The aim of the game is to survive on the island until you can escape.
You must draw a spell card then anything esle you do is optional. You may take an action, move up to 2 spaces (however you can expend an action to move up to 1d4 extra spaces), play up to 3 spells, and ask as many questions as you want(Some questions the DM may require you to roll to see if you get the answer or to see how good the outcome is). You do not have to do anything on your turn. On another rangers turn they may ask another player for assistance in doing something, in this case it is still the turn of the person who asked for help. Rangers can give suggestions on what to do.
Each day is ten minutes, this is when the rangers take thier turns, at the start of a day the first ranger to take a turn is the one with the lowest number. Each rest is five, in those five minutes of resting it is the DMs turn and everyone who is resting must close their eyes, one ranger may keep watch and keep their eyes open they may ask if they may take a turn during the resting time, they may also choose to swap with another ranger to keep watch, they do so by taping the ranger they wish to swap with who then opens their eyes, they then close their eyes. At the end of the 5 minutes everyone wakes up then rolls to restore spell slots. During a rest all discarded spell cards are shuffled back into the draw pile
When casting a spell the DM will work something out for how a spell can work in this game (this is not dungeons and dragons it just uses dungeons and dragons spells). Rangers may only cast a spell if they have enough slots. The spell card is then discarded
The followwing states the range and damage of some suggested weapons. Range is measured in spaces, damage is measured in hit points deducted.
Any thing can be smaller than the stated size. minimum of 1x1