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Robinson Crusoe: Escape from Despair Island

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Robinson Crusoe: Escape from Despair Island

Robinson Crusoe: Escape from Despair Island

2020

Designed by Niko Huttu

Published by Old Novel Games

Description

Never any young adventurer's misfortunes, I believe, began sooner, or continued longer than mine. ― Daniel Defoe, Robinson Crusoe Three centuries ago, a singular story perfectly captured the drama of shipwreck and survival, hope and redemption. That story was Robinson Crusoe. Now this timeless tale is brought to life once more in a dynamic card game, but this time you are the one who needs to survive and make it off the island. This ancient tale it s alive again! In 1651 a young man leaves home for an adventure at sea. He is shipwrecked on an island, 40 miles out to sea. He spends the next 28 years on this island, gathering food, resources, and tools, and battling against insurmountable odds to stay alive. He hunts, raises animals, reads the bible, and begins to turn his focus and attention inward. He becomes a man of God, and learns to accept his fate, growing spiritually. He realizes that he has everything he needs to survive and live in peace. Combining themes of hope, strength, and resiliency, this strategic, multi-layered game will test your skills in more ways than one, as you navigate through cannibal attacks, deadly storms, and your own inner turmoil. Robinson Crusoe: Escape from Despair Island is a fast-paced, family-friendly game for 1-4 players, ages 14 and up. Offering a new gameplay experience every time, with vibrant art on 160 cards, push-your-luck mechanics, and the age-old theme of survival and escape, it will leave you wondering if you have what it takes to make it home alive. Game Play The deck is shuffled, and every player is dealt five cards face down. These cards represent the players food supply, with one card being equal to one day's worth of food. The game proceeds in a clockwise direction and includes two phases of play during each player s turn - the exploration phase, and the market phase. During exploration phase the active player draws cards from the deck in order to take one card either food card or some camp cards to their camp. Market phase opens for other players once the active player has chosen what card to take. Pay every turn At the beginning of every turn, a player must discard one food card into the discard pile. This is the cost of playing the game and represents one day's food supply being used up. Exploration turn During exploration turn, players take turns flipping cards to find the resources they need. You can think of each flipped card as a new resource or ability your character has uncovered. A player can flip up to 10 cards. The aim of the exploration phase is to find food and resources and to build the camp and character. Ultimately the goal is to escape from the island. After a maximum of ten cards have been flipped, the active player chooses which card they are going to keep, leaving the remaining cards on the table for the other players to buy. There are two ways to take cards from the drawn cards 1) Harvest food cards i.e cards with a green palm tree symbol on the top left and a food icon on the bottom right. When harvesting, take the indicated amount of food from draw deck and place the food card on the discard pile. 2) Take camp cards such as construction cards with a brown upper left corner symbol on the top left, character cards with a blue upper left corner symbol, or resource cards with upper left corner left green palm tree corner symbol, other than food cards, to your camp if you meet the requirements. The camp can consist of items like a hut, palisade, box or boat, as well as resources such as a rifle, an axe or gunpowder. Character growth and actual character cards are also placed in the camp. When a player builds an item in their camp, the card is placed image side up on the table in front of the player. A player can continue flipping cards until either: a) they have flipped a total of ten cards, in which case the player is forced to decide what card to take, or b) they decide to stop and take some of the flipped cards to their camp, or

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Game data sourced from BoardGameGeek, used under their API terms.