Overview
You are a hunter on African safari.
You get points for the trophies you
bring back as well as for accomplishing your secret goal.
Actions
Your cards in hand are of three types (shoot, flee, or camp).
If you run out of cards you die.
Each turn, you'll choose one card to play that will interact with the group
fate card based on player order.
If you are shooting and an animal is attacking,
you'll bag a trophy.
If you are camping, the animal mauls you and you lose 2
cards.
Flee cards let you avoid your personal fate.
Camp cards let you draw two
cards if you are being visited by natives.
There are one more Fate cards placed face up each turn than players.
In
player order, they draw an action card, play an action card and discard one of
the group fate cards.
The player in the first position has the least control but
the player in the last position
is most likely to have somebody else bag the
trophy before it gets to their turn during resolution.
Each group fate card also
has a special effect that will affect everybody with things like:
Quicksand that
makes everybody discard a card or a
Vine Bridge that gives everybody a chance to
get across and get some extra cards
as well as a chance to fall and discard two
cards.
The game ends when the fate deck runs out or one turn after any hunter
dies.
$14.95 