Ludexv2026.11.01-65114139Heart of DarknessOfficial rulebook ↗

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Encounters

The six Encounters — Tusk, Plant, Healer, Missionary, Wildlife and Village — with the effect of the previous Encounter, the second Event and your Resources.

Deal with the Encounter in your slot after your second Event and any Finding. Check the Encounter Chart: the Encounter you left behind (under your Arrow marker Arrow) can change the one you face, and so can your second Event if it was an Incident you didn’t ignore. An empty slot behind you changes nothing. Everything stacks. Pictures: Cards & Components.

Tusk

Tusks, horn and skins that people value. Roll a d10 and gain that many Gifts Gifts.

If…Then
The previous Encounter was WildlifeAn elephant graveyard: +3
The previous Encounter was a VillageMost is taken already: −3
Your second Event was an AccidentYou may instead skip the roll and draw a random Resource (not Canoes or Guide)

Plant

Recover Sanity: roll a d6; higher than your Sanity gains 1 Sanity Sanity (never above 5). +1 if your Health is higher than your Sanity, −1 if lower.

If…Then
The previous Encounter was a PlantPoisoned: lose 1 Health instead, no roll
The previous Encounter was a HealerGuided: +1 Sanity without rolling
You have a Diary Diary+1
Your second Event was a TabooPlants grow plentifully in the deserted area: +1

Healer

Recover Health: roll a d6; higher than your Health gains 1 Health Health (never above 5). +1 if your Sanity is higher than your Health, −1 if lower.

If…Then
The previous Encounter was a HealerA jealous rival’s shady drugs: lose 1 Sanity instead, no roll
The previous Encounter was a PlantHe knows his herbs: +1 Health without rolling
The previous Encounter was a MissionaryHe has converted and treats no one: no roll
You have a Bible Bible+1
Your second Event was MalariaHe knows this disease: +1

Missionary

He may lend you one of his followers. Choose Askari or Porter and roll a d10: higher than your current number of that kind and you gain one (never above 8 Askaris or 10 Porters), and Discontent drops by 1 (never below 1).

If…Then
The previous Encounter was a MissionaryThey argue theology and ignore you: no roll
The previous Encounter was a PlantHe isn’t quite present and ignores you: no roll
The previous Encounter was a VillageMany followers: you may try twice
Not ignored, and you spend a Bible BibleEvery recruit attempt succeeds without rolling
Not ignored, and your second Event was ThirstYou may skip recruiting: he turns water into 10 Food

Wildlife

A hunt. Roll a Success-roll (d10) and a Food-roll (d6).

If…Then
The previous Encounter was WildlifeGame everywhere: the Success-roll succeeds automatically
The previous Encounter was a VillageLittle game left: Food-roll −3 (before doubling)
The previous Encounter was a TuskBig beasts: Food-roll +3 (before doubling)
You have a Rifle RifleFood-roll +1 (before doubling)
You have a Telescope TelescopeSuccess-roll −1
Your Ammo Stock is lower / higher than your AskarisSuccess-roll +1 / −1
The Success-roll doubles your FoodMake an Ammo-roll
Your second Event was a StormYou may instead skip both rolls and draw a random Resource (not Canoes or Guide)

Village

Roll a Like-roll (d6) and a Respect-roll (d10). They like you on a modified 2 or less; they respect you on a result equal to or below your Askaris.

ModifierRoll
Slaver region (people’s name printed in red)Like +1
You offer 2 Gifts before rolling (generosity)Like −1
Your Health is 3 / 2 / 1Like −1 / −2 / −3 (they pity you)
Your Sanity is 3 / 2 / 1Respect −1 / −2 / −3 (they don’t want to cross a madman)
You spend a Cannabis CannabisLike succeeds without rolling
You have a Revolver RevolverRespect −1
Your second Event was a Warband you chased awayRespect succeeds; Like −1
OutcomeWhat happens
Overjoyed — like and respectThey activate any Rumor here, hold a feast (+d10 Food) and will trade
Like — like onlyThey activate any Rumor and will trade; no feast
Respect — respect onlyThey ignore you; return any Rumor here
Hostile — neitherThey steal 5 Items; a modified Respect 9 kills a Porter, a 10 an Askari; return any Rumor

Trade: pay exactly 5 Gifts for Canoes Canoes or a Guide Guide (if the pool has one), or 10 Food.

If the previous Encounter was…Then
A VillageUsed to visitors: Respect succeeds automatically
A MissionaryUsed to foreigners: Like succeeds automatically
WildlifeFew people around: no feast, but trade and Rumor as usual
A TuskRich: no trade, but a feast if overjoyed; Rumor as usual
Rules

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