You've been shipwrecked on a deserted isle. Do you have the wits to survive until a rescue ship arrives? To make it, you'll need to build a camp and explore the interior to reach the summit. From there, you will scan the horizon for sign of a nearby ship. Only then will you be able to make a signal and get rescued! If you are rescued, your tale will be told around the world — but only if you have the best tale to tell! Of course, if you are not rescued, no one will hear your story...
Náufragos (a.k.a. Castaways) is a competitive collaboration game about four castaways who are stranded on a small island. They must collaborate to improve their shelter, gather food to eat and wood to keep the campfire burning, and figure out how to advance to the interior of the island, as only from the vantage point of the highest spot on the island will they have a view of the vast ocean – and even more importantly, a view of the ship on the horizon that promises rescue! The players must manage their time in order to deliver a signal to this passing vessel – but even if they're all rescued, in the end only one player will win, that being the one who writes the best story at the end of the game, the one who lives and retells the greatest adventure from all the survivors, the one who has collected the most story points.
- abstract strategy appeal
- colorful, appealing presentation mentioned
- For Sale
Mechanics (from transcript analysis)
- Compound Scoring — The score for a line increases with the height/throughput of tiles along that line.
- line_scoring_by_height — The score for a line increases with the height/throughput of tiles along that line.
- Tile Placement — Players plop tiles on a board to form lines.
- tile_placement — Players plop tiles on a board to form lines.
Video topics + discussion points
Quotes (from this video)
- the Temptation may be to make the simplest path possible but there in lies the strategy of foolishness
- it's a really good game you can play with a bunch of people and you it's like a light war game but of civilization building war game
- a zombie game a survival horror board game
- the game that most other games taste like if you want a yachi like experience but in a way that's just like got a theme it's lovely to look at
References (from this video)
- Clever solo rules are a masterclass in design.
- Survival elements are well-integrated and not overly complex.
- The doldrums system offers a unique thematic challenge.
- The solo rules' decision-making framework is highly useful.
- Text can be small and hard to read in some sections (mentioned in relation to Ronin, but potentially applicable).
- Solo rules are described as basic compared to 'Solitary Defilement'.
- Survival
- Deserted island
- Mörk Borg
- Pirate Borg
Mechanics (from transcript analysis)
- Afflictions — Characters can suffer from various debilitating afflictions such as starvation, dehydration, chills, heat stroke, scurvy, infection, poisoning, bleeding, cabin fever, and sunburn.
- Doldrums system — Instead of standard Mörk Borg miseries, Castaway has a doldrums system that can cause characters to become depressed and succumb to island life.
- Escape plan — Players must develop and work towards an escape plan or rescue plan.
- fatigue system — A fatigue system is in place, and characters can become completely fatigued, rendering them useless until they can rest.
- Solo rules — Includes specific solo rules called 'Stranded' with a focus on decision-making, plotting risks and rewards, and determining consequences and rewards.
- Survival — The core of the game involves survival elements like managing afflictions (starvation, dehydration, infection, etc.), maintaining a camp, hunting, gathering, and crafting.
- weather — Awareness of weather is necessary, as incremental weather changes can make survival very difficult.
Video topics + discussion points
Quotes (from this video)
- I think I prefer Cast Away especially because of its really clever solo rules.
- there is actually one page in the solo rules that is kind of a master class in how to design solo rules for a solo RPG
- this page right here is one of the most useful and succinct Pages I've ever seen in a Solo RPG I love this so much
- some of the text in this book is really really tiny minuscule and it's kind of italicized and not bold so some of the things in this book are really hard to read
- I wish that the text was a little bigger and more readable in the main book and I wish that the solo rules were just a little bit more robust but this is something that we can easily add to so that doesn't bother me too much the small and hard to read text in the book is something I'm a little more concerned with