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Robinson Crusoe: Adventures on the Cursed Island

Shipwrecked on a cursed, deserted island, you must fight off wild animals, food shortages, harsh weather, and disease while building a shelter to survive in this brutally difficult cooperative board game. Each playthrough combines different scenario cards and event decks, creating an unpredictable survival story with no fixed answers.

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👥 1–4 players age 14+⏱️ 60–120 min🎯 weight 4/5
StrategyCo-opThematic & adventure

Rules

Stranded on a cursed island, you must build a shelter, hunt, and complete a scenario goal in this brutally difficult cooperative game. Sending 1 Action pawn to an Action risks a dice roll, while sending 2 guarantees success at the cost of manpower elsewhere. If any character falls, everyone loses immediately.

Edition: 2nd edition (per the official Portal Games English rulebook, revised 2016) · base game + Scenario 1 “Castaways”Checked against one official rulebook · other edition pending

Components

ComponentCountNote
Island tiles11Includes tile 8 where the camp starts; the rest are shuffled face down
Event cards73Stack up in the Threat spaces each round; a pushed-off card triggers its Threat Effect
Adventure cards90 (30 Build, 30 Gather, 30 Explore)Drawn via Event or Mystery card effects
Mystery cards52 (13 trap, 26 treasure, 13 creature)Reveal cards until the needed type appears
Wreckage cards1 of 3 usedStarts on the board from setup, giving an early advantage
Beast cards16Shuffled into the Hunting deck as they are discovered
Invention cards309 default plus 5 random Inventions are buildable from the start
Starting Equipment2 of 8 used (random)Each may be used twice
Character sheets4 (double-sided, male/female)Explorer, Carpenter, Cook, Soldier
Scenario sheets4 (double-sided)Difficulty increases from 1 to 4
Determination tokens20Personal — cannot be traded
Discovery tokens22Gained from successful exploration; usable right away
Wound markers5One per character, moving along that character's Wound track
Action dice9 (3 sets of 3, one set per Build/Gather/Explore)Each set has a Wound, Success, and Adventure die
Weather dice3Rain, Winter, and Hungry Animals
Action pawns8 player pawns + 10 neutral pawns2 per character; the rest come from Items and other sources

Setup

  1. 1Lay out the board and choose a scenario. The rulebook recommends Scenario 1, “Castaways,” for your first game.
  2. 2Each player takes 1 random Character sheet (Explorer, Carpenter, Cook, or Soldier), 2 Action pawns, 1 Wound marker (on the starting space), and that character's personal Invention card.
  3. 3Gather the 9 default Inventions and place them available, then shuffle the rest and draw 5 more to place beside them. Put a black marker on the Shovel to show the beach terrain starts uncovered.
  4. 4Place the morale marker on the “0” space of the Morale track, and the Weapon marker on the “0” space of the Weapon track.
  5. 5Shuffle the Build, Gather, and Explore Adventure decks by color and place the 3 matching Action dice beside each deck.
  6. 6Shuffle the Beast cards and set them aside to later form the Hunting deck (empty at first). Shuffle the Mystery deck as well.
  7. 7Place Island tile 8 in the center space with the Camp token on it, then shuffle and stack the remaining tiles face down.
  8. 8Reveal 2 of the 8 Starting Equipment cards at random, each with 2 use markers. Return the rest to the box.
  9. 9Build the Event deck by drawing half the scenario's round count (rounded up) from both the book-symbol pile and the adventure-symbol pile, then shuffling them together.
  10. 10The youngest player becomes the First Player and takes the First Player token.
Camp tile (8)8Produces this tile's resources every Production Phase
??2 Threat spaces🐾Hunting deck space
Morale track0Starts at “0”
The camp tile anchors 2 fixed Threat spaces and a Hunting deck space on the board, and the morale marker begins at “0.” This is a layout schematic, not the actual board art.

Start with Scenario 1

The rulebook recommends this order directly. Scenario 1, “Castaways,” has fewer special-case rules than the others, making it the best fit for a first game.

A round — 6 phases

  1. 1① Event — Reveal the top Event card, apply its effect, and place it in the right-hand Threat space (any card it pushes off resolves its bottom Threat Effect immediately). Skipped in the first round.
  2. 2② Morale — Depending on the morale marker's position, the First Player gains or loses Determination tokens.
  3. 3③ Production — Gain 1 resource (food or wood) from each matching source on the Island tile holding the camp, available immediately.
  4. 4④ Action — After everyone assigns Action pawns, Actions resolve in fixed order (Threat → Hunt → Build → Gather → Explore → Arrange Camp → Rest). This is the core phase of the game.
  5. 5⑤ Weather — Resolve the Weather dice and any tokens in the Weather space, in order.
  6. 6⑥ Night — Everyone eats, the camp may move, and anyone without a Shelter suffers a wound for sleeping outdoors. Advance the round marker and pass the First Player token.
1Event2Morale3Production4Action5Weather6Night
A round always runs Event → Morale → Production → Action → Weather → Night. Only the Event step is skipped in round 1.

The 7 Actions

ActionPawns neededWhat it does
Threat1–2, as printed on the cardResolve an Event card's Threat benefit and discard it, preventing its Threat Effect
HuntExactly 2Draw a Beast card from the Hunting deck and fight it. Unavailable once the deck is empty
Build1 or 2Raise the Shelter, Roof, Palisade, or Weapon level, or turn an Invention into an Item
Gather1 or 2 (+1 per tile of distance)Collect wood or food from tiles around the camp
Explore1 or 2 (+1 per space of distance)Place a new Island tile on an unexplored space
Arrange Camp1 (up to twice per character)Gain 2 Determination tokens, or +1 morale
Rest1 (up to twice per character)Heal 1 wound (2 if the Bed or Hammock is available)

The same type of Action can be planned multiple times in one round. Each character has only 2 Action pawns and must assign both; neutral pawns from Items or Discovery tokens add more.

1 pawn rolls dice, 2 pawns succeed automatically

Assigning 2 Action pawns to Build, Gather, or Explore results in automatic success, with no dice roll. Assigning only 1 pawn requires rolling that Action's 3 dice (Wound, Success, and Adventure) in its color (brown for Build, gray for Gather, green for Explore).

1???Roll 3 dice22Automatic success
One Action pawn must roll 3 dice (each with 2 possible results), while assigning 2 pawns succeeds without any roll at all.
DieTwo results
Wound die1 wound / nothing happens
Success dieSuccess (resolved) / Failure (not resolved, but gain 2 Determination tokens instead)
Adventure dieDraw 1 Adventure card of that color / nothing happens

This “safe 2 pawns” rule applies only to Build, Gather, and Explore

Hunting always requires exactly 2 pawns no matter what, and combat damage is decided by the gap between the Beast's strength and your Weapon level, not by dice. Sending 2 pawns does not spare you from wounds while hunting — raising the Weapon level is the real safeguard.

Hunting and combat

The Hunt Action requires at least 1 card remaining in the Hunting deck, and the character whose pawn sits on top of the stack resolves the combat. Hunting always counts as a successful Action, regardless of the combat outcome.

  1. 1① Damage — The resolving character suffers wounds equal to the Beast's strength minus the current Weapon level (Treasures or abilities can raise the Weapon level temporarily, for this combat only).
  2. 2② Food and fur — Gain the amounts shown on the card, placed in the Future Resources space.
  3. 3③ Palisade loss — If indicated, lower the Palisade level (if already 0, suffer 1 wound instead).
  4. 4④ Apply any further effects, then discard the card.
Weapon level2
vs
Beast strength3
3 − 2 = 1
Wounds1Wounds equal the gap
A Weapon level of 2 against a strength-3 Beast causes 1 wound, the gap between the two. Food and fur are gained separately, as printed on the card.

The same combat procedure is used not only for hunting, but also for Threat Effects, Adventure or Mystery cards, and the Hungry Animals die during the Weather Phase.

Weather, Shelter, Roof, and Palisade

The Shelter is the only way to avoid wounds from sleeping outdoors, and once built it is never lost (moving the camp only halves the Roof and Palisade levels). The Roof, Palisade, and Weapon levels can only be raised once a Shelter (or natural shelter) exists, and building costs scale with player count.

  1. 1Discard 1 wood for each snow cloud shown. If you cannot, every player suffers 1 wound.
  2. 2Compare the total cloud count to the Roof level. For each cloud beyond the Roof level, discard 1 wood and 1 food. Any shortfall causes 1 wound per missing resource.
  3. 3If the Hungry Animals die does not show a blank, resolve one of: discard 1 food / lower the Palisade level by 1 / fight a strength-3 Beast.
  4. 4If the Storm token is present, lower the Palisade level by 1 last (or suffer 1 wound if it cannot go lower).
Clouds☁☁☁
vs
Roof level1
3 − 1 = 2
Discard the shortfallWoodFoodMissing resources become wounds
With 3 clouds showing and a Roof level of 1, the shortfall of 2 means discarding that much wood and food. Any resources you cannot discard cause wounds instead.

The Roof, Palisade, and Weapon levels apply immediately, in the order they change, even within the same round. If Hunting is planned twice and the first Hunt lowers the Weapon level, the second Hunt uses that already-lowered level.

Morale track and Determination tokens

During the Morale Phase, the First Player checks the morale marker's position. Left of center, they must discard 1–3 Determination tokens; right of center, they gain 1–2 (the rightmost space lets them choose 2 tokens or healing 1 wound instead). At center, nothing happens.

  • Determination tokens belong to the individual who earned them and cannot be given to anyone else.
  • Failing the Success die on a Build, Gather, or Explore roll still grants 2 Determination tokens as a consolation.
  • The Arrange Camp Action also grants 2 Determination tokens (or +1 morale) each time it is used.
  • Determination tokens pay for a character's 4 special abilities (each usable once per round, for its printed cost) and some die re-rolls.
  • If morale is already at its lowest space, it cannot fall further, and no extra wounds result from that.

Ending the game

OutcomeCondition
WinThe scenario goal is achieved within the round limit
Lose — immediatelyAny character's Wound marker reaches the last space (death)
Lose — immediatelyThe Island tile holding the camp (or Shelter) is flipped and becomes inaccessible
Lose — at round's endThe final round ends without the scenario goal being met

If even one character falls, everyone loses together. The moment a character dies, the game ends on the spot regardless of any other condition.

Strategy tips

  • Build the Shelter first. It removes outdoor-sleeping wounds immediately and unlocks the Roof and Palisade starting next round.
  • Hunting is riskier the lower your Weapon level is. Check ahead of time whether an Item or ability can temporarily raise it before combat.
  • A terrain type must be explored before Inventions requiring that symbol can be built. Delaying exploration blocks good Items outright.
  • Using only 1 Action pawn for Build, Gather, or Explore costs little even on failure, since it still grants Determination tokens. Use 2 pawns only when that round's success truly matters.
  • Shortfalls during the Weather Phase must be covered with wood and food, so stockpiling a surplus when you can makes the next storm safer.

Scenarios and player-count variants

There are 4 Scenario sheets, and difficulty rises with each one, so playing them in order is recommended. Each sheet sets its own round count, Weather die assignments, goal, and special rules. Scenario 1, “Castaways,” revolves around building a wood pile across several rounds to light a signal fire and escape; the resources and order required to build it are constrained, so planning matters (see the Scenario sheet for exact figures).

Player countVariant
2 playersAn extra character, Friday, joins (treated as neutral, can never be First Player, unaffected by weather or night)
1 player (solo)Adds the Dog on top of the 2-player rules, plus a morale bonus for playing alone
4 playersThe Arrange Camp space is covered by a dedicated card, limiting each use to either 2 Determination tokens or 1 morale, not both
  • Easier: add the Dog and/or Friday, reveal more Starting Equipment, use more book-symbol (Threat) cards in the Event deck
  • Harder: use less or no Starting Equipment, play without Friday or the Dog, use more adventure-symbol cards in the Event deck

Rules people get wrong

Q. Can 1 Action pawn still succeed at Build, Gather, or Explore?

Yes. You must roll that Action's 3 dice to see whether it succeeds, wounds you, or triggers an Adventure. Assigning 2 pawns succeeds automatically with no roll.

Q. Does sending 2 pawns to Hunt prevent all wounds?

No. Hunting always needs exactly 2 pawns, but combat damage is set by the gap between the Beast's strength and your Weapon level. Your Weapon level decides safety, not your pawn count.

Q. Can Determination tokens be given to another player?

No. Only the player who earned them may use them, and they cannot be traded.

Q. If I build the Shelter and then move camp, do the Roof and Palisade stay the same?

The Shelter itself is never lost, but the Roof and Palisade levels are halved (rounded up). If you only had a natural shelter, moving drops the Roof and Palisade to 0.

Q. What happens when an Event card is pushed out of the Threat space?

Its bottom Threat Effect applies immediately and the card is discarded. A card already resolved via the Threat Action does not trigger this.

Q. What happens if morale is already at its lowest space?

Nothing happens during the Morale check. Morale cannot drop further, and no extra wounds result from it.

Q. Can you still hunt with a Weapon level of 0?

Yes, but you take wounds equal to the full strength of the Beast.

History and editions

ItemDetail
DesignerIgnacy Trzewiczek
First published2012, Portal Games (Poland)
Awards2013 Swiss Gamers Award · 2013 Gra Roku Advanced Game of the Year · 2013 Golden Geek Best Thematic Board Game
This guide followsThe 2016 revised 2nd edition English rulebook
Korean editionBoardpia (now rebranded Dicetree Games) crowdfunded a 1st-edition Korean release (now out of print); a 2nd-edition Korean translation followed in spring 2019
Expansions (including Korean releases)Voyage of the Beagle, Mystery Tales, and others — confirmed only via wiki cross-check; expansion rules are outside this guide's scope

Cross-checked against English Wikipedia and Namuwiki. Details such as a 2022 Collector's Edition announcement come from Namuwiki, not from direct confirmation in the official rulebook.

Sources

Official Portal Games English rulebook, 2nd edition (2016, preserved via Wayback Machine)Wiki cross-check — English Wikipedia: Robinson Crusoe: Adventures on the Cursed IslandWiki cross-check — Namuwiki: Robinson Crusoe (board game, Korean)

Rule summaries are reference content written by us, not quotations from the official rulebook. Always check the official rulebook for exact rules. Diagrams are original schematics, not rulebook illustrations.

Spotted a mistake? Tell us in the comments below →

Last updated 2026-10-11

💡 Master tip

If you greedily send a single worker to handle several tasks, a dice-roll wound or event card can kill you in no time. Send 2 workers on important actions to succeed safely. This is especially true for high-stakes actions like building the shelter, where failure causes major losses — prioritize the safer 2-worker dispatch. Hunting is different: sending 2 workers does not spare you from wounds, so raise your Weapon level first.

Ready for something heavier

If this one has gotten too easy, try these — same feel, one step up in weight.

Tools you can request

Not built yet. Let us know if you want one — it goes on the list.

Per-Scenario Settlement Status Dashboard

Automatically tracks shelter roof/wall levels, food stockpile, and weather die deductions

Wound and Night Camp Guide

Checks for health penalties when food isn't provided

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