Trailhead Instructions
User Manual: Pdf
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Page Count: 16

HOW TO PLAY
TRAILHEAD

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

BATTLESHIP MTN
HARD
GAME PIECES
13 MAP TILES & 1 TRAILHEAD TILE
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!
TRAILHEAD
TRAILHEADTRAILHEAD
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MAP TILES
Each has 3 symbols that represent different
items you can collect.
DICE
3 TRAILHEAD DICE
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!

27 GREEN & 9 GOLD CARDS
SURVIVAL CARDS
Trade in your compasses for
survival cards that give you
special abilities.
Green cards are cheaper and
only last for a single turn
SURVIVAL
SURVIVAL
SINGLE USE
SURVIVAL
SURVIVAL
EVERY TURN
STOP
AGGRO
Choose a player to
skip their next turn
HELD IN PLACE
3x
Gold cards cost more,
but help you on every turn.
Pay only 1 water each turn
while on 3-water map tiles
4x
WATER SAVER
5 COUNTER CARDS & 15 SLIDER CLIPS
COUNTER CARDS
Use the sliders to keep
track of trail markers,
compasses, and water as
you collect and spend
them.
0
1
2
3
4
5
6
7
8
9
1
0
1
1
1
2
0
1
2
3
4
5
6
0
1
2
3
4
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!
Find the trailhead tile and
put it on one end of the table.
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.
Turn the map tile farthest from the trailhead
face-up. This is the starting tile for all players.
Place each player’s game piece on the
starting map tile.
4
5
3
Trail length: 6 - 8 map tiles
TRAILHEAD
2
1
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BATTLESHIP MTN
HARD

Deal out counter cards with 3 sliders each
to every player. Set the sliders to 0 Trail
Markers, 0 Compasses, and 8 Waters:
0 COMPASSES
0 TRAIL
MARKERS
8 WATERS
0
1
2
3
4
5
6
7
8
9
1
0
1
1
1
2
0
1
2
3
4
5
6
0
1
2
3
4
5
6
Shuffle the green and gold decks of survival
cards separately and place them on the table.
Draw two cards from the green deck and place
them face-up on the table.
Pick the first player by rolling the dice. The
player who rolls the most trail markers takes
the first turn.
Draw one card from the gold deck and place it
face-up on the table.
7
8
9
6
SURVIVAL
SURVIVAL
SINGLE
STOP
AGGR
O
Choose a player to
skip their next turn
HELD IN PLACE
3x
SURVIVAL
SURVIVAL
EVERY
Pay only 1 water each turn
while on 3-water map tiles
4x
WATER SAVER
POWER-
UP
Turn all dice for this
turn into waters
WATER FILTER
1x

RULES OF THE GAME
SEQUENCE OF A TURN
1. ROLLING THE DICE
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.
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.
Rolling the dice is how you collect items to move
forward in the game. Each side of the dice
represents 1 item.
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.
WATER COMPASS TRAIL
MARKER
At the end of your turn you can have no more than:
12 water drops, 5 trail markers, and 6 compasses.

MOVING BETWEEN MAP TILES
It costs 3 trail markers to move 1 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.
There is one wildcard. The first
player to reach it gets to set the
difficulty from 1 to 3 water drops.
LOST DUTCHMAN’S MINE
1-3
WILDCARD
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.
Subtract 3 trail markers
from your supply when
you move a space.
HARD
BATTLESHIP MTN
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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.

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.
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.
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.
You can have a max of:
2 green cards and 1 gold
card at the end of your turn.
STOP
AGGR
O
Choose a player to
skip their next turn
HELD IN PLACE
3x
Pay only 1 water each turn
while on 3-water map tiles
4x
WATER SAVER
POWER-
UP
Turn all dice for this
turn into waters
WATER FILTER
1x
The number of compasses
needed to buy a survival
card is shown on the top left.
POWER-
UP
Turn all dice for this
turn into waters
WATER FILTER
1x

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.
Example:
If you end your turn
here you pay 2 water
drops from your supply.
BOULDER CANYONBOULDER CANYON
LA BARGE CANYON
MODERATE

TAKING A TURN
LET’S LOOK AT AN EXAMPLE
Sue rolls three dice to start her turn and gets
1 trail marker, 1 compass, and 1 water drop.
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.
BATTLESHIP MTN
HARD
STEP ONE: ROLL THE DICE
But Sue needs water badly, so she keeps the
water drop and rolls the other 2 dice again.
Dang, no luck! Sue has one more chance to
get water. She rolls two dice again:
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.
1
ROLL 1:
ROLL 2:
ROLL 3:
S

WAVE CAVE
EASY
STEP TWO: TAKE ACTIONS
STEP THREE: PAY WATER
Sue takes another look at her supplies:
She has enough trail markers to move, so
she decides to venture to the next map tile:
It costs 3 trail markers to move forward one
space, so Sue moves the slider on her
counter card back to 0 trail markers.
Sue ends her turn on easy terrain, so she pays
1 water from her supplies back into the pool.
BATTLESHIP MTN
BATTLESHIP MTN
TRAILHEADTRAILHEAD
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S
S
2
3
Sue moves to an
unexplored map tile…
and flips the tile to
reveal its difficulty.
Yes! Easy terrain!
HARD
HARD
0
1
2
3
4
5
6
7
8
9
1
0
1
1
1
2
0
1
2
3
4
5
6
0
1
2
3
4
5
6
3 TRAIL
MARKERS
1 COMPASS
4 WATERS

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
COLLECT THE LEGENDARY LOST DUTCHMAN’S GOLD
Create a forking trail in which players must choose
a path back to the trailhead:
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.
TRAILHEAD
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BATTLESHIP MTN
HARD
TRAILHEAD
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LOST DUTCHMAN’S MINE
1-3
WILDCARD
TRAILHEADTRAILHEAD
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TRAILHEADTRAILHEAD
TRAILHEADTRAILHEAD

ACTIONS QUICK REFERENCE
MOVING BETWEEN MAP TILES
BUYING AND USING SURVIVAL CARDS
It costs 3 trail markers to move between map tiles.
If you have more than 5 trail markers, you’re forced
to move.
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.
A TURN HAS 3 STEPS:
ROLL THE DICE
TAKE ACTIONS
PAY WATER
3
2
1
RULES CHEATSHEET

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!
BORN IN THE WILD
Copyright © Two Moles Games