Palm Island Rules 1.4.2
Palm Island Rules 1.4.2
Goal
Palm Island is played in the palm of your hand. Using a small deck of just 17 cards you will
upgrade and transform each of your cards to gain more resources, abilities, and victory points.
The game ends after 8 rounds of play. While playing solo beat your highest score or compare
your score to the chart on page 5.
Setup
To begin the game each player must take either
the red or blue core deck of 17 cards. Set the
cooperative ( ), competitive ( ) and feat
cards aside for now. They are explained on pages
4 and 5.
Set the round tracker aside. Shuffle your deck making sure that
all cards stay in their proper starting positions. Place the round
tracker in the back of the deck. Before starting the game you
may take note of the positions of each card in your deck.
On the Go Tip: Place your round tracker in the deck while you
shuffle and while looking through the deck before starting move
it to the back.
Starting the Game
Throughout the game you may interact with the top 2 cards of
your deck. You interact with cards by using one action of the 3
that may be present ( , , ) on the active section of the
card, the front top section. The 3 actions are: store ( ),
rotate ( ), and flip ( ). In order to interact with a card’s
action you must pay its cost by using resources you have
stored. The cost of an action is located directly after the the
action’s icon. Pay the cost using stored resources by rotating
the stored resource or resources counterclockwise making
sure to retain their position in the deck.
Store
Pay the cost listed after the action, rotate the card 90 degrees
clockwise and place it in the back of the deck so that you can see
only the resources from its active section. This stored card may be
used later to pay for an action.
Rotate
Pay the cost listed after the action, rotate the card 180 degrees
(without flipping it) and place it in the back of the deck.
Flip
Pay the cost listed after the action, flip the card from left to
right (without rotating it), and place it in the back of the
deck.
You may use any of the above actions with either of the top 2 cards of your deck. If you use the
second card of your deck the first card remains in place. Once you take an action you start
again with the top 2 cards of your deck.
You may choose to discard the top card of your deck by placing it in the back of the deck
instead of interacting with a card.
If you are unable to interact with both of the top two cards of your deck you must discard the first
card. You may never discard the second card of the deck.
Other rules
Pay
To pay for an action’s cost you must use stored resource cards by rotating them 90 degrees
counterclockwise. Make sure to retain their position in the deck. If a card has more resources
than you need to pay for a specific cost you lose any extra resources since you cannot pay for
more than 1 action at a time.
Example 2: The "/" means "or". This would cost 1 resource (1 Log, 1 Fish or 1 Stone).
When deciding to pay for an action you may look at the back of either the of the top 2 cards of
your deck. Be sure to return it to its original orientation.
Resource Limit
You may only have 4 resource cards stored (sticking out of the side) at
a time. These 4 cards can contain any amount of resources on each
card. If you wish to store a resource when 4 are already stored you
must first pay one currently stored card by rotating it counterclockwise
to make room for the new resource card.
End of a Round
When the round tracker card is the top most card of your deck you must flip it to the next higher
number and place it in the back of the deck. This marks the end of the round. You may not
activate a round tracker when it is the second card of the deck. At the end of each round you
retain any stored resources to start the following round. At the end of 8 rounds the game ends
and you must calculate your score.
Feats
At the end of any solo game check all feats to see if you have
performed the minimum criteria of a Feat. If you have completed a feat
while playing solo, you earn that card’s ability for use in future solo
games. Any feat can be earned during any solo game. When using a
feat you have earned, after shuffling place it in the front of your deck
with the starting icon ( ) located in the front top left corner. Then
rotate it 180 degrees since you have completed its criteria. Some
Feats work the same as standard buildings while others have special
rules that may limit their use in each game. Once you have met the
criteria by scoring the minimum listed points and any other listed
requirements you have earned the feat card which you may use it in any future solo games.
2 Players
The 2 player game plays exactly like the main game except players play the entire round
simultaneously in real time and at the end of each round players stop to take cooperative ( )
or competitive ( ) actions.
On the go tip: You may have 1 player keep these cards in his or her deck. This is done by
placing the cards in their starting orientation directly before the round tracker. When this player
draws one of these cards into their hand it marks the end of that player’s round.
Competitive
Place the outpost side of the competitive ( ) cards before the round tracker in one player's
deck starting at 4 and counting down to 2. The first player to reach their round tracker card gets
the privilege of purchasing 1 of the available outpost cards before the other player. When they
purchase an outpost they rotate it 180 degrees and place it in their deck just after the round
tracker card. Players continue taking turns purchasing in the order they finished the round until
no player can purchase any more outpost cards.
Recruit Villagers by paying their cost at the end of a round. Some villagers have an “active”
ability others provide points for the end of the game. Villagers that say “Active” may have an
effect for the round. At the start of a round choose only one of these “Active” cards to use for
the duration of that round. To remind yourself which card is active peek the top of the card out of
the top of your deck. Remember, when these are recruited they go right after the round tracker
in your deck. Once a villager has been recruited they stay in your deck for the remainder of the
game. “Active” abilities may be used each round without paying their cost. You may recruit as
many villagers as you can afford.
This mode can also be played solo. Only the cards with a solo icon ( ) should be included
before you randomly select the 3 villagers.
Cooperative
This mode works much like competitive play except there is no race to gain cards. Instead
players must spend resources to prepare their island for various disasters. Choose a disaster or
disasters to play with and place it just before the round tracker in one player's deck. Each
disaster has a difficulty which is numbered with the intended number of players. The cost of a
disaster upgrade must be paid in full by any combination of players paying its cost to move it to
the next level. Each level can be completed at the end of any round. However if you are unable
to complete the disaster at or before the end of round 8 all players lose. If completed, players
count their score at the end of the game and the group score is that of the player with the fewest
points.
3-4 Players
Use a second copy of the game and follow the instructions for the 2 player rules. For villager
competitive add another bonus card for each additional player,
Score Chart
Compare your scores to the chart below to see how your island measures up.
Component List
2 Player Decks (17 cards each)
3 Cooperative Cards
6 Competitive Cards (+2 in a stretch goal)
6 Feats on 3 Cards (+3 in a stretch goal)