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Paleo

Paleo

#233BGG ↗

2020 · 2-4 players · 60min · weight 2.66 · 15,992 ratings

port: no portdifficulty: Medium
BGGv4 widev4v4 deep5Sources3Rules cardCandidate0.639Deep dive
Bayes
7.31
Users rated
15,992
Owned
29,855
Wishing
6,957

At a glance — v4 wide

Controlled-vocabulary primitives + 8-axis MDA aesthetic vector. Vocab v2.

Core loop (micro)

Draw three cards face-down, choose one to resolve, pay its cost or suffer consequences; survive the day together.

MDA aesthetic vector (0–3)
Sensation
0
Fantasy
1
Narrative
2
Challenge
3
Fellowship
3
Discovery
1
Expression
0
Submission
0
Mechanic-interaction primitives (5)
  • [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.

ArchetypeCompositeLTFSessionComboArcShare5inOnboard
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.
5.607.0767345
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.
5.307.0657354
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.
4.205.0446344
Snap
Coop only — no PvP, no factional decks, no lane combat. Snap pillars structurally absent.
3.505.0335343
Wordle
45min coop campaign is wildly past Wordle's 60-90s frame. No daily-puzzle shape, no emoji output. Wrong category.
3.005.0124243

Translation candidate

Composite fit_score = bayes×0.30 + wish×0.18 + compress×0.17 + difficulty×0.20 + headroom×0.15.

bayes_norm×0.300.521
wish_norm×0.180.709
compress_norm×0.170.500
diff_norm×0.200.600
port_headroom×0.151.000
fit_score (total)0.639= 0.639
Difficulty reasoning

Hidden-info simultaneous selection and modular deck stories work digitally, but coop card-back memory loses fidelity without physical tactility.

Closest loop translation
none yet

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

SourceQualityRoleNote
youtube_transcript0.70teach-flowhow-to-play transcript
llm_memory0.65draft synthesissonnet-self-rated-7
tabletopia_overview0.30availability/contextTabletopia 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.

YouTube transcript0.70LLM memory0.65Tabletopia0.30