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 two of the following: Movement, Encounter or Downtime.
  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)

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.

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
⋀⋀ 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