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.

  1. Start the game by generating a single hex in a . You begin with 10 Supply and Material.
  2. Each day has enough time for you to perform three of the following: Movement, Encounter or Downtime. You may choose the same option more than once.
  3. Find a Curio.
  4. Bring discoveries home! (get points for Curio? some kind of legacy game system! the rewards let you do better encounters, have better stuff and stats)

Characters

You control not just one character, but a band of traveling characters. When you move or perform activities, you decide how many of those characters participate.

A character is a name, a trait and the names of two skills they’re good at. All characters have Wound and Strain Thresholds of 3.

The number of characters in a party determines the Ability pool (⧫) for skill checks. Among those who are sent, you upgrade one ⧫ to a ⬣ for each character who has a relevant background, skill, or ability. If three characters are sent to go hunting, that’s ⧫⧫⧫. If one of them is actually a skilled hunter, the pool is upgraded once, and the party will roll ⬣⧫⧫ on skill checks related to hunting.

A character can only participate in one skill check per day, usually, unless an encounter forces you to roll. So you don’t always want to commit everyone.

Traits

Each character acquires 1 trait when they are created. Choose or roll from among the following selection, or make your own traits based on what’s suggested here.

1 Lucky: Add ■ to the Encounter check. 4 Expert: Upgrade the pool twice in relevant skill checks.
2 Resourceful: Gain 1 Material each time this character forages. 5 Planner: On a wash, gain 1 Supply or Material.
3 Scrounger: Lower Supply cost to move by 1. 6 Efficient: Can participate in two Downtime activities each day.
7 Tough: Increase Wound Threshold by 2. 8 Determined: Increase Strain Threshold by 2.
9 Pathfinder: Party can move up to three hexes in a day. 10 Generalist: Ignore up to 1 on the Encounter check.

Encounter Check

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.

✷✷+ Discovery—The region contains something unexpected or extraordinary. Draw a Discovery.
Acquisition—Find supply or material to aid your journey.
Wash Nothing—The region offers no surprises—just the expected terrain or features. Progress continues without incident.
Obstacle—A physical or environmental challenge impedes progress.
✕✕+ Conflict—Hostile forces confront the character or complicate the scene.

| ⋀⋀⋀ | Artifact! A Curio may be found here The character gains unexpected assistance, such as an NPC offering aid or a shortcut through the area. | | --- | --- | | ⋀⋀ | Good forage: +1 Supply Shelter: Heal 1 strain from a character Visibility: 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. Unsettled: Something feels off—a sense of being watched, unsettling sounds, or a strange shift in the environment heightens tension. | | ✇ ✇ | Lost Materials: -1 Material Travel Fatigue: Suffer 1 strain for a character Environmental Hazard: quicksand, a toxic gas cloud, or unstable terrain. | | ✇ ✇ ✇ | Camp ransacked: Lose your choice between half of your materials or supply. Unrest: Raise regional “unrest” or danger Immediate Danger: A dangerous situation unfolds, such as a natural disaster, a collapsing structure, or hostile forces |

Acquisition