gAme set-Up 1 2 3 4 5 6

RUles
setting A nd Aim oF tHe gA me
An airplane parachutes 2 to 4 players into the middle of Kenya’s savannah, Namibia’s desert, Colombia’s jungle or Alaska’s glaciers and mountains.
Here, they will have to help explorer Fiammetta Cicogna seek out the best routes, on foot or by water, in order to face, and collect, the most animals, making
sure she does not run out of energy, water and health supplies.
The player who best helps Fiammetta through her adventures, gaining the most points, wins the game.
Open the game board and
place it at the centre of the
table. Choose the habitats you
want to play: 2 for 2 players, 3 for
3 players and 4 for 4 players.
Only one player at a time is allowed
for each setting. Each player starts at
the start line, moves along the routes
and ends when he reaches the plane.
He then moves onto another setting
and starts again.
gAme set-Up
1
Animal
Token
Landscape Token
You are now ready for your
adventure!
6
Take the animal cards for your
chosen setting and make a deck
for each habitat. Place them
beside the board.
5
8
+2
56
22
Yrs
Piranha Rosso
Km/h
Red Piranha
33
3,5
9
Cm
Kg
6
Bufalo Cafro
13
35
19
Yrs
4
Km/h
+4
270
907
African Buffalo
Cm
Kg
+2
80
13
Yrs
Caracal
Km/h
Caracal
90
18
3
16
Cm
Kg
Each player
chooses one
Fiammetta explorer
and places her on the
GO! circle of the first
setting he has chosen to
play.
2
Km/h
3
+2
193
28
Yrs
Bald Eagle
110
7
Aquila Testabianca
6
Cm
Kg
Take 1 Energy, 1 Water and
1 Health token of your colour.
They will be used to mark
Fiammetta’s energy, water and
health values. Place the Energy,
Water and Health
tokens at 9 points,
HeAltH
on the score charts
in the centre of the
board. Every player
eneRgY
has his own misurator
line, with numbers in
his own color. This
WAteR
value can never be
exceeded.
Resource
Token
Take the tokens for your chosen setting (discard the remaining, if any) and
divide them face down according to their habitat. On each big round space
on your chosen setting, randomly place the tokens of that country face down,
covering all the numbered circles. The number of the token must be the same as the
one on the space. (Ex. only place a Colombia 4 token on a Columbia 4 circle).
Now turn all the tokens to reveal the animals, resources or landscapes. The
remaining tokens are kept face down, near the board.
4
5
gA me co mpo nents
• 1 game board representing amazing Namibian, Kenyan, Colombian and
Alaskan settings. On every habitat, there are small circles (without a number)
and big circles (with a number, on which the tokens are to be placed). Yellow
and red circles represent severe weather conditions, while blue circles represent possible advantages for the players;
• 140 tokens, 35 for every setting. The front of the tokens bears an animal,
natural resource or landscape. The back of the tokens bears the habitat’s
name and the area’s number, from 1 to 6;
• 72 animal cards;
• 4 Fiammetta Cicogna explorers to be placed in as many card stands;
• 12 resource tokens (4 Energy, 4 Health and 4 Water);
• 1 twelve-sided die.
every turn (therefore she pays 2 water points). In the sea, the water consumption is always of 1 water point.
The cost of the turn must be immediately subtracted on explorer Fiammetta’s
score chart: move the energy and water tokens back by the number of points
used. An explorer Fiammetta with no more energy and/or water and/
or with zero health cannot move. She must restore her strength before she
can move again.
scoRe cHARt and movement eXA mple
plAYing tHe gAme
The game is played in turns, clockwise. The player to last see a wild animal
chooses the habitat where he wants to start playing. He is also the first player
to play. During their turn, players choose one of the following actions: move,
eat or rest.
Every Fiammetta explorer must start from a different setting. However, during
the game, they can explore the same habitat. Each explorer can cover any
route in order to reach a red smoke candle, where an airplane will take them
to the next clockwise setting, to continue their adventure.
The explorer moves along the routes by 1 to 3 spaces trying to meet animals
or natural resources: animals provide energy or points, or help win more animals. Resources provide water, energy or health.
When explorer Fiammetta uses energy and water supplies or gets hurt from
a fight with an animal, she can choose to eat or rest and restore her strength.
In this case, she does not move.
Players can also win animals by challenging their opponents (see Fight). Once
the turn is over, it is the next player’s turn to play (clockwise turn order).
gA me tUR ns
• Move
- Meetings (with an animal or natural resource)
- Fight
• Eat
• Rest
1 - move
Players start their exploration from the Go! space after the airplane has parachuted them. The explorer Fiammetta moves in any direction along the routes
from one space to the other (small ones with no tokens and big ones with tokens). It is possible to move along up to 3 spaces per turn. When explorer
Fiammetta reaches a token with an animal, she must stop. She can continue
moving only if she crosses a natural resource, a landscape token or a small
circle.
For every move, the explorer Fiammetta uses energy and water.
- ENERGY. For every turn of 1 or 2 moves, she uses 1 energy point. For every
turn of 3 moves, she uses 3 energy points;
- WATER. For every turn of 1, 2 or 3 moves, she uses 1 water point. However,
an explorer Fiammetta in Kenya and Namibia pays 1 extra water point for
6
Turn: 2 moves. Cost: 1 energy + 1 water (2 in Kenya and Namibia)
Therefore, each move should be decided according to a strategy based on
the type of animals present on a certain route, taking into account the health,
water and energy status of the explorer Fiammetta.
Players must find the right balance between:
- collecting the most animals to have more points (running the risk of
wasting time, health, water and energy), and
- ending before the others and winning the 7 points awarded to the
first player to end the game.
When the health token is on a red space, the explorer Fiammetta is hurt and
she needs more energy to move. For every turn of up to 2 moves, she pays
2 energy points; for every turn of up to 3 moves, she pays 4 energy points.
As soon as an explorer Fiammetta reaches the smoke candles, the adventure in that setting ends. The explorer Fiammetta is carried by airplane to the
Go! space of the next clockwise setting (even if there is still another explorer
there).
On the airplane her energy, water and health will be restored of 3 points
each. This will happen each time the explorer Fiammetta moves to the next
habitat.
meetings
Every time explorer Fiammetta moves onto:
- an animal token, she must stop and her turn ends. The player concludes the
meeting with the animal by paying his energy and water for the turn;
- a natural resource token, she can decide to benefit from the advantage
(she must stop and her turn ends. The player pays the necessary energy and
water for the turn, and adds the benefit value) or not to benefit from the
advantage (she moves on).
ANIMALS
If explorer Fiammetta meets an animal, she must face it directly. The player
rolls the die and adds its result to his health. If this sum is:
- higher than the animal’s aggressiveness (tiger symbol on the token),
explorer Fiammetta wins the fight. The player takes the animal’s token from
the board and the relating card;
- lower than the animal’s aggressiveness, the player loses and explorer
Fiammetta ’s health is reduced by 1 point. In the following turn, she can choose to face the animal again or move on.
E.g. Tommaso reaches the lion (aggressiveness 14). He has 5 health points.
Tommaso rolls 7 on the die: 5 + 7 = 12. This value is lower than the lion’s.
The lion beats Tommaso, whose health reduces to 4. The lion token stays on
the board.
In case of a draw, nothing occurs and explorer Fiammetta can try and face
the animal again in the following turn.
If explorer Fiammetta wins, the player takes the animal card he has won
(which is kept secret), and the relating token from the board (which must
remain visible, face-up). These empty spaces must be filled with new tokens
from the supply for that habitat (taking them progressively, by number) as
soon as the new explorer Fiammetta has been parachuted into the region. If
the tokens end, the spaces must be kept empty.
speciAl spAces
-1
Alaska
Colombia
Kenya
-3
Colombia (rain)
Namibia (rain)
+1
Alaska
Animal Card
Caimano
NATURAL RESOURCE
The natural resource tokens give the explorer Fiammetta supplies of water,
health or energy. When an explorer Fiammetta reaches a natural resource,
she decides whether or not to benefit from it. If she does, the player adds the
value of the token to his water, energy or health points. The token stays on the
board and is always available.
Every setting also has its own severe weather characteristics that affect the
explorer Fiammetta.
ALASKA: every explorer Fiammetta that crosses the yellow harsh weather
spaces pays 1 additional energy point. Every explorer Fiammetta that crosses the blue spaces along the coast (where it is relatively easy to get drinkable water) earns 1 additional water point.
COLOMBIA: every explorer Fiammetta that crosses the red tropical showers spaces pays 3 additional energy points (only if the rain token is present).
Every explorer Fiammetta that crosses the yellow deep jungle spaces pays
1 additional energy point.
NAMIBIA: every explorer Fiammetta that crosses the red flood spaces pays
3 additional energy points (only if the rain token is present).
KENYA: every explorer Fiammetta that crosses the yellow arid hills spaces
pays 1 extra energy point.
All additional points must immediately be recorded on the players’ score
chart. E.g. Giulia moves from space 5 to the yellow space 6 in Alaska (Glacier). She stops because there is an animal token. Her move costs 1 unit of
water and 2 units of energy (1 basic + 1 because she is on a yellow space).
cHAllenge
Players can gain more animal cards and tokens by challenging their opponents. Indeed, at the end of each move or when a meeting is concluded,
players can challenge any opponent they wish. The challenge is played by
comparing one of the characteristic values of each animal (Weight, Length,
Life or Speed, NEVER aggressiveness or energy) among those chosen.
1. The challenging player announces the challenge to his opponent.
2. Both players must choose one of their animal cards, keeping it hidden
under one hand.
3. The challenged player declares if the challenge is to be won by the highest
Animal Token
7
14
Caiman
Km/h
Kg
500
Cm
500
+2
48
Yrs
35
Score the animal provides the player at
the end of the game
Animal’s aggressiveness
Energy provided by eating the animal
Indicates the animal’s weight
Indicates the animal’s length
Indicates the animal’s speed
Indicates the animal’s lifetime
All the values represents a medium-maximum evaluation of the
animal stats in real world.
7
or lowest characteristic value.
4. The challenging player chooses one of the characteristics and reads the
relating value. The other player also reads the relevant value.
The winner wins the animal card and token.
E.g. Tommaso wants to start a fight and challenges Giulia. They both secretly
choose one animal card among the ones they have in their hands. Tommaso
chooses the Brown Hyena and Giulia chooses the Giant Otter. Giulia declares she wants the lowest value to win. Tommaso chooses to play the Hyena’s
characteristic he considers lowest (and hence the best for winning) and challenges Giulia on weight. Tommaso wins, because his weight value is 42 kg
versus Giulia’s 45 kg.
vARiAtion to tHe gAme
For a more random but more mysterious game, place the tokens face down.
They will be revealed when explorer Fiammetta lands on the space.
cRedits
We want to thank Giulia and Tommaso, for the entusiasm they
put into the testing of this game and for the changes they suggested. For
these reasons, this game is dedicated to them.
Caimano
2 - eAt
To restore their energy, players decide to make explorer Fiammetta eat. To eat, players discard one of their
animal cards (and the relating token) and add as many
energy points as the animal’s energy value.
The discarded card is put back on its appropriate deck
and the token is placed face down near the board, ready
for future use.
7
14
Caiman
Km/h
Kg
500
Cm
500
+2
48
Yrs
35
3 - Rest
Explorer Fiammetta decides to rest in order to add 1 unit to one of her 3
values (energy, water or health). When an explorer Fiammetta decides to
rest, she skips a turn.
Players are only allowed to rest on spaces with no animal (small spaces, big
empty spaces, natural resource spaces or landscape spaces).
end oF tHe gAme
The game ends when the first explorer Fiammetta reaches the smoke candles
of the last habitat. At this point, players count the points provided by their
animal cards (value on the hat).
They also add:
- 7 points for the first explorer Fiammetta to end the adventure (i.e. to
the player that ends the game);
- 1 point to all players for every remaining energy, water and health
point.
The player with the highest score is declared the winner.
In case of a draw, the player with the highest number of animal cards is the
winner. In case of a further draw, the relating players are declared joint winners.
8
WARNING! SMALL PARTS COULD BE SWALLOWED OR INHALATED. PLEASE RETAIN WARNING.