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
3–6 players · ~30 minutes
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.
| Players | 3 | 4 | 5 | 6 |
|---|---|---|---|---|
| Hand | 9 | 8 | 6 | 6 |
| Fate deck + joker | 18 | 16 | 14 | 12 |
| Snow buried at | 22 | 21 | 27 | 27 |
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.
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.
Empty wagons never win. Wagon ties → furthest → most stores → highest card aboard → Fate flip.
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.
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 · the table mat
Lay this sheet mid-table. The wagon aces ride the Road; a coin creeps up the Snow.
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 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 · the scorepad
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.
| Household | Night 1 | Night 2 | Night 3 | Gratitude |
|---|---|---|---|---|
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.
| Household | Night 1 | Night 2 | Night 3 | Gratitude |
|---|---|---|---|---|
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.