILH EAD
T R A I L H E ADTRAILH EAD
T RA I LH EA
T RA
D I LH EA DTRA ILH EAD
T RA I LH EA D
TRA ILH EAD
TRA ILH EAD
TRA ILH EAD

TRAILH EAD

BA TT LE SH IP MT N

TRAILHE AD

Trail length: 6 - 8 map tiles
3 Shuffle the deck of map tiles. Then,
build a trail by placing them face-down
in a row ending at the trailhead.
For a longer game, use 8 map tiles.
For a shorter game, use 6.
4 Turn the map tile farthest from the trailhead
face-up. This is the starting tile for all players.
5 Place each player’s game piece on the
starting map tile.

6 Deal out counter cards with 3 sliders each
to every player. Set the sliders to 0 Trail
Markers, 0 Compasses, and 8 Waters:

2
0 1

11
12

4

2
0 1

1

0

3
4
3

3

4

2
0 1

5 6 7 8

5 6

0 COMPASSES

8 WATERS

9

0 TRAIL
MARKERS

5 6

7 Shuffle the green and gold decks of survival
cards separately and place them on the table.
8 Draw two cards from the green deck and place
them face-up on the table.
Draw one card from the gold deck and place it
face-up on the table.
AGGR
O

3x

SURV IVAL

SINGLE

9

STOP

POWERUP

1x

SURVI VAL

HELD IN PLACE

WATER FILTER

Choo se a play er to
skip their next turn

Turn all dice for this
turn into waters

4x

S U R V IV AL
WATER SAVER
EVERY

Pay only 1 water each turn
while on 3-water map tiles

Pick the first player by rolling the dice. The
player who rolls the most trail markers takes
the first turn.

RULES OF THE GAME
SEQUENCE OF A TURN
Every turn has 3 steps that must be done in the
following order: roll the dice, take any number of
actions, then pay water from your supply.

1. ROLLING THE DICE
Rolling the dice is how you collect items to move
forward in the game. Each side of the dice
represents 1 item.
WATER

COMPASS

TRAIL
MARKER

You can roll up to 3 times. After each roll, you can
keep the dice you like and re-roll the dice you want
to change.
When you’re either happy with your dice or you’ve
rolled 3 times, your roll is finished. Add the items
indicated on the dice to your supply by taking water
drops from the pool or moving the sliders on your
counter card.
At the end of your turn you can have no more than:
12 water drops, 5 trail markers, and 6 compasses.

2. TAKING ACTIONS
There are 3 kinds of actions: moving between map
tiles, buying survival cards, and using survival cards.
You can take as many actions as you want,
in any order that you want.
MOVING BETWEEN MAP TILES
It costs 3 trail markers to move 1 space.
HA RD

T R A IL H E A D

T R A IL H E A D

BA TT LE SH IP MT N

Subtract 3 trail markers
from your supply when
you move a space.

You don’t have to move every turn, but you’ll be
forced to move if you have more than 5 trail markers.
MORE ABOUT MAP TILES
There are four map tiles of each difficulty in the
deck. Keep the deck of unused map tiles face-down
on the table.
TIP: You can increase the odds of a harder game by
removing 1 or more easy map tiles from the deck
before setting up the trail.
WI LD CA RD

1 -3

LOST DUTCHMAN’S MINE

There is one wildcard. The first
player to reach it gets to set the
difficulty from 1 to 3 water drops.

BUYING SURVIVAL CARDS
Survival cards help you by boosting your abilities,
modifying the trail to your advantage, or hindering
other players.
3 survival cards (2 green and 1 gold) are available
for you to buy using compasses as currency.
POWERUP

The number of compasses
needed to buy a survival
card is shown on the top left.

1x

WATER FILTER
fo r th is
Tu rn al l di ce
er s
at
tu rn in to w

If you don’t like any of the cards available to buy,
you can spend 1 compass to replace both the
available green cards or the single gold card with
cards from the deck.
You can have a max of:
2 green cards and 1 gold
card at the end of your turn.

AGGR
O

3x

1x

POWERUP

4x

STO P
HELD IN PLACE

WATER FILTER

WATER SAVER

Choos e a player to
skip their next turn

Turn all dice for this
turn into waters

Pay only 1 water each turn
while on 3-water map tiles

USING SURVIVAL CARDS
To use a survival card, follow the instructions on the
card. Green cards can stay in your supplies as long
as you want, but they can only be used once.
Discard a green card after you use it.
Gold cards work on every turn. Only discard a gold
card if you want to replace it with another.

When either deck of survival cards is empty, shuffle
the discard pile and start the deck again.

3. PAYING WATER
Pay the number of water drops shown on the map
tile where you end your turn.
MODERATE

AANNYYOONN
C
C
E
R
G
E
R
D
A
L
B
U
O
A
B
L

Example:
If you end your turn
here you pay 2 water
drops from your supply.

TAKING A TURN
LET’S LOOK AT AN EXAMPLE
Sue starts on hard terrain that costs
her 3 water drops each turn.
Sue starts her turn with 2 trail
markers, 2 waters, and 1 compass.
1

HA RD

S
BA TT LE SH IP MT N

STEP ONE: ROLL THE DICE
Sue rolls three dice to start her turn and gets
1 trail marker, 1 compass, and 1 water drop.
ROLL 1:
But Sue needs water badly, so she keeps the
water drop and rolls the other 2 dice again.
ROLL 2:
Dang, no luck! Sue has one more chance to
get water. She rolls two dice again:
ROLL 3:
Nice, another water! She takes 2 water drops
from the pool and moves the slider on her
counter card 1 space on the trail marker side.

2 STEP TWO: TAKE ACTIONS
Sue takes another look at her supplies:
2
0 1

3

5 6 7 8

4 WATERS

3

4

3

4

2
0 1

1 COMPASS

9

1

0

11
12

4

5 6

3 TRAIL
MARKERS

5 6

2
0 1

She has enough trail markers to move, so
she decides to venture to the next map tile:
HA RD

TRA ILHE AD

TRA ILHE AD

S

Sue moves to an
unexplored map tile…

BA TT LE SH IP MT N

EASY

HA RD

S
BA TT LE SH IP MT N

WAV E CA VE

and flips the tile to
reveal its difficulty.
Yes! Easy terrain!

It costs 3 trail markers to move forward one
space, so Sue moves the slider on her
counter card back to 0 trail markers.
3 STEP THREE: PAY WATER
Sue ends her turn on easy terrain, so she pays
1 water from her supplies back into the pool.

GAME VARIATIONS
MANY WAYS TO PLAY
There’s no one right way to play Trailhead! Try one
of the variations below or make up your own.
2 TRAILS ARE BETTER THAN 1
Create a forking trail in which players must choose
a path back to the trailhead:
T R A I L H E AD

TRAILH EAD
T RA I LH EA
T RA
D I LH EA DTRAILH EAD
T RA I LH EA D
TRAILH EAD

TRAILH EAD

HAR D

TRAILH EAD

TRAILH EAD

BA TT LE SH IP MT N
TRA ILH EAD

TRAILH EAD

TRAILH EAD
TRA ILH EAD
T R AI L HE A D
TRAILH EAD
TRAILH EADT RA I LH EA D

TRAILH EAD

TRAILHE AD
TRAILH EAD

COLLECT THE LEGENDARY LOST DUTCHMAN’S GOLD
The Lost Dutchman’s mine is hidden deep within the
mountains, but you’ve found a map! All players start
at the trailhead and must make their way to the
gold mine and back.
T R A I L H E AD

TRAILH EAD
T RA I LH EA
T RA
D I LH EA DTRAILH EAD
T RA I LH EA D
TRAILH EAD

TRAILH EAD
WILD CARD

LOST DUTCHMAN’S MINE

TRAILHE AD

TRA ILH EAD

TRAILH EAD
TRA ILH EAD
T R AI L HE A D
TRAILH EAD
TRAILH EADT RA I LH EA D

1 -3

TRAILH EAD

RULES CHEATSHEET
A TURN HAS 3 STEPS:
1

ROLL THE DICE

2 TAKE ACTIONS
3 PAY WATER

ACTIONS QUICK REFERENCE
MOVING BETWEEN MAP TILES
It costs 3 trail markers to move between map tiles.
If you have more than 5 trail markers, you’re forced
to move.
BUYING AND USING SURVIVAL CARDS
The number of compasses needed to buy a card is
shown on the top left of each card.
Use a card by following the instructions on it,
then place it in the discard pile.

BORN IN THE WILD
Trailhead is inspired by the Superstition
Mountains near Phoenix, Arizona, and is
dedicated to the great outdoors.
This game wouldn’t exist without Chiara,
Lauren, Jay, and dozens of amazing play
testers. Thank you to everyone who
brought it to life!

Copyright © Two Moles Games



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