1572: The Lost Expedition
1572: The Lost Expedition Rulebook
Table of Contents
Table of Contents
- Overview
- Setup
- How to Win
- How to Lose
- Scoring
- Turn Order
- Phase 1 – Planning Phase
- Phase 2 – Movement Phase
- Phase 3 – Mapping Phase
- Phase 4 – Exploring Phase
- Phase 5 – Native Contact Phase
- Phase 6 – Hunting Phase (includes fishing and foraging)
- Phase 7 – Interests
- Phase 8 – Eat Rations
- Phase 9 – Map Travel
- Phase 10 – Morale Adjustment Phase
- Phase 11 – Track Day Phase
- Phase 12 – Journal Entry (optional)
- Terrain Features
- Symbol Key
Overview
A solitaire map-building, story-telling, and survival game.
- Number of Players: 1
- Player Ages: 12+
- Time to Play: 60 minutes
Setup
Besides this PDF, you will need:
- 12 six-sided dice (5d6 for rolling during Phase 1, 2d6 for rolling in Phases 2-5, and five dice to track Food, Muskets, Conquistadors, Morale, and Movement Progress)
- Pencil and Eraser
- Colored Pencil (or a cube/counter to track movement across the map)
- Notepaper (optional for the Journaling Phase)
Place five of the dice (with the 6 side up) in the five Tracking boxes at the top of the Player Sheet (Conquistadors, Muskets, Food, Morale, and Movement).
None of five tracking boxes can exceed 6. Excess supplies or progress are discarded.
Roll 1d6 and consult the chart below to determine what kind of expedition you were part of and what your bonus is:
- Cartography: You may place a trail once per hex if you end Phase 12 of your turn with 3 or more Movement Progress.
- Botany: You are immune to fever icons. Add 1 to your Hunting Score total (you are foraging instead).
- Military: Add 2 to your score when you use a Musket.
- Archeology: Trails will always lead to an interest in the next hex if the terrain is different than your current hex.
- Religious: All villages are peaceful villages (but not the empire).
- Doctor: Two or more WILDs break the Fever. Death Icons remove Food instead of Conquistadors.
Write the type of Expedition you were a part of in the light gray Expedition Box above the Phase 1 and 2 Charts.
Your sheet is set up! All you need now are your two pencils (paper if journaling) and the other 7 dice.
How to Win
Move your party of Conquistadors from the Starting Mountain hex in the northwest to the River Delta hex in the southeast.
How to Lose
Lose all six of your conquistadors (through Accidents, Starvation, Desertion, etc.), or fail to reach the River Delta in 42 turns.
Scoring
You score 1 point for each hex you mapped by the end of the game. If you win, you also gain a winning bonus equal to the current number of Conquistadors.
Turn Order
Each day is represented by a turn consisting of 12 phases. You will roll dice to determine the events, track supplies and progress with other dice, draw terrain with a regular pencil, and mark your movement toward the winning hex with a colored pencil. Good Luck!
- Planning
- Movement Progress
- Mapping
- Exploring Phase
- Native Contact
- Hunting
- Interests
- Eat Rations
- Map Travel
- Morale Adjustment
- Track Day
- Journal Entry
Phase 1 – Planning Phase
You set your sights downstream and start the day anew. What adventures or tragedies lie ahead, you know not.
Roll 5d6. You will refer to the Planning Chart on the Player Sheet during the next phases. You may reroll any or all of your dice once. You then resolve them in order, starting with assigning all of your WILDs, then 2s then 3s then 4s… You must roll on any phase that was determined during Planning. You can only skip a phase (and you must skip the phase) if you didn't roll it. For instance, if you rolled a 6 during planning but you are full on food, you still have to go Hunt. For every extra die of the same number (plus WILD dice assigned to the number) gain a +1 on the Table. (Example: 2 3 5 5 6 = roll on the Movement Table, roll on the Mapping Table, Roll on the Native Contact table with a +1, and roll on the Hunting Table.)
If you complete the Planning Phase with a 4-of-a-kind or 5-of-a-kind (for instance, all 2s), gain a Conquistador. WILDs (1s) cannot count towards this 4 or 5-of-a-kind.
Although each WILD result cannot count towards the 5-of-a-kind, they can be counted as other numbers. So a roll of 1 1 3 4 4 could allow a +2 to your Mapping Roll, a +3 to your Exploring Roll, or you can split the two WILDs and gain a +1 to Mapping and +2 to Exploring. You must roll 3-of-a-kind or better on WILDs to break a fever. WILDs used to break a fever cannot be used in any other way during the Planning Phase.
Planning Chart (die face rolled)
| Roll | Result |
|---|---|
| 1 | ? (WILD) |
| 2 | Movement |
| 3 | Mapping |
| 4 | Exploring |
| 5 | Native Contact |
| 6 | Hunting |
Phase 2 – Movement Phase
The only way to get out of this is to keep moving. In this environment sloth is more than a deadly sin, it's a deadly consequence.
Roll 2d6 and refer to the Movement Chart. Add 1 to the result for each extra 2 you rolled (and WILD you assigned) during the Planning Phase. You can expend one Musket to reroll both dice during this phase.
Movement Chart
| Roll | Result |
|---|---|
| 0-3 | Accident, Death, or Desertion |
| 4-5 | Movement +1; Fever |
| 6-8 | Movement +1; Morale -1 (Thumbs Down) |
| 9 | Movement +1 |
| 10 | Movement +2 |
| 11 | Movement +2, Movement +1 |
| 12+ | Movement +2, Movement +2 |
Phase 3 – Mapping Phase
From this vista point you can clearly see the lands below. You take a moment to admire the natural beauty before you get back to your map.
Choose an adjacent unmapped hex and roll 2d6. Refer to the Mapping Chart and add 1 to the result for each extra 3 you rolled (and WILD you assigned) during the Planning Phase. You CANNOT use Muskets during this phase.
If all adjacent hexes have already been mapped, skip this Phase.
Mapping Chart
| Roll | Terrain |
|---|---|
| 2 | Swamp |
| 3 | Hills |
| 4 | Mountains |
| 5 | Jungle |
| 6-9 | Same as current hex |
| 10 | Forest |
| 11 | Lake |
| 12+ | Plains |
Add a Cataract to the downstream side of your River Hex if a 1 is rolled on one or both dice (if you are currently in a River Hex).
Phase 4 – Exploring Phase
There has to be something of use in this wilderness.
Roll 2d6 and refer to the Exploration Chart. Add 1 to the result for each extra 4 you rolled (and WILD assigned) during the Planning Phase. You can expend one Musket to reroll both dice during this phase.
Exploration Chart
| Roll | Result |
|---|---|
| 0-2 | Accident, Death, or Desertion |
| 3 | Fever |
| 4-5 | Movement -1 |
| 6-7 | Village |
| 8 | Morale +1 (Thumbs Up) |
| 9 | Trail |
| 10+ | Interests |
Phase 5 – Native Contact Phase
They have been trailing you for miles. You realize that there's no way to outdistance them, so you approach to parley.
Roll 2d6 and refer to the Native Contact Chart. Add 1 to the result for each extra 5 you rolled (and WILD assigned) during the Planning Phase. You can expend one Musket to reroll both dice during this phase.
Native Contact Chart
| Roll | Result |
|---|---|
| 0-4 | Advanced Empire |
| 5 | Fever |
| 6-8 | Village |
| 9 | Trail |
| 10 | Food +1; Peaceful Village |
| 11+ | Cache; Peaceful Village |
Phase 6 – Hunting Phase (includes fishing and foraging)
The creatures of this land are exotic and voracious. What really makes them dangerous is that they have no fear of man.
Roll 2d6 and refer to the Hunting Chart. Add 1 to the result for each extra 6 you rolled (and WILD assigned) during the Planning Phase after applying hex modifications. You can expend one Musket to reroll both dice during this phase.
Hunting Chart
| Roll | Result |
|---|---|
| 0-3 | Accident, Death, or Desertion |
| 4 | Morale -1 (Thumbs Down) |
| 5 | Morale -1 (Thumbs Down); Food +1 |
| 6-8 | Food +1 |
| 9-10 | Food +2 |
| 11+ | Food +2; Morale +1 (Thumbs Up) |
Phase 7 – Interests
If you move into the hex with an Interests Icon, or roll a 11+ during the Exploration Phase, roll on the Interests Table to determine what event/feature is in the hex. This cannot be rerolled. Write the number of the feature in the hex. Each Interest (except for Natural Wonder) is unique. If the same result is rolled at a later time in another hex, it becomes a Natural Wonder instead. Each hex is limited to only 1 Interest.
Interests Chart
| Roll | Result |
|---|---|
| 2-3 | Lagos De Oro |
| 4 | Ruined Mission |
| 5 | Migration |
| 6-8 | Natural Wonder |
| 9 | Predict Eclipse |
| 10 | Princess Kantyi |
| 11+ | Diego Mendoza |
Predict Eclipse — The next two times you roll on the Native Contact Chart, choose any result instead of rolling.
Princess Kantyi — Reroll 1s and 2s on either/both dice whenever rolling on the Native Contact Chart. This effect persists until the end of the game.
Lagos De Oro — Draw a 3-hex lake halfway between your current location and the River Delta. The 3 hexes must all be adjacent to each other. Then draw a tiny island at the corner where the three hexes meet. The three hexes count as 1 hex for all purposes. You are immune to Ambush and Fever while at Lagos De Oro.
Ruined Mission — You find a crate of Muskets. Gain 5 Muskets. Add a Trail to any adjacent hex.
Migration — Skip the Ration Phase while in and adjacent to this hex. You may expend 1 musket to fill your Food Reserves to 6.
Natural Wonder (can be discovered multiple times) — Add 5 to your current Morale. Add 2 to your end game Victory Points if you win (for each Natural Wonder discovered). Describe this Natural Wonder in detail in your journal.
Diego Mendoza — Gain 1 Conquistador and 1 Musket. You may add 1 to a total once per turn whenever rolling on Phases 2-7. This effect persists until the end of the game.
Phase 8 – Eat Rations
Only one meal a day. You know that with fewer people you'll be able to eat better. That thought has become more frequent—and more enticing--over the past few days...
Consume one food. If you do not have one food, lose 1 Conquistador. You only lose Conquistadors to loss of food during this phase.
Phase 9 – Map Travel
You catch a glimpse of the Atlantic off in the distance, closer now.
You must spend 5 movement points, after terrain modifications are allocated (or a 3 if a trail exists between your hex and the target hex) to move into an adjacent hex during this phase. Use the Colored Pencil to draw your route from hex to hex over the current terrain. You must have the required movement progress and cannot go below 0 after moving. The direction traveled will affect Morale, so it's best to head East.
Phase 10 – Morale Adjustment Phase
Only by the grace of God will we survive.
Refer to the Morale Adjustment Chart. If you did not move into a new hex this turn, you lose 1 morale. If you changed hexes this turn, the amount of morale gained or lost is determined by your direction of travel: Southeast is the best for your group's morale while Northwest is the worst. If you do not have at least 1 Morale at the end of this Phase, lose 1 Conquistador. You only lose Conquistadors to Morale during this Phase.
Morale Adjustment by Direction of Travel
| Direction | Morale Adjustment |
|---|---|
| NW | -3 |
| N | -1 |
| NE | +1 |
| SW | -1 |
| No Travel | 0 |
| SE | +3 |
| S | +1 |
Phase 11 – Track Day Phase
The Trade Winds will die down at the end of the season and there won't be any ships until next year.
Mark off one box at the end of each turn. If you do not reach the River Delta hex by turn 4 (6 weeks), you lose.
You must make it to the River Delta hex in 6 weeks or 42 turns.
Phase 12 – Journal Entry (optional)
If you have decided to journal, write a brief description of what happened this turn. This helps to bring your session to life and document how the game has developed in your mind. For instance:
We finally left the Mountains. An enormous waterfall has blocked our route along the River, so we decided to go South towards the Hills. Romero objected and during the debate, a large cat-the color of midnight-burst into our camp, making away with a bit of our food.
Terrain Features
Mountains — -1 to total during Movement Phase. +1 to total during Hunting Phase.
Hills — -1 to total during Movement Phase. +1 total during Native Contact.
Forest — +1 to total during Hunting Phase.
Plains — Gain a +1 on the Movement chart.
Jungle — -1 to total during Movement Phase. -1 to total during Exploring Phase.
Swamp — -1 to total during Movement Phase. You cannot break a Fever in the Swamp.
Lake — Village results are discarded. +1 to total during Movement Phase.
River Hexes — Add 1 Movement Progress every time you enter a downstream river hex from an upstream hex.
Native Village — Draw a dot in the current terrain and reduce your movement progress 1 each time a village is discovered.
Friendly Village — A circled dot. They help you with exploring and hunting.
Trail — Requires only 3 movement points to travel between the two hexes. Trails cannot be used through a Cataract.
Cataract — Only allowed between two River Hexes. Blocks movement between the two hexes.
Advanced Empire — Roll 1 die instead of 2d6 anytime you roll on the Native Contact Chart when between 0-2 hexes of this city. Draw a dashed line (territorial border) showing the extent of this empire's influence.
Symbol Key
Village — Draw a village in your current hex with a thick dot and then reduce your movement progress by 1. Do this each time a village is discovered.
Movement — Adjust Movement Progress by 1, 2, -1, or -2.
Food — Increase Food by 1, Decrease Food by 1, or Increase Food by 2.
Hunting — Roll on the Hunting Table.
Mapping — Roll 1d6 on the Mapping Table for each "?" result rolled during Planning.
Natives — Roll on the Native Contact Table.
Fever — You immediately lose 1 Morale. WILDs do not count towards other rolls during Future Planning Phases until the fever breaks. You must roll three or more WILDs (1s) to break the fever. You cannot use those Wild 1 results on the same turn you break your fever.
Trail — Decreases movement progress requirement between two hexes to 3.
Peaceful Village — Gain a +1 to Exploring Rolls (Phase 4) and Hunting Rolls (Phase 6) while in a hex with a Peaceful Village. They do not reduce movement progress, and the bonuses do stack with multiple Friendly Villages in the same hex.
Accident, Death, or Desertion — Lose one conquistador.
Morale Adjustment — Add 1 to your Morale for every Thumbs Up result. Subtract 1 from your Morale for every Thumbs Down result.
Cache — Increase Food, Muskets, and Morale by 1 (maximum of 6 each).
Explore — Roll on the Exploration Table for each of these results during Planning.
Interests — Roll on the Interests Table.