Your Expedition
The Expedition Sheet: Askaris and Ammo, Porters and what they carry, Health and Sanity, Discontent, equipping with 20 Credits, and every Resource.
Everything you own sits on your Expedition Sheet. The Time scale on its left edge (1–10) also serves as the count for Askaris, Porters, Ammo Stock and Discontent (setup values).
Dice
The game uses a d6 and a d10; a 0 on the d10 is 10. Almost every check is “roll equal to or less than a value”. Modifiers are cumulative, and it is always the modified result that counts.
Askaris and Ammo
Askaris are your armed Africans. Hunts, Village respect and Warband ambushes roll a d10
against their number. You start with 6 and can never have more than 8.
Ammo Stock also starts at 6, on the same scale, and never goes above 8. It is not tied to the
Askaris: losing one never lowers the other. When your Ammo Stock is higher than your Askaris, Ambush and
hunting rolls get −1; lower, +1. Some results call for an Ammo-roll: roll a d10, and on a result
equal to or below your Ammo Stock it drops by 1. Ammo Resources (
) refill the Stock at
the end of a Game Turn.
Porters and carrying
Porters start at 8 (maximum 10). The number beside each Porter slot is your Porter
Capacity: the most
Gifts and
Food you can carry together. The first two Porters carry
only your Resources, so they add no capacity.
- Gifts and Food each use a x10 marker and a single marker. Only the two x10 markers count against capacity: with capacity 40 you may carry 19 Gifts and 39 Food (10 + 30).
- You start with 10 Gifts and 20 Food. Anything over capacity is discarded at once.
- “Items” means any mix of Food and Gifts you choose.
- Carried: while your Health is 2 or less, Porter Capacity drops by 10 (the first two Porters are unaffected). It comes back when Health is 3 or more again.
- If the last Askari, Porter or Ammo is lost, take its marker off the scale until you regain one.
- If your last Porter is lost, return all your Resources except your Guide, Canoes, all your Ammo (Stock and Resources) and any 3 Resources you choose.
Health and Sanity
Health and
Sanity both start at 5, the maximum. Under the track, values 3, 2 and 1
carry modifiers of −1, −2 and −3: Health’s modifier applies to Village Like-rolls and Porter desertion,
Sanity’s to Village Respect-rolls and Askari desertion. Your Health also sets your Time each Game Turn
(Health + 5).
Health-rolls and Sanity-rolls
- Health-roll: roll a d6; on a result equal to or less than your Health, lose 1 Health. +1 if your Sanity is higher than your Health, −1 if it is lower.
- Sanity-roll: the same against Sanity, modified by your Health (+1 if Health is higher, −1 if lower).
- Always compare the values as they are at that moment.
If Health or Sanity reaches 0 you die or go insane (what happens).
Discontent
Discontent starts at 1 on the Porters scale. It rises by 1 every time you lose an Askari or a
Porter, whatever the reason, and by 1 or 2 when you can’t feed them (Food). At 10
the remaining men revolt and kill you: set Health to 0.
Equipping with 20 Credits
Before the first Game Turn each player has 20 Credits. In Turn Track order, buy one thing, then the next player buys one, round after round until everyone has spent everything. Each costs 1 Credit:
| Purchase | Notes |
|---|---|
| 1 Resource | Only if one is left in the pool; only one Guide and one Canoes each |
| 1 Askari | Maximum 8 |
| 1 Porter | Maximum 10 |
| 1 Ammo | Raises the Ammo Stock, maximum 8 (buy Ammo Resources for more) |
| 5 Gifts | Within Porter Capacity |
| 10 Food | Within Porter Capacity |
Then flip every Resource left in the pool to its blank side, except Guides and Canoes. A Resource returned later is flipped and mixed in, so a random draw from the pool is a surprise.
Resources
Resources are the round white markers. Sparse ones have 5 chits in the box (the pool holds one per player); abundant ones have 10 (two per player). Some help just by being owned; others work only when you spend (return) them, which is always your choice. Owning two copies doesn’t double an effect, but a spare survives a loss. You can never have more than one Guide or one Canoes.
| Resource | Kind | What it does |
|---|---|---|
| Abundant | Spend: cancel the loss of an Askari or Porter; at Time up, +1 Health, or +2 Health and −1 Sanity; save an Askari from a Warrior Nation | |
| Abundant | Spend: a Village’s Like-roll succeeds; at Time up, +1 Sanity, or +2 Sanity and −1 Health | |
| Abundant | +1 to Healer recovery; spend: a Missionary recruit succeeds; +1 DP at any Kingdom | |
| Abundant | +1 to hunting Food-rolls; spend at a Kingdom instead of Gifts: counts as 6 Gifts and even a 6 succeeds | |
| Abundant | Spend at Time up: +1 Ammo Stock (maximum 8) | |
| Sparse | +1 DP for each Culture or Flora | |
| Sparse | +1 to Plant recovery; +1 DP for each Special Discovery | |
| Sparse | −1 to Village Respect-rolls and to both desertion rolls | |
| Sparse | No Time lost exploring Jungle; +1 DP for each Lost City | |
| Sparse | Enter any slot despite an Impassable; +1 DP for each Mineral | |
| Sparse | No Time lost exploring Desert; a chance to avoid a Thirst loss | |
| Sparse | Cross blocked borders; −3 to Ambush-rolls; may return two drawn Sources in a row. Only gained and kept in a Water Zone; lost when you cross a border with no water on it | |
| Sparse | Once per Game Turn, at the start of a Player Turn with Time 8 or less: +2 Time (flip it). A chance to avoid Lost. Returned when your Time is up | |
| Sparse | One extra Encounter on a diagonal slot; −1 to hunting Success-rolls | |
| Surveying | Sparse | +1 DP for each Lake and Lake Source; a chance to avoid Lost |
| Sparse | +1 DP for each Mountain, Mountain Source and Generic Source | |
| Sparse | +1 DP for each Scenery, Marsh and Waterfall | |
| Sparse | Never more than 1 Discontent for missing Food; +5 Food after your Map Phase move into a Water Zone |
New Resources are rare: Villages and Kingdoms can give Canoes or a Guide, and a Tusk or Wildlife Encounter can hand you a random one (Encounters).