Yeap 😅
I used to have a bunch on instant-loose conditions (Not guarding the camp overnight, not lighting the fire by 2 am, letting food reach 0) but they where really harsh in play-testing.
I decided to remove the loose conditions and make the game an experience and a story-telling device rather than something to test your strategy.
Let's call it "the illusion of choice" 😅
Thanks for the feedback ^_^