Events
Every Event chit: the ten Incidents with their terrain and Water Zone effects, the four kinds of Findings, the six kinds of Discoveries, and the 16 Special Discoveries at the end of a Rumor.
Events come from the Event bag. Their pictures are on Cards & Components.
Incidents
The Incident Chart crosses each Incident with your land terrain and with the Water Marker (if your region is a Water Zone); conditions below each column add more. Everything stacks.
Warband
Make an Ambush-roll — unless you are in a
Jungle, where a Warband has no effect. Roll a d10:
- higher than your Askaris: a Porter is killed and you lose 5 Items;
- equal or lower: you chase them away, then make an Ammo-roll.
Modifiers: +3 in Savanna or Veldt; +2 if a Village Encounter is in your slot; −3 with
Canoes;
+1 if your Ammo Stock is lower than your Askaris, −1 if higher.
Malaria
Make a Health-roll, except in a Desert (no effect). In a
Jungle, lose 1
Health without rolling. −1 in a Water Zone; −1 if a Plant Encounter is in your slot.
Taboo
Make a Sanity-roll, except in a Savanna (no effect); in a Desert or Jungle make two. −1 to each if a Healer Encounter is in your slot.
Accident
Roll a d10 (not in a Veldt) and lose that many
Gifts. Add 4 more in a Water Zone and 4 more if a Tusk
Encounter is in your slot — these apply even in a Veldt. If you can’t pay it all, pay what you have and a
Porter runs off too.
Storm
Roll a d10 and lose that much
Food. Add 4 in a Water Zone and 4 if a Wildlife Encounter is in your
slot. If you can’t pay it all, pay what you have and lose a Porter.
Thirst
Suffer one loss of your choice: 1 Health, 1 Sanity, 1 Askari or 1 Porter. Two losses in a Desert; one more
if a Missionary Encounter is in your slot. Then roll a d6 for each that applies — you have a
Canteen, you are in a Water Zone — and each 1–3 removes one loss.
Lost
Lose 1
Time; 2 in a Desert or Jungle; 1 more if you are in an empty slot. Then roll a d6 for each
that applies — Surveying, a
Guide (even flipped), a Water Zone — and each 1–3 saves 1
Time (it never adds Time).
Success
Either return the Encounter in your slot (and any Finding on it), leaving the slot empty — useful when the next combination of Encounters would hurt — or choose, instead of rolling, the result of one die that a chit in your slot asks for. Or do neither.
Rumor
Place it on a Village Encounter or Kingdom Discovery with no Rumor (how Rumors work). First Event: not in your slot; second Event: only in your slot. Return it if it can’t be placed, or if a Rumor is already activated.
Impassable
- As your first Event: this Player Turn you can’t enter a slot with a Finding or Discovery, unless you have no other option.
- As your second Event: return the Finding or Discovery in your slot, and any Rumor on that Discovery — no DP. The Encounter, and a Rumor on a Village, stay.
- With a
Pickax you may always enter.
Findings
A Finding drawn as an Event is placed in the Matrix (first Event: not your slot; second Event: only your
slot; never with another Finding). When you deal with one: 2
DP, −1 Time, then it goes on your
region.
| Finding | Placed | Bonus |
|---|---|---|
| Culture (4 peoples) | On a Village Encounter | |
| Flora (5 named plants) | On a Missionary, Healer, Plant or Tusk Encounter | |
| Scenery (4 landscapes) | On a Wildlife Encounter | |
| Mineral (12 named minerals) | In an empty slot no more than two slots away (the Arrow’s slot is never empty) |
Discoveries
Discoveries enter your Matrix only through the Discovery Procedure. Dealing with one: 2 DP, −1 Time, then it goes on your region.
| Discovery | Effect and bonus |
|---|---|
| Mountain | One of Africa’s great mountains. |
| Highest Mountain | The highest in Africa: 3 DP instead of 2. Altimeter +1 DP; “Exploring” Patron |
| Lake (4 shapes) | A great lake. Surveying +1 DP; “Exploring” Patron |
| Lost City (3 ruins) | An abandoned city. |
| Kingdom | Offer Gifts to the King (below). |
| Warrior Nation | An Askari dies unless you spend a |
The King
First choose what you want — a
Guide or
Canoes (if any are in the pool) or Food — then
how many Gifts to offer. Roll a d6: equal to or below your offer (and not a 6), he likes you: take the Guide
or Canoes, or 3 × the roll in Food, and he activates any Rumor here. Otherwise you get nothing and any Rumor
here is returned. Spending a
Rifle instead counts as 6 Gifts, and then even a 6 succeeds.
Special discoveries
Drawn when you enter an activated Rumor. Each scores the DP shown, plus 1 with a
Diary, plus the
bonus of “The News” Patron. Afterwards your Time is up.
| Special Discovery | DP | Effect |
|---|---|---|
| Christian Kingdom | 3 | Prester John’s kingdom: +20 Food, but return all your Bibles |
| Queen | 3 | Spend 1 Rifle and 1 Revolver for 20 Gifts; otherwise lose an Askari |
| Madness | 3 | Pay 10 Gifts for 5 Food; refuse (or can’t pay) and lose a Porter and an Askari |
| Leprosy | 3 | Return all your Cannabis; if you don’t or have none, −1 Sanity and −1 Health |
| Plague | 3 | Return all your Canteens; if you don’t or have none, −1 Health and an Askari deserts |
| Wildman | 4 | Return 1 Revolver and gain 2 Time instead of stopping; otherwise he takes up to 20 Food |
| Solomon’s Mines | 4 | Ambush-roll and Health-roll; if the ambush costs you nothing, take 20 Gifts |
| Cursed | 4 | A Porter deserts; make a Health-roll |
| Kurtz | 4 | Return all your Quinine for 20 Gifts; if you don’t or have none, he kills 2 Askaris |
| Kanger | 4 | Lose all your Gifts; if you lost any, draw a random Resource (not Canoes or Guide) |
| Haunted | 5 | 2 Porters desert; make a Sanity-roll |
| Cannibals | 5 | 1 Askari and 2 Porters die unless you lower your Ammo Stock by 3 (all or nothing) |
| Zombies | 6 | Return all Machetes and Pickaxes; make 4 Ambush-rolls |
| The Link | 6 | Return all Surveying and Altimeters; lose 30 Items (or all you have) |
| Lost World | 7 | Return all Fishing and Telescopes; lose 40 Items (or all you have) |
| Lost Eden | 8 | Return all Resources except one Diary (Food, Gifts and Ammo Stock aren’t Resources); Health and Sanity back to 5, Discontent to 1 |