Ludexv2026.11.01-65114139Heart of DarknessOfficial rulebook ↗

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Teach the Game

A script to read aloud: how you win Heart of Darkness, the map and the Expedition Sheet, a Game Turn, the end, every source of Drama Points and what each resource is for.

How you win

“It is the mid-1800s and we are explorers walking into central and southern Africa for a patron back home who wants thrilling stories. We map the land, follow rivers to their sources, meet villages and wildlife, and stumble on lakes, lost cities and stranger things. Every wonder is written up as Drama Points. The game ends when someone reaches 50 Drama Points, dies or goes mad; then the most Drama Points wins. It is a long, story-heavy game: plan on four hours or more.”

The boards

The map of Africa with numbered parts

  1. Port of Entry — one of the five explored starting regions (here Khartoum).
  2. Terrain chart — the d6 roll that decides an unknown region’s terrain.
  3. Presumed Terrain — a printed guess, confirmed on a 1–2.
  4. Color Codes — the symbol on each border, drawn from a cup to pick a border.
  5. Drama Track — your score, from Start to 50.
  6. Slaver regions — people names printed in red: Villages like you less.
  7. Patrons’ area — the five sponsors you choose from.
  8. Turn Track — Disease, Horror and the turn order for this Game Turn.
  9. New Sources box — Generic Sources waiting to join the cup.

The Expedition Sheet after setup, with numbered parts

  1. Time scale — how many moves you have left in the Matrix this Game Turn.
  2. Askaris scale — your armed men, and your Ammo Stock.
  3. Porters scale — your carriers, their capacity and your Discontent.
  4. Gifts track — trade goods.
  5. Food track — eaten every Game Turn.
  6. Matrix — a zoomed-in map of the region you are exploring right now.
  7. River Chart — whether an unexplored river reaches your region.
  8. Sanity & Health track — both start at 5; low values bring penalties.

A round

A Game Turn has two parts (full rules):

  1. Map Phase — one Player Turn each, in Turn Track order: pay Food for everyone, roll for Disease and Horror if your turn marker sits below them, move your Explorer into an adjacent region, then decide its terrain and its rivers. Exploring earns DP.
  2. Matrix Phase — first, Discoveries are drawn into your Matrix. Then, in Player Turns: place new Encounters around your Explorer, draw a first Event, pay 1 Time and move one slot, draw a second Event, then deal with what is in the new slot (details).
  3. When your Time runs out: Health check if you did not reach “End here”, clear the Matrix, reset Time to Health + 5, roll for desertions and spend Resources to recover (details).
  4. End of the Game Turn — Envy, then check whether the game ends; if not, adjust the Event bag and start a new Map Phase.

How the game ends

Ways to score

SourceHow and when
Exploring terrain1 DP for Savanna or Veldt, 2 DP for Jungle or Desert, when you decide a region’s terrain
Rivers and sources2 DP (3 for the Largest Lake) for placing a Waterfall, Marsh, Lake, Mountain or Largest Lake marker; Resources add 1
Findings and Discoveries2 DP each when you deal with one in the Matrix (Highest Mountain 3); the matching Resource adds 1
Your Patron+3 DP (2–3 players +2, solo +1) on top, for the finds your Patron cares about
An opponent’s PatronThey lose 1 DP when you find something their Patron wanted
Special Discoveries3 to 8 DP; Diary Diary +1; The News Patron adds its bonus
Two losses in one Player Turn1 DP if both Events of a Matrix Player Turn are Incidents that cost you something
Dr Livingstone moment2 DP each when you end a Map Phase move in an explored region with another Explorer
Envy2 DP (and −1 Sanity) once per Game Turn, if someone leads you by 6 DP or more
Notoriety3 DP when you die or go insane
Final award1 DP for each of: most Askaris, Porters, Gifts, Food; highest Health; highest Sanity

What each resource is for

ResourceWhy you need itHow you get itHow you use it
Askari AskarisHunts, Village respect and fending off Warbands all roll against their number6 at start; Credits; MissionariesLost to Warbands, hunts, desertion and Special Discoveries; each loss adds Discontent
Porter PortersCarry your Food and Gifts (the first two carry only Resources)8 at start; Credits; MissionariesCapacity shown beside the scale; each loss adds Discontent
Food FoodEvery Askari and Porter eats 1 at the start of each Game Turn20 at start; Credits; hunting, Villages, Kingdoms, ending in an explored region (20)Unfed men raise Discontent
Gifts GiftsBuy goodwill: Kingdoms, Villages, trade10 at start; Credits; Tusk and Wildlife EncountersOffer to Kings, trade 5 for Canoes, a Guide or 10 Food
Ammo Stock Ammo StockHigher than your Askaris = easier hunts and ambushes6 at start; Credits; spend Ammo ResourcesLowered by Ammo-rolls; can save an Askari from a Warrior Nation
Time TimeEach Matrix move costs 1; Findings and Discoveries cost 1 moreHealth + 5 each Game Turn; a Guide adds 2When it reaches Stop your Matrix search is over
Health Health and Sanity SanityLow values cut your Time, cause desertions and anger Villages; 0 ends your expeditionStart at 5 (the maximum); Healers, Plants, Quinine, CannabisLost to Disease, Horror, Malaria, Taboo and more
Discontent DiscontentAt 10 your men kill youRises 1 for each Askari or Porter lost, 1–2 when you can’t feed themMissionaries lower it by 1
ResourcesTools that change rolls, add DP or save men20 Credits at setup; a few from Tusks, Wildlife, Villages and KingdomsSome work by owning them, others are spent (full list)
PatronExtra DP for one kind of findChosen at your Port of EntryShapes where you go and what you look for

Teaching tips

Rules

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