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Paleo second opinion

Illustration of a woolly mammoth eating leaves with the word "PALEO" in bold white letters above. The background features stylized trees and a blue sky.

Paleo designed by Peter Rustemeyer is a fun 2–4 player cooperative game of Stone Age survival: ‘A new day dawns in the Stone Age. Your tribe fights for survival while steadily developing new advancements that lay the foundations of the human experience. But dangers abound: animals, storms, and hostile tribes await you in the wild. Can you survive?’ (From the rulebook.)

Playing the Game 

A board game setup with colorful cards, tokens, and a mammoth-themed standee. The game box shows a mammoth chewing leaves, conveying a prehistoric theme.

I’ll skip over setup for a moment and talk about gameplay first. Each player manages a small group of humans by drawing cards to determine what they do during the day. Cards can provide food or other resources (even more people to add to their group), or can reveal rewards or dangers. On each turn, players take the top 3 cards of their decks and decide which one to play based on their backs. 


A collection of eight illustrated cards depicting nature scenes: starry night, campfire, tent, mammoth, river, mountain, forest, and sunset through barren trees. Bold colors and a sense of adventure.

Forest images are likely to be food or wood, mountain cards often provide stone, scary red cards are almost but not always bad—and that’s a fun aspect of the game, that there’s no guarantee that you’ll get what you’re hoping for. Some cards have additional clues on their backs: campfires typically result in additional tools or skills for your people; and mammoths and tents (in modules A and B, respectively; see later for an explanation of modules) are generally beneficial, often leading to the possibility of gaining victory tokens—in module C, it’s pictures of wolves on card backs. If you see a picture of something on the back of a card, that card’s probably going to contribute to winning, but the benefit may come at a great cost—you need a lot of strength to defeat a mammoth!

Once all players have chosen their cards, the other 2 are returned to the deck, and players reveal their cards. Everyone decides together which actions to take on each card (assuming there is a choice) and in what order to activate them. Typically, you need to have a number of different icons on your collection of humans and tools in order to activate a card, e.g., you need strength, as indicated by an arrowhead, to attack animals, or skill (crossed tools) to make something, and if you don’t have sufficient of the appropriate icons, you can’t perform the task on the revealed card. However, many cards provide ‘helping’ as an option—a player with that card can share their resources with another player. If even that doesn’t help, the card can be ignored, with one exception: hazards must be played, and almost involve players taking hit points, in the form of injuries to one of their humans. If a human sustains enough injuries, they die (earning you a skull token—see later). If all the humans in your group die, you’re not actually out of the game; you start with a new one. Among the resources that ‘helping’ lets players share is the ability to take damage—a helping player can sacrifice one of their humans instead. Something I’ve found, particularly early in the game where everyone’s rather underpowered, is that among the set of revealed cards, at least one will be impossible no matter how we combine forces, which makes that a strong candidate for use in helping another player. 

Besides requiring the appropriate icons, card activation usually involves paying 1 or more cards from the top of your deck by discarding them—the number of cards in your deck kind of represents time passing, and discarding cards in this way is an indication of the time taken to perform a task. Be aware that discarding a red-backed one causes you to sustain an injury, so sometimes it’s better to choose to play the hazard card and suffer its consequences rather than have to discard it to perform an action on some other card, and most likely suffer similar injury anyway. 

A few of the other card actions involve having dreams (i.e., taking a card from the dream deck and adding it to your deck to play from; and dreams are generally beneficial), crafting tools (using collected resources, such as converting a piece of wood and a stone into a spear), revealing ideas (which increases the range of tools and other objects you can craft), and gaining additional humans for your group. 

This cycle of drawing cards, choosing which to play, then activating them proceeds until no one has any cards left, indicating the end of the day phase. Note that you can choose to end your day early by discarding the remainder of your deck—you might want to do this if you can see a large number of hazard cards coming and don’t want to take the risk, since discarding this way doesn’t involve taking injuries. 

After this comes night time. First, you have to feed all your humans as well as deal with ‘mission’ cards (see later); if you can’t feed everyone or complete these missions at the end of the day, you gain skull tokens. 

Then the discarded cards are shuffled together, dealt out to all players, and a new day starts. 

Let’s return to setup. There are several different card decks in this game; some are separated out, some are munged together, and some are ignored for any given game. The easy ones are the dream, idea and human cards, which all have their own spaces on the base camp board. The remainder are the base deck (common to all games) and a number of modules, cards representing little stories to add to the game (such as module A introducing a mammoth hunt, or H giving your tribe the task of crossing a major river); a game typically involves a couple of modules, and the rest are set aside. This module system affords a high degree of replayability, especially when you can get hold of more modules via the many expansions to the game. Each module contains cards to merge with the base deck, a mission card to add to the night board (i.e., a requirement which must be fulfilled during the night phase), optionally some secret cards which will be brought into play to by other module cards, idea cards, and cards to be added to the wilderness board. 

The recommended modules for your first game are (A) Bountiful Prey, which adds a bunch of mammoths and other animals, and (B) A New World, which couples the idea card for tents (i.e., you can perform a crafting action to create a tent) along with a requirement in the night phase to have a tent. Other missions include diseases and their cures in Rare Fever, and The Wide River, which includes a raft idea card and a river, in the form of yet another series of cards. 

All of these different decks do make for a fiddly setup, and an even worse teardown because cards in initially separate decks end up joining the main playing deck via discards, so you may have to sort cards into the right decks at the end. Talking about discards, when a card is played, it’s discarded face up, but when cards are used to pay for actions, they’re discarded face down. This does a nice job of keeping some things for surprises for later on, instead of seeing every card as you play a round; eventually you will see all cards, of course, but hopefully there are enough of them, and sufficient swapping between modules, that you won’t remember everything that’s coming up.

A set of six illustrated game cards showing warriors and hunters with spears. Each card features red heart icons and skull symbols on a checkered cloth.

The main playing deck is split roughly equally between all players, who also start off with a couple of humans picked at random and any tools they might bring with them (indicated by icons in the bottom left of the cards). A total of 5 food resources common to all players is placed in the base camp, and the game starts. 

The game ends in 1 of 2 ways: either you collect 5 skull tokens (due to injuries and being unable to fulfil mission requirements) or you collect 5 victory tokens, in the form of pieces of a mammoth painting on a cave wall, (through completing particular actions during the game) and win. 

Expansions

Three packs of "Paleo" mini-expansions are displayed. Each pack features unique artwork: a whale, a mammoth, and terror birds, evoking a prehistoric theme.There are heaps of expansions, most of them small, comprising an additional module in the form of a handful of cards, but a larger one, A New Beginning, also exists. While I like the extra modules, I’m in two minds about A New Beginning because it changes the flavour of the game so much. In this variant, several thousand years have passed, and your tribe of humans are more like farmers than cavemen, though for some unexplained reason, they’re still painting a mammoth on the wall of a cave to win the game! Where the base game mainly relies on acting in the moment to make best use of the cards you have, this expansion adds in more forward planning: in a change from the base game, food spoils, but you can farm animals and crops to provide food in an ongoing basis. In the base game, it’s possible to spend the first few days accumulating a heap of food, then not have to worry too much about it over the next few, whereas here, you need to manage resources much more carefully. 

Verdict 

I love the theme, and the artwork is very appealing. So far, this game has managed to avoid quarterbacking (i.e., one player taking overall control and telling everyone else what to do), which might be a combination of the surprise elements in the modules (none of us have played it enough to run out of surprises) and the uncertainty in what’s hiding on the other side of any particular card back. There’s always a bit of negotiation involved in deciding which cards to play and how, but it’s usually the case that one of the played cards isn’t going to do anything more than help another player, and the hazard cards make some other decisions obvious. 

On the downside, I’ve already mentioned the fiddliness in setting up and tearing down. The rulebook is broadly good, but skims over an annoying number of details, such that the designer has provided an FAQ document and there’s a separate BGG list of clarifications.

But the thing that I find most irritating are the totally unnecessary workbench and graveyard 3d abominations. The workbench hides cards and tokens from the person sitting at the side of the table behind it, and could be managed simply as a row of cards with tokens stacked on top. The graveyard (where permanently discarded cards go) is too big to fit in the box assembled, and it would be more convenient for end of game tidying to have a graveyard for each card type instead of dumping them all in one place and having to sort them after. Some people like ’em, but I’m really not a fan of gratuitous 3d ‘table presence, thiugh it’s not as bad as the waterfall in the otherwise excellent Life of the Amazonia!On the topic of components, I found the cards to not be the best I’ve ever played with, and in fact, a couple didn’t have their corners rounded (though that was remedied with some careful scissor work). On that note, printing on one of the punchcards was misaligned, cutting off some of the pictures—nothing preventing play, just ugly. Maybe I simply got a Friday afternoon copy. 

Ratings 

  • Overall score of 90/100.
  • Artwork: 4/5
  • Complexity: 3/5
  • Replayability4/5
  • Player interaction: 5/5
  • Component quality: 3/5 

Likes 

  • The tension between what card backs imply and what you actually get
  • Fun and nicely developed theme
  • Replayability via the mix and match modules
  • Seems to limit quarterbacking 

Dislikes 

  • Setup and teardown faff
  • Component quality (though that could just have been my bad luck)
  • The 3d table presence stuff 

About the author:

When not playing boardgames or blogging about them, L.N. Hunter keeps himself occupied writing fiction: a comic fantasy novel, The Feather and the Lamp, sits alongside close to 100 short stories in various magazines and anthologies, and on websites and podcasts (see https://linktr.ee/L.N.Hunter for a full list). L.N. occasionally masquerades as a software developer or can be found unwinding in a disorganised home in Carlisle, UK, along with two cats and a soulmate.

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