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Lewis & Clark: The Expedition

Lewis & Clark: The Expedition Rulebook

Table of Contents

Table of Contents

  • Important Note
  • Components
  • Set Up
  • The Character Cards
  • The Expedition Mini-Board
  • Object
  • Game Turn
  • Action (Compulsory Phase)
    • Character cards actions
    • Indian Village Actions
    • Important Note About the Actions (Characters and Village)
  • Recruitment (Optional Phase)
    • Add a new card to the Journal of Encounters
  • Encampment (Optional Phase)
    • Time Costs of the Expedition Boats
  • The Camp
  • Game End
  • Starting Characters' Actions Description
    • Primary Resources Collection
    • Take Indians on board (The Interpreter)
    • Move Forward on the Route (The Commander)
  • The Route
    • Scouts' Movement
  • Description of the Village Actions
  • Note About the Characters
  • Starting Characters
    • The Commanders
    • The Interpreters
    • The Lumberjacks
    • The Hunters
    • The Blacksmiths
    • The Fur traders
  • The Encountered Characters
  • Solo Variant
    • Set Up
  • Summary

Important Note

When you're first learning the game, we strongly advise you to play it with only 2 to 4 players, since the 5-player game is more suited for experienced players. We do not recommend playing the 5-player game with players who have never played Lewis & Clark before.

After playing Lewis and Clark a few times, you might want to make things a little different with the Route Change tokens. And, if you want to play alone, there is a solo variant (see the Solo Variant section).

Components

  • 1 Game board
  • 5 Scout figures of different colours
  • 5 Camp tokens of different colours
  • 100 Resource hexagons
  • 5 Expedition boards
  • 8 Resource Multiplication markers
  • 12 double-sided Boat tiles
  • 18 Indian figures
  • 84 Character cards (30 Starting Characters with the player's coloured symbol at the bottom right + 54 numbered Encountered Characters)
  • 10 Route Change tokens
  • 8 Resource Badge tokens (for solo play)

Set Up

  1. Unfold the game board and place it in the centre of the table. It represents the territory that you will have to cross, and also an Indian Village where you will be able to get help for your journey.

  2. Place the resource hexagons on the appropriate Stocks of the game board:

Primary Resources

  • 20 Wood
  • 20 Fur
  • 15 Food
  • 15 Equipment

During your journey, you will need different kinds of resources. Some of them can be obtained directly by using an action (this costs nothing); these are the Primary Resources.

Transformed Resources

  • 15 Dugout Canoes
  • 15 Horses

Other resources need a "transformation"; you will have to give some resources or Indians to get them. Each group of resources is a Stock.

  1. Place the 8 Resource Multiplication Markers next to the game board. If a Stock is depleted, a player may take a marker, and put an appropriate hexagon on it, making it worth three of that resource. Resources will not run out during the game. Multiplication Markers allow you to compensate for a potential shortage of resource hexagons.

  2. Based on the number of players, take the appropriate number of Indian figures and place them next to the game board to form the Stock. Remaining Indians are put back into the box.

Number of PlayersNumber of Indians used
16
29
312
415
518

The Indians will allow you to perform actions in the Village or with your Characters. They can also increase the power of your actions. More Indians are available when you use the "Interpreter" Starting Character. Use good management as they could slow you down.

  1. Place 1 Indian figure from the stock on the Newcomer area of the game board.

  2. Place the 12 Boat tiles on the game board (on the Gulf of Mexico) in two stacks of 6 tiles. By adding these Boats to your Expedition, you will increase your storage or passenger capacity.

  3. Shuffle the 54 Encountered Character cards to form the draw deck, and place it face down on the game board, on top of the Journal of Encounters. Draw 5 cards from this deck and arrange them on the Journal of Encounters by their Strength (number at the card's top left-hand corner). The lowest Strength card is placed at the bottom of the Journal, close to the Gulf of Mexico, and the highest Strength at the top. If two cards have the same Strength, place them in the order drawn.

  4. Each player chooses a colour and takes the 6 Starting Character cards of this colour in his hand. If there are fewer than 5 players, the unused Starting Character cards are placed back in the box. These 6 cards represent historical members of the Expedition. They form your starting hand. At the beginning of the game, all the players have identical hands, apart from the names of their explorers.

  5. Each player takes an Expedition mini-board of the colour she chose and places it in front of her. She takes an Indian figure from the stock and places it on the fourth Boat of her Expedition.

  6. Each player takes 1 Fur, 1 Food, and 1 Equipment from the Stocks and places them on the first boat of his Expedition.

    VARIANT: Take 4 primary resources of each kind from the Stocks. Randomly, give 3 of them to each player who immediately places them on the first Boat of his Expedition. Place the remaining resources back into the Stocks. This way, the players start with different resources each game.

  7. Each player places the Scout figure of her colour on the Route starting space (St Louis). She places the Camp token of her colour next to the river, pointing at the starting space (St Louis). The Scouts and Camps of the unused colours are placed back in the box.

  8. The starting player is chosen randomly. The game starts with this player's turn.

The Character Cards

The Characters may either: perform actions; acquire or transform resources; or move your expedition forward on the route. A large number of strategies are possible in Lewis & Clark, thanks to the card combinations that can be made from your hand.

Each Character card shows:

  • Character recruitment cost (in Equipment) - this is also the Character's Strength.
  • Character's action.
  • Character's name.
  • Card number or player's coloured symbol.
  • (On the back) the provided resource, Camp reminder, Time reminder, Character's Strength, and Recruitment Discount.

The 84 Character cards are composed of:

  • 30 Starting Character cards (5 crews of 6 Characters), with the players' colours on the back.
  • 54 Encountered Character cards, numbered from 1 to 54, whom the players will be able to recruit.

The Expedition Mini-Board

Your Expedition is represented by your individual board. It is composed of Boats on which:

  • you will store the resources you get (hexagonal spots); or
  • you will place the Indians who join you (circular spots).

Some of these Boats are "easy to handle": they will not slow you down during your Encampment phase. Others (with a Time symbol above them) will slow your Encampment if their spaces are occupied during this phase.

At any time during your Expedition, you may reorganize your resources and Indians in any way you like, enabling more of them to be on Boats that cost less Time.

Object

During the game, you will mainly perform actions by using Character cards from your hand, but also by sending Indians of your Expedition to the Village. These actions will allow your Scout to move forward on the route. Character cards can either perform actions (for which they'll need to be given Strength), or provide Strength to another Character card.

Frequently, you will have to stop and Camp in order to retrieve the Character cards that you have previously played. During this phase, your Scout will have to move back on the route if your Boats are heavily loaded with resources or if you transport a lot of Indians. How long it takes for your Expedition to set up Camp will be crucial. Afterwards, your Camp token will join your Scout.

When a player brings his Camp on or beyond the Fort Clatsop space, the game immediately ends. This player wins the game, because he is the first one to reach the Pacific.

Game Turn

On your turn, you must perform an Action.

In addition to this compulsory Action, you can set up Camp. You can also Recruit a new Character. Those two phases are optional: each of them can be done any time during the player's turn, before or after the compulsory Action, but never simultaneously.

Action (Compulsory Phase)

On your turn, you must perform an Action. There are two types of Action: the Character cards' Actions and the Indian Village Actions on the game board.

To perform an Action, Strength, represented by the Strength symbol, must be given to the Action by Indian figures, or from another card, or both! Character cards have a Strength from 1 to 3 and the Indian figures have a Strength of 1 each. The Action may be performed this turn as many times as the number of Strength points given to it.

Character cards actions

In order to activate the Action of a Character card from your hand, you must play it in front of you. It must be given Strength (its own card Strength is NOT used!) from either:

  • (A) another Character card from your hand: choose a card and place it face-down underneath the card to activate it; or
  • (B) Indian figures taken from your Expedition: take 1, 2 or 3 Indian figures from your Expedition mini-board and place them on the card to activate; or
  • (C) a combination of a Character card from your hand and 1 or 2 Indian figures: choose a card and place it face-down underneath the card and place 1 or 2 Indian figures on it to activate, with a maximum total Strength of 3.

In all three cases, the Action is performed as many times as the Strength that activates it. (Example: A - performed once using a Character card with a Strength of 1. B - performed twice using 2 Indians. C - performed 3 times using a Character card with Strength 1 + 2 Indians.)

The Character cards played remain in front of you and constitute your Playing Area.

Be careful! In cases A and C, the Action of the face-down card is temporarily unavailable (until the next Encampment). In cases B and C, the Indians played still belong to your Expedition.

It is often useful to perform an Action more than once. Having Character cards with a Strength of 2 or 3 in hand is a big advantage, since Actions can now be done without Indians.

Indian Village Actions

The Village Actions (shown by icons in bubbles) can only be activated by Indians placed on the Action area.

  • On an empty circle, place just one Indian figure taken from your Expedition.
  • On a semicircle, place simultaneously 1, 2 or 3 Indian figures taken from your Expedition, regardless of whether or not the area is already occupied.

In both cases, perform the Action as many times as the number of Indians you have placed. These Indian figures do not belong to you anymore. Unlike the Character card Actions, these Actions are available for all the players.

The Village Actions can be hotly contested! Anticipating when the other players will try to grab them is a key part of your strategy.

Important Note About the Actions (Characters and Village)

It is always permissible to use only a part of the Strength (or none of the Strength) that has been given to an Action. For example: an Action that has been given a Strength of 3 could be performed twice, or once, or not at all, rather than three times.

It is also permissible to take only some (or none) of the benefits gained from an Action, rather than all of them.

Recruitment (Optional Phase)

During the adventure, you will meet Characters who will be able to join your Corps of Discovery. They are present on the Journal of Encounters. You can only recruit one Character each round, either before or after your compulsory Action.

Pay the cost in Equipment and Fur corresponding to the Character you want to recruit:

  • as many Fur as indicated by his position on the Journal of Encounters
  • and as many Equipment as the Strength of the Character.

You can partially or completely pay the required Equipment by discarding one (and only one) card from your hand. Then you save as many Equipment as indicated by the Recruitment Discount on the back of the discarded card. The discarded card is placed face-up into a discard deck beside the game board. Immediately add the recruited Character to your hand. Then add a new Character card to the Journal of Encounters.

Example: At the beginning of his turn, Cédrick wants to recruit Black Cat. His cost is 4 Fur and 3 Equipment. Cédrick gives 4 Fur, and then puts 2 Equipment into the Stock and discards Hugh McNeal, who has a Strength of 1 (which counts as 1 Equipment). He adds Black Cat to his hand.

Advice to beginners: During your first games, we advise you not to discard your Interpreter and Commander. Without these two cards, and without having recruited the necessary Characters, you would not be able to win the game!

Add a new card to the Journal of Encounters

As soon as a spot becomes empty on the Journal of Encounters, move all the Encountered Character cards downwards. Draw a new Character card and place it on the first spot, close to the draw deck. Do not re-arrange the cards by Strength!

Encampment (Optional Phase)

You can set up Camp any time during your round, before or after your compulsory Action. Your Camp and your Scout might end up at the same spot during this time.

IF YOU CANNOT PERFORM ANY ACTION (CHARACTER OR VILLAGE) AT THE START OF YOUR TURN, THEN YOU MUST FIRST SET UP CAMP BEFORE TAKING YOUR COMPULSORY ACTION FOR THAT TURN.

This phase allows you to take back into your hand the cards you have played into your Playing Area. Nevertheless, it can take time and delay your progress. This time is symbolized by the "Time" icon present on the cards and on the Boats.

When you set up Camp:

  1. Place all the Indians played on your Character cards back on the Boats of your Expedition. At any time during your Expedition, you may reorganize your resources and Indians in any way you like, enabling more of them to be on Boats that cost less Time.

  2. Calculate how much Time you spend in Camp. It is equal to the sum of:

    • the Character cards still in your hand at this moment, and
    • the possible Time costs of the Boats of your Expedition (based on transported resources and Indians, see below).

    Your Characters that haven't been used since the last Encampment slow you down: they want to talk with you about their terms of employment. Unloading Boats, only to later re-embark, takes valuable time away from your journey. Therefore, you must carefully manage your resources in order not to fall back.

  3. Move your Scout backwards by the same number of spaces as the Time your Expedition spends in Camp, observing the Scouts' movement rules. IF YOUR SCOUT HAS TO MOVE BACKWARDS MORE THAN 5 SPACES DOWNRIVER FROM SAINT LOUIS, ITS MOVEMENT STOPS ON THE FIRST RIVER SPACE, EVEN IF OTHER SCOUTS ARE ALREADY THERE.

  4. Bring your Camp up to your Scout if the Scout is further ahead and point your Camp token at the space where the Scout is. Do not move your Camp if your Scout is situated further behind than your Camp.

  5. Take all the cards from your Playing Area back into your hand.

Time Costs of the Expedition Boats

  • This Boat can contain up to three resources, and costs no Time.
  • This Boat can contain up to five resources. It costs one Time per resource.
  • This Boat can hold only one Indian, and costs no Time.
  • This Boat can contain up to three resources. It costs one Time if it contains at least one resource.
  • This Boat can hold an unlimited number of Indians, but it costs one Time per Indian present.

Example: Karine (Blue) must Camp. She takes her two Indian figures (present on her cards in her Playing Area) and puts them on her Boats. She then calculates her Time spent in Camp. Her Time spent in Camp equals 5: 1 for the Character card left in her hand, +1 for the 3 resources present on one Boat, +2 for the 2 resources present on another Boat, +1 for the Indian present on a Boat. Which makes a total of 5 Time points. Karine therefore must move her Scout 5 spaces backwards on the River. Then she moves her Camp token next to her Scout and takes back her cards into her hand.

The Camp

A Camp never moves backwards on the Route. At the end of your Encampment phase, several Camps can be pointing at the same space. A Scout can be on a space pointed at by one or more Camps.

Game End

When a player brings his Camp token on or beyond the Fort Clatsop space, the game ends immediately. This player wins the game.

During your first games, you might think that the start player is at a small disadvantage at the beginning of the game. However, the "sudden death" ending at Fort Clatsop balances things out.

Starting Characters' Actions Description

Primary Resources Collection

The Lumberjack, the Hunter, the Blacksmith and the Fur Trader allow you to collect resources:

  • Lumberjack — collects Wood
  • Hunter — collects Food
  • Blacksmith — collects Equipment
  • Fur trader — collects Fur

When you play one of these Characters, add up the number of relevant resource badges visible in the top corner of each card in your Playing Area (including the cards used to perform the Action) and also those in your left-hand and right-hand neighbours' Playing Areas (or your only neighbour if playing a 2-player game).

The resource badges: Wood, Food, Equipment, Fur.

Multiply the number of badges you've just counted by the value of the Strength given to your Action. Take as many resources as you want from the corresponding Stock, up to the total number of badges you've worked out. Place them on your Boats' free spaces.

During a collection, previously held resources cannot be discarded from your Boats unless your Boats are already full. In this case, you can return to the Stocks the excess resources of your choice. The resources can be reorganized as often as you want, but you can never have more resources than you can store (even temporarily).

Example: Karine (Blue) plays her Lumberjack, and gives him a total Strength of 2 from a Character card placed underneath. There are now 5 visible Wood badges in her own and her two neighbours' Playing Areas. Karine can therefore take 2x5 = 10 Wood from the Stock. She decides to keep only 7 which she places on her Boats. The remaining resources go back to the Stock.

Take Indians on board (The Interpreter)

The Interpreter allows you to welcome new Indians into your Expedition.

  1. Gather on the Powwow area (in the centre of the Village) all the Indians in the Village (including the Indian present on the Newcomer area).
  2. Then take as many Indians as you want from the Powwow area. Place the Indian(s) you have taken in the Boats of your Expedition.
  3. Discard the Character card situated on the last page (at the bottom) of the Journal of Encounters, and put it face-up in the discard deck. Now add the top card from the draw deck to the Journal.
  4. Finally, place an Indian figure, taken from the Stock, on the Newcomer area. Ignore this step if the Indian stock is empty.

If you activate the Interpreter action with a Strength of 2 or 3, repeat the process respectively 2 or 3 times, refilling the Journal and the Newcomer area each time. This will allow you to obtain 1 or 2 additional Indians.

The Interpreter Action is a key Action in this game. This is the only way to add Indians to your Expedition. It also: makes available all the Village Actions once again, and reveals new cards in the Journal, which gives more options for recruiting.

Move Forward on the Route (The Commander)

The Commander allows you to move your Scout forward on the Route. For each Strength that activates this card, choose one of the following options:

  • Pay one Food from your Boats and move your Scout forward 2 River spaces.
  • OR pay one Canoe from your Boats and move your Scout forward 4 River spaces.
  • OR pay one Horse from your Boats and move your Scout forward 2 Mountain spaces.

The Route

The Route is composed of several parts:

  • three River parts (in blue),
  • two Mountain parts (in grey),
  • two "Mountain-River" spaces, both of which are River and Mountain at the same time.

There are 2 "Mountain-River" spaces, before and after the first Mountain area. In these spaces, you can move your Scout forward with any of the three resources. A part of the move may be lost, however, if the land type changes to something that the resource normally can't handle (e.g., after moving through a Mountain-River with a Horse, movement would stop if a River space came next).

VARIANT: After you've played a few games, we suggest designing your own Route! You can add some Route Change tokens to some of the Route spaces on the board. This way, a different distribution of River and Mountain spaces will allow you to try some new strategies.

Scouts' Movement

A Scout movement can never end on the same space as an opponent's Scout because on the Route, only one Scout is permitted per space (except in Saint Louis, which is the starting space, and the first space of river). If this happens, the Scout moves forward to the next available space (possibly moving backward during the Encampment phase). Players may pass through an occupied space, however.

Remember: when your Scout moves forward several times during the same Action (thanks to a card activated 2 or 3 times), do not take the positions of opposing Scouts into account while you're moving, but only the position of a Scout on the final space of your movement.

As two Scouts cannot stay on the same space, it is possible to end movement on a Mountain space after playing a card that allows you to move only on the River (and the other way around)!

Description of the Village Actions

In the Village, there are eight different areas, corresponding to eight Actions which can be performed by all the players:

  • five areas with only one spot (one circle) for the Hunting, Craftsmanship, Gift, Farewell and Shamanism Actions
  • one area with two spots (two circles) for the Expedition Upgrade Action
  • and two unlimited areas for the Canoe Manufacturing and Horse Trade Actions.

Village Actions are, overall, less valuable than those of the Encountered Characters; but they save you from having to commit a Character from your hand, and give you the opportunity to get resources that you might not obtain otherwise. They also allow you to reduce the number of Indians in your Expedition.

  • Hunting — Take 1 Food AND 1 Fur from the Stock and place them on your Boats.
  • Craftsmanship — Take 1 Equipment AND 1 Wood from the Stock and place them on your Boats.
  • Gift — Take 2 Fur OR 2 Wood from the Stock and place them on your Boats.
  • Farewell — Discard 0 to 3 Character cards from your hand (place them face-up in the discard deck). Then discard all the Character cards from the Journal of Encounters. The discarded cards are placed face up in the discard deck beyond the game board. Refill the Journal by drawing 5 new cards and placing them in the order drawn.
  • Horse Trade — Pay 3 different resources to take a Horse from the Stock. Each of the three resources must be different from the other two!
  • Canoe Manufacturing — Pay 2 Wood to take a Canoe from the Stock.
  • Expedition Upgrade — Pay 3 Wood and you have the choice to take: either one Boat tile (which can carry resources) and 2 primary resources of your choice from the Stocks, or one Boat tile (which can carry Indians) and 1 Indian from the Stock. If there is no Indian left in the Stock, take the tile alone. Add this Boat to your Expedition, along with the Indian or the resources, by placing the tile next to your Expedition. Choose carefully which side of the Boat tile will be facing up! Once those tiles are placed next to your Expedition, they cannot be turned over again.
  • Shamanism — Pay one Food to activate a face-up Character Action that is already on the table (one in your Playing Area or one in any other player's Area). You may do this Action only once, regardless of what Strength had been used to originally activate it. If you copy an Action of one of your opponents, treat that card as if it were in your Playing Area, NOT that of your opponent, when calculating the rewards resulting from that Action. The Character cards with a permanent effect cannot be copied.

Boat tiles from Expedition Upgrade:

  • This Boat can contain up to two resources and costs no Time during Encampment.
  • This Boat can transport one Indian and costs no Time during Encampment.
  • This Boat can contain up to five resources and costs one Time during Encampment if it contains at least one resource.
  • This Boat can transport up to three Indians, and costs one Time during Encampment if it transports at least one Indian.

Note About the Characters

All the cards show historical characters who played a part in the success of the Lewis & Clark Expedition. Each card's effect is related to the historical role of its character.

Remember: A Character's Action can be activated (simultaneously) as many times as the Strength that has been given to it.

Glossary:

  • TO PAY A RESOURCE: take a resource from your Boats and put it in the Stock.
  • TO TAKE A RESOURCE: take a resource from the Stock and put it on your Boats.
  • TO COLLECT: count the number of visible badges of this resource on the top corners of the cards in your Playing Area and in your 2 neighbours' Playing Areas (or 1 neighbour in a 2-player game). Take as many resources from the Stock as the result and then put the collected resources on your Boats.
  • A PLAYING AREA: all the cards a player has played and placed in front of her, face up and face down.
  • ACTIVE CHARACTER: Character card that is in your Playing Area, face up, whose Action is being or has been activated.

Starting Characters

Each player's crew of 6 Starting Characters (identical in function, differing only by name and colour):

The Commanders

Move your Scout forward by paying Food, Canoe or Horse.

  • William Clark (Orange), Meriwether Lewis (Blue), John Ordway (Yellow), Nathaniel Pryor (Green), Charles Floyd (Purple).

The Interpreters

Take Indians from the Village and add them to your Expedition.

  • François Labiche (Orange), Pierre Cruzatte (Blue), Robert Frazer (Yellow), George Gibson (Green), J. Baptiste Lepage (Purple).

The Lumberjacks

Collect Wood.

  • John B. Thompson (Orange), Hugh McNeal (Blue), Thomas P. Howard (Yellow), Patrick Gass (Green), Hugh Hall (Purple).

The Hunters

Collect Food.

  • York (Orange), Seaman (Blue), Silas Goodrich (Yellow), John Colter (Green), William Werner (Purple).

The Blacksmiths

Collect Equipment.

  • Joseph Whitehouse (Orange), Alexander H. Willard (Blue), John Shields (Yellow), William Bratton (Green), John Potts (Purple).

The Fur traders

Collect Fur.

  • Joseph & Ruben Field (Orange), Richard Windsor (Blue), George Shannon (Yellow), Peter Weiser (Green), John Collins (Purple).

The Encountered Characters

All 54 Encountered Character cards, with their actions:

  1. Hay — Take as many different primary resources as there are face-up Characters in your Playing Area (including Hay), so up to 4 resources (each one different from the others). The effect of this action can only apply once. Activating this card with a Strength greater than 1 is useless (but not forbidden!).
  2. Little Raven — Choose one of the four primary resources. Take as many resources of this type as there are face-up Characters in your Playing Area (Little Raven included). The effect of this action can only apply once. Activating this card with a Strength greater than 1 is useless (but not forbidden!).
  3. Buffalo Medicine — Pay 1 Food and take 1 Canoe.
  4. Ebenezer Tuttle — Pay 1 Wood and take 1 Canoe.
  5. René Jessaume — Pay 3 Furs and take 1 Horse.
  6. Big Horse — Put 2 Indians from your Boats to the Powwow area and take 1 Horse.
  7. Moses B. Reed — Pay 2 Wood and move your Scout 2 spaces forward on the River.
  8. John Robertson — Pay 2 Equipment and move your Scout 3 spaces forward on the River.
  9. Joseph Barter — Pay 1 Canoe and move your Scout 5 spaces forward on the River.
  10. J. Baptiste Deschamps — Pay 1 Food and 1 Canoe and move your Scout 6 spaces forward on the River.
  11. John Newman — Pay 1 Food and move your Scout 1 space forward on the River or in the Mountains.
  12. Charles Mackenzie — Pay 1 Fur and 1 Horse and move your Scout 3 spaces forward in the Mountains.
  13. John Dame — Pay 2 Wood and move your Scout 1 space forward in the Mountains.
  14. Cuscalar — For each Strength that activates this card, pay 1 Horse and take into your hand a Character card you choose from the Journal of Encounters. Then refill the Journal in the order drawn.
  15. Toussaint Charbonneau — Pay 1 resource of your choice and perform the Action at the Village place of your choice, provided that there is at least one Indian in the chosen place. If you activate this Character several times, you can perform the Actions of various places or the Action of a place several times. However, you are not allowed to use or to take into account the resources and Indians you get as a result of the first (or second) activation for the next activation.
  16. F. Antoine Larocque — This Character has no effect when you activate him. But, if F. Antoine Larocque is face-up in your Playing Area when your Scout moves (due to another Character), you "jump" the spaces where other Scouts are. E.g.: if there are 2 opposing Scouts in your way when you are moving 4 spaces, you actually end up moving six spaces, since you don't count the spaces they're on! The effect of this action can only apply once.
  17. Joseph Gravelines — This Character has no effect when you activate him. But, if Joseph Gravelines is face-up in your Playing Area when you recruit a new Character, you are given a 2 Furs discount on his price.
  18. John Boley — This Character has no effect when you activate him. If John Boley is face-up in your Playing Area when you set up Camp, decrease your Camp Time by 1. This card has no effect if your Camp Time is zero. A Camp Time can never be negative!
  19. John Hay — For each Strength that activates this card, choose one of the two resources: Fur or Wood, and collect it. (By activating this card three times, you can, for instance, collect Fur twice and Wood once.)
  20. Big White — For each Strength that activates this card, choose one of the two resources: Equipment or Wood. Then collect it.
  21. Dickson & Hancock — For each Strength that activates this card, choose one of the two resources: Food or Fur. Then collect it.
  22. Black Moccasin — For each Strength that activates this card, choose one of the two resources: Equipment or Food. Then collect it.
  23. Yellept — Pay 1 resource of any kind and take 2 primary resources of your choice. If you activate this Character several times, you are not allowed to use the resources you get as a result of the first (or second) activation to trigger the next Action. You must use resources that had been previously held.
  24. P. Antoine Tabeau — Pay 1 Wood and 1 Food and take 2 Canoes.
  25. Three Eagles — Pay 2 Equipment and take 1 Horse.
  26. Hawk's Feather — Pay 1 Food and move your Scout 3 spaces forward on the River.
  27. Man Crow — Pay 3 Wood and move your Scout 4 spaces forward on the River.
  28. Cutssahnem — Pay 3 resources of any kind and move your Scout 5 spaces forward on the River. All the resources must be different from each other.
  29. Black Buffalo — Pay 1 Food and move your Scout as many spaces forward on the River as there are visible Food badges on the cards of your Playing Area and your 2 neighbors' Playing Areas (or your only neighbor in a 2-player game). In a solo game, take into account the Food badges of your Playing Area and those of the occupied Village places.
  30. Half Man — Pay 1 resource of any kind and move your Scout as many spaces forward on the River as there are Scouts located on or farther ahead of your Camp (your own Scout included). In a solo game, Alexander Mackenzie is considered as a Scout.
  31. Richard Warfington — Pay 2 resources of any kind and move your Scout as many spaces forward on the River as there are Indians in your Boats. Do not take into account the Indians placed on the cards of your Playing Area.
  32. James Mackay — Pay 1 Horse and move your Scout forward 3 spaces, either on the River or in the Mountains; not both! If activated more than once, each multiple of 3 can be either River or Mountains.
  33. Weuche — Pay 2 Equipment and move your Scout as many spaces forward in the Mountains as there are visible Equipment badges on the cards of your Playing Area and your 2 neighbors' Playing Areas (or your neighbor in a 2-player game). In a solo game, count the Equipment badges in your Playing Area and those in the occupied Village places.
  34. Pierre Dorion — Pay 3 Furs and move your Scout forward 2 spaces in the Mountains.
  35. The Partisan — Pay 1 Food and activate one face-up Character, of your Playing Area or any players' Playing Area, once, regardless of the Strength originally used to activate that Character (same Action as Shamanism). E.g.: If you give the Partisan 2 Strength, you can copy two face-up Characters' Actions, or copy the Action of one face-up Character twice. You are not allowed to use or to take into account the resources and Indians you get as a result of the first (or second) activation for the next activation.
  36. Nicholas Jarrot — This Character has no effect when you activate him. But if Nicholas Jarrot is face-up in your Playing Area when you move your Scout forward on the River (thanks to another Character), add 2 spaces to one movement on the River (the Strength given to the other Character doesn't matter).
  37. Régis Loisel — For each Strength that activates this card, choose one of the three resources: Equipment, Food or Wood. Then collect it. (By activating this card three times, you can, for instance, collect Equipment once, Food once and Wood once.)
  38. Hugh Heney — For each Strength that activates this card, choose one of the three resources: Fur, Food or Wood. Then collect it.
  39. Black Cat — Take 2 primary resources of your choice. They can be different or identical.
  40. Twisted Hair — Pay 1 Canoe and take 2 Canoes. If you activate this Character several times, you are not allowed to use the resources you get as a result of the first (or second) activation to trigger the next Action. You must use Canoes that had been previously held.
  41. Cameahwait — Pay 1 Canoe and take 1 Horse or pay 1 Horse and take 1 Canoe.
  42. Broken Arm — Pay 1 Equipment and take 1 Horse.
  43. Comcomly — Pay 1 Equipment, 1 Food, 1 Fur and 1 Wood and move your Scout 7 spaces forward on the River.
  44. Little Thief — Put 1 Indian from your Boats to the Powwow area and move your Scout 1 space forward on the River per pair of resources of any kind you have on your Boats. The resources do not have to be identical. Do not pay your resources.
  45. Watkuweis — Pay 1 resource of your choice and move your Scout as many spaces forward on the River as there are face-up Characters in your Playing Area (Watkuweis included).
  46. Daniel Boone — Pay 2 resources of any kind and move your Scout as many spaces forward on the River as there are Indians in the Village (on the game board).
  47. Old Toby — Pay 1 Canoe and 1 Horse and move your Scout 6 spaces forward, either on the River or in the Mountains; not both! If activated more than once, each multiple of 6 can be either River or Mountains.
  48. Coboway — Pay 1 Equipment, 1 Food, 1 Fur and 1 Wood and move your Scout 4 spaces forward in the Mountains.
  49. Crow at Rest — Pay 2 Furs and 2 Equipment and move your Scout 3 spaces forward in the Mountains.
  50. George Drouillard — Put 1 Indian from your Boats to the Powwow area and pay 1 resource of any kind. Then move your Scout 2 spaces forward in the Mountains.
  51. Tetoharsky — Put 1 Indian from your Boats to the Powwow area. Then move your Scout 1 space forward in the Mountains per group of 3 resources of any kind you have on your Boats. The resources do not have to be identical. Do not pay your resources.
  52. One Eye — Pay 2 resources of any kind and move your Scout as many spaces forward in the Mountains as there are Scouts located on or farther ahead of your Camp (your own Scout included). In a solo game, Alexander Mackenzie is considered as a Scout.
  53. Sacagawea — Perform one of the Village Actions, whether the Action location is occupied by Indians or not. You are not allowed to use or to take into account the resources and Indians you get as a result of the first (or second) activation for the next activation (For instance, by activating it twice, you cannot collect 2 Wood using the Crafts and then make a Canoe with these 2 Wood).
  54. Cut Nose — This Character has no effect when you activate him. But if Cut Nose is an Active Character of your Playing Area when you move your Scout forward in the Mountains (thanks to another Character), add 1 space to one movement in the Mountains (the Strength given to the other Character doesn't matter).

Solo Variant

Set Up

Set-up proceeds in the usual way. Then place one of the remaining Scouts - who will be called Alexander Mackenzie - on a route space between 0 (easy level) and 7 (expert level) spaces upriver from Saint Louis. Place the 8 resource badge tokens on the Village locations according to their backs (matching the illustrations on the board).

In the Solo game, you apply the same rules as for the multi-player game except for the two following differences:

1. Primary Resources Collection. In this variant, each place where an Indian is present in the Indian Village provides the resource corresponding to its resource badge. During a collection, add up the number of badges of the resource being collected that are visible in your Playing Area and on the occupied places of the Village.

Example: Cédrick plays the Hunter with a Character card having a Strength of 3. The Hunting and Shamanism places are occupied; they provide one Food each that is added to the Food provided by the Food badge in the Playing Area. Cédrick can therefore take 3x3 = 9 Food thanks to this Action.

2. Your Opponent: Alexander Mackenzie. After you have finished your turn, move the Alexander Mackenzie figure one space forward on the route. This figure is treated as a Scout. You win the game if you manage to settle your Camp in Fort Clatsop (or beyond) before the arrival of Alexander Mackenzie at Fort Clatsop.

Summary

Game Turn — Perform 1 Compulsory Action:

  • Either a card from your hand, activated with Strength from another Character-card played face down and/or Indians.
  • Or an Indian Village Action. Place 1 Indian on an empty circle, or from 1 to 3 Indians on a semicircle (already occupied or empty).

Two phases are optional. Each of them can be done once per turn, before or after the compulsory Action:

  • Recruit a new Character
  • Set up Camp

Recruit a new Character: Add a Character from the Journal to your hand by paying the cost in Fur and Equipment (part of the Equipment cost can be saved by discarding one card from your hand).

Set up Camp:

  1. Place all your Indians back on your Boats.
  2. Calculate your Time spent in Camp (equal to the sum of Time icons on the cards still in your hand and on your loaded Boats).
  3. Move your Scout backwards by the same number of spaces as your Time spent in Camp.
  4. Bring your Camp up to your Scout.
  5. Take all the cards back into your hand.

A Scout movement can never end on the same space as an opponent's Scout.

Starting Characters:

  • Lumberjack / Hunter / Blacksmith / Fur trader — Take resources from the Stock, up to the total number of visible badges of this resource in your and your two neighbours' Playing Areas.
  • Interpreter — Take the Indians on the game board and add them to your Expedition. Discard the last card in the journal.
  • Commander — Move your Scout forward on the River or in the Mountains and pay resources.

Village Actions:

  • Hunting — Take directly 1 Food and 1 Fur.
  • Craftsmanship — Take directly 1 Equipment and 1 Wood.
  • Gift — Take directly 2 Furs or 2 Woods.
  • Expedition Upgrade — Pay 3 Wood and add one Boat to your Expedition.
  • Farewell — Discard cards from your hand and renew the Journal of Encounters' cards.
  • Shamanism — Pay 1 Food and, once only, copy the Action of a Character card already played.
  • Canoe Manufacturing — Pay 2 Wood and take 1 Canoe.
  • Horse Trade — Pay 3 different resources and take 1 Horse.