Last Updated on May 23, 2026 by The Official Game Rules Team
Ravine is a cooperative survival card game where players become stranded survivors after a deadly plane crash deep in the wilderness. Injured, starving, and surrounded by strange dangers, the group must work together to survive long enough for rescue to arrive.
At first, Ravine may seem like a simple survival game about gathering food and crafting tools, but the game quickly becomes much darker and more unpredictable. Players must balance health, supplies, teamwork, and mental stability while facing dangerous nights, mysterious events, and the possibility of complete madness.
Every decision matters. Do you risk losing health to forage for more supplies? Should the group spend resources building shelter or focus on making weapons? Can everyone survive another night, or will someone finally snap under the pressure?
The main goal of Ravine is simple:
- Stay alive until The Rescue card appears
If the entire group dies before rescue arrives, everyone loses.

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How to Play Ravine
Game Components
- 103 Forage Cards
- 41 Night Cards
- 20 Madness Cards
- 20 Craft & Guide Cards
- 9 Wreckage Cards
- 1 Fire Token
- 36 Heart Tokens
Each deck serves a different purpose during the game and introduces new challenges as the days pass.
Game Setup
Before the game begins, separate all cards into their matching decks and shuffle them individually.
Place the following decks face down in the center of the table:
- Forage deck
- Madness deck
Next, deal:
- 1 Wreckage card
- 1 Crafting Guide card
to each player face up.
The remaining Wreckage cards are set aside. Craft cards may stay in the box until players actually craft those items during the game.
Choosing Difficulty
Players must decide how many Nights they will attempt to survive before rescue can appear.
Take that number of Night Cards and create a face-down deck.
Then:
- Find The Rescue card
- Shuffle it into the bottom 3 Night cards
This means players never know exactly when rescue will arrive, only that it will appear near the end of the game.
Recommended Difficulty Levels
- Beginner: 8 Nights
- Normal: 12 Nights
- Difficult: 16+ Nights
Longer games are much harder because supplies become scarce and Madness effects begin stacking over time.
Starting Health
Place the Fire Token face down in the center of the table. This means the fire is currently out.
Every player receives:
- 6 Heart Tokens
To determine starting health:
- Place 3 Hearts face up
- Shake the remaining 3 Hearts like dice
- Toss them onto the table
The rolled Hearts determine how injured each survivor is after the crash.
Players must keep their Hearts visible at all times so everyone can track the group’s condition.
Round Structure
Every round in Ravine follows the same cycle:
- Day Phase
- Foraging
- Crafting
- Night Phase
- Madness Check
The game begins by drawing the first Night Card, but most player actions happen during the Day.
Day Phase
During the Day, survivors search for food and supplies while preparing defenses against the dangers waiting at night.
Players spend much of the game deciding:
- How much health to risk
- What resources to share
- Which items to craft
- Whether to help teammates or protect themselves
Because Ravine is cooperative, teamwork is extremely important. However, fear and Madness can slowly make cooperation much harder.
Foraging
Foraging is the primary way players gather supplies and food.
Every player may forage:
- Once per Day
- At the same time as everyone else
To forage:
- Flip over 1 full Heart
- Draw 1 Forage Card
This represents risking your health while searching the wilderness.
Important Foraging Rules
- Maximum of 3 Hearts may be flipped at once
- Players with a Basket may draw 1 extra card
- Players must wait until everyone finishes before revealing cards
- Players may share or hide what they found
Foraging is risky because health is your most valuable resource. Searching too aggressively can leave players dangerously weak before Night begins.
Resting Instead of Foraging
Players may choose not to forage and instead rest for the Day.
Resting:
- Prevents health loss
- Does NOT restore health
Sometimes surviving another Night is more important than risking additional injuries for supplies.
Dangerous Foraging
One of Ravine’s most brutal rules involves foraging at low health.
Players may forage while on their:
- Final Heart
However:
- If they fail to find Food, they die
This creates some of the game’s most tense moments because desperate survivors are often forced to gamble their lives for supplies.
Types of Forage Cards
The Forage deck contains multiple categories of cards, each with different effects.
Food Cards
Food is the safest and most important type of resource because it restores lost health.
The number of Hearts shown on the card indicates how much health is recovered.
Food Rules
- Food worth 2+ Hearts may be divided between players
- Food cannot be eaten:
- During Night events
- During attacks
- To interrupt effects already happening
In other words, eating berries while being attacked by a cougar will not save you.
Managing food correctly is one of the biggest survival challenges in Ravine.
Uh-Oh Cards
Uh-Oh cards represent the dangerous and mysterious side of the wilderness.
These cards trigger immediate negative effects such as:
- Animal encounters
- Poisonous discoveries
- Strange events
- Injuries
Important Uh-Oh rules:
- Effects happen immediately
- Protective items must already be in your hand
- Other players usually cannot help you
These cards create constant tension during foraging because even useful searches may suddenly become deadly.
Bone Pile Cards
Scattered throughout the Forage deck are special Bone Pile cards.
If players collect all:
- 4 Bone Pile pieces
they may assemble them into a mysterious bone circle.
Completing the circle grants powerful effects:
- Revive 1 dead player with 3 Hearts
- All living players gain 2 Hearts
The Bone Pile introduces a supernatural element into the game and can completely change the outcome of a struggling campaign.
Crafting System
Players can use gathered resources to craft survival tools and structures.
Crafting materials include:
- Wood
- Stone
- Fiber
Once an item is crafted:
- Take its matching card from the box
Some crafted items are permanent, while others are discarded after use.
Crafting is critical because surviving later Nights without protection becomes nearly impossible.
Fire
Cost
- 7 Wood
Fire provides:
- Warmth
- Protection from animals
- Comfort during the Night
Important Fire rules:
- Fire lasts only through the Night
- It automatically goes out the next morning
- Some Night cards prevent Fire from being lit
Maintaining fire becomes one of the group’s most consistent priorities.
Spear
Cost
- 7 Wood
- 7 Stone
The Spear protects:
- One player
- From one Animal or Human attack
After use:
- The Spear breaks and is discarded
Because crafting a Spear requires many resources, players usually save it for emergencies.
Basket
Cost
- 7 Wood
- 2 Fiber
The Basket allows:
- One additional Forage card each Day
However:
- The player must still flip a Heart to forage
Baskets greatly improve long-term resource generation and are often worth crafting early.
Shelter
Cost
- 2 Wood
- 2 Stone
- 2 Fiber
Shelter protects:
- Up to 3 players
- From most weather-related Night effects
Unlike many crafted items:
- Shelter lasts indefinitely unless destroyed
Before Night begins, protected players place a finger on the Shelter card to show who is inside.
Shelter becomes increasingly valuable during longer games.
Night Phase
After all foraging and crafting is complete, Night begins.
The group flips over a:
- Night Card
and reads it aloud.
Night cards introduce new dangers including:
- Storms
- Animal attacks
- Human threats
- Psychological horror
- Environmental disasters
Players may defend themselves using:
- Crafted items
- Wreckage cards
- Fire
- Shelter
Players unable to protect themselves suffer the consequences.
Death in Ravine
If a player’s Hearts ever reach:
- 0 Hearts
they die immediately.
When a player dies:
- Their remaining cards are placed beside the Fire
- Remaining survivors may share the items
Death makes future survival much harder because fewer players remain to gather supplies and craft tools.
Madness Cards
At the end of each Night, players perform a:
- Health Check
Any player with:
- 1 Heart remaining
must draw a Madness Card.
The player secretly reads the instructions and follows them.
Madness effects can:
- Last one Night
- Continue until healed
- Persist until death or rescue
Some Madness cards cause survivors to:
- Attack teammates
- Hide resources
- Behave irrationally
- Sabotage the group
As the game continues, Madness becomes one of the biggest threats in Ravine.
Madness Chain Reactions
Madness can create dangerous chain reactions.
For example:
- One player’s Madness harms another player
- That player drops to 1 Heart
- They must also draw Madness
This can quickly spiral into complete chaos.
If players attack each other because of Madness:
- Weapons may still be used defensively
- The struck player loses 1 Heart
These moments often become the most memorable parts of the game.
Winning the Game
Ravine ends in one of two ways.
Everyone Dies
If the entire party dies before:
- The Rescue card appears
the group loses the game.
Their doomed expedition disappears into history.
Rescue Arrives
If at least:
- One player survives
until The Rescue card is revealed, the group wins.
The surviving players escape Ravine and finally return home after enduring the horrors of the wilderness.
Ravine Strategy Tips
Surviving Ravine requires careful planning and teamwork.
Some important survival tips include:
- Avoid over-foraging early
- Prioritize Food and Fire
- Build Shelter before difficult Nights
- Save Spears for major threats
- Share resources when possible
- Watch players nearing Madness
Balancing short-term survival with long-term preparation is the key to winning consistently.
Final Thoughts on Ravine Rules
Ravine combines survival strategy, resource management, psychological tension, and dark humor into a unique cooperative card game experience. At first, the game feels manageable, but as resources disappear and Madness spreads through the group, survival becomes increasingly desperate.
The game constantly forces difficult choices. Should players risk their last Hearts searching for food? Is it worth spending precious resources on weapons instead of Shelter? Can the group still trust each other after Madness begins taking hold?

