House Rules

Many of these house rules haven’t been thoroughly playtested like the game itself, however, that doesn’t mean they’re not fun. If you have a House Rule of your own, you can submit one here.


+ Forest Floor

Forage cards should be spread out all over the table like leaves on a forest floor. Everyone can easily Forage at the same time, rather than pull from a shuffled deck.

  • Submitted by Dean L.

+ Zombie Mode

After a player dies, when any bone pile is found, the most recently dead player resurrects with a hunger for flesh. Zombie players are immune to weather events and madness, get one free forage card per day, cannot heal themselves with plant-based foods, cannot use any craft items, and they must give any non-meat cards to living players. Just before dawn (and after the Madness phase), Zombie players each choose an unsheltered player to attack. This person loses 1 Heart per attacker, but can use a single weapon to defend against multiple zombies (after all attacks it will break, if it is not reusable). Any player killed by a zombie becomes a zombie. Zombies win when all players are either dead or zombies themselves.

  • Submitted by David C.

+ Basket Burning

If you find yourself with no Wood, and want to build a fire, you can sacrifice a Basket in lieu of a Wood card.

  • Submitted by David C.

+ Fibrous Fire

Players can use a Fiber card for a chance to build a Fire. When a Fiber card is discarded for this event, the Fire Token is flipped. If the Fire Token shows a fire, than you were able to light a fire, otherwise, it was ineffective.

  • Submitted by Nathan L.

+ Donner Party

If a player dies, the rest of the players may divide their Heart tokens among themselves. However, if the living players happen to find 4 Bone Pile cards, the dead players automatically rise and take back their own hearts plus 1 further Heart token from every player who ate them. Works best with longer games (20+ Nights)

  • Submitted by David C.

+ Flight of the Phoenix

Same as normal rules, except there is no Rescue card, as the objective is to build a plane from the old plane's parts. This requires 4 Fiber, 4 Stone, 4 Wood, and 4 bone piles to be stockpiled. Cycle through the Night deck until everyone is dead or the plane is built.

  • Submitted by David C.

+ 2-Player Variant

For 2 players, each has 9 hearts instead of 6. Difficulty remains the same. Quite challenging even with 8 night cards.

  • Submitted by Chauncey M.

+ Competitive Play

In competitive play, each player is trying to out live one another. Only 1 player can be rescued from Ravine in this version. Before starting, remove all Wreckage cards and place in the box, they're not needed.

Just like in normal play, you can use a crafted weapons to defend or attack another player. You may attack someone whenever you'd like. Share resources when you feel it's necessary to survive. You may need to do so to build a Fire or help someone you've formed an alliance with.

Circulate through all the Night cards until there is only 1 person left.

+ It's a trap!

When four bone pile cards are in play, the players may make a trap from the bones. In the event of an animal attack the bone cards are thrown in the air. If more than half land face up, the trap is successful and the animal attack is thwarted.

  • Submitted by Jimmy B.

+ Stone Age

Stone can be thrown at any animal or human. To apply this House Rule take a Stone you found while Foraging and flip the card in the air. If it lands with the Stone facing up, you successfully hit the target. If the back of the card (green side) is up, you completely missed the target, and lose your stone Forge card and any original damage is applied. You may also not use a spear after using the Stone unsuccessfully.

  • Submitted by Ethan

+ Spoilage

Any dead animal found during Foraging must be discarded after 2 nights due to the meat rotting.

  • Submitted by Hannah R.

+ Give Blood

When a player dies, living players may choose to flip Hearts to revive the deceased. A minimum of 3 Hearts are needed to revive a player.

  • Submitted by Chris D.

+ Fishing Rod

1 Wood, 1 Fiber, and 1 Grub may be discarded for 3 Hearts (the equivalent of 1 Trout card).

  • Submitted by Chris D.

+ Early Rescue

If you uncover The Rescue card early, you must have a flare gun or fire lit in order to be saved. Otherwise, The Rescue card goes to the bottom of the Night deck.

  • Submitted by Ray J.

+ Trader

A Non-Player (Below 5 Players) Can start off with the Remaining 6 Heart Tokens and use them to trade with Players during the "Prepare Cycle" and The trader can offer whatever they want for a token via Forge Cards OR Heart Tokens and the Items they Receive can ALSO be used to trade amongst players for an agreed Valu

  • Submitted by A.J HERNANDEZ

+ No Honor Amongst Thieves

Players are allowed to steal from other players, if at any point a thief gets caught the player that is the victim of the thief may defend their belonging with a spear or weapon. The thief loses one heart as long as the player defends with a weapon.

If a thief is caught but the player doesn’t have a weapon then the thief doesn’t lose a heart but now no long have the trust of the group.

  • Submitted by Richard T. JR.

+ Huge Basket

Baskets double carrying capacity, but foraging on your final heart will result in death. Any amount of hearts may be foraged.

  • Submitted by Richard T. JR.

+ Bone Madness

When any player draws a bone card they also draw a madness card.

  • Submitted by Ryan Duffin

+ Lean To Shelter

4 Stone and 3 Wood create a lean-to shelter for up to 2 people.

  • Submitted by Kathy Swenson

+ Signal Fire

Walk to the beach to light a signal fire. During the forage phase spend 3 hearts and 1 wood to discard the top night card without previewing. Continue to play each as phase normal. Must have at least 4 heart to use.

  • Submitted by Paul Geary

+ BBQ

When a fire is currently lit, any meat cards available for use, may be cooked to restore 1 extra heart.

  • Submitted by Rowan Ramsey

+ Nothing Goes To Waste

When a player dies, they may be eaten by another player, who gains 2 hearts (3 hearts if a fire is lit the night the player dies). The consuming player must in consequence draw 2 madness cards, and the consumed player is no longer eligible for resurrection through bone piles.

  • Submitted by Jack L.

+ Night Forage

If the night card has no repercussions you may forage. It costs 2 hearts to forage at night. If you get something that says you lose hearts, you lose none and get to draw another forage card

  • Submitted by Jasper L.

+ Crate

Same as normal rules except you can build a crate from 6 wood to protect all collected items. The Crate can only be destroyed by The Mountain. When it gets destroyed, the items just "spill out" of the crate (you don't lose the items).

  • Submitted by Jasper L.

+ Flint Stones

If you do not have wood for a fire, player may throw up two stone cards to try and start a fire. If both land face up, the players are successful and the fire is started.

  • Submitted by Justin Hierholzer

+ Competitive Play: Death Seeker

One player is chosen secretly to be the death seeker. While living, they cannot reveal their identity to anyone. They win if everyone at the table dies before rescue, or if they are the last one alive. The entire group has a choice throughout the game. They may continue the game as usual, or they may hold votes before drawing a night card about who they think is the death seeker.

There are two types of votes, execution or intervention.

Execution vote: The player most voted is dead, guilty or innocent. Should this vote ever be used, the rest of the party must have two players living to win the game. A good way to get rid of that thorn-in-your-side death seeker, or alternatively, that player who keeps accusing you and messing up your plans.

Intervention vote: Two heart tokens are randomly flipped, one publicly, one in secret by the person voted most likely to be death seeker (now called the accused). Pubic flip: If the heart is full, no effect. If empty, the main accuser (chosen by the accused) must draw a madness card. The effect on the accused is determined by the position of both hearts.

If they are both full, the accused (innocent or death seeker), must now give someone a hug or genuine compliment. If they were the death seeker, they're no longer a death seeker. If they were innocent, no effect.

If one is full, and one is empty, there's no effect on the accused, innocent or death seeker. They remain whatever they were before the intervention. If they really want to give a hug or compliment, though, they still can!

If both are empty, wow, you're really pissed off. The player is now a death seeker, regardless of their previous status.

Dead players are allowed to call a vote and vote in it-- so long as they aren't dead because they were executed. Executed players have no voting rights, though they can still loudly suggest a vote as much as they want.

If either vote is called and a majority is not reached, a random heart token is flipped. Heart full: no effect. Heart empty: Everyone loses a forage or heart due to the stress.

Final consideration: If the death seeker is the last one alive, and no execution vote was ever used, technically, everyone at the table wins. The death seeker might be called a jerk, but hey! Someone survived, and all's well that ends well, right?

  • Submitted by Madi X

** Have a suggestion for competive play? Shoot us a message.