aka “Into the Unknown”
Components
- Standard 52-card deck (used in phases: Spades, then Hearts, then Diamonds, then Clubs).
- Hex map sheet and drawing tools.
- Tokens or trackers for Supply, Morale, and Exhaustion.
- Reference sheet for standardized map symbols (Animal, Hazard, Omen, Landmark, Discovery).
- Condition list.
Core Loop
Game played in turns, and each turn is considered one day.
Exploration Actions
Each day has enough time for you to perform up to three Exploration Actions from among the following options. You may choose the same option more than once. You may increase your party’s Exhaustion by 1 to gain a fourth action for the day.
- Movement: Spend 1 Supply to move your expedition party to 2 hexes. Movement stops if the party encounters difficult terrain or an unexplored hex.
- Mark the path of travel.
- Update the map to reflect terrain if newly entered.
- Encounter: Draw a card from the Expedition Deck and resolve the prompt.
- Each card has two distinct options. The player(s) must choose one.
- Draw on the map any symbols or changes indicated by the prompt.
- Track all changes to resources, conditions, etc.
- Downtime: See the actions described below.
Endgame
Several possible triggers:
- Deck Exhaustion: The journey’s end is reached.
- Expedition Collapse: Supplies or Morale hit 0.
- Return to Base Camp: Adding the final suit triggers a conclusion to the journey. The explorers must find their way back to their starting hex. When the party enters Base Camp, draw one final card from the Clubs suit and resolve it in that hex. Survive it to complete the return.
- Narrative Milestone: A major Discovery or encounter signals a natural conclusion.
At the end, record the expedition’s name, map, and score in a Campaign Log. Future games may carry forward with new explorers inspired by this journey.
Exhaustion
Some choices may present exhaustion.