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Friday

PLAYERS1DURATION25–40 minOVERALL DIFFICULTYHard

Friedemann Friese basic game, level 1 detailed.

Why this rating?

Improve its package and arbitrate between risk, life and destruction of cards.

01Discover the game

In Friday, also published under the name Friday, you help Robinson survive on an island. His package starts with a lot of weak cards. By facing dangers, you gain knowledge; by accepting certain defeats, you eliminate his bad habits. Success depends on building the package as well as fighting.

02Equipment

The game contains 72 cards: 18 Robinson starting cards, 11 Aging including 8 normal and 3 difficult, 30 Danger/Knowledge for two uses, 10 Pirates and 3 cards Step green, yellow and red. Adds the 22 Life markers and the 3 storage trays. This chapter details Level 1, then the differences of the following levels.

03The goal

Go through three stages of danger, then beat the two pirates fired at the start. You lose if you have to pay a life point you no longer have. Having exactly zero life is not losing yet, as long as no extra payment is required.

04Prepare Level 1

Place the Steps in the order green, yellow, red, visible green. Remove the "Very stupid" / "Very Stupid" Ageing Card. Mix separately the remaining seven Normal Ages and the three difficult ones; stack the normals above the difficult ones, without looking at them.

Mix the eighteen starting cards and place them on the Robinson board. Mix the thirty Dangers on their board. Draw two random Pirates, visible; store the other eight. Place twenty lives with Robinson and two in the reserve. Leave a separate waste for Robinson and for the Dangers. Knowledge does not join the start package until it has been won.

A Danger card carries a free card limit and three forces, corresponding to the three steps. Its Knowledge side carries a combat value and sometimes a power: you only use this side after winning the card.

05Facing the dangers and improving the package

Choosing and fighting

Reveals two Dangers, choose the one to face and discards the other on the Dangers' waste. Read his strength at the current stage. Reveals Robinson cards one by one, up to the free number indicated if you wish. You must reveal at least one of them before ending the fight. Place the free cards on the left of the Danger.

You can then pay one life per revealed additional card and place them on the right. You can use the powers of your already revealed cards, once each, in the order of your choice; spins a card when its power is used. Completes one power entirely before starting another. The negative powers of Aging are mandatory as long as the card remains active.

A fight does not stop automatically as soon as you have enough strength: you can still use your powers before deciding to close it. Then add your combat values after all the effects. If you reach or exceed the Danger, you win: put this Danger, now Knowledge, in Robinson's defeat with the cards played. Its power is not used during the fight that allows it to win.

If you choose to lose when your strength is insufficient, pay the difference in lives. These same paid lives give you a budget to destroy Robinson cards revealed in this fight: a budget life by ordinary card, two by Ageing. This is not a second payment. You can't pay more only to destroy more. The Lost Danger joins his own defeat; Robinson cards not destroyed join theirs.

Useful credentials

  • +1 or +2 lives Take the lives available in the reserve, up to a maximum of 22 at level 1.
  • +1 or +2 cards : reveals these additional cards for free, to the right; they can also produce their power.
  • Destroy a card Return another revealed card; its value becomes zero and its power ceases to act. It remains in its place until the end of the fight and then exits the game. You can no longer move it with another power; the effects already executed are not cancelled retroactively.
  • Double : doubles the value of another card revealed at the final calculation. The same card cannot be doubled twice during the fight.
  • Copy Reproducing the power of another revealed card, even already used. Several copies can target the same power.
  • Step -1 : uses the force of the previous step for the Danger, in the final calculation. This has no effect on the green step or on a Pirate.
  • Sort three cards : Look up to three cards from Robinson's top, eventually discard one and place the other hidden in the chosen order.
  • Exchange one or two cards : Undo another revealed card, then replace it with Robinson's next one in the same place. With two exchanges, finish the first one before the second; you can reexchange the card just obtained, but without using its power between these two exchanges.
  • Under the package If it was on the left, you can reveal its replacement free of charge. The package must contain at least one card; if it is empty, prepare its renewal described below.

Ageing, renewal and milestones

Effects -1 or -2 lives are paid at the end of the fight, even in the event of victory, and do not give a budget of destruction. Higher card = 0 cancel on the final calculation the highest basic positive value; if there are several cards at this height, only one is affected. Stop, if revealed among the free ones, stop the remaining free cards; pay cards and powers remain possible. Remove or destroy Stop can free the remaining free places. To the right, Stop is only worth zero.

When you have to pee but Robinson is empty, mix his waste with the first Hidden Ageing, without looking at it. The cards of the current fight are not mixed. Do not renew the package only because you have just taken his last card: wait for another one to need it. If all the Ages have already entered, the renewals are done without adding it.

When the Dangers are exhausted, repel their waste and go from green to yellow, then from yellow to red. The dangers won do not come back: they have become Knowledge. If there is only one Danger card left, you can fight it or discard it for free to go to the next stage.

The two pirates

After the red stage, choose which of the two Pirates face first. Proceeds as for a Danger, with its strength and limit of free cards, but you must win: you cannot accept a defeat by paying the difference. Once the first defeated, defeat the cards played then immediately confront the second. Do not gain a Pirate Knowledge to use next.

Five Pirates only have their values. The other five modify the fight: additional cards costing two lives each; only half of the cards revealed are cash, rounded to the top and with all the Ages necessarily included; bonus of +1 for each card revealed, even one card returned; strength equal to the sum of the Red forces of the Dangers still undefeated and free quota equal to the sum of their quotas; or force increased by two by Age already added to Robinson before that Fight, even if it has been destroyed since then. Apply only the printed effect of the faced Pirate.

The same card changes usage. Before victory: Danger, with its difficulty depending on the stage and its free quota. After victory: Knowledge added to Robinson's defeat, with a combat value and sometimes a power. The labels are generic and do not describe any new card to play.

06An example to understand

A Danger asks for 4 points. Your revealed cards are worth 2, 0 and -1: total 1. You decide to lose and pay three lives, because 4 - 1 = 3. You can use this budget of three to destroy cards 0 and -1, costing one each; the last budget point can remain unused. You do not pay two more lives for these destructions.

The lives of defeat already serve as a budget; do not pay a second time to destroy.

In another fight, the map at -1 is an Ageing. It then costs two points of budget to destroy. By winning a Danger with a good Knowledge, you will be able to pick it up at a next renewal, not immediately in the battle won.

07Victory, defeat and score

The two defeated Pirates give victory. If you can't pay for a required life, you lose immediately, even if still an unused power could have saved you earlier. The optional score allows you to compare your parts: adds up the values of all your remaining fighting cards, but counts each Ageing for -5; adds 15 by Pirate defeated and 5 per remaining life; removes 3 by Danger still undefeated. The destroyed cards no longer count.

At Level 2, add a hidden Aging to the Robinson package from the start. At Level 3, also put "Very stupid" among the Aging before preparation. At Level 4, apply Level 3 but starts with eighteen lives and two in reserve, i.e. up to twenty. Compare your scores within the same level.

08Frequent errors

Don't mix the two defeats. Don't gain the power of a Knowledge until you have defeated its Danger. Don't pay twice the destruction after a defeat. Don't take an Aging for free to choose it: it stays hidden. Finally, zero life is allowed, but paying an extra life becomes impossible.

09Start well

Accepts some cheap green defeats to remove negative cards. Look at the two Pirates from the start: they indicate what final strength to prepare. Don't just keep a lot of cards; improve their quality. Use care powers before paying a risk, and keep track of free and paid cards.

10Express summary

  • Draw two Dangers, choose one; read its strength at the current stage.
  • Revise free cards one by one, then pay for the extras; use the powers once each.
  • Sufficient strength: gains knowledge. Chosen defeat: pays the difference and destroys cards revealed in this budget.
  • Renew Robinson with his waste and an aging when a new Stock is needed.
  • Cross green, yellow, red, then win the two Pirates without being able to abandon their fights.
  • An impossible payment of life loses; the two defeated Pirates win.

FOR FURTHER READING

References and variant

Bibliography of edition 4.0, consulted on October 27 and 28, 2026. Explanations, examples and original diagrams of the book. The documentary reserves mentioned in the tutorial remain applicable.

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