GOAL
Build the largest surviving tribe. Each PEOPLE card is a group within your tribe. At the end, only people with both food and shelter count.
SETUP
Each player begins with one PEOPLE card. The remaining deck is shuffled and placed face down.
YOUR TURN
On your turn, choose one action: Draw, Attack, or Call Reckoning.
- Draw — Take one card from the deck. You may never hold more than 10 cards; if at 10, discard one first.
- Attack — Pass one card to your opponent. They must respond immediately (does not use their turn).
— If the attacking card is BLOOD or DEATH, resolve the event effect.
— Otherwise, the opponent must return a card with a higher number, or any PEOPLE card. If they cannot, they are eliminated. Both cards go to their new owner's hand.
— A card just received in an exchange cannot be used to attack back on the same turn. - Call Reckoning — Only available when the draw deck is empty. Triggers the final scoring.
EVENT CARDS
BLOOD — When used to attack: steal one card blindly from the opponent's hand. If used as a defensive response, it does not activate — it counts only as its card number.
DEATH — When used to attack: the targeted player must immediately discard one PEOPLE card. If they have no PEOPLE card, they are eliminated. If used as a defensive response, it does not activate — it counts only as its card number.
CARD TYPES & SUPPORT
| HUNT | Feeds 1 People group |
| FOOD | Feeds 2 People groups |
| TOOL | Shelters 1 People group |
| CAVE | Shelters 2 People groups |
| CAVE + TOOL | Shelters 3 People groups |
| CAVE + SPIRIT | Shelters 4 People groups |
| CAVE + TOOL + SPIRIT | Shelters 5 People groups |
A card may only be used in one shelter combination.
FINAL RECKONING
When the deck is empty, any player may Call Reckoning on their turn. All hands are revealed. Each People group needs one food slot AND one shelter slot to survive. Unsupported People do not count.
Tiebreakers: (1) Higher total provision capacity (food + shelter). (2) Holds the single lowest-numbered card.