Game End and Scoring
When your Time is up, desertion, boosting Health and Sanity, Envy, death and insanity, the end of the game, adjusting the Event bag, the final Drama Point award and every DP source.
Time is up
When your
Time marker reaches Stop, your Time is up once you finish that Player Turn. You may
still finish a Finding or Discovery you are dealing with, or draw and apply a Special Discovery, even if it
needs extra Time. Then:
- If you are not on “End here”, make a Health-roll — unless a Special Discovery ended your Time. (On “End here” with Time left you may stop there and declare your Time up.)
- Return every chit in your Matrix and your
Guide, flipped or not. Put your Explorer back on
“Start here”. - Set your Time marker to your Health + 5.
The other players carry on with their Player Turns until everyone has reached Stop.
Desertion
After resetting, make two Desertion-rolls (before Envy):
- Porters: roll a d6; higher than your Sanity and a Porter runs away. Modify by your Health’s modifier on the track (a sick explorer is harmless).
- Askaris: roll a d6; higher than your Health and an Askari deserts. Modify by your Sanity’s modifier (a man going mad is frightening).
- −1 to both with a
Revolver. Each desertion raises Discontent; a
Quinine can stop one.
Boost
Then you may spend, in any order:
| Resource | Effect |
|---|---|
| +1 Health, or +2 Health and −1 Sanity | |
| +1 Sanity, or +2 Sanity and −1 Health | |
| +1 Ammo Stock (maximum 8) |
Envy
When everyone has rolled and boosted, in Turn Track order: if another player has 6 or more DP more than
you, you may claim wonders of your own: +2
DP and −1
Sanity. Once per Game Turn.
You may never boost, be envious or enter an Encounter in a way that drops your Health or Sanity to 0 without a die roll, if you can avoid it — and never discard anything the rules don’t ask for.
Death, insanity and mutiny
If your Health or Sanity reaches 0 — or Discontent reaches 10, which sets Health to 0 — you die or go mad at the end of your Player Turn. You gain 3 DP of notoriety. The others finish the Game Turn, and then the game ends.
End of the game
At the end of every Game Turn (just after Envy), the game ends if any Explorer has died, gone insane or has 50 DP or more. Past 50, the Drama marker goes round again: 1 means 51.
If not, adjust the Event bag and start a new Game Turn with the Turn Track.
Adjusting the balance
With fewer than 5 players, draw 5 Event chits for each absent player (10 with three players, 20 solo). Remove the Discoveries and Findings among them from the game and return the Incidents to the bag. The absent explorers would have found those wonders: it keeps the race to 50 DP the same at every player count.
Final award
Every Explorer who is neither dead nor insane gains 1 DP for each of these they lead (ties all gain it):
- most
Askaris - most
Porters - most
Gifts - most
Food - highest
Health - highest
Sanity
The most DP wins; tied players share the win.
Drama points
| When | DP |
|---|---|
| You decide a Savanna or Veldt | 1 |
| You decide a Jungle or Desert | 2 |
| Dr Livingstone moment: end your map move in an explored region with another Explorer | 2 each |
| You place a Waterfall, Marsh, Lake Source or Mountain Source | 2 |
| You place the Largest Lake Source | 3 |
| You deal with a Finding or Discovery | 2 (Highest Mountain 3) |
| The matching Resource (Books, Painting, Pickax, Altimeter, Surveying, Machete, Bible) | +1 |
| Your Patron’s finds | +3 (2–3 players +2, solo +1) |
| An opponent’s Patron’s finds | they lose 1 |
| Both Events of a Matrix Player Turn are Incidents that cost you something | 1 |
| A Special Discovery | 3–8, Diary +1 |
| Envy | 2 (and −1 Sanity) |
| Death or insanity | 3 |
| Final award | 1 per category |