Quick winning principles
- Shelter + roof before exploring far.
- Wounds compound—heal at 2 wounds, not 3.
- Invention: shovel and map before weapons.
- Weather die: build shelter to reduce weather damage.
Ideal strategy
- 1
Invention priority: Shelter → Roof → Shovel → Map → Weapon. Shovel enables faster resource gathering; map enables exploration.
- 2
Wound management: 2 wounds = -1 action; 3 wounds = death risk. Heal at 2 always.
- 3
Weather die mitigation: roof reduces weather damage by 1; without roof, weather can cost 2+ actions per turn.
- 4
Exploration timing: explore only after shelter+roof+shovel—inadequate prep costs 2+ wounds per exploration.
- 5
Resource conversion: wood → shelter → roof → invention pipeline; don't hoard wood past 3.
- 6
Character specialization: Cook reduces food cost; Carpenter builds faster; Explorer explores safer.