Trailhead Instructions
User Manual: Pdf
Open the PDF directly: View PDF
.
Page Count: 16
| Download | |
| Open PDF In Browser | View PDF |
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
Source Exif Data:
File Type : PDF File Type Extension : pdf MIME Type : application/pdf Linearized : No Page Count : 16 PDF Version : 1.4 Producer : Mac OS X 10.13.3 Quartz PDFContext Create Date : 2018:04:10 02:17:23Z Modify Date : 2018:04:10 02:17:23ZEXIF Metadata provided by EXIF.tools