Ludexv2026.11.01-65114139Heart of DarknessOfficial rulebook ↗

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Cards & Components

Every Heart of Darkness component with a picture: the map, Expedition Sheet and charts, terrain and Water Markers, all Incident, Finding, Discovery, Special Discovery and Encounter chit faces, Resources, Patrons, Color Codes and the expedition markers.

Chit faces come from the VASSAL module by Jim Pyle, built from Legion Wargames’ counter art; the Lost chit, the icons and the Expedition Sheet come from the rulebook. Copy counts are those of the module’s five-player setup. Coloured dots are terrain dots: green Jungle, yellow Savanna and Veldt, brown Desert, blue Water Zone (legal chits). Effects are in our own words; the rulebook wins.

Boards

PictureDescription
The map of central and southern AfricaMap — the regions with their peoples, Ports of Entry, Presumed Terrain squares, Color Codes on every border, the Terrain chart, Drama Track, Patrons’ area, Turn Track and New Sources box (numbered tour). Water Zones require a Water Marker or printed river on a border; each Port of Entry and one neighbor also count as Water Zones. FAQ FAQ FAQ FAQ FAQ FAQ
The Expedition Sheet after setupExpedition Sheet (one per player) — Time, Askaris, Porters, Gifts, Food, the Matrix, the River Chart and the Sanity & Health track (numbered tour, Your Expedition). Time resets to current Health + 5; the first two Porters carry Resources only, not Food or Gifts. FAQ FAQ FAQ FAQ FAQ FAQ FAQ FAQ
The Encounter Chart and Special Discovery ChartEncounter Chart and Special Discovery Chart — the previous Encounter crossed with the current one, the Incident and Resource modifiers, and the 16 Special Discoveries (Encounters, Special Discoveries). Handle Discoveries before each player’s own first Matrix turn; a Special Discovery normally ends that player’s remaining Time. FAQ FAQ FAQ FAQ FAQ FAQ FAQ FAQ FAQ FAQ
The Incident ChartIncident Chart — each Incident crossed with the land terrain and Water Zones, with its conditions (Incidents). FAQ FAQ FAQ FAQ FAQ
The Resource ChartResource Chart — what every Resource does, owned or spent (Resources). FAQ FAQ FAQ FAQ FAQ FAQ FAQ
The Drama Point ChartDrama Point Chart — every way to earn DP (Drama points). FAQ FAQ FAQ
The sequence of play flow chartSequence of play — the flow chart of a Game Turn (Map Phase, Matrix Phase). FAQ FAQ FAQ FAQ

Cards

Heart of Darkness has no cards: every Event, Encounter and Resource is a counter, listed under Tokens & pieces.

Tiles

Terrain markers

PictureDescription
Jungle terrain markerJungle — 2 DP; costs 1 Time without a Machete; never next to Desert (Deciding terrain). FAQ
Savanna terrain markerSavanna — 1 DP; replaces a Jungle next to Desert.
Veldt terrain markerVeldt — 1 DP; replaces a Desert next to Jungle.
Desert terrain markerDesert — 2 DP; costs 1 Time without a Canteen; never next to Jungle.

Water markers

PictureDescription
River markerRiver (10) — the river goes on upstream; draw again (Exploring upstream). FAQ FAQ FAQ FAQ
Fork markerFork (13) — two branches upstream; each placed Fork adds a Generic Source to the cup (More sources). FAQ FAQ
Generic Source markerGeneric Source (18) — a dead end beside the river; 5 start in the cup, the rest in the New Sources box. Altimeter +1 DP. FAQ
Waterfall river markerWaterfall (river, 1) — 2 DP, −2 Time; Painting +1 DP (scoring).
Marsh river markerMarsh (river, 1) — 2 DP, −2 Time; blocks the border; Painting +1 DP.
Marsh source markerMarsh (source, 1) — 2 DP, −2 Time; blocks the border; Painting +1 DP.
Lake Source markerLake Source (2) — 2 DP, −2 Time; blocks the border; Surveying +1 DP.
Largest Lake Source markerLargest Lake Source (1) — 3 DP, −2 Time; blocks the border; Surveying +1 DP.
Mountain Source markerMountain Source (1) — 2 DP, −2 Time; Altimeter +1 DP.

Tokens & pieces

Incidents

Black square behind the picture; five of each, twelve Rumors (Incidents). For returned chits. FAQ FAQ

PictureDescription
Warband incidentWarband — Ambush-roll against your Askaris (none in a Jungle); lose a Porter and 5 Items, or chase them off and make an Ammo-roll (Warband). Only Food and Gifts count as Items for its loss; Resources are safe. FAQ FAQ
Malaria incidentMalaria — Health-roll; automatic −1 Health in a Jungle, nothing in a Desert (Malaria).
Taboo incidentTaboo — Sanity-roll, two in Desert or Jungle, none in Savanna (Taboo).
Accident incidentAccident — lose d10 Gifts (+4 Water Zone, +4 Tusk) (Accident). If you cannot pay the full loss, the remaining penalty still costs a Porter. FAQ
Storm incidentStorm — lose d10 Food (+4 Water Zone, +4 Wildlife) (Storm).
Thirst incidentThirst — one loss of Health, Sanity, an Askari or a Porter; two in a Desert (Thirst).
Lost incidentLost — lose 1 Time, 2 in Desert or Jungle (Lost).
Success incidentSuccess — remove the Encounter in your slot, or choose one die result (Success). As the first Event, Success can clear the current Encounter and Finding before movement; no intervening roll is made. FAQ
Impassable incidentImpassable — first Event: keep out of Findings and Discoveries; second Event: return the one in your slot (Impassable). FAQ
Rumor incidentRumor (12) — goes on a Village or Kingdom; activated, it leads to a Special Discovery (Rumors). Once activated, a Rumor stays in the Matrix until an Explorer enters it. FAQ FAQ FAQ FAQ

Findings

Green edge, an hourglass: 2 DP and −1 Time when you deal with them (Findings). A slot holds at most one Finding. FAQ FAQ

PictureDescription
Gum Arabica flora findingFlora: Gum Arabica — on a Missionary, Healer, Plant or Tusk; Books +1 DP; “Science”.
Devil's Claw flora findingFlora: Devil’s Claw — as above.
Centella flora findingFlora: Centella — as above.
Bitter Melon flora findingFlora: Bitter Melon — as above.
Rooibos flora findingFlora: Rooibos — as above.
Culture finding: a man with headdress and hornsCulture (a man with a horned headdress) — on a Village; Books +1 DP; “Science”.
Culture finding: a woman with a painted face and hatCulture (a woman with a painted face) — as above.
Culture finding: a group of painted boysCulture (a group of painted young men) — as above.
Culture finding: three warriors in redCulture (three warriors in red) — as above.
Scenery finding: a deep valleyScenery (a deep valley) — on a Wildlife; Painting +1 DP; “Exploring”.
Scenery finding: zebras below an escarpmentScenery (zebras under an escarpment) — as above.
Scenery finding: snowy mountains over a riverScenery (snowy peaks over a river) — as above.
Scenery finding: a rain forestScenery (a rain forest) — as above.
Silver mineral findingMineral: Silver — in an empty slot within two; Pickax +1 DP; “Finance”. A slot cannot hold a second Finding; a Mineral also needs an empty slot. FAQ FAQ
Zinc mineral findingMineral: Zinc — as above.
Lead mineral findingMineral: Lead — as above.
Iron mineral findingMineral: Iron (2) — as above.
Gold mineral findingMineral: Gold (2) — as above.
Diamonds mineral findingMineral: Diamonds (2) — as above.
Copper mineral findingMineral: Copper (2) — as above.
Cobalt mineral findingMineral: Cobalt — as above.

Discoveries

Red edge, an hourglass, terrain dots: only the Discovery Procedure places them (Discoveries). Discoveries stay in the bag. FAQ FAQ FAQ

PictureDescription
Mountain discovery, three dotsMountain — green, yellow, brown. Altimeter +1 DP; “Exploring”.
Mountain discovery, green dotMountain — green.
Mountain discovery, yellow dotMountain (2) — yellow.
Highest Mountain discoveryHighest Mountain — green, yellow, brown; 3 DP.
Lake discovery, round lakeLake (wide lake) — yellow. Surveying +1 DP; “Exploring”.
Lake discovery, long narrow lakeLake (long, narrow lake) — brown.
Lake discovery, slanting lakeLake (slanting lake) — green.
Lake discovery, boot-shaped lakeLake (broad lake) — green, yellow, brown.
Lost City discovery, arched ruinLost City (arched ruin) — green, yellow, brown. Machete +1 DP; “Exploring”.
Lost City discovery, tower ruinLost City (stone tower) — green, yellow, brown.
Lost City discovery, temple ruinLost City (carved gateway) — green, yellow, brown.
Kingdom discovery, brown dotKingdom — brown. Offer Gifts to the King; Bible +1 DP; “Politician” (The King). FAQ
Kingdom discovery, green dotKingdom — green.
Kingdom discovery, blue dotKingdom (2) — blue.
Kingdom discovery, three dotsKingdom (3) — green, yellow, brown.
Kingdom discovery, yellow dotKingdom — yellow.
Warrior Nation discoveryWarrior Nation (5) — green, yellow, brown. An Askari dies unless you spend a Quinine or 1 Ammo; “Politician”.

Special Discoveries

Green background and a title; drawn at an activated Rumor (Special discoveries). Resolve a Special Discovery fully once drawn. FAQ FAQ

PictureDescription
Christian KingdomChristian Kingdom — 3 DP; +20 Food, lose all Bibles.
QueenQueen — 3 DP; a Rifle and a Revolver buy 20 Gifts, or lose an Askari.
MadnessMadness — 3 DP; 10 Gifts for 5 Food, or lose a Porter and an Askari.
LeprosyLeprosy — 3 DP; give all Cannabis, or −1 Sanity and −1 Health.
PlaguePlague — 3 DP; give all Canteens, or −1 Health and an Askari deserts.
WildmanWildman — 4 DP; a Revolver buys 2 more Time, or he takes up to 20 Food.
Solomon's MinesSolomon’s Mines — 4 DP; Ambush-roll and Health-roll; no loss in the ambush gives 20 Gifts.
CursedCursed — 4 DP; a Porter deserts, make a Health-roll.
KurtzKurtz — 4 DP; all your Quinine buys 20 Gifts, or he kills 2 Askaris.
KangerKanger — 4 DP; lose all Gifts, then draw a random Resource if you lost any.
HauntedHaunted — 5 DP; 2 Porters desert, make a Sanity-roll.
CannibalsCannibals — 5 DP; −3 Ammo Stock, or lose an Askari and 2 Porters.
ZombiesZombies — 6 DP; return Machetes and Pickaxes, 4 Ambush-rolls.
The LinkThe Link — 6 DP; return Surveying and Altimeters, lose 30 Items.
Lost WorldLost World — 7 DP; return Fishing and Telescopes, lose 40 Items.
Lost EdenLost Eden — 8 DP; return all Resources but one Diary; Health and Sanity 5, Discontent 1.

Encounter chits

From the Encounter bag; terrain dots decide where they stay (Encounters). Encounters and Events may use “End here” during exploration; once you leave an Encounter it returns under your Arrow.. FAQ FAQ FAQ

PictureDescription
Tusk encounter, green and yellowTusk — green, yellow. Gain d10 Gifts (Tusk). FAQ
Tusk encounter, yellow and brownTusk — yellow, brown.
Tusk encounter, three dotsTusk (2) — green, yellow, brown.
Tusk encounter, blueTusk — blue.
Plant encounter, green and yellowPlant (2) — green, yellow. Sanity recovery (Plant).
Plant encounter, greenPlant — green.
Plant encounter, brownPlant — brown.
Plant encounter, bluePlant — blue.
Healer encounter, three dotsHealer (3) — green, yellow, brown. Health recovery (Healer).
Healer encounter, green and yellowHealer — green, yellow.
Healer encounter, blueHealer — blue.
Missionary encounter, green, yellow and brownMissionary (1) — green, yellow, brown. Recruit an Askari or Porter (Missionary). Image credit.
Missionary encounter, green and yellowMissionary (2) — green, yellow. Recruit an Askari or Porter (Missionary). FAQ
Missionary encounter, blueMissionary (2) — blue. Recruit an Askari or Porter (Missionary).
Village encounter, green and brownVillage (4) — green, brown (Village). FAQ FAQ FAQ
Village encounter, three dotsVillage (4) — green, yellow, brown.
Village encounter, green and yellowVillage (4) — green, yellow.
Village encounter, blueVillage (4) — blue.
Village encounter, yellowVillage (4) — yellow.
Wildlife encounter: baboonWildlife: Baboon (2) — yellow. A hunt (Wildlife). FAQ FAQ FAQ
Wildlife encounter: buffaloWildlife: Buffalo (2) — green, yellow.
Wildlife encounter: crocodileWildlife: Crocodile (2) — blue.
Wildlife encounter: elephantWildlife: Elephant (3) — green, yellow, brown.
Wildlife encounter: gorillaWildlife: Gorilla — green, yellow.
Wildlife encounter: hippoWildlife: Hippo (2) — blue.
Wildlife encounter: leopardWildlife: Leopard (2) — green, yellow, brown.
Wildlife encounter: lionWildlife: Lion (2) — yellow, brown.
Wildlife encounter: rhinoWildlife: Rhino — yellow, brown.
Wildlife encounter: snakeWildlife: Snake (3) — green, yellow, brown.

Resources

Round white markers; 5 of each sparse kind, 10 of each abundant kind (Resources). Resource types marked 5 are sparse and those marked 10 are abundant.. FAQ FAQ

PictureDescription
QuinineQuinine (10) — save an Askari or Porter; boost Health.
CannabisCannabis (10) — a Village likes you; boost Sanity. FAQ
BibleBible (10) — Healer +1, a sure Missionary recruit, +1 DP at Kingdoms.
RifleRifle (10) — hunting Food +1; worth 6 Gifts to a King.
AmmoAmmo (10) — +1 Ammo Stock when your Time is up.
BooksBooks (5) — +1 DP for Culture and Flora.
DiaryDiary (5) — Plant +1; +1 DP for Special Discoveries.
RevolverRevolver (5) — Respect −1, desertion −1.
MacheteMachete (5) — Jungles cost no Time; Lost City +1 DP.
PickaxPickax (5) — ignore Impassable; Mineral +1 DP.
CanteenCanteen (5) — Deserts cost no Time; helps against Thirst.
CanoesCanoes (5) — cross blocked borders; −3 Ambush; redraw Sources.
GuideGuide (5) — +2 Time once per Game Turn; helps when Lost. Use it before entering an activated Rumor: a Special Discovery ends your Time before you can extend it afterward. FAQ
Guide flippedUsed Guide — the Guide’s blank side, flipped after its +2 Time.
TelescopeTelescope (5) — an extra diagonal Encounter; hunting Success −1.
SurveyingSurveying (5) — Lakes +1 DP; helps when Lost.
AltimeterAltimeter (5) — Mountains and Sources +1 DP.
PaintingPainting (5) — Scenery, Marsh and Waterfall +1 DP.
FishingFishing (5) — at most 1 Discontent from hunger; +5 Food in Water Zones. This pays once per Game Turn, at the end of a Map Phase turn in a Water Zone. FAQ

Patrons

Rulings that apply to every row below: Does anyone lose DP for an opponent’s Patron when chits are removed by the balance draw?.

PictureDescription
Science patronScience (the University) — Culture and Flora (Patrons).
Exploring patronExploring (Royal Geographical Society) — Scenery, Mountains, Lakes, Lost Cities and pictured water markers.
Finance patronFinance (the City) — Minerals.
Politician patronPolitician (Westminster) — Kingdoms and Warrior Nations.
The News patronThe News (Fleet Street) — Special Discoveries.

Color Code markers

Drawn from a cup to pick a border by its symbol (terrain, water).

PictureDescription
Black star color codeBlack star
Blue square color codeBlue square
Brown paw print color codeBrown paw print
Green circle color codeGreen circle — also confirms a Presumed Terrain marked with a green circle.
Purple blob color codePurple blob
Red triangle color codeRed triangle
Yellow moon color codeYellow crescent

Expedition markers

One set per colour (blue shown), plus the two Turn Track markers.

PictureDescription
Disease markerDisease — players below it make a Health-roll (Turn Track).
Horror markerHorror — players below it make a Sanity-roll.
Your Turn markerTurn marker — your place in the order of play. FAQ
Drama markerDrama marker — your DP on the Drama Track.
Explorer markerExplorer (2) — one on the map, one in your Matrix.
Arrow markerArrow — the slot you came from (Placing encounters).
Askari markerAskari marker.
Porter markerPorter marker. FAQ FAQ
Ammo markerAmmo Stock marker.
Discontent markerDiscontent marker. It has no effect below 10; at 10, resolve the revolt and finish the current player turn. FAQ FAQ
Time markerTime marker. FAQ
Health markerHealth marker.
Sanity markerSanity marker. FAQ FAQ
Gifts markerGifts single marker.
Gifts x10 markerGifts x10 marker.
Food markerFood single marker.
Food x10 markerFood x10 marker.
Bad Luck markerBad Luck — force a reroll, 3+ players (Bad Luck).

Icons

The rulebook’s own pictures, used inline on these pages.

PictureDescription
Drama PointsDrama Points
Askari PorterAskari, Porter
Food GiftsFood, Gifts
Ammo Stock Ammo ResourceAmmo Stock, Ammo Resource
Time Health Sanity DiscontentTime, Health, Sanity, Discontent
Explorer Arrow marker Bad Luck markerExplorer, Arrow, Bad Luck
Jungle Savanna Veldt DesertJungle, Savanna, Veldt, Desert
Quinine Cannabis Bible RifleQuinine, Cannabis, Bible, Rifle
Books Diary Revolver Machete PickaxBooks, Diary, Revolver, Machete, Pickax
Canteen Canoes Guide TelescopeCanteen, Canoes, Guide, Telescope
Surveying Altimeter Painting FishingSurveying, Altimeter, Painting, Fishing
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