Ludexv2026.11.01-65114139Heart of DarknessOfficial rulebook ↗

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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

Askari 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 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 (Ammo Resource) refill the Stock at the end of a Game Turn.

Porters and carrying

Porter Porters start at 8 (maximum 10). The number beside each Porter slot is your Porter Capacity: the most Gifts Gifts and Food Food you can carry together. The first two Porters carry only your Resources, so they add no capacity.

Health and Sanity

Health Health and Sanity 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

If Health or Sanity reaches 0 you die or go insane (what happens).

Discontent

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:

PurchaseNotes
1 ResourceOnly if one is left in the pool; only one Guide and one Canoes each
1 AskariMaximum 8
1 PorterMaximum 10
1 AmmoRaises the Ammo Stock, maximum 8 (buy Ammo Resources for more)
5 GiftsWithin Porter Capacity
10 FoodWithin 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.

ResourceKindWhat it does
Quinine QuinineAbundantSpend: 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
Cannabis CannabisAbundantSpend: a Village’s Like-roll succeeds; at Time up, +1 Sanity, or +2 Sanity and −1 Health
Bible BibleAbundant+1 to Healer recovery; spend: a Missionary recruit succeeds; +1 DP at any Kingdom
Rifle RifleAbundant+1 to hunting Food-rolls; spend at a Kingdom instead of Gifts: counts as 6 Gifts and even a 6 succeeds
Ammo Resource AmmoAbundantSpend at Time up: +1 Ammo Stock (maximum 8)
Books BooksSparse+1 DP for each Culture or Flora
Diary DiarySparse+1 to Plant recovery; +1 DP for each Special Discovery
Revolver RevolverSparse−1 to Village Respect-rolls and to both desertion rolls
Machete MacheteSparseNo Time lost exploring Jungle; +1 DP for each Lost City
Pickax PickaxSparseEnter any slot despite an Impassable; +1 DP for each Mineral
Canteen CanteenSparseNo Time lost exploring Desert; a chance to avoid a Thirst loss
Canoes CanoesSparseCross 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
Guide GuideSparseOnce 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
Telescope TelescopeSparseOne extra Encounter on a diagonal slot; −1 to hunting Success-rolls
Surveying SurveyingSparse+1 DP for each Lake and Lake Source; a chance to avoid Lost
Altimeter AltimeterSparse+1 DP for each Mountain, Mountain Source and Generic Source
Painting PaintingSparse+1 DP for each Scenery, Marsh and Waterfall
Fishing FishingSparseNever 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).

Rules

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