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.
By default, roll ⧫⧫⧫⧫; add up to ⧫⧫⧫ for circumstances that would advance the plot or make a favorable outcome more likely. Add up to ⧫⧫⧫ for the reverse. If you roll an encounter in an unknown area, add ■; in an area you’ve already been, add ■.
You may even upgrade one side or the other, or both sides—though you should limit it to one upgrade. 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. |
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✷ | 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 |
⋀ | 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 |
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
An obstacle is something that must be overcome before anything else can occur. It is an environmental puzzle or skill challenge that must be passed. If you come to an obstacle in a region and you cannot envision it, draw a card to inspire the nature of the obstacle.
2 | Natural | 9 | Hidden |
---|---|---|---|
3 | Environmental | 10 | Bystanders |
4 | Structural | J | Deadly |
5 | Complex | Q | Exotic |
6 | Biological | K | Hazard |
7 | Artificial | A | Weird |
8 | Discussion | Jo | Draw two |
♣ | Physical—tangible; imposing | ♦ | Technical— |
mechanical; analytical; | |||
♥ | Social—emotional; conflict | ♠ | Mystical—mysterious; mental |
Conflict/Goal
Another character, person or beast, stands in your way and issues a challenge. This may be combat, social, or general in nature. Draw a card to determine what the NPC wants.