Here are my starting recommendations. Photocopy the tables in the book and make your own playsheets. Old skool cut & paste with sticky back plastic.
There are 3 ways to run this game:
Dump terrain on the table, line a few models up and they move forward. Whoopee. You might as well play wallywhammer or any other game aimed at the younger teenager.
Play solo or cooperativly. There's lots of tables for animal behavior, mostly at the end of the book, you know where you'd expect the QRF sheets to be--.
I've tried to follow the book. There a few things I've altered. All those dice mods. No.
The rules say "make a map". Good idea, BUT start with one type of location. I'd suggest open grassland.
Adjust the terrain selection table and start making terrain. Work out the maximum you need,
Work out an encounters table and start collecting models. You want 2 adults of the larger species, an injured and dead one plus a couple of juveniles.
Plus some random, say 4, scavenger/prey animals for random encounters.
Good selection of prey animals.
Make the tribes. Most scenarios use about 5 starters plus up to 4 reinforcements. The rules say 200 points with most coming in at about 25 - so 8 with war and hunt leaders, Shamen and elders as extras.
OK, that's the ideal, but then there's reality. Until someone makes a few boxes of the godawful plastic bits that includes youngsters, you just have to make do with what you've got or can get.
First off you need to be able to ID the figures. I use letter beads. It's been suggested that coloured dots on the base can be used. Now comes the list-making. Look at the figure, its weapons. Add the plusses. See below. Is it an adult? For Humans a hunter or gatherer? I've also made a war party. My human bog people have a larger number of gatherers.
Now you have a pool of figures ready to go. You can now select who takes part in what scenario. These aren't superhumans, they are out ancestors living their lives.
Stress and wound markers. I tried putting on sheets, but it didn't work. Small beads are the best OK, Marr, you win that one.
*Terrain. You need a lot. Craft foam, and felt. temu/Shein have regular stupid prices on packing foam hills, resin rocks and all sorts of stuff. Even their naff trees can fill out a forest. Bit of paint on trunk and flock on base. See the other post!
Stress - characters and beasts gain stress. If stress is more than 3 then you make a D10 roll. If you roll above the level - carry on.
There's a grey area 2-stress total. We take that as no activation, the figure is frozen. You can take any fail as a run.
Down to a 1 and it's a run away.
Combat, an opposed roll:
Attacker D10 + Attack Value + Weapon + other factors.
Defender D10 + Dodge + Weapon + other factors.
If the winner exceeds losers Tough a wound is caused. Double then 2 wounds etc.
Loser can step back with an agility roll. Fight continues to one flees, steps back or is killed.
Turn Order. We are used to one side going first. Rules suggest that each player activates a figure in turn. We'll get there. But - you need an activation counter. Another dice Matt!
Here are my first 3 scenarios. Each one has its own terrain chart.
Table size. Tried 4x4 as suggested and it's a no, just slows the game down. I suggest 3x3 and use 9 cards.
Terrain. From the cards selected you need to discard any numbers below 6. From that selection choose the most favourable to you or disadvantage to your opponent. Roll for initiative and lay 1 card in each square in turn. You get a mix of terrain. This takes a bit of time but is more rewarding than the plonk and play and influences tactics.
One thing Paleo diet emphasises is wind direction. Hunters don't travel upwind.
Bear(s) hunt human Hunters.
The beast sets up anywhere in a triangle from its base line to the table centre.
Roll D10 +3 10-11 1 juvenile 12, 2 juveniles.
Start turn 2. Roll D10, 9+ a second adult appears on random edge next to terrain not
containing human.
Initiative Roll 1st turn Beast goes First.
2D10. Tied results, initiative swaps. Winner goes first.
Double 10 random prey animal turns up. Double 1 Random predator/scavenger.
Light cover/obscure -1 shot at.
Heavy cover -2 shot at +1 dodge during fight.
1 Stamina actions: Move, Hide, Prone, Spot, Climb, Jump, Stand,
Drag-1 move, Aim +1, Set fire with torch.
Sneak Agility. -1 move, cannot be attacked until within 2”.
Pick up. Small objects Agility. Medium Toughness. May make 2 attempts.
Yell Single target within 12” Stress test or turn to face. 1 per turn but target can be yelled at twice.
Sneaking -3 to be spotted.
2 Stamina actions: Fight. Grapple. Throw or shoot. Hurl stone.
3 Stamina Charge. Movement + D6
E) Big Axe Knife Lucky. Once per game can reroll Dodge, Attack or Agility
Attack +3. Dodge +2. Wound +4 (differnt from rules as this is a bigger 2 handed weapon)
B) spear Knife Attack +4. Dodge +2. Wound +2 Reach 2”
C) spear Knife Light Footed. +1” movement
Attack +4. Dodge +2. Wound +2 Reach 2”
O) Baw Knife +1 Attack. Firebug +2 to start fire 24” range.
N) Bow Knife +1 Attack Observant. Any enemy within 12” suffers -2 to being spotted.
Bow 24” Range. +1 to wound at short range.
Gatherers. These are out foraging and will react to the first Yell or Roar.
Turn 1 Roll D10. Add number of roars or yells made last turn. Next add 1 per turn. 9+ gets 1
Next turn every 3+ gets extra figure see table. We never, ever got any of these!
T) Hunt chief. May activate ONE models within 6^ before or after their own activation.
Spear Knife.Attack +4. Dodge +2. Wound +2 Reach 2”
V) Bow, axe Knife Eagle Eyed. Can force 1 enemy to reroll Agility when takes spot action. Use lowest.
Horn. Turns a Yell into a Roar. +1 Stress token. Effects ALL enemy within 18”. 1 per turn, 1 action.
W) Shamen Knife +1 Attack.
Confident. If not lost half wounds, treat stress as -1.
BLESs a single target within 12” & LOS. Takes stress test, passed may reroll ONE D
at any point of game.
2 Actions. -2 if target(?) lost half wounds. -1 each Stress
If not on table can use on others off-table.
R) Knife +1 Attack. Loner. Does not get stress from being alone.
S) Knife +1 Attack.

Shooting you keep hitting the damn thing but getting through its hide to wound is - difficult.
Recently I've been mostly painting brown.

Second game, similar outcome. A second bear turned up by then the archers had run off
(2 stress rolls of 1) And all bar 1 was dead. This is bears hunt humans!
Where Pterodactyl soars. This is a resource grabbing scenario. P58
Professor Von Scott and the famous hunter Sir Rodney Savage have recruited some locals to
go on an egg raid. This is a Space 1899 Venus, lost or hollow world setting.
IF you get all the adults, it's the juveniles turning up that can win you the scenario.
So hunker down and shoot! This has proved the most popular so far!
2 or 3 Nests are placed within 12” of the Pterodactyl edge.
There are 2 Pterodactyl deployed per nest.
Attackers have Professor Von Scott and Sir Rodney Savage plus a D3 +1 Warriors.
Players alternate deploying models. Pterodactyls are placed within 12” of a nest,
can be landed or flying.
Attackers can be anywhere within 8” of their base line. Any ending up out of LOS of
Pterodactyls (good luck with that) can start out sneaking.
Once all deployed, Attackers can try for reinforcements. D10, 9+ gets one.
On following turns add turn number. All such are juveniles
Pterodactyl roll same on move 2. They cannot exceed 6.
An attacker within 1” can make an agility roll to gain resource.
Once got you now have to get them off table (run, just run) Get 3 off—-
Pterodactyls
1 Stamina Yell Single target within 12” Stress test or turn to face. 1 per turn but the target can be yelled at
twice.
2 Stamina actions: Fight.
3 Stamina Charge. Movement + D6 +1 Attack per 3” move.
Egg thief lizard
Response: Roll D10. +1 every other. -2 every other running away, -1 Stress -1Wound.
10+ Attack.
9-10 Hide, may include D6 movement
1-8 run D6 +4 into cover or or off table.
Native Lizard Men Adult Attack +4. Dodge +3. Wound +2 Reach 2” These are Neanderthal variants.
Juvenile
1 Stamina actions: Move, Hide, Prone, Spot, Climb, Jump, Stand,
Drag-1 move, Aim +1, Set fire with torch.
Sneak Agility. -1 move, cannot be attacked until within 2”.
Pick up. Small objects Agility. Medium Toughness. May make 2 attempts.
Yell Single target within 12” Stress test or turn to face. 1 per turn but the target can be
yelled at twice.
Sneaking -3 to be spotted.
2 Stamina actions: Fight. Grapple. Throw or shoot. Hurl stone.
3 Stamina Charge. Movement + D6
Dr Von Scott. Researcher Sedative. +4 Attack +2 Wound - unconscious D6
Sir Rodney Savage. Pistol 12” Rifle 48” +3 to hit +4 Wound. Knife extra +1 Wound.
War Chief May activate One model within 6" before or after their own activation.
If injured 1 stress all LOS. Shield. Bone Armour +1 Tough
B) Shield. Spear. Knife. Paranoid. Carries D6 rocks at start of game 0 0 0 0 0 0
C) Shield. Sword. Knife. Thrower. +2” range. +1 attack when throwing stones.
U) Shield Spear. Knife. Loner. Does not get stress from being alone.
Juveniles All Javelin & Knife 12” range. Attack +2 Wound +2 short range.
A) Shield. Dodge +1 Aggressive +1 Attack when charging.
B) Confident. If not lost half wounds, count stress as -1.
C) Wrestler. Roll extra D when grapple & use highest
D) Tracker. Hunting, roll twice when selecting prey.
E) Shield Dodge +1 Stealthy Sneak at full speed if out of LOS, not over open ground.

The nests are added.
Rolled and got 2 adults. 2. Plus, never got any juveniles. Ho hum.
I can roll high when its not needed!
Another juvenile provides another distraction. This allows shooting going bang!

War! Ritual Battle P57.
No reinforcements.
Terrain Only 6 cards each
Each sets up within 12” of their deployment edge. Attacker starts.
Ritual Combat.
Both of these I added +1 dodge for shield and altered some stats for the different weapons.
As several carry heads and skulls, I added removing head to actions.
The corpse becomes an objective possessed by any within 1” if no enemy within 3”
Book suggests you roll on the survival table on P 25. No. Just no.
Not unless you've got all day and don't mind the odd character transcending into a Buddah.
for reference: https://www.youtube.com/watch?v=Emh4kp5lQ2k
Human Hunter Warband
1 Stamina actions: Move, Hide, Prone, Spot, Climb, Jump, Stand,
Drag-1 move, Aim +1, Set fire with torch.
Sneak Agility. -1 move, cannot be attacked until within 2”.
Pick up. Small objects Agility. Medium Toughness. May make 2 attempts.
YellSingle target within 12” Stress test or turn to face. 1 per turn but target can be yelled at twice. Sneaking -3 to be spotted.
2 Stamina actions: Fight. Grapple. Throw or shoot. Hurl stone. Take Head
3 Stamina Charge. Movement + D6
A) War Chief May activate ONE model within 6^ before or after their own activation.
If injured 1 stress all LOS.
Shield Bone armour +1 Tough Axe Knife Attack +3. Dodge +1. Wound +3
G) Shield Spear Knife Attack +4. Dodge +2. Wound +2 Reach 2”
Paranoid. Carries D6 rocks at start of game 0 0 0 0 0 0
Q) & I) Shield +1 Dodge, Axe Knife Attack +3. Dodge +1. Wound +3
Optimist. No Stress when friends casualties.
T) Shield Axe Knife Shield +1 Dodge, Axe Knife Attack +3. Dodge +1. Wound +3
J) Shield +1 Dodge, Axe Knife Attack +3. Dodge +1. Wound +3 Light Foot +1” movement.
U) Shield +1 Dodge, Axe Knife Attack +3. Dodge +1. Wound +3
Brave. Always goes raids. -1 stress token end turn. Remove fearful table result.
W) Shield +1 Dodge, Axe Knife Attack +3. Dodge +1. Wound +3
Bully +1 fights/grapples lower tough, fewer wounds.
-1 fights/grapples equal or higher tough, more wounds.
X) Shield +1 Dodge, Axe Knife Attack +3. Dodge +1. Wound +3
Ambusher. Charge 2 Stamina not 3. If start sneaking or hiding.
Neanderthals
1 Stamina actions: Move, Hide, Prone, Spot, Climb, Jump, Stand,
Drag-1 move, Aim +1, Set fire with torch.
Sneak Agility. -1 move, cannot be attacked until within 2”.
Pick up. Small objects Agility. Medium Toughness. May make 2 attempts.
Yell Single target within 12” Stress test or turn to face. 1 per turn but target can be yelled at twice. Sneaking -3 to be spotted.
2 Stamina actions: Fight. Grapple. Throw or shoot. Hurl stone. Take Head
3 Stamina Charge. Movement + D6
Skull +1 stress to attacked. “Non yell, yell”
N) War Chief May activate ONE model within 6^ before or after their own activation.
If injured 1 stress all LOS. Axe knife. Attack +3. Dodge +1. Wound +3
Skull, Bone Armour +1 Tough
Drummer Knife Turns a Yell into a Roar. +1 Stress token. Effects ALL enemy within 18”. 1 per turn, 2 action.
Acute Senses If targeted outside LOS. Stress test -2, turn to face.
D) Big Axe Knife Attack +3. Dodge +2. Wound +4
Skull Exultant. If wins fight can loot or take head without spent stamina.
E) Big Axe Knife Attack +3. Dodge +2. Wound +4
Stealthy Sneak at full speed if out of LOS, not over open ground.
F) Spear Knife Skull Exultant. If wins fight can loot or take head without spent stamina.
H) Axe Knife Attack +3. Dodge +2. Wound +4 Skull Fireblug +2 starting fire.
L) Big Hammer. Knife Attack +3. Dodge +1. Wound +5
Skull Thrower. +2” range. +1 attack when throwing stones.
O) Spear Knife Attack +4. Dodge +2. Wound +2 Reach 2”
Thrower. +2” range. +1 attack when throwing stones.
T) Big Hammer Attack +3. Dodge +1. Wound +5
Reckless. Takes 2 extra actions after deployment & start 1st turn.
We only did this once and used plonk scenery mode and 4ft table. Both bad moves in retrospect. Next time 3ft table & half scenery.


















































