Ludexv2026.11.01-65114139Heart of DarknessOfficial rulebook ↗

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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 Jungle, where a Warband has no effect. Roll a d10:

Modifiers: +3 in Savanna or Veldt; +2 if a Village Encounter is in your slot; −3 with Canoes 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 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 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 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 Canteen, you are in a Water Zone — and each 1–3 removes one loss.

Lost

Lose 1 Time 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 Surveying, a Guide 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

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 Drama Points DP, −1 Time, then it goes on your region.

FindingPlacedBonus
Culture (4 peoples)On a Village EncounterBooks Books +1 DP; “Science” Patron
Flora (5 named plants)On a Missionary, Healer, Plant or Tusk EncounterBooks Books +1 DP; “Science” Patron
Scenery (4 landscapes)On a Wildlife EncounterPainting Painting +1 DP; “Exploring” Patron
Mineral (12 named minerals)In an empty slot no more than two slots away (the Arrow’s slot is never empty)Pickax Pickax +1 DP; “Finance” Patron

Discoveries

Discoveries enter your Matrix only through the Discovery Procedure. Dealing with one: 2 DP, −1 Time, then it goes on your region.

DiscoveryEffect and bonus
MountainOne of Africa’s great mountains. Altimeter Altimeter +1 DP; “Exploring” Patron
Highest MountainThe highest in Africa: 3 DP instead of 2. Altimeter +1 DP; “Exploring” Patron
Lake (4 shapes)A great lake. Surveying Surveying +1 DP; “Exploring” Patron
Lost City (3 ruins)An abandoned city. Machete Machete +1 DP; “Exploring” Patron
KingdomOffer Gifts to the King (below). Bible Bible +1 DP even if he dislikes you; “Politician” Patron
Warrior NationAn Askari dies unless you spend a Quinine Quinine or lower your Ammo Stock by 1. “Politician” Patron

The King

First choose what you want — a Guide Guide or Canoes 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 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 Diary, plus the bonus of “The News” Patron. Afterwards your Time is up.

Special DiscoveryDPEffect
Christian Kingdom3Prester John’s kingdom: +20 Food, but return all your Bibles
Queen3Spend 1 Rifle and 1 Revolver for 20 Gifts; otherwise lose an Askari
Madness3Pay 10 Gifts for 5 Food; refuse (or can’t pay) and lose a Porter and an Askari
Leprosy3Return all your Cannabis; if you don’t or have none, −1 Sanity and −1 Health
Plague3Return all your Canteens; if you don’t or have none, −1 Health and an Askari deserts
Wildman4Return 1 Revolver and gain 2 Time instead of stopping; otherwise he takes up to 20 Food
Solomon’s Mines4Ambush-roll and Health-roll; if the ambush costs you nothing, take 20 Gifts
Cursed4A Porter deserts; make a Health-roll
Kurtz4Return all your Quinine for 20 Gifts; if you don’t or have none, he kills 2 Askaris
Kanger4Lose all your Gifts; if you lost any, draw a random Resource (not Canoes or Guide)
Haunted52 Porters desert; make a Sanity-roll
Cannibals51 Askari and 2 Porters die unless you lower your Ammo Stock by 3 (all or nothing)
Zombies6Return all Machetes and Pickaxes; make 4 Ambush-rolls
The Link6Return all Surveying and Altimeters; lose 30 Items (or all you have)
Lost World7Return all Fishing and Telescopes; lose 40 Items (or all you have)
Lost Eden8Return all Resources except one Diary (Food, Gifts and Ammo Stock aren’t Resources); Health and Sanity back to 5, Discontent to 1
Rules

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