Watchfires & Wagons Quick reference

Three sheets, black ink: the rules card, the table mat, and the scorepad. Add a real deck and a coin.

Watchfires & Wagons · the rules card

One night, on one page

3–6 players · ~30 minutes

rules v0.3.9

Setup

One deck + one joker. Pull the four Aces as markers: ♥ food, medicine, ♣ firewood, ♠ the snow. The joker is the whiteout. Pips as shown; J/Q/K = 10.

Players3456
Hand9866
Fate deck + joker18161412
Snow buried at22212727

Deal hands first, then set the Fate deck aside face-down and shuffle the whiteout into it. Hands are never drawn from Fate; leftovers sit out. The Road is 6 spaces; wagons and snow start at 0.

Each beat

1 · Flip a Fate card.♣ → that wagon +1. ♠ → cold-snap, Snow +3 (unstoppable). Whiteout → the run ends (right).

2 · Everyone plays 1 card face-down → reveal together. You must play while you hold cards; empty hands sit out.

3 · The snow drifts +1 for every player who did not feed the fire.

Check for the night’s end after each step.

Your three plays

  • Feed: any card to the fire, into your own watch-pile. ♠ = +3 wage, others +1. A King roars: Snow back 1 (after the drift). Always legal, always pays.
  • Load: ♥♣ face-up by its wagon: your stores, riding openly. Full pips only on space 0–2. Through → ×3; turned back → −value. Heave: a laden wagon on 3–5 still catches a thrown sack at half pips (round down). Empty wagons catch nothing.
  • Push: ♥♣ sideways: its own wagon +1, any space, any time; value ignored. Pays +2 per push if that wagon ends the night through. Break trail: a ♠ sideways shovels a laden wagon 3→4 or 4→5 only: never into Town, pays nothing, and the drift still counts you.

The night ends when…

  • a laden wagon reaches Town (space 6) → through
  • the Snow reaches its burial mark → the road is buried
  • the whiteout flips → the furthest laden wagon that has moved is through. No wagon both laden and moved? The Gambit: everyone still holding cards commits 1 card. ♥♣ fling onto that wagon, ♠ = a +3 watch. Only the flung cards race: most stores flung wins ×3 for every stake on that wagon, other flung cards are lost. Tie → highest card, then Fate.
    An empty wagon that rolled doesn't stop the Gambit, and neither does a laden wagon still on 0. You may fling onto a wagon you already backed, adding to your stake there. Position is worth nothing: the trailhead can beat a wagon further along. Stores already aboard don't race, but they settle with the outcome.
  • every hand emptiesThe Last Watch: stop flipping. Repeat: Snow +(3 + players), then every laden wagon on spaces 1–5 rolls +1, until a wagon crests or the road buries. Flood before roll.

Empty wagons never win. Wagon ties → furthest → most stores → highest card aboard → Fate flip.

Repayment, each night

  • stores loaded on the through-wagon → ×3
  • stores on every other wagon count against you (9 loaded there = −9)
  • each push into the through-wagon → +2
  • each ♠-watch → +3 · each other card fed → +1
  • The Long Watch: biggest watch-pile → +5, every night; a tie pays each the full +5

Buried road: every loaded store washes to 0: no repayment, no penalty. Fire wages and the Long Watch still pay. You go negative only by backing a wagon a rival beats to Town.

The game

Three nights. Gather the cards and re-deal after each; gratitude carries. Most gratitude after night three wins. Tie → best single night; still tied → the win is shared.

Watchfires & Wagons · rules cardsheet 1 of 3

Watchfires & Wagons · the table mat

The road & the snow

Lay this sheet mid-table. The wagon aces ride the Road; a coin creeps up the Snow.

The Road ♣ stand here, trailhead to Town

00trailhead
11
22
33laden & away
44
55the gates
6 · Town arriving here wins · ×3
load in full on 0–2 heave at half pips on 3–5 · a ♠ shovels 3→4 or 4→5 own suit,
Fate, or the
Last Watch
The Watchfire feed any card, but keep it in your own watch-pile, in front of you

Keeping the watch

A ♠ fed here earns +3; any other card +1. A King makes the fire roar and beats the Snow back a space. The biggest watch-pile of the night takes the Long Watch, +5: so the piles stay separate, and the town remembers whose winter it was.

Every player who plays away from the fire moves the Snow +1 at the beat’s end. The fire is the only thing between the table and the drift.

The Snow ♠ waits here; slide a coin as it climbs

0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
4p21
3p22
23
24
25
26
5–6p27

The heavy boxes are the burial marks: the Snow reaching the mark for your player count buries the road: every wagon is lost, and only the fire’s wages pay. Drift +1 per player away from the fire; cold-snap +3; the flood of the Last Watch +(3 + players).

Watchfires & Wagons · table matsheet 2 of 3

Watchfires & Wagons · the scorepad

Three nights of gratitude

Settle each night before the next deal; gratitude carries. Most after night three wins: tie goes to the best single night, and past that the win is shared.

HouseholdNight 1Night 2Night 3Gratitude

Each night: loads on the through-wagon ×3 · loads on any other wagon −value · each push into the through-wagon +2 · each ♠-watch +3 · each other card fed +1 · biggest watch-pile +5 (ties share). Buried road: loads wash to 0; wages and the Long Watch still pay.

HouseholdNight 1Night 2Night 3Gratitude

Teaching a first table? Deal one open practice beat before night one: flip Fate, let everyone argue about their card face-up once, then take it back and play for keeps. It costs two minutes and saves ten.

Watchfires & Wagons · scorepadsheet 3 of 3