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.
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.
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. |
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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. |
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. |
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✷ | 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