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) 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.
| If… | Then |
|---|---|
| The previous Encounter was Wildlife | An elephant graveyard: +3 |
| The previous Encounter was a Village | Most is taken already: −3 |
| Your second Event was an Accident | You 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 (never above 5). +1 if your
Health is higher than your Sanity, −1 if lower.
| If… | Then |
|---|---|
| The previous Encounter was a Plant | Poisoned: lose 1 Health instead, no roll |
| The previous Encounter was a Healer | Guided: +1 Sanity without rolling |
| You have a | +1 |
| Your second Event was a Taboo | Plants grow plentifully in the deserted area: +1 |
Healer
Recover Health: roll a d6; higher than your Health gains 1
Health (never above 5). +1 if your
Sanity is higher than your Health, −1 if lower.
| If… | Then |
|---|---|
| The previous Encounter was a Healer | A jealous rival’s shady drugs: lose 1 Sanity instead, no roll |
| The previous Encounter was a Plant | He knows his herbs: +1 Health without rolling |
| The previous Encounter was a Missionary | He has converted and treats no one: no roll |
| You have a | +1 |
| Your second Event was Malaria | He 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 Missionary | They argue theology and ignore you: no roll |
| The previous Encounter was a Plant | He isn’t quite present and ignores you: no roll |
| The previous Encounter was a Village | Many followers: you may try twice |
| Not ignored, and you spend a | Every recruit attempt succeeds without rolling |
| Not ignored, and your second Event was Thirst | You may skip recruiting: he turns water into 10 Food |
Wildlife
A hunt. Roll a Success-roll (d10) and a Food-roll (d6).
- Success-roll equal to or below your Askaris: gain 2
Gifts and double the Food-roll in
Food. - Higher: gain 1 Gift and the Food-roll in Food. A modified 9 also kills a Porter; a 10 kills an Askari instead (the beast gets into camp).
| If… | Then |
|---|---|
| The previous Encounter was Wildlife | Game everywhere: the Success-roll succeeds automatically |
| The previous Encounter was a Village | Little game left: Food-roll −3 (before doubling) |
| The previous Encounter was a Tusk | Big beasts: Food-roll +3 (before doubling) |
| You have a | Food-roll +1 (before doubling) |
| You have a | Success-roll −1 |
| Your Ammo Stock is lower / higher than your Askaris | Success-roll +1 / −1 |
| The Success-roll doubles your Food | Make an Ammo-roll |
| Your second Event was a Storm | You 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.
| Modifier | Roll |
|---|---|
| Slaver region (people’s name printed in red) | Like +1 |
| You offer 2 Gifts before rolling (generosity) | Like −1 |
| Your Health is 3 / 2 / 1 | Like −1 / −2 / −3 (they pity you) |
| Your Sanity is 3 / 2 / 1 | Respect −1 / −2 / −3 (they don’t want to cross a madman) |
| You spend a | Like succeeds without rolling |
| You have a | Respect −1 |
| Your second Event was a Warband you chased away | Respect succeeds; Like −1 |
| Outcome | What happens |
|---|---|
| Overjoyed — like and respect | They activate any Rumor here, hold a feast (+d10 Food) and will trade |
| Like — like only | They activate any Rumor and will trade; no feast |
| Respect — respect only | They ignore you; return any Rumor here |
| Hostile — neither | They steal 5 Items; a modified Respect 9 kills a Porter, a 10 an Askari; return any Rumor |
Trade: pay exactly 5 Gifts for
Canoes or a
Guide (if the pool has one), or 10 Food.
| If the previous Encounter was… | Then |
|---|---|
| A Village | Used to visitors: Respect succeeds automatically |
| A Missionary | Used to foreigners: Like succeeds automatically |
| Wildlife | Few people around: no feast, but trade and Rumor as usual |
| A Tusk | Rich: no trade, but a feast if overjoyed; Rumor as usual |