Ludexv2026.11.01-65114139Heart of DarknessOfficial rulebook ↗

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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 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:

  1. 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.)
  2. Return every chit in your Matrix and your Guide Guide, flipped or not. Put your Explorer back on “Start here”.
  3. 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):

Boost

Then you may spend, in any order:

ResourceEffect
Quinine Quinine+1 Health, or +2 Health and −1 Sanity
Cannabis Cannabis+1 Sanity, or +2 Sanity and −1 Health
Ammo Resource Ammo+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 Drama Points DP and −1 Sanity 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):

The most DP wins; tied players share the win.

Drama points

WhenDP
You decide a Savanna or Veldt1
You decide a Jungle or Desert2
Dr Livingstone moment: end your map move in an explored region with another Explorer2 each
You place a Waterfall, Marsh, Lake Source or Mountain Source2
You place the Largest Lake Source3
You deal with a Finding or Discovery2 (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 findsthey lose 1
Both Events of a Matrix Player Turn are Incidents that cost you something1
A Special Discovery3–8, Diary +1
Envy2 (and −1 Sanity)
Death or insanity3
Final award1 per category
Rules

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