The game is played in turns. An in-game day is considered a turn. The passing of a turn is the passage of a day. Journeys are measured and scored based on number of days and the Curio brought back. Each unique discovery counts as an additional point.
Whenever you discover a new location, consult this section to determine what you encounter. Rolling ✷ should mean that the encounter provides opportunity to acquire or discover something of value. Rolling ✕ means that something stands in your way, such as an obstacle or another character. ⋀ or ✇ should be spent to change the nature of the encounter. If you encounter another character, then ✇ could mean they have hostile intent, and ✇✇✇ means you’re ambushed; ⋀ might mean you encounter a traveling merchant.
Determining Difficulty
By default, roll ⧫⧫; add up to ⧫⧫⧫ for circumstances that would advance the plot or make a favorable outcome more likely. Use difficulty tiers like standard Genesys checks:
You may even upgrade one side or the other, or both sides—though you should limit it to one upgrade.
Setbacks (■) come from environment, prior missteps, or roll results (like ✇ “Blunder”).
You might also formalize beneficial factors:
A ❂ or ⦻ may be used to trigger any result, rather than the one corresponding to the number of ✷ or ✕.
✷✷+ | Discovery—the region contains something unexpected. Draw a Discovery. |
---|---|
✷ | Acquisition—Find supply or material |
Wash | Nothing—the region simply exists |
✕ | Obstacle—something blocks the way |
✕✕+ | Conflict—NPCs stand in your way |
⋀⋀⋀ | Artifact! A Curio may be found here |
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⋀⋀ | Good forage: +1 Supply |
Heal 1 strain from a character | |
Reveal a new hex | |
⋀ | Abundance: +1 Material |
Clue: Add ■ to next encounter check in this region | |
Wash | Take in the view. |
✇ | Spoiled rations: -1 Supply |
Blunder: Add ■ to next check | |
✇ ✇ | Lost Materials: -1 Material |
Suffer 1 strain for a character | |
✇ ✇ ✇ | Camp ransacked: Lose your choice between half of your materials or supply. |
Raise regional “unrest” or danger |
Discoveries
When you encounter a Discovery, draw a card and interpret its meaning.
2 | Animal | 9 | Heritage |
---|---|---|---|
3 | Plant | 10 | Ruins |
4 | Climate | J | Construction |
5 | Hazard | Q | Cultivation |
6 | Geological | K | Traveler(s) |
7 | Resource | A | Settlement |
8 | Landmark | Jo | Draw two |
♣ | Biological—active; growing; decay | ♦ | Geological—dangerous; volatile; stability |
♥ | Cultural—social; custom; artistic | ♠ | Spiritual—mysterious; unexpected; ritual |
Acquisition
A successful encounter increases your Supply or Material equal to net success—unless otherwise indicated, you get to choose which depending on your need. How you come across these provisions is up to you and should make sense in the circumstances. They might be the lost supplies of an ill-fated predecessor, or the result of a particularly fortunate foraging.
Obstacle