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Robinson Crusoe: Adventures on the Cursed Island» Forums » General

Subject: Help on Volcano Island rss

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Dan Likos
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I'm 0/5 now (4P), I don't know what I'm doing wrong.

In Castaways I play better than 60%, don't think I've lost Cursed Island, and I'm 2/3 playing Jenny. So I'm a decent player on those.

Generally (depending on the Wreckage card) I collect the wreckage with 2 pawns. Build the Dam with 1 pawn and the initial wood (even if wreckage was food crates). Build the Map with 1 pawn, and Explore both directions with 2 pawns each.

With a little luck, I will have 4 food to feed, 67% of the time I will have 3 with the Dam, sometimes I have 1...AND if I don't flip over a natural shelter...3 of my characters are taking 3 wounds a pop + any wound rolls.

From here...I adapt to the game, Exploring at least one new tile per turn, but typically two. I try to hunt every turn as my source of food and hopefully furs to build a shelter and a 1 roof before the weather die starts being cast.

I keep dying to things like morale loss, or food loss.

Sometimes I lose as it becomes impossible to explore the 4th totem. Say the 5th totem tile is buried...and one gets burnt. This is what happened last game.

Can I explore the same totem twice? I've always played that I can't.

How many actions do you guys spend on raising morale? Or getting determination (4P its one or the other - harsh)?



 
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Dan Likos
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Here is my first turn of my third try today.

Wreckage - Lifeboat - 1 or 2 wood
Motivation - No effect
Production - +1 Wood + 1 Food
Actions - Cook x 2 on Wreckage (+2) Wood
- Carpenter x 1 on Dam (-1 Wood)- Roll Success + Wound
- Carpenter x 1 on Map - Roll Success
- Explorer x 2 Exploring NW Tile - Roll Fail + Adventure (Signs of Fire, exhaust a resource when explored)
- Soldier x 2 Exploring SW Tile - Roll Fail + Wound + Adventure (Swamp, -1 Token...exploring here will now cost 4/5 LOL.

Pretty sure I lose. (Two failures exploring cannot happen in this scenario.)

But I will play it out. Luckily one of my starting items is biscuits...so I have 5 food (4 of it non perishable...but I use 3 of them this turn)

Everyone takes a wound open air.

Ready for turn 2?

 
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Dan Likos
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Turn 2

Event - Otters. Good bye only food source.

Commence flipping table.
 
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Dan Likos
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Motivation - No effect
Production - +1 Wood (3 available)
Actions
Build - Soldier x 1 - Spear - Roll, Fail + Adventure (Dangerous Work, reroll plus adventure tokens on building deck)

Explore - Explorer x 2 NW Tile - Roll - Wound + Success + Adventure (Another Signs of fire (great) - no resources on this tile
- Tile 6 - Grassland, Discovery Token (Torch - Ignore Monster while delving) Totem, Another Signs of fire (great) - no resources on this tile

- Carpenter, Cook, Map x 1 Explore SW Tile - Roll, Wound + Success + Adventure (Lost - Execute Night Phase out of camp)
- Tile 2 - Mountains, Shelter, Discovery (Canvas - NO Rain) Totem, Food Production

Arranging - Cook and Carpenter x 1 (both take determiniation)

Rest - Soldier x 1

Weather - No Effect

Night - Three go Hungry, Exp. eats the last of the biscuits. Moving Camp to Mountains, natural shelter. No Health Lost as Lost guys got lost on this tile.

Status - 3 wood, 1 Tarp, 1 Torch, Shovel, Weapon +1, Map, Empty Dam.
Solder - 2 Det, 9 Health
Cook - 2 Det, 10 Health
Explorer - 2 Det, 10 Health
Carpenter - 2 Det, 9 Health

 
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Dan Likos
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Turn 3

Event - Precipice - Turn adjacent tile face down, it becomes unavailable. This cuts off the northern totem. Hopefully the 4th totem isn't the bottom of the tile stack...(Like I'm going to get that far anyhow)

Motivation - No effect

Production - + 1 Food

Actions -
Threat - Cook clears the otters, as there aren't fish on the board, I wanted to save the wounds.

Build
- Cook x 1 for rope - Roll, Success - Reroll token - Reroll, Success. Adventure token - In a hurry - discard or draw 2 discovery at risk of -1 Palisade. Drawing 2 Discovery - (Candle, and another canvas)

- Carpenter x 1 + Hammer and Nails x 1 - Builds Shelter, - 3 Wood -2 Determination.

Explore
- Solder x 2 - West Tile - Roll, Wound, Success, Adventure (Cold Wind, Snow is coming in the future) - Tile - 7 Hills, Wood, Beast, 2 Discovery (Pot for 2 Health, Pot for Motivation (Medicine and Spices?)) Totem
- Explorer x 2 + Map - Delve #1 - Camp Tile - Reveal Compass (+1 Green for Exploring only), Scorpion (-3 Health no cure) Scared away with Torch...and finally Old Clothes - One Winter = One Rain (very timely)

Rest - Carpenter x 1

Weather - No effect

Night - 1 Food. Carpenter Eats (He will take motivation damage next turn)

Shelter moves West.


Status - 2 Canvas, Medicine + Spices (Need Pot), Shovel, Rope, Map, Compass, Old Clothes, Hammer + Nails x 1, Empty Dam, Weapon + 1.
No Food.
No Wood.

Solder - 2 Det, 7 Health
Cook - 2 Det, 8 Health
Explorer - 2 Det, 8 Health
Carpenter - 10 Health



 
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Dan Likos
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Turn 4

Pre Event - Starting tile is to become inaccessible, however, it already is (Precipice).

Event - Wrecked Balloon. Drop Motivation (-3)

Motivation - Carp takes -3 Health.

Production - +1 Wood

Actions -
Build
- Soldier x 1 - Bed - Roll, Wound + Success + Adventure (Hard Work, if possible discard food...none available, yay to having no food!)
- Soldier x 1 - Spear - Roll, Wound + Success.

Gather - Cook x 1 - Food, East - Roll, Success + Adventure (End of Source..it fries next turn anyhow)

Explore
- Explorer x 1, Carpenter x 1, Compass - Tile West of Volcano.
- Tile 5, Mountain. Food, Wood, Discovery (Pot for +2 Weapon..poison?) Totem #4 (one will be inaccessible...still hoping #5 isn't last tile)
- Cook x 1, Carpenter x 1, West of Camp - Roll, Success + Adventure (Remains of a settlement...tough choice......since I built the bed, I shall go for it...) Drawing mystery for 2 Treasures and 1 Trap....Card 1, Ropes +1 Roof or Palisade. Quitting here. Tile 9 - Food, Beast, 3 Discovery ( 2 Food, Indy's Diary, +1 Palisade)

- Explorer + Map - Delve #2, Camp Tile - Roll, Success + Adventure (Old Grave ... discard determination) ..... resolving totem #2 .... Giant Snake...discard all determination...stop drawing. Success!

Weather - Roll, 1 Rain Cloud. - Discarding 1 Tarp.

Night - 3 Food. Carp Starves.

Apply - Ropes +1 Roof, +1 Palisade, Spear.

Status - Pot Items (Medicine, Spices, Poison) Tarp, Indy's Journal, Candle, Shovel, Rope, Map, Bed, Empty Dam, Hammer and Nails x1, Compass, Old Clothes, Shelter (1 Roof, 1 Palisade), Weapon + 4

Soldier - 4 Det, 5 Health
Cook - 2 Det, 8 Health
Explorer - 8 Health
Carpenter - 4 Health

Camp moves to West of Volcano





 
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Dan Likos
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Turn 5

Pre Event - Flip Tiles - No real consequence here, I do lose an unexplored totem...but with precipice there was nothing I could do.

Event - Exhausting Night - Put reroll on the build field...(A non event really, all I have left to build is the Jolly Boat, and have a candle and Hammer/Nails.

Threat Event - Precipice - Tile stays flipped....

Motivation - Soldier discards 3 Det.

Production - +1 Food, +1 Wood

Actions -
Threat - Cook, tracks down the wrecked ballon. Gain Blankets (Ignore Snow x 3)

Hunting - Soldier, Carpenter - Jaguar, Strength 5 (Solder takes 1 Wound) Weapon doesn't degrade. Gain 4 Food, 1 Fur. Lose 2 Health to not having Cure. Soldier takes 2 Wounds. (2 Health) (Good thing his other token is on the Bed)

Explore
- Cook + Compass - Explore Tile NW of Volcano (will burn next turn...if it has totem, I lose) Roll, Wound + Success.
- Tile 1, Grassland, Wood, Beast, 2 Discovery (NO TOTEM!) Discovery tokens are 2 Food, and Treasure (Old Map +1 Det for all)
- Explore x 2 + Map, Delve #3 - Roll, Success + Adventure (Tiger, I choose to shuffle in the deck as my weapon meets its strength, and may gain food out of the deal)
Delve #3 - Backpack, Poison (discarding Indy's Journal), Hammock, Bottle of Wine. (SO LUCKY!)

Rest w/Bed - Both Carp and Soldier.

Weather - Roll, 1 Rain - 1 Roof. No effect.

Night - 7 Food. Wish I could save some.
- Soldier drinks down the wine.

Camp Does not move.

Status - Pot Items (Medicine, Spices, Poison) Candle, Hammer and Nails, Compass, Old Clothes, Hammock, Backpack, Blankets, Shovel, Rope, Map, Bed, Weapon + 4, Shelter (1 Roof, 1 Palisade)

1 Fur
1 Wood

Soldier - 1 Det, 6 Health
Cook - 2 Det, 7 Health
Explorer, 8 Health
Carpenter, 7 Health


Feeling Good at this point.


 
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Dan Likos
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Turn 6

Pre Event - Hills and Grassland flip. This is my only hills (not sure if it is the last) so no pot this round (or useless bricks)

Event
- Tiger! 4 Strength - 4 Weapon, Degrade Weapon 1, Gain 2 Food, 1 Fur, Degrade Palisade 1
- Epidemic - Each Player gains 1 Wound. The cost of my Ropes for the roof has finally arrived.
- Landslide (NOOOOOOOOOOOOOO!...this might cost me!) - Move your camp to and adjacent tile.

Motivation - Cook discards 2 Det. and gains 1 wound.

Production - +1 Food (This Gives me 3...and there are still goat discoveries to be made...risking giving up the hunt.)

Actions
Explore
- Explorer x 2 + Compass + Map - Explore the Western most tile (the safe one) it has an ash marker on it from turn 2 otters. Turn 1 was so bad, I didn't have any worthless tiles to put them on, so I put them way out here...either way, 4 tokens doesn't require a roll.
- Tile 3 - River, Food, Beast, 3 Discovery (Pot for Cure, Goat!, Treasure (Protective Amulet) ... crap. Two tiles left, one spot. One totem needed.....
- Carp, Soldier x 2, Cook x 2 Explore North Western Most tile. ( -1 Ash, -1 Scenario, - 1 Distance = 5 for no roll)
- Tile - Totem! Tile #4, Hills, Food, Wood, Totem, Discovery (Wood)

Rest w/Bed - Carpenter

Weather - Roll, 2 Rain Clouds - Discard Tarp and Roof 1, for No effect.

Night - Slaughter Goat - 4 Food.

Move Camp to Western Most Tile.

Status - Pot Items (Medicine, Spices, Poison, Cure) Compass, Old Clothes, Hammer Nails, Hammock, Backpack, Blankets, Protective Amulet, Shovel, Candle, Rope, Map, Bed, Weapon +3, Shelter ( +1 Roof)

3 Fur
2 Wood

Soldier - 2 Det (forgot to apply bed bonus last turn) 5 Health
Cook - 5 Health
Explorer - 1 Det, 7 Health
Carpenter - 2 Det (Bed Bonus last turn + this turn) 8 Health


The last totem is adjacent to camp, all 8 tiles are explored, and I have wood, a candle and hammer/nails for the boat. Just survive the delve, and the night.






 
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Dan Likos
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Turn 7

Pre Event - Good bye Mountain West of the Volcano. All other terrain is available....perhaps I do finally build that Pot.

Event
- Cold Wind - Put Snow Marker in Weather Space - With my Blankets, this scares me very little.
- Disaster (Damn you for typing not scared bit....) - 1 Roof.
Threat Event - -2 Morale...can't get only more depressing around here folks!

Motivation - Explorer discards 1 det, and loses 2 health.

Production - +1 Food

Actions -
Build - Soldier x1, Weapon, Roll, Wound + Success + Adventure (Accident, might be gangrenous ... what are the chances?) Need to reroll.... fail. + 2 Det.

Gather
- Cook x 1, Food south of Camp, roll, Success + Adventure(Fruit, mark belly, possible rest only...this waters down the deck for gangrene at least!)
- Cook x 1, Soldier x 1, Food North of Camp, Ash token, Roll, Success.

Explore
- Explorer x 2, Carpenter x 2, Map. Delve #4 No roll needed.
- Delve #4 - Sharp Blade - 2 Health (F***), Spider Web -1 Health, -1 Health at Night) (Double F****) this counting night it puts him at 1 Health) any more loss of health and GG...Ceremonial Bowl, Hatchet, Bite. (F********************************************) he will die tonight.

I can't win.



 
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Dan Likos
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Well, there you have it.

A live play. I typed as I played....0/6 now. All have been like this. What am I doing wrong?

 
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Robert Kleemann
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I can't give you pointers but I can give you commiseration. We have a fairly experienced eurogaming group of three that have marched through all of the scenarios. Volcano island was by far the most difficult and after half a dozen failures we gave up and added both Friday and the dog. We then eventually beat it.

The single time that we won we were so lucky that we speculated that we could have won without Friday and the dog.
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Nigel Clarke
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I haven't played this scenario yet, I know that you never have enough actions but leaving the morale in the negative? Is arranging the camp not an option? Or using a special ability (explorer?) to raise it?
 
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Brent Allen

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I beat this scenario on the first turn. It did take a bit of luck with the mystery cards but I will let you know my little way of playing every scenario. If the carpenter is in play I place both of his pawns on the arranging the camp area to give him 4 tokens and morale goes up twice. I make everybody else explore. On turn 2 (if the carpenter is the 2nd-4th player) he gets 2 tokens since morale is so high and he then discards 3 tokens to look through 5 inventions and choose 1 hoping to find the raft. If you didn't find the raft, keep getting determination tokens and doing this action until you get the raft. With the final 2 determination tokens I build the shelter paying 2 determination tokens and paying 1 less wood.

This is basically the carpenters job in every scenario. Boost morale, get tokens and build free inventions. From what I found out, the key to this game is camp morale. Keep it high and you will get a bunch of free actions with the different characters. They all have very strong actions.
 
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Nigel Clarke
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brentybrent18 wrote:
I beat this scenario on the first turn. It did take a bit of luck with the mystery cards but I will let you know my little way of playing every scenario. If the carpenter is in play I place both of his pawns on the arranging the camp area to give him 4 tokens and morale goes up twice. I make everybody else explore. On turn 2 (if the carpenter is the 2nd-4th player) he gets 2 tokens since morale is so high and he then discards 3 tokens to look through 5 inventions and choose 1 hoping to find the raft. If you didn't find the raft, keep getting determination tokens and doing this action until you get the raft. With the final 2 determination tokens I build the shelter paying 2 determination tokens and paying 1 less wood.

This is basically the carpenters job in every scenario. Boost morale, get tokens and build free inventions. From what I found out, the key to this game is camp morale. Keep it high and you will get a bunch of free actions with the different characters. They all have very strong actions.


I have always assumed that the carpenter's ability only let's him get an invention into play - it is then available to be built?

Edit here's a thread: http://boardgamegeek.com/thread/1199100/question-about-char-...
 
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Brent Allen

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Nigel, you are correct. I worded my paragraph a little wrong. You would have the raft the next turn if you built it the same turn that you used the determination tokens to find it.
This is a very good way to get powerful invention cards that are needed in each scenario.

If only I would have figured this out on the Castaways scenario to try and find the furnace. ughhh.
 
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Dan Likos
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Also, In a four player game it is 2 motivation OR increase morale, which puts a bit of a damper on this strategy as well.
 
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