The White Whale
Module T adds a seafaring mission with raft access and linked sea-card encounters.
Short tag: [Whale]
What it adds
Module T is a scenario that uses 13 sea cards, a double-sided mission, and a raft. Its challenge becomes harder as the player count rises.
Setup changes
Build a face-down sea deck from the 13 sea cards and place one raft with a group. At four players, add the Rope idea to the workbench; at three or four, players may redistribute their starting people before taking their tools.
New rules
The group may go to sea instead of revealing a personal card if nobody is asleep and someone has a raft. While at sea, all groups help automatically. Follow matching sea-card symbols to reveal further encounters; when a voyage ends, reshuffle the sea deck.
Scoring changes
The mission tracks whether the search succeeds. If the whale remains unfound, its night attack adds a
skull; resolving the whale encounter flips the mission and completes the objective.