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2020 · 2-4 players · 60min · weight 2.66 · 15,992 ratings
At a glance — v4 wide
Controlled-vocabulary primitives + 8-axis MDA aesthetic vector. Vocab v2.
Draw three cards face-down, choose one to resolve, pay its cost or suffer consequences; survive the day together.
- [3]event_deck_seeded_threat— “modular scenario decks; each card lists prerequisites — if you can pay you succeed, if not the tribe takes consequences”
- [2]cascading_failure— “5 skulls = team loses; bad cards stack, players have to coordinate without knowing what's in others' hands”
- [2]feeding_pressure— “Night phase: tribe must be fed (one food per member) or take damage”
- [2]communication_constraint— “Cooperative restrictions: limited communication during the simultaneous-draw phase”
- [2]variable_setup_per_game— “modules add new card decks for variant scenarios (woolly mammoth, drought, etc.)”
Archetype fits — v4 deep
How well this game shape maps to mobile archetype templates. Composite is a weighted sum of the 10 fit dimensions.
| Archetype | Composite | LTF | Session | Combo | Arc | Share | 5in | Onboard |
|---|---|---|---|---|---|---|---|---|
| Coop True coop with shared-tribe fail-state, unique hidden-info (each player draws private encounter cards and can't reveal them — a load-bearing communication constraint). Inter-player coordination on resource-feeding is core. Strong coop archetype fit; large board hurts 5-inch legibility. | 5.60 | 7.0 | 7 | 6 | 7 | 3 | 4 | 5 |
| Balatro Scenario_progression + tech_tree_unlock has run-loss-as-progress feel and modular content (real procgen path). But coop mode and 45-60min sessions overshoot Balatro's solo 15-30 frame; combo_scaling is mostly tech-tree additive, not joker-stacking multiplicative. | 5.30 | 7.0 | 6 | 5 | 7 | 3 | 5 | 4 |
| Cozy Coop-or-Solo tier — no cap, scored against tone. But escalating_threat (night spawns) + cascading_failure (tribe death) injects survival pressure that breaks no-fail cozy tone. Mid-low cozy fit. | 4.20 | 5.0 | 4 | 4 | 6 | 3 | 4 | 4 |
| Snap Coop only — no PvP, no factional decks, no lane combat. Snap pillars structurally absent. | 3.50 | 5.0 | 3 | 3 | 5 | 3 | 4 | 3 |
| Wordle 45min coop campaign is wildly past Wordle's 60-90s frame. No daily-puzzle shape, no emoji output. Wrong category. | 3.00 | 5.0 | 1 | 2 | 4 | 2 | 4 | 3 |
Translation candidate
Composite fit_score = bayes×0.30 + wish×0.18 + compress×0.17 + difficulty×0.20 + headroom×0.15.
Hidden-info simultaneous selection and modular deck stories work digitally, but coop card-back memory loses fidelity without physical tactility.
Rules card
Synthesized from sources below. Readiness: ready. Confidence: 0.73.
Readiness
ready (confidence=0.73, rules=0.75, fun=0.70). BGG rank: 233; year: 2020; weight: 2.66; playtime: 60 min
| Source | Quality | Role | Note |
|---|---|---|---|
youtube_transcript | 0.70 | teach-flow | how-to-play transcript |
llm_memory | 0.65 | draft synthesis | sonnet-self-rated-7 |
tabletopia_overview | 0.30 | availability/context | Tabletopia overview; not a rules authority |
Core Loop
A cooperative survival game where 1-4 players are tribes in the Stone Age. Each player has a personal tableau and a deck of "day" cards. Each round, every player simultaneously draws three cards face-down from their personal deck (without looking) and chooses which one to resolve. The cards are encounters: woolly mammoth, river crossing, predator, food source, weather, etc. Each card lists prerequisites — if you can pay (with resources or skills), you succeed and gain rewards; if not, the tribe takes consequences (HP, hunger, lost members).
The team's shared goals: survive several days, gather resources, complete a "cave painting" project (5 puzzle pieces among the team) by collecting specific drawing tiles. Each missed mission card adds a skull; 5 skulls = team loses.
Modules add new card decks for variant scenarios (woolly mammoth, drought, etc.).
Turn Structure and State
- How-to-play transcript is present; useful for teach order and confusing steps.
- BGG description anchor: Paleo is a co-operative adventure game set in the stone age, a game in which players try to keep the human beings in their care alive while completing missions. Sometimes you need a fur, sometimes a tent, but these are all minor quests compared to your long-term goal: Painting a woolly mammoth on the wall so that humans thousands of years later will know that you once existed. (Okay, you just think the mammoth [...]
Win Condition and Arc
Complete the cave-painting goal (collect required drawing pieces) before accumulating 5 skulls. Plays 45-60 min per scenario. Arc is brutal: bad cards stack, players have to coordinate without knowing what's in others' hands.
Decision Primitives
BGG mechanisms: Action / Event, Cooperative Game, Deck, Bag, and Pool Building, Memory, Scenario / Mission / Campaign Game, Simultaneous Action Selection, Variable Set-up
Memory-derived primitives:
- Cooperative parallel-deck card resolution
- Hidden-information card reveal (face-down draw → choose to play)
- Resource gathering (food, wood, hide)
- Skill-check encounter cards
- Modular scenario decks
- Loss condition: 5 skulls = defeat
v4 controlled primitives: event_deck_seeded_threat, cascading_failure, feeding_pressure, variable_setup_per_game, escalating_threat
Top iOS archetype fits: coop 5.6, balatro 5.3, cozy 4.2.
Why It Is Fun
The face-down-draw mechanic injects real chaos. Cooperative decision-making about which encounter to skip vs face is tense.
Friction and Failure Modes
- Treat Sonnet-memory edge rules as draft until confirmed by manual, BGA, or transcript.
Translation and Design Hooks
- Use this card to ask: which primitive carries the fun if theme/licensing is removed?
- For iOS, look for short-session compression, clear state visualization, and a digital-only twist.
- For new tabletop design, look for the tension source and decide whether to preserve or invert it.
Edge Rules and Gotchas
- You draw 3, see them, choose ONE to resolve (the others go to bottom or discard depending on rules).
- Some cards "wait" — if not played this round they return to your deck.
- Tribe members can die; losing your last member loses the game.
- Night phase: tribe must be fed (one food per member) or take damage.
- Cave painting pieces are spread across modules; the active scenarios determine which decks you fold in.
- Specific tools (axe, bow, basket) unlock card branches.
- Cooperative restrictions: limited communication during the simultaneous-draw phase.
Sources Used
[
{
"kind": "youtube_transcript",
"path": "data/youtube_transcripts/300531.txt",
"quality": 0.7,
"note": "how-to-play transcript"
},
{
"kind": "llm_memory",
"path": "data/llm_memory_sonnet/300531.md",
"quality": 0.65,
"note": "sonnet-self-rated-7"
},
{
"kind": "tabletopia_overview",
"path": "data/tabletopia_overviews/300531.md",
"quality": 0.3,
"note": "Tabletopia overview; not a rules authority"
}
]
Sources (3)
Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.